How a hit is worked out, the hit checks, elements and every buff and debuff
Epic Seven damage formula and battle mechanics
Damage formula
1.Attack
Attack x attack rate + bonus
The attack rate is the skill's own multiplier on Attack. Skills that scale on the caster's Health or Defense, or the target's Health, add that share as bonus Attack after the rate, so the rate never touches it. Increase Attack adds 50% of the hero's Attack (75% for the greater version) before the skill starts.2.Defense
Defense x (1 - penetration)
Penetration is the skill's own plus the attacker's (the Penetration set and similar effects), reduced by the target's penetration resistance. Decrease Defense has already taken 70% off the target's Defense.3.Base hit
floor((Attack + bonus) x 1960 / (1,050 + 3.5 x Defense))
Against no Defense at all, a hit deals 1.87 times the Attack. Defense cuts that share fast at first and slower later: 500 Defense leaves 37.5%, 1,000 Defense leaves 23.1%, 1,500 Defense leaves 16.7%, 2,000 Defense leaves 13%, 3,000 Defense leaves 9.1%.4.Skill power
x (power + added power)
Power is the skill's second multiplier, usually close to 1. Each "+N% damage dealt" enhancement adds N% of the base power, so five enhancements of 5%, 5%, 5%, 10% and 10% take a power of 1 to 1.35.5.Damage bonuses
x damage multiplier + flat damage, x damage dealt
Effects that raise one skill's damage multiply here. Damage dealt starts at 100% and sums every bonus: skills that grow with the caster's Speed add Speed times a rate, others add a share per missing Health or per debuff on the target.6.Element
x 1.1 with advantage
A hit on a weaker element deals 10% more. A hit on a stronger element deals the same damage, but it misses far more often (see the hit checks below).7.Critical, crushing or miss
x Critical Hit Damage, x 1.3 or x 0.75
A critical hit multiplies by Critical Hit Damage (150% at base, 350% at most from stats), a crushing hit by 1.3 and a miss by 0.75. A normal hit keeps the number as it is.8.Team damage and damage taken
+ team bonus, floor, x damage taken
A few skills add damage from the whole team's Attack or Combat Power. The total is rounded down, then the target's damage taken applies: Target adds 15%, and damage-reduction effects lower it.
Hit checks
Every hit rolls once against each check in this order, and the first that succeeds decides the hit type. Skills that can't crit or crush skip those checks.
- MissChance: The target's Evasion, less any Hit Chance the attacker hasWith disadvantage: +50% to missDamage: x 0.75
- CriticalChance: Critical Hit Chance (15% base, 100% cap) minus the target's Critical Hit ResistanceWith advantage: +15%Damage: x Critical Hit Damage (150% base)
- CrushingChance: 30%With advantage: +50%Damage: x 1.3
- NormalChance: Everything elseDamage: x 1
Elements
Fire beats
Earth,
Earth beats
Ice and
Ice beats
Fire.
Light and
Dark each beat the other. With advantage a hit deals 10% more damage, gains 15% Critical Hit Chance and 50% crushing chance; with disadvantage it gains 50% chance to miss.
Elements

All Heroes and Monsters belong to one of five elements: Fire, Ice, Earth, Light, and Dark. Ice is strong against Fire, Fire is strong against Earth, and Earth is strong against Ice. Light and Dark are mutually strong against each other. Damage and accuracy of Skills are affected by Elemental matchups. For example, when an Ice elemental Hero attacks a Fire elemental Hero, damage dealt increases by 10%, the chance of a heavy blow increases by 50%, and Critical Hit Chance increases by 15%. When a Fire elemental Hero attacks an Ice elemental Hero, Hit Chance decreases by 50%.
Effect chance and resistance
A debuff first rolls the skill's own chance, and a hit that missed drops it. Against an enemy it then lands only if a second roll comes in under 100% plus the caster's Effectiveness minus the target's Effect Resistance, and that never goes above 85%: every enemy keeps a 15% chance to resist anything that can be resisted. 120% Effectiveness against 40% Effect Resistance still lands only 85% of the time.
