How the main combat status effects work — ATK Up, DEF-shred, Burn, Grievous Wound,
crowd control, and the Effect Hit vs Effect Res check that decides whether your
debuffs actually land.
ATK Up — attacker-side buff
Increases the carrier's damage output. Stacks from multiple sources are summed, but
the buff has a ceiling — past a certain point extra ATK Up sources are dead weight.
A character already running near the cap doesn't benefit much from a second ATK buffer.
DEF-shred — defender-side debuff
Reduces the target's Defence so your whole team hits harder against them. The bigger
the DEF-shred, the more raw damage everyone deals — this is one of the biggest
team-wide multipliers in the game and the main reason to bring a debuffer alongside
your damage carry.
Burn — the main damage-over-time
Burn is the most common DoT effect. Each stack ticks damage per second based on the
caster's ATK at the moment the Burn was applied — so buffing the caster before
they apply Burn locks in a stronger tick for the whole duration.
Burn ticks are visible on the target's status bar and can be cleared by any "Remove
a negative effect" cleanse. Against World Bosses (no cleanse) Burn is a reliable
steady-damage layer on top of direct hits.
Grievous Wound — healing reduction
Reduces the healing the target receives. It's the counter to sustain-heavy comps and
is a tool the World Bosses use against your team. If a fight keeps killing your
healer's effort, Grievous Wound is usually the reason — pair sustain with a cleanse
or shift to a tank-led mitigation comp.
Crowd Control (CC)
CC effects come in two tiers based on how much they restrict the target:
Strong CC (Stunned, Frozen, Confused, Suppressed, Incapacitated, Deflated) — target cannot act at all (no basic, no skill, no ult, no move).
Weak CC (Immobilized, Disarmed, Silenced) — target loses one action class only (Immobilized = no move, Disarmed = no basics, Silenced = no skills).
Most CC durations sit in the 1-5 second range. Suppressed is the only
CC that's undispellable — no cleanse removes it. Standard CC can be removed by
"strong cleanse" effects.
Effect Hit vs Effect Res
Whether a debuff lands is a separate question from how much damage it does. The
carrier's Effect Hit is checked against the target's Effect Res — out-stat the
target and the debuff lands reliably; fall behind and it gets resisted.
World Bosses carry baseline Effect Res. Bring a dedicated Effect-Hit carrier when
you rely on damage-amplifying debuffs landing every cast.
Which debuffs amplify damage?
Not every debuff is a damage multiplier:
DMG Taken Up / DEF-shred — direct damage amplifiers.
Crit Resistance shred — boosts crit damage against the target.
Stun / Freeze / Silence — control only, no damage multiplier.
Burn — its own damage track.
Grievous Wound — reduces healing, not damage.
The takeaway: stacking two of the same kind of debuffer is dead weight. Mix the
archetypes — a DEF-shred carrier, a Crit-Resistance shred, and a Burn carrier
all multiply each other instead of overlapping.