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GFL2 Status Effects: Difference between revisions

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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 ==
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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.
== 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 ==
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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 ==
 
Increase damage dealt by {{Color|GF2Orange|80%}} and reduce damage taken by {{Color|GF2Orange|40%}}. This is considered a buff.


== Flammable Item ==
== Flammable ==


When taking Burn damage, increase stability damage taken by 2 points, and the attack 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.
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.
== 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 ==


Mobility increased by {{Color|GF2Orange|2 tiles}}. This is considered a movement buff.
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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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.
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 ==

Revision as of 23:32, 9 December 2024

"I can't sleep yet, I still have work to do..."

This article still needs to be completed with this content:
Page needs to be renamed to something more appropriate, or certain contents need to be shifted;
Certain contents aren't really status effects like 'Counterattack' or 'Tideway'

Additionally, need to account for levels in debuff/buff.
Also, more missing debuff/buffs.
.
You can help us by contributing.


Action Support

Assist attack. Performs an attack. Cannot be triggered by Assist attack.

Active Engagement

Attacks deal Electric PhaseElectric damage, increasing damage dealt by 30%, effective once. This is considered a buff and cannot be cleansed.

Additional Movement

Can move once, but cannot use any other commands.

Ambush

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

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

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

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

Attack decreased by 10%. Considered a debuff.

Attack Up I

Attack is increased by 10%. This is considered a buff.

Attack Up II

Attack is increased by 15%. This is considered a buff.

Avalanche

When other Freeze PhaseFreeze debuffs are applied, gain 1 stack. Upon reaching 5 stacks, take 8 fixed stability damage. This is considered as a Freeze PhaseFreeze debuff.

Blazing Assault II

Increase attack by 15%. This is considered a Burn buff.

Burn Source Code

Attacks apply Burning Sensation to the target for 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 20% of the inflictor's attack. Maximum of 3 stacks. This is considered a Burn PhaseBurn debuff.

Burning III

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 PhaseBurn debuff.

Burning Sensation

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 PhaseBurn debuff.

Cloaked

Cannot be directly targeted by enemy skills. This is considered a buff and cannot be cleansed.

Command

Stability damage taken is reduced by 2 points, damage taken is reduced by 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

When attacked, this effect is transformed into Paralysis. This is considered an Electric PhaseElectric debuff.

Congestion

Cannot be healed. Considered a Hydro PhaseHydro debuff.

Continuous Healing I

Restore 10% of maximum HP at the end of action. This is considered a buff.

Continuous Healing II

Recover 20% of maximum HP at the end of the action. This is considered a buff.

Continuous Stability Regen I

Recover 1 point of stability index at the end of the action. This is considered a buff.

Counterattack

Perform an attack; cannot be triggered by Return Fire, Counterattack or Assists.

Damage Up I

Increase damage dealt by 10%. Considered a buff.

Damage Up II

Increase damage dealt by 20%. Considered a buff.

Damp

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

Reduce defense by 20%. Considered a debuff.

Defense Up II

Defense increased by 30%. Considered a buff.

Defense Up III

Defense increased by 40%. Considered a buff.

Degradation Mark

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

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

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

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 PhaseCorrosion damage to all enemy targets within a 3-tile range. This is considered a Corrosion PhaseCorrosion buff and cannot be cleansed.

Dual Defense

Increase defense by 200%. This effect is stackable and cannot be cleansed.

Efficiency Boost

Increase attack by 30%, stackable. This is considered a buff and cannot be cleansed.

Electric Shock

For each 1 tile moved, receive fixed damage equal to 5% of the inflictor's attack. This is considered an Electric PhaseElectric debuff.

Electric ShockA

When receiving Electric PhaseElectric damage, the attacker who inflicted the Electric ShockA deals an additional 50% of their attack as fixed damage. This is considered an Electric PhaseElectric debuff.

Energy Storage

Trigger the effects of the skill Focused Flameheart upon reaching 3 stacks. This effect cannot be cleansed.

Explosive Momentum

All Explosive damage increased by 100%. This is considered a buff and cannot be cleansed.

Extra Action

1 action can be taken.

Extra Command

Commands other than movement can be executed.

Fear

Uncontrollable, actively moves away from the caster. This is removed when the caster dies.

Feeling Full

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

Increase damage dealt by 80% and reduce damage taken by 40%. This is considered a buff.

Flammable

When taking Burn PhaseBurn damage, increase stability damage taken by 2 points, and the attacker recovers 2 points of stability index. Each time Burn PhaseBurn damage is taken, 1 stack is consumed. Maximum of 2 stacks. This is considered a Burn PhaseBurn debuff.

