GFL2 Status Effects: Difference between revisions
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== Acid Corrosion II == | |||
Reduce defense by {{Color|GF2Orange|30%}}. This is considered a {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} defense debuff. | |||
== Action Support == | == Action Support == | ||
Assist attack. Performs an attack. Cannot be triggered by Assist attack. | Assist attack. Performs an attack. Cannot be triggered by Assist attack. | ||
== Active Engagement == | |||
Attacks deal {{GFL2WeakIcon|electric}}{{Color|GF2Yellow|Electric}} damage, increasing damage dealt by {{Color|GF2Orange|30%}}, effective {{Color|GF2Orange|once}}. This is considered a buff and cannot be cleansed. | |||
== Additional Movement == | == Additional Movement == | ||
Can move once, but cannot use any other commands. | Can move once, but cannot use any other commands. | ||
== Ambush == | |||
Return fire if an enemy within {{Color|GF2Orange|3 tiles}} attempts to use a skill, dealing AoE Physical damage equal to {{Color|GF2Orange|100%}} of attack. This effect cannot be cleansed. | |||
== Anesthesia == | |||
Immune to basic attacks and skill damage. This immunity is removed after receiving {{Color|GF2Orange|1}} basic attack or skill attack. This is considered a buff. | |||
== Angry == | |||
Increase mobility by {{Color|GF2Orange|2 tiles}} and increase attack by {{Color|GF2Orange|30%}}. Maximum of {{Color|GF2Orange|3 stacks}}. Removed after attacking an enemy unit. This is considered a buff and cannot be cleansed. | |||
== Asphyxiation == | |||
When afflicted with [[GFL2 Status Effects#Asphyxiation|{{Color|GF2Blue|Asphyxiation}}]], if the unit does not deal damage to the unit that applied this effect, receive fixed damage equal to {{Color|GF2Orange|40%}} of maximum HP at the end of an action. [[GFL2 Status Effects#Asphyxiation|{{Color|GF2Blue|Asphyxiation}}]] is removed after damaging or killing the unit that applied this effect. This is considered a debuff and cannot be cleansed. | |||
== Attack Down I == | == Attack Down I == | ||
Attack decreased by {{Color|GF2Orange|10%}}. Considered a debuff. | Attack decreased by {{Color|GF2Orange|10%}}. Considered a debuff. | ||
== Attack Down II == | |||
Attack decreased by {{Color|GF2Orange|15%}}. Considered a debuff. | |||
== Attack Up I == | == Attack Up I == | ||
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Increase attack by 15%. This is considered a Burn buff. | Increase attack by 15%. This is considered a Burn buff. | ||
== Burn Source Code == | |||
Attacks apply [[GFL2 Status Effects#Burning Sensation|{{Color|GF2Blue|Burning Sensation}}]] to the target for {{Color|GF2Orange|1 turn}}. This effect cannot be cleansed. | |||
== Burning II == | |||
Upon gaining this effect and at the end of each action, the user takes fixed damage equal to {{Color|GF2Orange|20%}} of the inflictor's attack. Maximum of {{Color|GF2Orange|3 stacks}}. This is considered a {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} debuff. | |||
== Burning III == | |||
When this effect is gained and at the end of action, self and all allies {{Color|GF2Orange|within a 1-tile radius}} receive fixed damage requal to {{Color|GF2Orange|30%}} of the inflictor's attack. This is considered a {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} debuff. | |||
== Burning Sensation == | |||
If a basic attack or skill is used during the units turn, they will take fixed damage equal to {{Color|GF2Orange|40%}} of their maximum HP, capped at {{Color|GF2Orange|200%}} of the inflictor's attack. This is considered a {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} debuff. | |||
== Cloaked == | |||
Cannot be directly targeted by enemy skills. This is considered a buff and cannot be cleansed. | |||
== Cold Snap == | |||
Before moving, receive fixed damage equal to {{Color|GF2Orange|10%}} of attack from the unit that applied this effect. This is considered a {{GFL2WeakIcon|freeze}}{{Color|GF2Blue|Freeze}} movement debuff. | |||
== Command == | |||
Stability damage taken is reduced by {{Color|GF2Orange|2 points}}, damage taken is reduced by {{Color|GF2Orange|30%}}. This is considered a buff and cannot be cleansed. | |||
== Concatenation == | |||
When the inflictor or any other holder of this status receives stability damage, the status holder also receives an equal amount of stability damage. This is considered a debuff and cannot be cleansed. | |||
== Conductivity == | == Conductivity == | ||
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Restore {{Color|GF2Orange|10%}} of maximum HP at the end of action. This is considered a buff. | Restore {{Color|GF2Orange|10%}} of maximum HP at the end of action. This is considered a buff. | ||
== Continuous Healing II == | |||
Recover {{Color|GF2Orange|20%}} of maximum HP at the end of the action. This is considered a buff. | |||
== Continuous Stability Regen I == | |||
Recover {{Color|GF2Orange|1 point}} of stability index at the end of the action. This is considered a buff. | |||
== Counterattack == | == Counterattack == | ||
Perform an attack; cannot be triggered by Return Fire, Counterattack or Assists. | Perform an attack; cannot be triggered by Return Fire, Counterattack or Assists. | ||
== Damage Reduction I == | |||
Damage dealt reduced by {{Color|GF2Orange|10%}}. Considered a buff. | |||
== Damage Up I == | == Damage Up I == | ||
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Defense increased by {{Color|GF2Orange|40%}}. Considered a buff. | Defense increased by {{Color|GF2Orange|40%}}. Considered a buff. | ||
== Degradation Mark == | |||
Receive fixed damage equal to {{Color|GF2Orange|80%}} of the inflictor's attack at the end of action. Can stack up to {{Color|GF2Orange|5 times}}. This is considered a debuff and cannot be cleansed. | |||
== Degradation Mark II == | |||
At the end of the faction's turn, receive fixed damage equal to {{Color|GF2Orange|30^}} of the inflictor's attack. This effect is stackable and cannot be cleansed. Eliminating Onyx Steles or Dark WIngs in a turn will remove stacks of [[GFL2 Status Effects#Degradation Mark II|{{Color|GF2Blue|Degradation Mark II}}]] before their effects are resolved: {{Color|GF2Orange|1}} elimination: {{Color|GF2Orange|1 stack}}; {{Color|GF2Orange|2}} eliminations: {{Color|GF2Orange|4 stacks}}; {{Color|GF2Orange|3}} or more eliminations: {{Color|GF2Orange|7 stacks}}. | |||
== Delicate == | |||
Damage taken is increased by {{Color|GF2Orange|30%}}, and an additional {{Color|GF2Orange|2 points}} of fixed stability damage is received. This is considered a debuff and cannot be cleansed. | |||
== Dissolve == | |||
Restores {{Color|GF2Orange|50%}} of attack as HP to the inflictor at the end of their action. If a unit dies while under this effect, it causes an explosion that deals {{Color|GF2Orange|85%}} of the inflictor's attack as AoE {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} damage to all enemy targets {{Color|GF2Orange|within a 3-tile range}}. This is considered a {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} buff and cannot be cleansed. | |||
== Dual Defense == | |||
Increase defense by {{Color|GF2Orange|200%}}. This effect is stackable and cannot be cleansed. | |||
== Efficiency Boost == | |||
Increase attack by {{Color|GF2Orange|30%}}, stackable. This is considered a buff and cannot be cleansed. | |||
== Electric Shock == | |||
For each {{Color|GF2Orange|1 tile}} moved, receive fixed damage equal to {{Color|GF2Orange|5%}} of the inflictor's attack. This is considered an {{GFL2WeakIcon|electric}}{{Color|GF2Yellow|Electric}} debuff. | |||
== Electric ShockA == | |||
When receiving {{GFL2WeakIcon|electric}}{{Color|GF2Yellow|Electric}} damage, the attacker who inflicted the [[GFL2 Status Effects#Electric ShockA|{{Color|GF2Blue|Electric ShockA}}]] deals an additional {{Color|GF2Orange|50%}} of their attack as fixed damage. This is considered an {{GFL2WeakIcon|electric}}{{Color|GF2Yellow|Electric}} debuff. | |||
== Energy Storage == | |||
Trigger the effects of the skill {{Color|GF2Blue|Focused Flameheart}} upon reaching {{Color|GF2Orange|3 stacks}}. This effect cannot be cleansed. | |||
== Explosive Momentum == | |||
All {{Color|GF2Blue|Explosive}} damage increased by {{Color|GF2Orange|100%}}. This is considered a buff and cannot be cleansed. | |||
== Extra Action == | == Extra Action == | ||
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== Feeling Full == | == Feeling Full == | ||
Attack increased by 15% of the unit's own defense. Expands the passive's effect to the entire map. This buff cannot be cleansed. | Attack increased by {{Color|GF2Orange|15%}} of the unit's own defense. Expands the passive's effect to the entire map. This is considered a buff and cannot be cleansed. | ||
== | == Ferocious II == | ||
When taking Burn damage, increase stability damage taken by 2 points, and the | Increase damage dealt by {{Color|GF2Orange|80%}} and reduce damage taken by {{Color|GF2Orange|40%}}. This is considered a buff. | ||
== Flammable == | |||
When taking {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} damage, increase stability damage taken by {{Color|GF2Orange|2 points}}, and the attacker recovers {{Color|GF2Orange|2 points}} of stability index. Each time {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} damage is taken, {{Color|GF2Orange|1 stack}} is consumed. Maximum of {{Color|GF2Orange|2 stacks}}. This is considered a {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} debuff. | |||
== Frenzy == | |||
Converts enemy {{Color|GF2Orange|attacks within a 4-tile radius}} to {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} damage, and applies a {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} weakness to enemy targets within the range. This is considered a buff and cannot be cleansed. | |||
== Frost Barrier == | == Frost Barrier == | ||
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Unable to move and cannot be actively displaced. Considered a {{GFL2WeakIcon|freeze}}{{Color|GF2Blue|Freeze}} movement debuff. | Unable to move and cannot be actively displaced. Considered a {{GFL2WeakIcon|freeze}}{{Color|GF2Blue|Freeze}} movement debuff. | ||
== Hatred == | |||
When attacked by the Atrocity Thorn, take additional fixed damage equal to {{Color|GF2Orange|30%}} of its attack and {{Color|GF2Orange|4 points}} of fixed stability damage, then [[GFL2 Status Effects#Hatred|{{Color|GF2Blue|Hatred}}]] is removed. This is considered a debuff. | |||
== Haywire Force Field == | |||
At the end of the Fortress Titan's turn, all enemy targets with [[GFL2 Status Effects#Haywire Force Field|{{Color|GF2Blue|Haywire Force Field}}]] are teleported to random locations within a {{Color|GF2Orange|4-tile AoE}} centered around the Fortress Titan. This effect cannot be cleansed. | |||
== Heat Recovery == | |||
Before being attacked, recovers own HP equal to {{Color|GF2Orange|30%}} of the inflictor's attack, recovers {{Color|GF2Orange|2 points}} of stability, and randomly cleanses {{Color|GF2Orange|1}} buff from the attacker. Triggers {{Color|GF2Orange|once}}. Considered a Burn buff. | |||
== Hesitation == | |||
Decrease mobility by {{Color|GF2Orange|1 tile}} and increase damage taken by {{Color|GF2Orange|20%}}. This is considered a debuff. | |||
== Hole == | |||
At the start of the turn, Sneaker Crysmoles will always emerge from their {{Color|GF2Blue|caves}}; positioning a unit on top of a {{Color|GF2Blue|cave}} entrance prevents Sneaker Crysmoles from emerging through it. For ever {{Color|GF2Blue|cave}} that is not blocked by a unit, Sneaker Crysmoles gain {{Color|GF2Orange|1 stack}} of [[GFL2 Status Effects#Restless|{{Color|GF2Blue|Restless}}]] for {{Color|GF2Orange|1 turn}}. | |||
== Hydro Source Code == | |||
Attacks apply [[GFL2 Status Effects#Congestion|{{Color|GF2Blue|Congestion}}]] to the target for {{Color|GF2Orange|1 turn}}. This effect cannot be cleansed. | |||
== Impede == | |||
When a unit is afflicted with [[GFL2 Status Effects#Impede|{{Color|GF2Blue|Impede}}]], they are unable to deal stability damage. It can be removed by moving {{Color|GF2Orange|4 or more tiles}} before using a skill. This is considered a debuff and cannot be cleansed. | |||
== Infatuated == | == Infatuated == | ||
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Increases the Range of Ultimate Skills by {{Color|GF2Orange|1 tile}}. This is considered a buff. | Increases the Range of Ultimate Skills by {{Color|GF2Orange|1 tile}}. This is considered a buff. | ||
== Inspired == | |||
Damage dealt increased by {{Color|GF2Orange|50%}}. This is considered a buff and cannot be cleansed. | |||
== Intimidation == | |||
At the end of an action, if beyond a {{Color|GF2Orange|7 tile range}} from the unit which applied this effect, remove [[GFL2 Status Effects#Intimidation|{{Color|GF2Blue|Intimidation}}]]. Otherwise, receive {{Color|GF2Orange|1 instance}} of basic attack from the unit that applied this effect. | |||
== Lava == | |||
Applies [[GFL2 Status Effects#Burning II|{{Color|GF2Blue|Burning II}}]] to units which end their movement in this area for {{Color|GF2Orange|2 turns}}. Enemy units in this area gain a weakness to {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} damage and {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} tiles. | |||
== Level Up == | |||
Increase attack by {{Color|GF2Orange|5%}}. Maximum of {{Color|GF2Orange|15 stacks}}. Removed upon Stability Break. This is considered a buff and cannot be cleansed. | |||
== Lightspike == | |||
Critical Rate and critical damage increased by {{Color|GF2Orange|3%}}, stacking up to {{Color|GF2Orange|8 times}}. This is considered a buff and cannot be cleansed. | |||
== Limited Mobility == | |||
Unable to act. This effect cannot be cleansed. | |||
== Low Energy == | |||
Attack reduced by {{Color|GF2Orange|50%}}. This is considered a {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} debuff. | |||
== Monoprotic Acid == | |||
At the end of action, take fixed damage equal to {{Color|GF2Orange|10%}} of the inflictor's attack. Units with [[GFL2 Status Effects#Monoprotic Acid|{{Color|GF2Blue|Monoprotic Acid}}]] will cause a random ally within {{Color|GF2Orange|4 tiles}} without [[GFL2 Status Effects#Monoprotic Acid|{{Color|GF2Blue|Monoprotic Acid}}]] to also be inflicted with [[GFL2 Status Effects#Monoprotic Acid|{{Color|GF2Blue|Monoprotic Acid}}]] for {{Color|GF2Orange|2 turns}}. Maximum of {{Color|GF2Orange|3 stacks}}. This is considered a {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} debuff. | |||
== Movement Denied == | |||
Unable to move. This is considered a movement debuff. | |||
== Movement Down II == | == Movement Down II == | ||
Mobility decreased by {{Color|GF2Orange|2 tiles}}. This is considered a movement debuff. | Mobility decreased by {{Color|GF2Orange|2 tiles}}. This is considered a movement debuff. | ||
== Movement Up I == | |||
Increase mobility by {{Color|GF2Orange|1 tile}}. This is considered a movement buff. | |||
== Movement Up II == | == Movement Up II == | ||
Increase mobility by {{Color|GF2Orange|2 tiles}}. This is considered a movement buff. | |||
== Myopia I == | |||
Maximum range reduced to {{Color|GF2Orange|5 tiles}}. This is considered a debuff. | |||
== Optical Afterimage == | |||
Damage taken is reduced by {{Color|GF2Orange|80%}}. The clone vanishes after being attacked by an AoE skill. | |||
== Overburn == | == Overburn == | ||
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Command Prohibition, disallow the use of basic attacks and active skills. Burn debuff. | Command Prohibition, disallow the use of basic attacks and active skills. Burn debuff. | ||
== Overload == | |||
Cannot move, and damage dealt decreased by {{Color|GF2Orange|50%}}. This is considered a debuff. | |||
== Overwhelming Momentum == | |||
