*You may be looking for Skills that apply status effects*.- This article is about status effects. For skills that apply unique debuffs, see Debuff Skills.

**Status Effects** can affect an enemy or character either negatively or positively. They will be displayed above their health bar, and below a Boss's health bar.
Ores can be affected by status effects, but other breakable structures cannot.

Enemies will be more resistant to **Brittle**, **Slow**, **Distracted**, and **Stun** every Endless Cycle.

Each unique Negative Effect gives a +4% total damage with the Executioner Rune.

# Positive Effects[]

## Activated Ability[]

Gain a special buff from activating certain skills, then automatically consume **20 stacks** to cast a unique, unslotted ability. All special buffs have a duration of 120s, and have no known cooldown between uses.

### **Electrified**[]

- Whenever you cast a skill, consume
**20 stacks**of**Electrified**to release multiple jolts of electricity that move in random directions, dealing heavy damage and applying**Stun**.

### **Icy Veins**[]

- Whenever you cast a skill, consume
**20 stacks**of**Icy Veins**to launch icicles towards random enemies that cause heavy damage and apply**Slow**.

### **Purity**[]

- Whenever you cast a skill, consume
**20 stacks**of**Purity**to release a wave of light, which damages nearby enemies, and if it hits more than 4 enemies, also heals you.

### **Radiance**[]

- Whenever you cast a skill, consume
**20 stacks**of**Radiance**to release a powerful beam of energy in the direction you are aiming at, dealing heavy damage and applying**Fragility**.

## Buff[]

Certain skills apply varied levels of the below listed buffs, ranging from increasing your damage output to defensive capabilities.

### **Aptitude**[]

- Increases the critical damage modifier by 2-16% per stack for 6 seconds.

### **Bulwark**[]

- Increases the block power by 1 per stack for 6 seconds.

### **Colossal**[]

- Increases the area modifier by 1-2% per stack for 6 seconds.

### **Finesse**[]

- Increases the multicast chance by 1% per stack for 6 seconds.

### **Form**[]

- Increases the critical damage chance by 1% per stack for 6 seconds.

### **Haste**[]

- Increases the movement speed modifier by 1% per stack for 6 seconds.

### **Prowess**[]

- Increases the damage modifier by 1% per stack for 6 seconds.

### **Resilience**[]

- Increases the armor power by 1 per stack for 6 seconds.

## Skill Traits[]

Certain skills have unique modifiers built in that change the way they work, or their damage multipliers.

### **Ambush**[]

- An attack is considered an ambush whenever you hit a stunned enemy or from behind.

### **Brutal**[]

- Direct damage caused by this skill is increased by up to 50% based on how close you are to the target.

### **Chaotic**[]

- Whenever this skill is used, you have a chance of casting another one of your current skills instantly. This effect cannot happen for multicasts, and cannot trigger the
**Chaotic**trait in other skills.

### **Devastating**[]

- Direct damage caused by this skill is multiplied by 3 on critical strikes.

### **Impactful**[]

- Direct damage caused by this skill is increased by up to 50% based on how close the target is to the point of impact.

### **Piercing**[]

- Projectiles launched by this skill will deal 20% extra damage for each target they hit directly.

### **Precise**[]

- Direct damage caused by this skill is increased by up to 100% based on how far you are to the target.

### **Taunt**[]

- Units summoned by this skill can be directly targeted by enemies, distracting them from attacking you. Enemies will still attack you if you are too close.

# Negative Effects[]

## Damaging[]

All flat damage scales with your Damage modifier, and is able to critically strike on application.

### ** Doom**[]

- Causes damage after 5 seconds. Damage is increased with new applications and duration refreshed. If
**Doom**accumulates more damage than the target has health, it will instantly execute the target. Whenever**Doom**causes damage, 25% of the total damage is dealt in a small area around the target. - The execute threshold takes into account the total
**Doom**damage, the current armor of the enemy, and the current damage multiplier from status like**Fragility**.

### ** Burn**[]

- Deals damage over 4 seconds.
- Ticks every second, dealing 12.5% of the total damage per tick.
- With Elemental Flow equipped, ticks every two thirds of a second instead,
**still**dealing 12.5% of the total damage per tick.

- With Elemental Flow equipped, ticks every two thirds of a second instead,

### ** Bleed**[]

- Deals damage over 10 seconds. For every meter the target moves, there is a 40% chance that the target will take an extra damage from
**Bleed**. - Ticks every second, dealing 10% of the total damage per tick.
- With Elemental Flow equipped, ticks every two thirds of a second instead,
**still**dealing 10% of the total damage per tick.

- With Elemental Flow equipped, ticks every two thirds of a second instead,

### ** Poison**[]

- Deals damage over 15 seconds. If the target dies, any remaining
**Poison**will spread to a nearby enemy. - Ticks every second, dealing 6.67% of the total damage per tick.
- With Elemental Flow equipped, ticks every two thirds of a second instead,
**still**dealing 6.67% of the total damage per tick.

- With Elemental Flow equipped, ticks every two thirds of a second instead,

Elemental flow : All of your damaging negative effects deal damage 50% more often. Their durations are not affected by this rune, **causing them to deal increased total damage over their duration,** implying that tick damage does not change, cause if it did, then it would not deal increased total damage over their duration.

## Debuff[]

Each stack of a unique debuff has the same value written in the first point.

### **Fragility**[]

- Increases all damage received by 1% per stack for 6 seconds.
- Diminishing returns after 800% ; the asymptotic limit is +1000% damage.
- Damage of damaging status effects are increased by the
*current*amount of**Fragility**, not the amount at the instant of their application.

### **Weakness**[]

- Increases damage received from negative effects by 1?% per stack for 6 seconds.
- Diminishing returns after 800% ; the asymptotic limit is +1000% damage.
- The increased damage on damaging status effects is multiplicative with
**Fragility**. - Damage of damaging status effects are increased by the
*current*amount of**Weakness**, not the amount at the instant of their application.

### **Stiff**[]

- Increases the target's skill cooldowns by 1% per stack for 5 seconds.
- Can currently only be applied by
**Random Powerful Negative Effect**.

### **Brittle**[]

- Increases damage taken by ? damage per stack for 5 seconds, dependent on skill.
- Triggered by all sources of damage, and from each tick of status effects (except
**Brittle**) - Flat damage scales with Damage modifier, the damage modifier of the skill that procs it.
- Flat damage can crit on application and on proc, doubling the total crit amount.
- Doesn't count as "direct damage" for
**Exposed**and**Vulnerable**, doesn't interact with them.

### **Slow**[]

can be obtain via attacks on slow

- Reduces movement speed by 2?% per stack for 8 seconds.
- Maximum of -60% total movement speed.
- Can be applied on your character and allies by enemies.

### **Stun**[]

- Unable to perform any action for a few seconds.
- Does not stack.
- Automatically applied on dead units.
- Does not apply on Elites unless stated on the skill description.
- Does not apply on Lords of the Void.

### **Dazed**[]

- