Buffs & Debuffs

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.