Stats from level and stars
A hero's base Health is their own base value times (1 + level / 3), Attack times (1 + level / 6) and Defense times (1 + level / 8). Speed doesn't grow with level. Each star above the first adds 7.5% to all three, so a 6-star hero has 37.5% more than the same hero would have at one star and the same level. Critical Hit Chance starts at 15%, Critical Hit Damage at 150% and Dual Attack Chance at 3%; gear, sets and awakening add the rest.
Protector's Punishment in the Arena
Long Arena fights punish the challenger. On the turns below, counting every turn either side takes, each living hero on the attacking team loses a flat amount of Health that ignores barriers. It reaches 3,000 on turn 95, then repeats every 2 turns, and every turn from turn 201 on. Guild War and the World Arena don't use it.
- 16Damage to each hero: 300
- 26Damage to each hero: 400
- 36Damage to each hero: 500
- 46Damage to each hero: 600
- 54Damage to each hero: 700
- 60Damage to each hero: 800
- 66Damage to each hero: 900
- 71Damage to each hero: 1,100
- 76Damage to each hero: 1,300
- 80Damage to each hero: 1,500
- 83Damage to each hero: 1,700
- 85Damage to each hero: 1,900
- 87Damage to each hero: 2,100
- 89Damage to each hero: 2,300
- 91Damage to each hero: 2,500
- 93Damage to each hero: 2,700
- 95Damage to each hero: 3,000
The Combat Guide
Damage Type

Damage is inflicted based on the elemental matchups between the attacker and the target as well as the stats of both parties. Miss: When using a skill, whether or not the attack misses is calculated by subtracting the attacker's Hit Chance from the target's Evasion chance. Damage dealt decreases by 25% when the attack misses, and a critical hit will not be triggered. Critical Hit: When the attack hits, whether or not a critical hit is made is calculated by subtracting the target's Critical Hit Resistance from the attacker's Critical Hit Chance. Damage dealt increases proportional to the attacker's Critical Hit Damage. The damage will be displayed in red when a critical hit is made. Heavy Blow: Has a 30% chance to occur when the attacker fails to make a critical hit. Damage dealt increases by 30%. The damage will be displayed larger than a normal attack when a heavy blow is made.
Effectiveness and Effect Resistance

When the attacker attempts to inflict a debuff on a target, the following process determines whether or not it is successful: 1. Effect chance determines whether or not a debuff is attempted. If not attempted, no text will display. 2. If a debuff is attempted, its success is determined through the following calculation: 100% + Attacker's Effectiveness - Target's Effect Resistance Value cannot exceed 85%. If the attempt fails, the text "Resistance" will display.
Stats

Attack: Damage dealt by skills increases proportional to the attacker's Attack. Defense: Damage taken decreases proportional to the target's Defense. Health: Health decreases when attacked, and the Hero dies when Health reaches 0. Speed: Combat readiness increases at the beginning of a battle or at the end of a Hero or monster's turn, proportional to each Hero's and monster's Speed. Critical Hit Chance: The likelihood of making a critical hits increases according to Critical Hit Chance. Critical Hit Damage: When a critical hit is made, damage dealt increases proportional to the Hero's Critical Hit Damage. Effectiveness: The chance of inflicting a debuff on the enemy increases proportional to the attacker's Effectiveness. Effect Resistance: The chance of being inflicted by a debuff decreases proportional to the target's Effect Resistance. Dual Attack Chance: When an ally except for the caster uses a basic skill, a Dual Attack has a chance of being triggered according to the Hero's Dual Attack Chance. Dual Attack Chance can be increased up to 30%.

Special Stats Hit Chance: When using attack skills, decreases the chance for the attack to miss. Evasion: When attacked, increases the chance for the attack to miss. Penetration: When using attack skills, ignores the target's Defense. When there is additional penetration granted within the same skill, each level of penetration is added. When additional penetration is granted from an Artifact or Equipment, the level of penetration from the skill is multiplied by the additional level of penetration. Critical Hit Resistance: When attacked, decreases the chance of suffering critical hits. Injuries: Decreases max Health cumulatively, up to a maximum of 50%. Effective only against Heroes. Unaffected by Effect Resistance or whether or not the attack hits.
Combat Readiness

All Heroes and Monsters have Combat Readiness and will take a turn once it reaches 100%. Combat Readiness increases according to the following conditions. 1. Every Hero and Monster randomly receives 0% to 5% Combat Readiness at the start of every battle. 2. Combat Readiness increases proportional to the Speed at the start of the battle or at the end of someone's turn. 3. Combat Readiness increases/decreases as a result of skill effects. When two or more Heroes have reached or exceeded 100% Combat Readiness at the same time, the Hero who has exceeded 100% by the greater amount will take their turn first. Combat Readiness becomes 0% at the end of the turn, regardless of whether it exceeded 100% before the turn was taken.
Soul

Soul can be obtained from the Goddess of Soul or by using skills in battle. Soul can be used to activate Soulburn or summon a Guardian, and any Soul acquired will remain until the end of the stage instead of resetting for each battle. If a Soulburn Effect is available, the Burn button will appear, and if a Guardian can be summoned, the icon to summon the Guardian will become available. Please keep in mind that summoning a Guardian will consume the active Hero's turn!
Cooldown

With the exception of basic skills, most skills have cooldowns and likewise cannot be used again until their cooldown resets. Cooldown decreases by 1 turn after the caster's turn ends and can be affected by cooldown increase and decrease effects. However, passive skills are not affected by these effects.
Dual Attack

Using basic skills can randomly trigger Dual Attacks from other Heroes based on their Dual Attack chance. Only Heroes who are not paralyzed or stunned can Dual Attack. Dual Attack chance cannot exceed 30%.
Buffs
99
Abundance (Unique Effect)After attacking, inflicts 2,000 additional damage on the target.
Archdemon's Might (Undispellable)Increases Evasion by 70%. Increases damage dealt when attacking Light elemental enemies.
BarrierWhen suffering damage, absorbs a certain amount of damage instead of Health.
Blood Aura (Undispellable)Increases Effectiveness and Speed by 30%.
Bzzt! (Undispellable)After attacking, inflicts 2,500 additional damage and up to 10% injuries on all enemies.
Cascade (Undispellable)After attacking, inflicts 4,000 additional damage on the target. Dispelled after attacking.
Chain of Chiron (Undispellable)After attacking, inflicts a random debuff on the target for 1 turn.
Challenge (Undispellable)After using a basic skill, when the target is a Hero, deals additional damage equivalent to 10% of the target's max Health. Dispelled after the effect activates and increases Speed of the bearer for 2 turns.- Class EnhancementThief, Warrior, Ranger, Mage: Increase Critical Hit Resistance Knight, Soul Weaver: Barrier (Barrier strength increases proportional to the caster's max Health)
Concealment (Undispellable)When another ally is present, prevents enemies from selecting the bearer as a skill target.
Continuous HealAt the start of the turn, recovers 15% of max Health. This effect can stack.
CounterattackWhen attacked, the bearer immediately counterattacks the attacker with a basic skill. Cannot be triggered by extra attacks or counterattacks.
Damage LimitWhen attacked, damage suffered in one attack does not exceed 35% of max Health.
Dawn (Undispellable)Increases the amount of Soul acquired by 100%. After attacking, has a 25% chance to inflict stun on the target for 1 turn.
Daydream (Undispellable)After attacking, inflicts a random debuff on the target for 1 turn.
Defense Mission (Unique Effect)Increases max Health of all allies by 10%. When allies are attacked 10 times, the mission is completed.
Defensive Magic (Undispellable)When attacked, consumes 4 Soul, nullifying damage from skills.
Deify (Undispellable)When attacking, increases Critical Hit Chance by 50%, and when attacked, grants 50% damage reduction.
Demon Blade Unleashed (Unique Effect)Increases Attack by 200% and cannot die for a certain number of turns, but cannot be subject to damage sharing effects.
Demon Mode (Undispellable)Unaffected by debuffs and some harmful effects. When attacking, ignores Effect Resistance. This effect only applies to Hero skills.
Deterrence (Unique Effect)Maintains detain. Unaffected by cooldown increase and decrease effects.
Dirge Bullet (Unique Effect)Increases Speed and Critical Hit Damage by 20%. Dispelled at the end of the turn.
Divinity (Unique Effect)Immune to debuffs. Increases Health and Defense by 20%. The effect increases by the number of stacks.
Dragon Eye (Milim Eye) (Undispellable)Increases Hit Chance and Evasion by 20%.
Engulf (Undispellable)Increases Effectiveness and Critical Hit Resistance by 100%. Upon receiving lethal damage, grants cascade to all allies, and is dispelled.
Enhanced Dual Attack (Undispellable)When an ally except for the bearer uses a skill and the bearer is available to use a Dual Attack, attacks the same target with a basic attack. Enhanced Dual Attack is dispelled when the bearer uses a Dual Attack.
EscortGrants 40% damage share from the damage received by all allies.
Exploiting Weak PointsWhen attacking, increases damage dealt by 20%. After attacking, this effect is dispelled.
Explosives (Undispellable)After attacking, plants bombs on the target for 2 turns. Dispelled after attacking.
Ferocious Stand (Undispellable)Prevents enemies from selecting allies except for the bearer as a skill target.
Flame Alchemist (Undispellable)Increases Hit Chance and Attack by 20%. Flame Alchemist is dispelled after being attacked by an Ice elemental enemy.
Fragment of Life (Unique Effect)Became a Fragment of Life. At the start of the second turn, returns to the original Hero.
God of Battle (Unique Effect)All stats are doubled. Dispelled at the end of battle.
Hawk's Eye (Undispellable)Increases Speed and Critical Hit Damage by 30%.
Ice Cream (Undispellable)After being attacked, recovers 20% of max Health. Dispelled after being attacked.
Idol (Unique Effect)"My live show won't stop until my turn is over!"
Ignore SharingWhen attacking, ignores damage sharing effects. Applies to Heroes only.
Illusion (Unique Effect)When another ally is present, prevents enemies from selecting the bearer as a skill target.
ImmortalCannot die for a certain number of turns.
ImmunityCannot be affected by any debuffs or some harmful effects.
Increase AttackIncreases Attack by 50%.
Increase Attack (Greater)Increases Attack by 75%.
Increase Critical Hit ChanceIncreases Critical Hit Chance by 50%.
Increase Critical Hit DamageIncreases Critical Hit Damage by 70%.
Increase Critical Hit ResistanceIncreases Critical Hit Resistance by 50%.
Increase DefenseIncreases Defense by 60%.
Increase Effect ResistanceIncreases Effect Resistance by 50%.
Increase EffectivenessIncreases Effectiveness by 50%.
Increase EvasionIncreases Evasion by 50%.
Increase Hit ChanceIncreases Hit Chance by 50%.
Increase Penetration ResistanceIncreases Penetration Resistance by 50%.
Increase SpeedIncreases Speed by 30%.
Indomitable (Undispellable)Increases Defense and Effect Resistance by 30%.
InvincibleNullifies all damage.
Knowledge of the Stars (Unique Effect)Increases additional damage dealt by 100%.
Lingering Fragrance (Undispellable)Increases max Health by 5%. When attacked, reflects 8% of the damage suffered back to the attacker. Reflected damage cannot be higher than the bearer's max Health. Can stack up to 5 times.