All {{Color|GF2Blue|Overwhelming}} damage increased by {{Color|GF2Orange|100%}}. This is considered a buff and cannot be cleansed. | |||
== Overzealous == | == Overzealous == | ||
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Command Prohibition, disallows the use of basic attacks and active skills. {{GFL2WeakIcon|electric}} Electric debuff. | Command Prohibition, disallows the use of basic attacks and active skills. {{GFL2WeakIcon|electric}} Electric debuff. | ||
== Permeating Field == | |||
Detonates when stacked to {{Color|GF2Orange|2 stacks}}, dealing fixed damage equal to {{Color|GF2Orange|80%}} of the inflictor's attack, then removes all [[GFL2 Status Effects#Permeating Field|{{Color|GF2Blue|Permeating Field}}]]s from the target. This is considered a debuff and cannot be cleansed. | |||
== Prophecy of Mourning == | == Prophecy of Mourning == | ||
Upon receiving targeted damage, Nemesis performs {{Color|GF2Blue|Action Support}} and gains {{Color|GF2Orange|2 points}} of Confectance Index. This effect activates {{Color|GF2Orange|once}}, cannot be cleansed. | Upon receiving targeted damage, Nemesis performs {{Color|GF2Blue|Action Support}} and gains {{Color|GF2Orange|2 points}} of Confectance Index. This effect activates {{Color|GF2Orange|once}}, cannot be cleansed. | ||
== Protection == | |||
When an allied unit (excluding self) within {{Color|GF2Orange|5 tiles}} is attacked an survives, this unit counterattacks the attacker, dealing {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} damage equal to {{Color|GF2Orange|130%}} of attack and applying [[GFL2 Status Effects#Low Energy|{{Color|GF2Blue|Low Energy}}]] for {{Color|GF2Orange|2 turns}}. This effect cannot be cleansed. | |||
== Protective Coating == | |||
Expends [[GFL2 Status Effects#Protective Coating|{{Color|GF2Blue|Protective Coating}}]]'s HP to neutralize an equal amount of damage. When a unit with [[GFL2 Status Effects#Protective Coating|{{Color|GF2Blue|Protective Coating}}]] is attacked, the attacker receives {{Color|GF2Orange|1 stack}} of [[GFL2 Status Effects#Frozen|{{Color|GF2Blue|Frozen}}]] for {{Color|GF2Orange|1 turn}}. [[GFL2 Status Effects#Protective Coating|{{Color|GF2Blue|Protective Coating}}]] can stack. This is considered a {{GFL2WeakIcon|freeze}}{{Color|GF2Blue|Freeze}} buff. | |||
== Quick Barrier == | == Quick Barrier == | ||
Targeted damage taken reduced by {{Color|GF2Orange|60%}}, effective {{Color|GF2Orange|once}}. Considered a buff. | Targeted damage taken reduced by {{Color|GF2Orange|60%}}, effective {{Color|GF2Orange|once}}. Considered a buff. | ||
== Reciprocal Gift == | |||
Reduce by {{Color|GF2Orange|1 stack}} for each time attacked. If the attack taken is a basic attack or active skill dealing targeted damage, counterattack using {{Color|GF2Blue|Edge Strike}}. This effect is stackable and cannot be cleansed. | |||
== Recon Order == | |||
When normal or active attacks deal targeted damage, Scouts_SWAP inflicts AoE Physical damage equal to {{Color|GF2Orange|30%}} of attack and {{Color|GF2Orange|3 points}} of stability damage on the target and all enemy targets within a {{Color|GF2Orange|3x3 radius}}. This effect cannot be cleansed. | |||
== Reflective Coating == | |||
When a unit with [[GFL2 Status Effects#Reflective Coating|{{Color|GF2Blue|Reflective Coating}}]] is attacked, the attacker receives fixed damage equal to {{Color|GF2Orange|30%}} of the damage dealt. This is considered a {{GFL2WeakIcon|burn}}{{Color|GF2Orange|Burn}} buff. | |||
== Resonance == | |||
When an ally with [[GFL2 Status Effects#Resonance|{{Color|GF2Blue|Resonance}}]] takes damage from an attack, this unit is also dealt an equal amount of fixed damage. This is considered a debuff and cannot be cleansed. | |||
== Restless == | |||
Mobility increased by {{Color|GF2Orange|1 tile}}. Stackable. This is considered a buff and cannot be cleansed. | |||
== Retaliation == | |||
When an enemy attempts a basic attack or active attack in an area under [[GFL2 Status Effects#Retaliation|{{Color|GF2Blue|Retaliation}}]], and is within {{Color|GF2Orange|3-11 tiles}} of Felaskju, they are attacked for physical damage equal to {{Color|GF2Orange|80%}} of attack. This effect cannot be cleansed. | |||
== Second Strike == | |||
If this unit is not within {{Color|GF2Orange|3 tiles}} of the applier of this effect at the end of their action, they take fixed damage equal to {{Color|GF2Orange|40%}} of maximum HP. [[GFL2 Status Effects#Second Strike|{{Color|GF2Blue|Second Strike}}]] cannot be acquired again within {{Color|GF2Orange|2 turns}}. This effect is removed after the applier is killed. This is considered a debuff and cannot be cleansed. | |||
== Shelter == | == Shelter == | ||
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Absorbs a certain amount of damage. Shields do not stack, but they can overlap. When the most recently-applied shield expires or takes more damage than the previous one(s), they overlap. Shields include [[GFL2 Status Effects#Frost Barrier|{{Color|GF2Blue|Frost Barrier}}]] and other effects. | Absorbs a certain amount of damage. Shields do not stack, but they can overlap. When the most recently-applied shield expires or takes more damage than the previous one(s), they overlap. Shields include [[GFL2 Status Effects#Frost Barrier|{{Color|GF2Blue|Frost Barrier}}]] and other effects. | ||
== Shock == | |||
Applies [[GFL2 Status Effects#Paralysis|{{Color|GF2Blue|Paralysis}}]] to target for {{Color|GF2Orange|1 turn}} before attacking, effective {{Color|GF2Orange|once}}. This is considered an {{GFL2WeakIcon|electric}}{{Color|GF2Yellow|Electric}} buff. | |||
== Stability Lost == | |||
When at {{Color|GF2Orange|4 stacks}}, the affected unit takes fixed damage equal to {{Color|GF2Orange|120%}} of Darture's attack, then all [[GFL2 Status Effects#Stability Lost|{{Color|GF2Blue|Stability Lost}}]] stacks on the affected unit are removed. This effect cannot be cleansed. | |||
== Stop-Hit == | |||
Performs an attack which ends the target's movement. Cannot trigger [[GFL2 Status Effects#Action Support|{{Color|GF2Blue|Action Support}}]]s, [[GFL2 Status Effects#Interception|{{Color|GF2Blue|Interception}}]]s, or [[GFL2 Status Effects#Counterattack|{{Color|GF2Blue|Counterattack}}]]s. | |||
== Stress Response == | |||
Increase mobility by {{Color|GF2Orange|2 tiles}} and increase attack by {{Color|GF2Orange|100%}}. This is considered a buff and cannot be cleansed. | |||
== Strike == | |||
Mobility increased by {{Color|GF2Orange|1 tile}}, attack increased by {{Color|GF2Orange|10%}}, defense increased by {{Color|GF2Orange|20%}}, stacking up to {{Color|GF2Orange|6 times}}. This is considered a buff and cannot be cleansed. | |||
== Stun == | == Stun == | ||
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Enters Support Stance. When an enemy within range receives targeted damage from an ally, prioritizes Action Support 1 time, dealing Physical damage equal to 80% of attack and 3 stability damage. This effect cannot be cleansed. | Enters Support Stance. When an enemy within range receives targeted damage from an ally, prioritizes Action Support 1 time, dealing Physical damage equal to 80% of attack and 3 stability damage. This effect cannot be cleansed. | ||
== Support Boost I == | |||
Increase damage dealt with [[GFL2 Status Effects#Action Support|{{Color|GF2Blue|Action Support}}]] by {{Color|GF2Orange|15%}}. Damage against exposed units is increased by {{Color|GF2Orange|10%}}. Activates {{Color|GF2Orange|1 time}}. This is considered a buff and cannot be cleansed. | |||
== Support Boost II == | |||
Increase damage dealt with [[GFL2 Status Effects#Action Support|{{Color|GF2Blue|Action Support}}]] by {{Color|GF2Orange|30%}}. Damage against exposed units is increased by {{Color|GF2Orange|10%}}. Activates {{Color|GF2Orange|1 time}}. This is considered a buff and cannot be cleansed. | |||
== Surveillance == | |||
When an enemy attempts to move in an area under [[GFL2 Status Effects#Surveillance|{{Color|GF2Blue|Surveillance}}]] and is within {{Color|GF2Orange|3-10 tiles}} of Aegis Deadeye - ELE, they are attacked for {{GFL2WeakIcon|electric}}{{Color|GF2Yellow|Electric}} damage equal to {{Color|GF2Orange|80%}} of attack and receives [[GFL2 Status Effects#Paralysis|{{Color|GF2Blue|Paralysis}}]] for {{Color|GF2Orange|1 turn}}. This effect cannot be cleansed. | |||
== Swamp == | |||
Deal fixed damage equal to {{Color|GF2Orange|20%}} of own attack to enemy units which end their turn in this area. Apply a weakness to {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} to enemy units in this area. At the start of every {{Color|GF2Orange|2nd turn}}, the [[GFL2 Status Effects#Swamp|{{Color|GF2Blue|Swamp}}]] spreads {{Color|GF2Orange|1 tile in each direction}}. This is considered a {{GFL2WeakIcon|corrosion}}{{Color|GF2Purple|Corrosion}} tile. | |||
== Taunt == | == Taunt == | ||
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== Tideway == | == Tideway == | ||
Applies Damp to units which end their movement in this area for 2 turns. Enemy units in this area gain a weakness to Hydro damage and Hydro tiles. | Applies [[GFL2 Status Effects#Damp|{{Color|GF2Blue|Damp}}]] to units which end their movement in this area for {{Color|GF2Orange|2 turns}}. Enemy units in this area gain a weakness to {{GFL2WeakIcon|hydro}}{{Color|GF2LightBlue|Hydro}} damage and {{GFL2WeakIcon|hydro}}{{Color|GF2LightBlue|Hydro}} tiles. | ||
== Treacherous == | |||
Critical rate is increased by {{Color|GF2Orange|100%}}, and critical damage is increased by {{Color|GF2Orange|50%}}. This is considered a buff and cannot be cleansed. | |||
== United Advance == | |||
Increase damage dealt by {{Color|GF2Orange|50%}}. This is considered a buff and cannot be cleansed. | |||
== Vulnerable I == | |||
Increase damage taken by {{Color|GF2Orange|10%}}. This is considered a defense debuff. | |||
== Vulnerable II == | == Vulnerable II == | ||
Increase damage taken by 20%. This is considered a defense debuff. | Increase damage taken by {{Color|GF2Orange|20%}}. This is considered a defense debuff. | ||
== Wintry Bastion == | == Wintry Bastion == |
Latest revision as of 11:17, 2 January 2025
Acid Corrosion II[edit]
Reduce defense by 30%. This is considered a Corrosion defense debuff.
Action Support[edit]
Assist attack. Performs an attack. Cannot be triggered by Assist attack.
Active Engagement[edit]
Attacks deal Electric damage, increasing damage dealt by 30%, effective once. This is considered a buff and cannot be cleansed.
Additional Movement[edit]
Can move once, but cannot use any other commands.
