How a hit is worked out, DEF, Speed, affinity and every buff and debuff

RAID: Shadow Legends damage formula and battle mechanics

A skill's damage starts from its multiplier on the champion's own stats, then books, affinity, the hit type and damage bonuses multiply it in turn. The target's DEF can take off at most 85%, and every hit rolls between 90% and 109% of the result. Each champion page lists the multiplier of every skill.

Damage formula

  1. 1.Skill multiplier

    multiplier x stat

    Most skills scale on ATK ("3.5 x ATK"), tanks' skills often on DEF or MAX HP, and a few on the target's MAX HP or on SPD. Some multipliers grow with something in the fight, such as missing HP or the number of debuffs on the target.
  2. 2.Skill books

    x (1 + book damage bonus)

    Each "Damage +5%" or "+10%" skill level the champion has learned adds up here, so a skill with two +10% levels deals 20% more.
  3. 3.Affinity

    x (1 - 20%) on a weak hit

    A champion hitting an affinity it's weak against deals 20% less damage. A strong affinity adds no damage of its own here; it raises the chance of a critical hit and makes crushing hits possible (see the hit types below).
  4. 4.Hit type

    x (1 + C. DMG), x 1.3 or x 0.7

    A critical hit adds the champion's C. DMG, a crushing hit adds 30% and a glancing hit takes off 30%.
  5. 5.The hit's own bonuses

    x (1 + bonus)

    Effects that raise the damage of one particular hit, such as a passive that deals more damage to a target under a debuff, multiply in here.
  6. 6.Damage stats

    x (1 + damage dealt and taken)

    Accessories and Relics carry PvE, PvP, Boss and Dungeon damage bonuses, and their "damage taken" versions on the target. Only the ones that fit the battle count.
  7. 7.DEF

    x (1 - 0.85 x (1 - e^(-DEF / 1500)))

    DEF is first cut by any flat Ignore DEF and then by the skill's DEF modifier (a skill that ignores 25% of DEF counts only 75% of it). DEF never blocks more than 85% of a hit, and each extra point does less than the one before.
  8. 8.Buffs, debuffs and the roll

    x reduction, x 0.9 to 1.09

    Strengthen, Weaken and the target's other damage-taken effects apply next. Then the hit rolls: anything from 90% to 109% of the number, so the same skill lands for a slightly different amount each time.

How much DEF blocks

  • 0Damage that gets through: 100.0%
  • 250Damage that gets through: 87.0%
  • 500Damage that gets through: 75.9%
  • 1,000Damage that gets through: 58.6%
  • 1,500Damage that gets through: 46.3%
  • 2,000Damage that gets through: 37.4%
  • 3,000Damage that gets through: 26.5%
  • 4,000Damage that gets through: 20.9%
  • 5,000Damage that gets through: 18.0%
  • 7,500Damage that gets through: 15.6%

Before the roll and before damage-taken buffs and debuffs.

Hit types

  • CriticalWhen it can happen: C. RATE, +15% against a weaker affinityDamage: + C. DMG
  • CrushingWhen it can happen: Against a weaker affinity, 50% chanceDamage: +30%
  • GlancingWhen it can happen: Against a stronger affinity, 35% chanceDamage: -30%

Affinity

This is where you select your team and review the enemy Champions before each battle. Each Champion has unique skills, and an Affinity that makes them weak or strong against another Affinity.

Magic beats Spirit, Spirit beats Force, Force beats Magic, and Void is special, Void Champions have no direct weaknesses against other Affinities.

The arrows above each enemy's head show how your Champion's Affinity matches up against theirs. An Affinity advantage means a more effective attack, more damage, and a higher chance to crit.

Speed and the Turn Meter

Every tick, each champion's Turn Meter fills by 7% of their SPD, and a champion takes a turn when it reaches 100. That's why twice the SPD means twice the turns.

  • 90Ticks to a full Turn Meter: 15.9
  • 100Ticks to a full Turn Meter: 14.3
  • 120Ticks to a full Turn Meter: 11.9
  • 150Ticks to a full Turn Meter: 9.5
  • 180Ticks to a full Turn Meter: 7.9
  • 200Ticks to a full Turn Meter: 7.1
  • 250Ticks to a full Turn Meter: 5.7
  • 300Ticks to a full Turn Meter: 4.8

Limits

A champion can carry at most 10 buffs and 10 debuffs at once. Anything placed past that doesn't land.