Loveliness (Unique Effect)"Don't stop there, serve me already, meow!"
Mana Field (Undispellable)When attacked, consumes 10 Fighting Spirit, nullifying damage from skills.
Mind's Eye (Undispellable)When attacking, inflicts up to 10% injuries.
MoraleWhen attacking, increases damage dealt by 10%. This effect can stack.
Multilayer Barrier (Undispellable)Increases Hit Chance by 50% and is unaffected by debuffs and some harmful effects.
Neo Phantom Sword (Unique Effect)When attacking, if the target is a Hero, ignores damage reduction and damage share, and damage dealt increases proportional to the target's max Health. Dispelled after attacking.
Oasis All-Ride Pass (Undispellable)Does not cost any Soul to activate the first Soulburn. Dispelled once the effect is activated.
Oath of Punishment (Undispellable)Unaffected by any debuffs and some harmful effects. After attacking on the bearer's turn, inflicts 4,000 additional damage on the target.
Offense Mission (Unique Effect)Increases Attack of all allies by 10%. When allies attack 10 times, the mission is completed.
Offering (Unique Effect)Grants 70% damage sharing of damage received by all allies. Upon receiving lethal damage, grants immortality for 1 turn. Immortality can only be activated once per battle.
One Butterfly's Afterdream (Unique Effect)Increases Evasion by 70%. At the start of the first battle, increases Rhianna's Effectiveness and Luciella's Critical Hit Damage by 30% of Speed.
Overload (Unique Effect)Increases Attack and Speed by 50%. Upon ending, inflicts energy depletion for 1 turn.
Perception (Undispellable)Increases Critical Hit Chance and Critical Hit Damage by 15%.
Pestilence (Undispellable)After attacking on the bearer's turn, inflicts venom for 1 turn and at the end of the turn, detonates venom effects inflicted on the enemy.
Phantom Sword (Unique Effect)When attacking, if the target is a Hero, ignores damage reduction and damage share, and when an enemy is defeated, changes into Neo Phantom Sword.
Possession (Undispellable)Increases Attack by 25%. Counterattacks when suffering a critical hit.
Promotion (Undispellable)Increases Attack, Defense, and max Health by 5%.
Radiance (Undispellable)When attacked, grants 50% damage reduction.
Rage (Undispellable)Increases Attack and Speed by 20%.
Rampage (Undispellable)Increases Speed and Evasion by 20%.
ReflectWhen attacked, reflects 30% of damage suffered to the attacker. Reflected damage cannot be higher than the bearer's max Health.
ReviveUpon dying, revives with 30% Health.
Sacred Covenant (Undispellable)Cannot be affected by any debuffs or some harmful effects. Upon dying, revives with 100% Health.
Shyness (Undispellable)Solitaria... You said it wouldn't be revealing!
Skill Effect NullifierNullifies an effect from skills of enemy Heroes and artifacts.
Skill NullifierNullifies damage from skills.
Solution (Unique Effect)Enhances the next Once-in-a-Lifetime Research. Dispelled after activating the effect. Remains even after reviving.
Special Friendship (Undispellable)After attacking on the bearer's turn, a critical hit deals additional damage proportional to the bearer's max Health to the target.
Special Friendship (Undispellable)After attacking, a critical hit deals additional damage proportional to the bearer's max Health to the target.
Spirit Lord's Protection (Undispellable)Upon dying, revives with 50% Health and increases Combat Readiness by 50%.
Spirit's Blessing (Undispellable)Increases Effect Resistance by 60%.
Spoils (Unique Effect)Increases Attack, Health, and Defense by 20%. Can stack up to 4 times. When dispelled, dispels Pilfer inflicted by the caster.
Star's Blessing (Undispellable)Increases Attack and Critical Hit Damage by 15%.