Ambush[edit]
Return fire if an enemy within 3 tiles attempts to use a skill, dealing AoE Physical damage equal to 100% of attack. This effect cannot be cleansed.
Anesthesia[edit]
Immune to basic attacks and skill damage. This immunity is removed after receiving 1 basic attack or skill attack. This is considered a buff.
Angry[edit]
Increase mobility by 2 tiles and increase attack by 30%. Maximum of 3 stacks. Removed after attacking an enemy unit. This is considered a buff and cannot be cleansed.
Asphyxiation[edit]
When afflicted with Asphyxiation, if the unit does not deal damage to the unit that applied this effect, receive fixed damage equal to 40% of maximum HP at the end of an action. Asphyxiation is removed after damaging or killing the unit that applied this effect. This is considered a debuff and cannot be cleansed.
Attack Down I[edit]
Attack decreased by 10%. Considered a debuff.
Attack Down II[edit]
Attack decreased by 15%. Considered a debuff.
Attack Up I[edit]
Attack is increased by 10%. This is considered a buff.
Attack Up II[edit]
Attack is increased by 15%. This is considered a buff.
Avalanche[edit]
When other Freeze debuffs are applied, gain 1 stack. Upon reaching 5 stacks, take 8 fixed stability damage. This is considered as a Freeze debuff.
Blazing Assault II[edit]
Increase attack by 15%. This is considered a Burn buff.
Burn Source Code[edit]
Attacks apply Burning Sensation to the target for 1 turn. This effect cannot be cleansed.
Burning II[edit]
Upon gaining this effect and at the end of each action, the user takes fixed damage equal to 20% of the inflictor's attack. Maximum of 3 stacks. This is considered a Burn debuff.
Burning III[edit]
When this effect is gained and at the end of action, self and all allies within a 1-tile radius receive fixed damage requal to 30% of the inflictor's attack. This is considered a Burn debuff.
Burning Sensation[edit]
If a basic attack or skill is used during the units turn, they will take fixed damage equal to 40% of their maximum HP, capped at 200% of the inflictor's attack. This is considered a Burn debuff.
Cloaked[edit]
Cannot be directly targeted by enemy skills. This is considered a buff and cannot be cleansed.
Cold Snap[edit]
Before moving, receive fixed damage equal to 10% of attack from the unit that applied this effect. This is considered a Freeze movement debuff.
Command[edit]
Stability damage taken is reduced by 2 points, damage taken is reduced by 30%. This is considered a buff and cannot be cleansed.
Concatenation[edit]
When the inflictor or any other holder of this status receives stability damage, the status holder also receives an equal amount of stability damage. This is considered a debuff and cannot be cleansed.
Conductivity[edit]
When attacked, this effect is transformed into Paralysis. This is considered an Electric debuff.
Congestion[edit]
Cannot be healed. Considered a Hydro debuff.
Continuous Healing I[edit]
Restore 10% of maximum HP at the end of action. This is considered a buff.
Continuous Healing II[edit]
Recover 20% of maximum HP at the end of the action. This is considered a buff.
Continuous Stability Regen I[edit]
Recover 1 point of stability index at the end of the action. This is considered a buff.
Counterattack[edit]
Perform an attack; cannot be triggered by Return Fire, Counterattack or Assists.
Damage Reduction I[edit]
Damage dealt reduced by 10%. Considered a buff.
Damage Up I[edit]
Increase damage dealt by 10%. Considered a buff.
Damage Up II[edit]
Increase damage dealt by 20%. Considered a buff.
Damp[edit]
Reduce healing by 40%. Upon reaching 2 stacks, it is converted to Congestion for 2 turns. Maximum of 2 stacks. This is considered a Hydro debuff.
Defense Down I[edit]
Reduce defense by 20%. Considered a debuff.
Defense Up II[edit]
Defense increased by 30%. Considered a buff.
Defense Up III[edit]
Defense increased by 40%. Considered a buff.
Degradation Mark[edit]
Receive fixed damage equal to 80% of the inflictor's attack at the end of action. Can stack up to 5 times. This is considered a debuff and cannot be cleansed.
Degradation Mark II[edit]
At the end of the faction's turn, receive fixed damage equal to 30^ of the inflictor's attack. This effect is stackable and cannot be cleansed. Eliminating Onyx Steles or Dark WIngs in a turn will remove stacks of Degradation Mark II before their effects are resolved: 1 elimination: 1 stack; 2 eliminations: 4 stacks; 3 or more eliminations: 7 stacks.
Delicate[edit]
Damage taken is increased by 30%, and an additional 2 points of fixed stability damage is received. This is considered a debuff and cannot be cleansed.
Dissolve[edit]
Restores 50% of attack as HP to the inflictor at the end of their action. If a unit dies while under this effect, it causes an explosion that deals 85% of the inflictor's attack as AoE Corrosion damage to all enemy targets within a 3-tile range. This is considered a Corrosion buff and cannot be cleansed.
Dual Defense[edit]
Increase defense by 200%. This effect is stackable and cannot be cleansed.
Efficiency Boost[edit]
Increase attack by 30%, stackable. This is considered a buff and cannot be cleansed.
Electric Shock[edit]
For each 1 tile moved, receive fixed damage equal to 5% of the inflictor's attack. This is considered an Electric debuff.
Electric ShockA[edit]
When receiving Electric damage, the attacker who inflicted the Electric ShockA deals an additional 50% of their attack as fixed damage. This is considered an Electric debuff.
Energy Storage[edit]
Trigger the effects of the skill Focused Flameheart upon reaching 3 stacks. This effect cannot be cleansed.
Explosive Momentum[edit]
All Explosive damage increased by 100%. This is considered a buff and cannot be cleansed.
Extra Action[edit]
1 action can be taken.
Extra Command[edit]
Commands other than movement can be executed.
Fear[edit]
Uncontrollable, actively moves away from the caster. This is removed when the caster dies.
Feeling Full[edit]
Attack increased by 15% of the unit's own defense. Expands the passive's effect to the entire map. This is considered a buff and cannot be cleansed.
Ferocious II[edit]
Increase damage dealt by 80% and reduce damage taken by 40%. This is considered a buff.
Flammable[edit]
When taking Burn damage, increase stability damage taken by 2 points, and the attacker recovers 2 points of stability index. Each time Burn damage is taken, 1 stack is consumed. Maximum of 2 stacks. This is considered a Burn debuff.
Frenzy[edit]
Converts enemy attacks within a 4-tile radius to Burn damage, and applies a Burn weakness to enemy targets within the range. This is considered a buff and cannot be cleansed.
Frost Barrier[edit]
When Shield or Frost Barrier is destroyed, apply Frigid for 1 turn to the unit that destroyed it. This is considered a Freeze buff and cannot be cleansed.
Frozen[edit]
Movement is decreased by 1 tile. If Frozen has reached 2 stacks at the end of the action, it is converted to Frigid, which lasts for 1 turn. Maximum of 2 stacks. This is considered a Freeze movement debuff.
Frigid[edit]
Unable to move and cannot be actively displaced. Considered a Freeze movement debuff.
Hatred[edit]
When attacked by the Atrocity Thorn, take additional fixed damage equal to 30% of its attack and 4 points of fixed stability damage, then Hatred is removed. This is considered a debuff.
Haywire Force Field[edit]
At the end of the Fortress Titan's turn, all enemy targets with Haywire Force Field are teleported to random locations within a 4-tile AoE centered around the Fortress Titan. This effect cannot be cleansed.
Heat Recovery[edit]
Before being attacked, recovers own HP equal to 30% of the inflictor's attack, recovers 2 points of stability, and randomly cleanses 1 buff from the attacker. Triggers once. Considered a Burn buff.
Hesitation[edit]
Decrease mobility by 1 tile and increase damage taken by 20%. This is considered a debuff.
Hole[edit]
At the start of the turn, Sneaker Crysmoles will always emerge from their caves; positioning a unit on top of a cave entrance prevents Sneaker Crysmoles from emerging through it. For ever cave that is not blocked by a unit, Sneaker Crysmoles gain 1 stack of Restless for 1 turn.
Hydro Source Code[edit]
Attacks apply Congestion to the target for 1 turn. This effect cannot be cleansed.
Impede[edit]
When a unit is afflicted with Impede, they are unable to deal stability damage. It can be removed by moving 4 or more tiles before using a skill. This is considered a debuff and cannot be cleansed.
Infatuated[edit]
Uncontrollable, actively moves toward the caster. This is removed when the caster dies.
Insight[edit]
Increases the Range of Ultimate Skills by 1 tile. This is considered a buff.
Inspired[edit]
Damage dealt increased by 50%. This is considered a buff and cannot be cleansed.
Intimidation[edit]
At the end of an action, if beyond a 7 tile range from the unit which applied this effect, remove Intimidation. Otherwise, receive 1 instance of basic attack from the unit that applied this effect.
Lava[edit]
Applies Burning II to units which end their movement in this area for 2 turns. Enemy units in this area gain a weakness to Burn damage and Burn tiles.
Level Up[edit]
Increase attack by 5%. Maximum of 15 stacks. Removed upon Stability Break. This is considered a buff and cannot be cleansed.
Lightspike[edit]
Critical Rate and critical damage increased by 3%, stacking up to 8 times. This is considered a buff and cannot be cleansed.
Limited Mobility[edit]
Unable to act. This effect cannot be cleansed.
Low Energy[edit]
Attack reduced by 50%. This is considered a Corrosion debuff.
Monoprotic Acid[edit]
At the end of action, take fixed damage equal to 10% of the inflictor's attack. Units with Monoprotic Acid will cause a random ally within 4 tiles without Monoprotic Acid to also be inflicted with Monoprotic Acid for 2 turns. Maximum of 3 stacks. This is considered a Corrosion debuff.
Movement Denied[edit]
Unable to move. This is considered a movement debuff.
Movement Down II[edit]
Mobility decreased by 2 tiles. This is considered a movement debuff.
Movement Up I[edit]
Increase mobility by 1 tile. This is considered a movement buff.
Movement Up II[edit]
Increase mobility by 2 tiles. This is considered a movement buff.
Myopia I[edit]
Maximum range reduced to 5 tiles. This is considered a debuff.
Optical Afterimage[edit]
Damage taken is reduced by 80%. The clone vanishes after being attacked by an AoE skill.
Overburn[edit]
Upon gaining this effect and at the end of action, this unit and all allies within a 1-tile radius receive fixed damage equal to 10% of the inflictor's attack.
Considered a burn debuff.
Overheating[edit]
Command Prohibition, disallow the use of basic attacks and active skills. Burn debuff.
Overload[edit]
Cannot move, and damage dealt decreased by 50%. This is considered a debuff.
Overwhelming Momentum[edit]
All Overwhelming damage increased by 100%. This is considered a buff and cannot be cleansed.
Overzealous[edit]
When attacked by the inflictor, increases damage taken by 30%. This debuff cannot be cleansed.
Paralysis[edit]
Command Prohibition, disallows the use of basic attacks and active skills. Electric debuff.
Permeating Field[edit]
Detonates when stacked to 2 stacks, dealing fixed damage equal to 80% of the inflictor's attack, then removes all Permeating Fields from the target. This is considered a debuff and cannot be cleansed.
Prophecy of Mourning[edit]
Upon receiving targeted damage, Nemesis performs Action Support and gains 2 points of Confectance Index. This effect activates once, cannot be cleansed.
Protection[edit]
When an allied unit (excluding self) within 5 tiles is attacked an survives, this unit counterattacks the attacker, dealing Corrosion damage equal to 130% of attack and applying Low Energy for 2 turns. This effect cannot be cleansed.
Protective Coating[edit]
Expends Protective Coating's HP to neutralize an equal amount of damage. When a unit with Protective Coating is attacked, the attacker receives 1 stack of Frozen for 1 turn. Protective Coating can stack. This is considered a Freeze buff.
Quick Barrier[edit]
Targeted damage taken reduced by 60%, effective once. Considered a buff.
Reciprocal Gift[edit]
Reduce by 1 stack for each time attacked. If the attack taken is a basic attack or active skill dealing targeted damage, counterattack using Edge Strike. This effect is stackable and cannot be cleansed.
Recon Order[edit]
When normal or active attacks deal targeted damage, Scouts_SWAP inflicts AoE Physical damage equal to 30% of attack and 3 points of stability damage on the target and all enemy targets within a 3x3 radius. This effect cannot be cleansed.
Reflective Coating[edit]
When a unit with Reflective Coating is attacked, the attacker receives fixed damage equal to 30% of the damage dealt. This is considered a Burn buff.
Resonance[edit]
When an ally with Resonance takes damage from an attack, this unit is also dealt an equal amount of fixed damage. This is considered a debuff and cannot be cleansed.
Restless[edit]
Mobility increased by 1 tile. Stackable. This is considered a buff and cannot be cleansed.
Retaliation[edit]
When an enemy attempts a basic attack or active attack in an area under Retaliation, and is within 3-11 tiles of Felaskju, they are attacked for physical damage equal to 80% of attack. This effect cannot be cleansed.
Second Strike[edit]
If this unit is not within 3 tiles of the applier of this effect at the end of their action, they take fixed damage equal to 40% of maximum HP. Second Strike cannot be acquired again within 2 turns. This effect is removed after the applier is killed. This is considered a debuff and cannot be cleansed.
Shelter[edit]
Gain Stability Protection, reducing stability damage taken by 2 points. Each instance of stability damage consumes 1 stack, stacking up to 3 times. Considered a buff.
Shield[edit]
Absorbs a certain amount of damage. Shields do not stack, but they can overlap. When the most recently-applied shield expires or takes more damage than the previous one(s), they overlap. Shields include Frost Barrier and other effects.
Shock[edit]
Applies Paralysis to target for 1 turn before attacking, effective once. This is considered an Electric buff.
Stability Lost[edit]
When at 4 stacks, the affected unit takes fixed damage equal to 120% of Darture's attack, then all Stability Lost stacks on the affected unit are removed. This effect cannot be cleansed.
Stop-Hit[edit]
Performs an attack which ends the target's movement. Cannot trigger Action Supports, Interceptions, or Counterattacks.
Stress Response[edit]
Increase mobility by 2 tiles and increase attack by 100%. This is considered a buff and cannot be cleansed.
Strike[edit]
Mobility increased by 1 tile, attack increased by 10%, defense increased by 20%, stacking up to 6 times. This is considered a buff and cannot be cleansed.
Stun[edit]
Unable to act.
Support[edit]
Enters Support Stance. When an enemy within range receives targeted damage from an ally, prioritizes Action Support 1 time, dealing Physical damage equal to 80% of attack and 3 stability damage. This effect cannot be cleansed.
Support Boost I[edit]
Increase damage dealt with Action Support by 15%. Damage against exposed units is increased by 10%. Activates 1 time. This is considered a buff and cannot be cleansed.
Support Boost II[edit]
Increase damage dealt with Action Support by 30%. Damage against exposed units is increased by 10%. Activates 1 time. This is considered a buff and cannot be cleansed.
Surveillance[edit]
When an enemy attempts to move in an area under Surveillance and is within 3-10 tiles of Aegis Deadeye - ELE, they are attacked for Electric damage equal to 80% of attack and receives Paralysis for 1 turn. This effect cannot be cleansed.
Swamp[edit]
Deal fixed damage equal to 20% of own attack to enemy units which end their turn in this area. Apply a weakness to Corrosion to enemy units in this area. At the start of every 2nd turn, the Swamp spreads 1 tile in each direction. This is considered a Corrosion tile.
Taunt[edit]
Uncontrollable, forced to use basic attacks on the user. This is removed when the user dies.
Tideway[edit]
Applies Damp to units which end their movement in this area for 2 turns. Enemy units in this area gain a weakness to Hydro damage and Hydro tiles.
Treacherous[edit]
Critical rate is increased by 100%, and critical damage is increased by 50%. This is considered a buff and cannot be cleansed.
United Advance[edit]
Increase damage dealt by 50%. This is considered a buff and cannot be cleansed.
Vulnerable I[edit]
Increase damage taken by 10%. This is considered a defense debuff.
Vulnerable II[edit]
Increase damage taken by 20%. This is considered a defense debuff.
Wintry Bastion[edit]
Reduce damage taken by 30%, maximum of 5 stacks. Expend 1 stack upon being attacked. This is considered a Freeze buff and cannot be cleansed.
Wise Support[edit]
Performs a Support Attack.
Zoom In[edit]
Increase damage dealt by 15%, and increase stability damage by 2 points. This stacks up to 2 times and is effective once. This buff cannot be cleansed.