Stats

  • Debuff Accuracy, ACC. Influences the chance of successfully applying Debuffs on enemy targets. Make sure your ACC is much higher than your enemy's RES to give yourself the best chance of landing Debuffs.
  • Attack, ATK. Determines how much damage a Champion's ATK-based Skills will deal. Unless otherwise stated, all Skills scale off ATK.
  • Critical Rate, C. RATE. Defines how often a Champion's Skills will land as Critical Hits.
  • Critical Damage, C. DMG. Defines the amount of additional damage dealt by Critical Hits on top of a Skill's base damage. 150% C. DMG will mean a Critical Hit will deal 250% damage (100% base damage + 150% crit damage).
  • Critical Heal, C. HEAL. Defines the amount of additional heal dealt on top of a Skill's base heal.
  • Defense, DEF. Mitigates incoming damage from enemy attacks. The higher a Champion's DEF stat, the less HP will be lost from an attack.
  • Health Points, HP. Determines how much damage a Champion can take before they are defeated.
  • Debuff Resistance, RES. Influences the chance of successfully resisting an enemy Champion's Debuffs. If you have high RES your opponent will need a lot of ACC to apply Debuffs.
  • Speed, SPD. Determines how quickly a Champion fills their Turn Meter. Your team will move in order of SPD, fastest Champion first. A Champion with 200 SPD will move twice as often as a Champion with 100 SPD.
  • Ignore Defense, Ignore DEF. Determines how much of the enemy's DEF stat a Champion will ignore when attacking. Having 100% Ignore DEF means your attacks will bypass your enemy's entire DEF stat, no matter how high it is.