StealthWhen another ally is present, prevents enemies from selecting the bearer as a skill target. When suffering an attack that targets all allies, grants damage reduction and is dispelled when suffering damage from an attack.
Superhumanization (Undispellable)Increases max Health and Speed by 100%.
Swift AttackAt the end of the turn, increases Combat Readiness by 50%. Dispelled when the effect is activated.
Torrent (Undispellable)After attacking with a basic skill, if it is a Single Attack, deals additional damage equivalent to 70% of damage dealt to the target. Torrent is dispelled after attacking.
VampirismWhen attacking, absorbs 30% of damage dealt as Health.
Vigor (Undispellable)Increases Attack and Defense by 30%.
War God (Unique Effect)Increases Defense Penetration of Deliverance: Soul Exchange by 50%. Dispelled after the effect activates.
Weakness Shared (Undispellable)When an ally attacks, if the target is an Elite or Boss monster, increases damage dealt by 10%.
Willful Flame (Undispellable)When a Fire elemental ally attacks, penetrates the target's Defense by 15%.
Zeal (Undispellable)Increases damage dealt by Rising Dragon Spire. Can stack up to 2 times. Dispelled at the end of the turn after using Rising Dragon Spire.
Debuffs
42
BeguileAt the end of the turn, deals additional damage to all allies except for the bearer equivalent to 10% of their respective max Health. Beguile effect applies to Heroes only, and is dispelled once the effect is activated.
BindWhen it is not the bearer's turn, cannot activate additional skills, counterattacks, and Dual Attacks. Applies to Heroes only.
BleedAt the start of the turn, suffers damage proportional to the caster's Attack.
BlockUnaffected by any buffs, some beneficial effects, and dispel debuff effects except when granted by the bearer. Applies to Heroes only.
BombAt the end of the duration, suffers damage proportional to the caster's Attack and is stunned for 1 turn. Duration cannot be extended or decreased, and stun effect ignores Effect Resistance.
BurnAt the start of the turn, suffers huge damage proportional to the caster's Attack.
Cannot BuffCannot receive any buffs.
Cannot CounterattackDisables counterattack. Cannot Counterattack effect does not apply to monsters.- Class DebuffThief, Warrior, Ranger, Mage: Decreased Attack Knight, Soul Weaver: Decreased Defense
CollapseDecreases max Health by 25%. This effect is doubled when applied to Heroes.
CurseWhen an ally except for the bearer is attacked, deals additional damage equivalent to 60% of damage dealt to the bearer.
Death Sentence (Undispellable)At the start of someone's 12th turn, inflicts 50,000 additional damage on the bearer. Ignores damage share. Dispelled when the caster dies.- Debuffs Which Prevent MovementStun, Sleep, Fear
Decrease AttackDecreases Attack by 50%.
Decrease DefenseDecreases Defense by 70%.
Decrease Hit ChanceDecreases Hit Chance by 50%.
Decrease SpeedDecreases Speed by 30%.
Energy Depletion (Unique Effect)Decreases Attack and Speed by 50%.
ErosionAt the start of the turn, suffers damage equivalent to 5% of lost Health. This effect is doubled when applied to Heroes.
FearCannot act for a certain number of turns. At the start of the turn, has a 40% chance to be dispelled.
Fracture (Unique Effect)Increases Attack by 20%, but decreases Defense by 5%. Can stack up to 10 times. Remains even after reviving.
FrostbiteCannot be subject to damage reduction or damage share. Frostbite effect applies to Heroes only.
ImmobilizeCannot receive Combat Readiness increase effects provided by the Speed stat. Dispelled at the start of someone's fourth turn.
LacerationWhen attacked, increases damage suffered by 15%, and when Health is reduced, inflicts injuries equivalent to the amount of Health reduced. Applies to Heroes only.
Magic NailWhen attacked, inflicts additional damage proportional to the attacker's Attack.
Omen (Unique Effect)Something is watching.
Pilfer (Unique Effect)Decreases Attack, Health, and Defense by 20% and grants Spoils to the attacker. Can only apply to Heroes and remains even after dying.
PoisonAt the start of the turn, suffers damage equivalent to 5% of max Health.
ProvokeAt the start of the turn, forcibly uses basic skill on the target that inflicted provoke.
Redirected ProvokeAt the start of the turn, forcibly uses basic skill on the enemy with the highest max Health.
RestrictCannot receive Combat Readiness increase effects other than that provided by the Speed stat.
RuptureWhen attacked, inflicts additional damage proportional to max Health. Applies to Heroes only.
SealPassive skill effects do not activate. Applies to Heroes only.
SilenceWhen selecting a skill on the bearer's turn, cannot select skills other than the basic skill.
SleepCannot act for a certain number of turns. Decreases Critical Hit Resistance and Evasion by 100% and is dispelled when suffering damage from an attack.
StigmaDecreases amount recovered and the effect of Combat Readiness increases by 50%.
StunCannot act for a certain number of turns.
TargetIncreases damage suffered by 15% and decreases Evasion by 50%.
Trauma (Unique Effect)Decreases Defense by 70%, but increases Attack and Speed by 100%. If the Defense prior to the effect of trauma is 2,000 or higher, doubles the stat increase effects.
UnhealableCannot receive recover Health effects.
Vampiric TouchWhen attacked, recovers 10% of the attacker's max Health.
VenomAt the start of the turn, suffers damage equivalent to 10% of max Health and is inflicted with injuries. Venom effect applies to Heroes only.
Other effects
20- Additional Damage ReductionDecreases additional damage suffered. Only applies to additional damage inflicted by Heroes, and when more than one additional damage reduction effect of the same kind is granted, only the strongest effect is applied.
- Barrier InversionInverts barrier into damage. Unaffected by Effect Resistance and whether the attack hits, and applies to Heroes only.
- CloneClones the target's appearance and abilities. While in the Clone state, separate skill cooldowns are applied. When dispelled, unique effects granted to the caster by Clone are also dispelled.
- Damage ReductionWhen attacked, decreases damage suffered. When more than one damage reduction effect of the same kind is granted, only the strongest effect is applied.
- Damage SharingReceives a portion of the damage suffered by targets in their place. When more than one damage sharing effect of the same kind is granted, only the strongest effect is applied.
- DetainTemporarily removes the target from the battlefield. Can only apply to one Hero on the battlefield. Unaffected by Effect Resistance.
- DetonateInstantly activates designated debuffs inflicted on the enemy. Poison, Bleed, Burn, Venom, and Erosion damages are proportional to the number of turns and quantity. Bomb damage is unaffected by the number of turns.
- Dual AttackWhen an ally attacks with a basic skill, if the caster is able to act, attacks the same target with a basic attack. Cannot be triggered by counterattacks.
- ExtinctionTargets killed by this skill cannot revive.
- Extra TurnGrants an extra turn.
- Fragment of LifeImmune to buffs and debuffs, and nullifies all damage. Destroyed when the caster dies.
- InjuryCumulatively decreases max Health proportional to damage suffered, up to 50%. Applies to Heroes only. Unaffected by Effect Resistance or whether or not the attack hits.
- PenetrateIgnores the target's Defense when inflicting damage.
- Resource IncreaseIncreases Fighting Spirit and Focus.
- Resource ReductionDecreases Fighting Spirit and Focus. Unaffected by Effect Resistance or whether or not the attack hits.
- Sanctuary of BattleIn the Sanctuary of Battle, all Heroes are immune to buffs and debuffs.
- Soul RemovalRemoves Soul from the target. Unaffected by Effect Resistance or whether or not the attack hits.
- SpreadApplies the debuffs inflicted on the enemy target to all enemies except for the target.
- Time ReversalReturns to the state after the start of battle. Only applied in PvP.
- TransferTransfers debuffs from the caster to the target.



