Statuses & buffs
Burn (status)
Round end: lose max HP × 3.5% (Blaze raises it) · 2–3 rounds · no stacks, a new burn restarts it- World boss 3.5% of the boss's max HP (score)
- Temple/Tower not % HP: every 1 s = 15% of my attack × tree bonus, 3 ticks, bosses too
Poison (status)
Round end (from the next round): lose max HP × 1% × stacks · 4 rounds · new stacks refresh · max 3 stacks (Strong poison raises it)- World boss % of the target's max HP (world boss: score)
- Temple/Tower each stack ticks on its own, every 1 s = 15% of my attack × tree bonus, 3 ticks, bosses too
Bleed (status)
Each time the bleeding side attacks / uses a skill / ultimate: lose max HP × 1% × stacks (defending: none) · max 5 stacks, 4 roundsWhile bleeding: heals × 50%- World boss % of max HP, ticks when the target acts
- Temple/Tower ticks by itself every 1 s = 15% of my attack per stack, 3 ticks, max 5 stacks, bosses too
Chill (status)
Speed × (1 − 10% × stacks) (min ×0.2) → dodges less, acts later · max 3 stacks, 4 rounds- World boss slower per stack, dodges less
- Temple/Tower foes walk and attack 10% slower per stack (min ×0.5) for 7.2 s, bosses too
Freeze (status)
Skips 1 turn, then immune to stun / freeze for 1 round · clears chill- World boss shares the stun guard (3 rounds after)
- Temple/Tower the foe stops 1.5 s, bosses too, no immunity
Stun (status)
Skips 1 turn (if I act first, the foe loses this round's turn) then immune to stun / freeze for 1 round · can't be re-applied while active- World boss can be stunned, then immune for 3 rounds
- Temple/Tower the foe stops 0.9 s, bosses too, no immunity
Debuffs
Attack↓ = foe deals × (1 − %) · defense↓ = foe takes × (1 + %) · speed↓ = speed × (1 − %) and dodge −% · with buffs capped ×0.4–×2 · re-applying replaces- Every foe incl. bosses lands as normal
- Temple/Tower 1 round = 1.8 s
Every foe: works the same vs the world boss, temple / tower foes and floor bosses
Data synced with the game on 2026-11-08 · all numbers come straight from the game. T4–T5 forms and drop chances stay secret.