Buffs

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  • Continuous Heal Heals the target Champion by 7.5% or 15% of their MAX HP at the beginning of their turn.
  • Increase ATK Increases the Champion's Battle ATK (current ATK value) by 25% or 50%.
  • Increase DEF Increases the Champion's Battle DEF by 30% or 60%.
  • Increase SPD Increases the Champion's Battle SPD by 15% or 30%.
  • Increase C. RATE Increases the Champion's C.RATE by 15% or 30%.
  • Increase C. DMG Increases the Champion's C.DMG by 15% or 30%.
  • Increase ACC Increases the Champion's Battle ACC by 25% or 50%.
  • Increase RES Increases the Champion's Battle RES by 25% or 50%.
  • Block Debuffs While this buff is active, the Champion is immune to all debuffs. Instant negative effects such as Decrease Turn Meter are not affected and work as normal.
  • Strengthen Reduces the value of the received damage by 15% or 25%.
  • Ally Protection The Caster Champion takes 25% or 50% of direct damage inflicted upon the Target Champion. Self-inflicted damage (HP Burn or Poison) does not trigger this effect. Each Champion uses their own DEF value for mitigating damage.
  • Veil There are two versions of this buff: Veil and Perfect Veil. The Champion under either of these buffs cannot be targeted by the enemy. If all remaining Champions on a team have an active Veil or Perfect Veil buff, the enemy will not be restricted in targeting a specific Champion. Veil buffs will be removed when the affected Champion uses an active skill, but Perfect Veil buffs will not be removed. Also, Veil and Perfect Veil buffs decrease incoming damage from area-of-effect skills. Veil reduces incoming damage by 7.5%, and Perfect Veil reduces incoming damage by 15%. Finally, Veil and Perfect Veil buffs cannot be stolen by an enemy Champion with a skill that allows them to steal buffs.
  • Shield The Champion's HP bar is reinforced with a Shield for the indicated number of turns. Damage is calculated as normal but is first applied to the Shield (unless the attack is stated to ignore Shields). When the Shield buff expires, or the value of the Shield reaches 0, the buff is removed and any further damage is applied as normal.
  • Revive On Death If a Champion with this buff dies, they will immediately revive with 30% HP and 0% Turn Meter. This buff's duration cannot be increased.
  • Unkillable The Champion cannot fall below 1 HP when the Unkillable buff is active. Its duration cannot be increased.
  • Block Damage Makes the Champion immune to all forms of damage. Its duration cannot be increased.
  • Stone Skin The Stone Skin buff decreases the damage (except the damage received from Bombs and HP Burn), removes all debuffs except Bombs and HP Burn, gives immunity to all debuffs, even those that cannot usually be blocked, except Bombs and HP Burn. Also, grants an additional Stone Skin shield. A Champion with the Stone Skin is immune to the Decrease MAX HP and Decrease Turn Meter Effects.
  • Reflect Damage The attacker will take back 15% or 30% of the damage dealt.
  • Counterattack When attacked, the Champion with Counterattack buff strikes back at their attacker using their Default Skill. This attack deals 75% of the normal Default Skill damage. Can only counterattack once when attacked with a Multi-hit skill. Does not counterattack in response to the enemy's own counterattack. Does not count as a Turn.
  • Taunt If a Champion is under a Taunt buff, enemies can only target that Champion. If there are several Champions under a Taunt buff on the same team, enemies can target any of the Taunting Champions. When using an AoE attack, only the Champion under the Taunt buff can be targeted, but their allies will still take damage from the AoE attack as normal. The Provoke debuff has priority over the Taunt buff, meaning a Provoked Champion will still only target the Champion who placed the Provoke debuff on them, rather anyone under a Taunt buff. In addition, if there is only one Champion under a Taunt buff on a team, it will supersede any other buffs that affect targeting (like Veil and Perfect Veil), meaning a Champion under both Taunt and Veil buffs will be targeted. However, if there are multiple Champions under Taunt buffs on a team, buffs that affect targeting (like Veil and Perfect Veil) will then take effect to decide who will be targeted. For example, in a situation where two Champions are under Taunt buffs, but one of them is also under a Veil buff, the Champion under only Taunt will be targeted, whereas the Champion under Taunt and Veil will not. The Taunt buff cannot be spread, and its duration cannot be increased. It can be stolen, removed, and its duration can be decreased.
  • Intercept The Intercept buff will block any attempt to place a crowd control debuff on a Champion, even if it is specified in the enemy's skill that the debuff itself cannot be blocked. This includes Stun, Sleep, Freeze, Provoke, Fear, True Fear, Petrification, and Sheep debuffs. A Champion can receive multiple stacks of the Intercept buff. Each Intercept stack will block one attempt at placing a crowd control debuff. After the attempt, one Intercept stack will be removed. The Intercept buff has no duration, and therefore cannot have its duration increased or decreased. The Intercept buff also cannot be spread to ally Champions. If a crowd control debuff is placed on a Champion that has an Intercept stack and the Block Debuffs buff, an Intercept stack will not be removed. However, if a crowd control debuff that cannot be blocked is placed on a Champion with both Intercept and Block Debuffs, an Intercept stack will be removed. If a crowd control debuff that can be blocked is placed on a Champion who is immune to that debuff, an Intercept stack won't be removed. However, if a crowd control debuff that cannot be blocked is placed on a Champion who is immune to that debuff, an Intercept stack will be removed. If a Champion is under an Intercept buff, and another Intercept buff with less stacks than the Champion currently has is placed on them, the number of Intercept stacks on the Champion remains unchanged. If a Champion steals an Intercept buff from an enemy, they will also steal as many Intercept stacks as the initial Champion had when the buff was stolen.
  • Poison Cloud The Poison Cloud buff blocks damage from Poison debuffs. Also, enemies can only land weak hits on Champions under a Poison Cloud buff. If a Champion receives an HP Burn debuff before a Poison Cloud buff is applied, then the effects of Poison Cloud won't work, but the buff itself will not be removed. It's not affected by the Spread Buff and Increase Buff Duration effects.
  • Fortify Reduces any enemy Ignore DEF effects by 15% or 25%.
  • Shatter Increases a Champion's Ignore DEF by 7.5% or 15%.
  • Immutable The Immutable buff will block an attempt to increase a skill's cooldown on a Champion. A Champion can receive multiple stacks of the Immutable buff. Each Immutable stack will negate a single attempt to increase a skill's cooldown on a Champion. For instance, if a skill specifies that it increase a skill's cooldown by 3 turns, a single Immutable stack will block that cooldown-increasing effect entirely. After a single attempt to increase a skill's cooldown, the number of Immutable stacks used will be decreased by one. The Immutable buff has no duration, and therefore cannot have its duration increased or decreased. The Immutable buff also cannot be spread to ally Champions. If an attempt to increase a skill's cooldown is made against a Champion who is immune to cooldown-increasing effects and has Immutable stacks, an Immutable stack will not be removed. However, if an attempt to increase a skill's cooldown is made and cannot be resisted, an Immutable stack will be removed. If a Champion has Immutable stacks, and another Champion attempts to place Immutable stacks that are less than the Champion currently has, the number of Immutable stacks on the original Champion remains unchanged. If a Champion steals an Immutable buff from an enemy, they will also steal as many Immutable stacks as the initial Champion had when the buff was stolen.
  • Magma Shield The Champion's HP bar is reinforced with a Shield for the indicated number of turns. Damage is calculated as normal but is first applied to the Shield (unless the attack is stated to ignore Shields). When the Shield buff expires, or the value of the Shield reaches 0, the buff is removed and any further damage is applied as normal.
  • Stormcall Each Stormcall stack increases the damage dealt by a Champion by 5%. The number of stacks increases by 1 each time a Champion with Stormcall lands a critical hit. A Champion can have a maximum of 5 Stormcall stacks at one time. When attacking with 5 Stormcall stacks, places a Stun debuff on the target and removes all Stormcall stacks. This Stun debuff cannot be resisted.
  • Fervor Increases damage inflicted by 10% and reduces damage received by 10%.
  • Keen Sight A Champion under a Keen Sight buff will ignore enemy Evade effects, as well as any other effects or skills that would redirect a skill from the original target. When attacking while under a Keen Sight buff, a Champion will always hit their intended target. The Keen Sight buff can have its duration increased and decreased, be spread to allies, stolen, and removed.

Debuffs

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  • Poison Damages the target Champion by 2,5% or 5% of their MAX HP at the beginning of their Turn. This damage is not affected by any other effects except Poison Sensitivity debuff, and only scales per Target's MAX HP. Block Damage blocks it. If the Target Champion has a Shield, Poison damage will be applied to the Shield first.
  • HP Burn When a Champion under a HP Burn debuff starts their turn, they and all their allies take damage equal to 3% of their individual MAX HP. There can only be one HP Burn debuff active on a Champion at a time.
  • Bomb When Bomb debuff expires, the affected Champion suffers direct damage that ignores their DEF value. The damage inflicted by the bomb scales per the Stat indicated in the skill description.
  • Decrease ATK Decreases the Champion's Battle ATK by 25% or 50%.
  • Decrease DEF Decreases the Champion's Battle DEF by 30% or 60%.
  • Decrease SPD Decreases the Champion's Battle SPD by 15% or 30%.
  • Decrease C. RATE Decreases the current value of the Champion's Critical Rate by 15% or 30%.
  • Decrease C. DMG Decreases the current value of the Champion's Critical Damage by 15% or 25%.
  • Decrease ACC Reduces the Champion's Battle ACC by 25% or 50%.
  • Decrease RES Decrease RES debuff decreases the Champion's Battle RES by 25% or 50%.
  • Stun The Champion with Stun debuff is unable to act X Turns. Cooldowns are not refreshed while Stun is active.
  • Freeze The Champion with Freeze debuff is unable to act X Turns. Cooldowns are not refreshed while this debuff is active. The Champion only receives 75% of incoming damage.
  • Sleep The Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while Sleep is active. Continuous Heal, Poisons, and HP Burn work as normal while the Champion is asleep, so do any Passive Skills that heal the Champion. This debuff can be removed from the target by inflicting any kind of active damage (except the turn when the Sleep debuff was placed).
  • Provoke Champions under a Provoke debuff can only attack the enemy that applied the Provoke debuff to them. A Champion attacking while under a Provoke debuff can only use their default skill.
  • Fear There are two versions of this debuff: Fear and True Fear. When a Champion with Fear Debuff attempts to use a skill, there is a 50% chance that the skill will not activate, and the Champion will lose their turn. When a Champion with True Fear debuff attempts to use a skill, there is a 50% chance that the skill will not activate, and the Champion will lose their turn. The skill they attempted to use will go on cooldown.
  • Petrification A Champion under a Petrification debuff will have all of their buffs removed, and be unable to take their next turn. When under a Petrification debuff, a Champion will be unable to receive buffs, and is susceptible to receiving more debuffs. Instant effects, Positive and Negative, do not work on Champions under a Petrification debuff, except for the Remove Debuff effect. Finally, while under a Petrification debuff, a Champion will only receive 40% of any incoming damage. However, incoming damage from Bomb debuffs is increased by 300%.
  • Weaken Increases damage received by the Target Champion by 15% or 25%.
  • Poison Sensitivity The Poison Sensitivity debuff increases the damage taken from the Poison debuff by the recipient by 25%.
  • Block Active Skills The Block Active Skills debuff prevents a Champion from using any of their active skills, other than their default skill. A Champion under a Block Active Skills debuff will still have their cooldowns reduced as normal.
  • Block Passive Skills Block Passive Skills debuff blocks activation of Champion's passive skills. This debuff cannot block passive skills which are marked as unblockable.
  • Block Buffs All buffs that are applied to the Champion with this debuff are automatically blocked and have no effect.
  • Block Revive This debuff blocks Revive effects. The Block Revive debuff cannot be blocked. Valid throughout the battle.
  • Heal Reduction Any healing received by the Champion with Heal Reduction debuff is reduced by 50% or 100%.
  • Leech Any Champion that attacks a Champion with Leech debuff heals for 18% of inflicted damage.
  • Hex Champions under Hex debuffs take damage whenever their allies do. The damage from Hex debuffs ignores Champions' DEF. The original targets all take full damage. Champions under Hex debuffs take 2% of AoE damage inflicted on their allies, and 10% of single-target damage inflicted on their allies. Champions under Hex debuffs only take extra damage from direct attacks on their allies, not lasting effects (like buffs or debuffs), for example, damage from Poison, HP Burn, Bomb debuffs, Reflect Damage buffs, etc.
  • Enfeeble Champions under an Enfeeble debuff can only land weak hits, unless stated otherwise in a skill description.
  • Sheep Champions under Sheep debuffs lose access to their normal skills, and can only use the following Sheep skill: Attacks 1 enemy. Any ally Sheep will join this attack. Has a 50% chance of removing the Sheep debuff from this Champion after attacking. Whenever a Sheep debuff expires or the Sheep is defeated, the affected Champion will return to battle with 50% HP.
  • Seal There are two versions of this debuff: Seal and Master Seal. The Seal debuff blocks effects from Gear Sets and Masteries, except stat boosts granted by Artifacts and Accessories, as well as Masteries that only boost stats like Blade Disciple, Flawless Execution etc. Master Seal is an enhanced version of this debuff, which additionally blocks the effects from Blessings, Relics, and Gemstones, except stat boosts. The Seal and Master Seal debuffs don't block effects that were activated before these debuffs were placed.
  • Master Seal There are two versions of this debuff: Seal and Master Seal. The Seal debuff blocks effects from Gear Sets and Masteries, except stat boosts granted by Artifacts and Accessories, as well as Masteries that only boost stats like Blade Disciple, Flawless Execution etc. Master Seal is an enhanced version of this debuff, which additionally blocks the effects from Blessings, Relics, and Gemstones, except stat boosts. The Seal and Master Seal debuffs don't block effects that were activated before these debuffs were placed.
  • Pain Link The Pain Link debuff causes the affected Champion to receive a percentage of all damage received by the enemy who placed this debuff. The enemy receives 100% of the damage inflicted to them. The amount of damage received depends on the enemy who placed the debuff. If it was the Head of Suffering, then the Pain Link debuff causes the affected Champion to receive 15% of all damage received. If the Pain Link debuff was placed by a Champion, the damage received will be specified in that Champion's skill description. If it is not specified, it will cause the affected Champion to receive 15% of all damage received by the Champion who placed the debuff. The Pain Link debuff can be blocked or removed, and can have its duration increased or decreased. Receiving a Pain Link debuff will awaken Champions under a Sleep debuff. If a Champion is under both a Pain Link debuff and a Block Damage buff, they won't receive any damage from the Pain Link debuff. A Champion under a Pain Link debuff won't receive any damage from it when the enemy who placed the debuff receives a weak hit.
  • Berserk Increases the damage inflicted and damage received by 50%.
  • Necrosis When an enemy Champion dies, a single Necrosis stack is placed on all other alive enemies. When another Champion dies, an additional Necrosis stack will be placed on all other alive enemies and so on. Each Necrosis stack deals damage equal to 5% of a Champion's MAX HP at the beginning of their turn. For example, if a Champion has 3 Necrosis stacks, damage equal to 15% of their MAX HP will be dealt to them at the beginning of their turn. Necrosis stacks do not decrease upon activation at the beginning of a Champion's turn, and Necrosis is placed on a Champion irrespective of the number of debuffs that are currently on them. Damage dealt by Necrosis cannot be increased by other effects, and placement of a Stone Skin buff will remove Necrosis. If there are any dead enemy Champions in the battle after a Stone Skin buff expires, Necrosis stacks equal to the number of dead enemy Champions will be reapplied. When a dead enemy Champion is revived, a single Necrosis stack is removed from alive enemies. If multiple Champions are revived, Necrosis stacks will be removed equal to the number of Champions revived.
  • Deathbrand Champions under a Deathbrand debuff will receive the Block Revive debuff when killed.
  • Ensnare Any Turn Meter increase effects received by a Champion with the Ensnare debuff will be reduced by 50% or 100%.
  • Fatigue Champions under a Fatigue debuff will receive a Sleep debuff for 1 turn after using an active skill. If a Champion with a Fatigue debuff uses a skill that removes debuffs, the Fatigue debuff will be removed and the Sleep debuff will not be placed.
  • Nullify Champions under the Nullify debuff cannot have their skills activated, participate in Ally Attacks, be granted an Extra Turn (except via Metamorph) or an Instant Turn, have their skills' cooldowns decreased, have their Shield's value increased, have their destroyed HP restored, have their HP swapped by allies or by themselves, Evade enemy effects or skills, have their Turn Meter equalized, or have their HP balanced.
  • Infest Whenever an enemy under an Infest debuff dies, deals pure damage to all other alive enemies. This pure damage is equal to 50% of the enemy's MAX HP who died while under the Infest debuff. This pure damage cannot be critical. The pure damage dealt upon killing a Boss or their minions cannot exceed more than 10% of their MAX HP.
  • Hunter's Gaze Damage dealt to a Champion under the Hunter's Gaze debuff cannot be decreased, blocked, redirected, or transferred. This applies only to damage dealt directly by skills, and not from debuffs, passives, Masteries, or Blessings. Damage dealt to a Champion under the Hunter's Gaze debuff will ignore Unkillable, Block Damage, Increase DEF, Strengthen, Ally Protection, Veil, Perfect Veil, and Shield buffs. Champions can still Evade damage while under the Hunter's Gaze debuff.
  • Entangle A Champion under an Entangle debuff will not receive any positive effects from their allies, including buffs, and will not have their Turn Meter passively increased. When placed, a Champion receiving the Entangle debuff will have all of their buffs removed, but can still receive additional debuffs. The Entangle debuff has no duration, and therefore cannot have its duration increased or decreased. The Entangle debuff also cannot be spread to other Champions. You can only remove an Entangle debuff by actively filling the Champion's Turn Meter to 100%.
  • Siphon A Champion under a Siphon debuff will have 5% of their stat values siphoned by the debuff producer, except Ignore DEF. Each time the debuff producer takes a turn, an additional 5% of the stat values will be stolen, stacking up to 50%. For example, a Champion with 1000 ATK under Siphon will initially have their ATK decreased to 950 and the debuff producer's ATK will be increased by 5%. Each time the debuff producer takes a turn, an additional 5% of the target's stats will be siphoned to them. The Siphon debuff cannot be transferred, spread, or have its duration increased or decreased. It can be removed.

Every champion's skill multipliers are on their own page, from the champion list.