Frenzy

Converts enemy attacks within a 4-tile radius to Burn PhaseBurn damage, and applies a Burn PhaseBurn weakness to enemy targets within the range. This is considered a buff and cannot be cleansed.

Frost Barrier

When Shield or Frost Barrier is destroyed, apply Frigid for 1 turn to the unit that destroyed it. This is considered a Freeze PhaseFreeze buff and cannot be cleansed.

Frozen

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 PhaseFreeze movement debuff.

Frigid

Unable to move and cannot be actively displaced. Considered a Freeze PhaseFreeze movement debuff.

Hatred

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

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.

Hesitation

Decrease mobility by 1 tile and increase damage taken by 20%. This is considered a debuff.

Hole

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

Attacks apply Congestion to the target for 1 turn. This effect cannot be cleansed.

Impede

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

Uncontrollable, actively moves toward the caster. This is removed when the caster dies.

Insight

Increases the Range of Ultimate Skills by 1 tile. This is considered a buff.

Inspired

Damage dealt increased by 50%. This is considered a buff and cannot be cleansed.

Intimidation

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

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 PhaseBurn damage and Burn PhaseBurn tiles.

Level Up

Increase attack by 5%. Maximum of 15 stacks. Removed upon Stability Break. This is considered a buff and cannot be cleansed.

Lightspike

Critical Rate and critical damage increased by 3%, stacking up to 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 50%. This is considered a Corrosion PhaseCorrosion debuff.

Monoprotic Acid

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 PhaseCorrosion debuff.

Movement Denied

Unable to move. This is considered a movement debuff.

Movement Down II

Mobility decreased by 2 tiles. This is considered a movement debuff.

Movement Up I

Increase mobility by 1 tile. This is considered a movement buff.

Movement Up II

Increase mobility by 2 tiles. This is considered a movement buff.

Myopia I

Maximum range reduced to 5 tiles. This is considered a debuff.

Optical Afterimage

Damage taken is reduced by 80%. The clone vanishes after being attacked by an AoE skill.

Overburn

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

Command Prohibition, disallow the use of basic attacks and active skills. Burn debuff.

Overload

Cannot move, and damage dealt decreased by 50%. This is considered a debuff.

Overwhelming Momentum

All Overwhelming damage increased by 100%. This is considered a buff and cannot be cleansed.

Overzealous

When attacked by the inflictor, increases damage taken by 30%. This debuff cannot be cleansed.

Paralysis

Command Prohibition, disallows the use of basic attacks and active skills. Electric Phase Electric debuff.

Permeating Field

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

Upon receiving targeted damage, Nemesis performs Action Support and gains 2 points of Confectance Index. This effect activates once, cannot be cleansed.

Protection

When an allied unit (excluding self) within 5 tiles is attacked an survives, this unit counterattacks the attacker, dealing Corrosion PhaseCorrosion damage equal to 130% of attack and applying Low Energy for 2 turns. This effect cannot be cleansed.

Protective Coating

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 PhaseFreeze buff.

Quick Barrier

Targeted damage taken reduced by 60%, effective once. Considered a buff.

Reciprocal Gift

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

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

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 PhaseBurn buff.

Resonance

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

Mobility increased by 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 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

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

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

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

Applies Paralysis to target for 1 turn before attacking, effective once. This is considered an Electric PhaseElectric buff.

Stability Lost

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

Performs an attack which ends the target's movement. Cannot trigger Action Supports, Interceptions, or Counterattacks.

Stress Response

Increase mobility by 2 tiles and increase attack by 100%. This is considered a buff and cannot be cleansed.

Strike

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

Unable to act.

Support

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 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

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

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 PhaseElectric damage equal to 80% of attack and receives Paralysis for 1 turn. This effect cannot be cleansed.

Swamp

Deal fixed damage equal to 20% of own attack to enemy units which end their turn in this area. Apply a weakness to Corrosion PhaseCorrosion 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 PhaseCorrosion tile.

Taunt

Uncontrollable, forced to use basic attacks on the user. This is removed when the user dies.

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 PhaseHydro damage and Hydro PhaseHydro tiles.

Treacherous

Critical rate is increased by 100%, and critical damage is increased by 50%. This is considered a buff and cannot be cleansed.

United Advance

Increase damage dealt by 50%. This is considered a buff and cannot be cleansed.

Vulnerable I

Increase damage taken by 10%. This is considered a defense debuff.

Vulnerable II

Increase damage taken by 20%. This is considered a defense debuff.

Wintry Bastion

Reduce damage taken by 30%, maximum of 5 stacks. Expend 1 stack upon being attacked. This is considered a Freeze PhaseFreeze buff and cannot be cleansed.

Wise Support

Performs a Support Attack.

Zoom In

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.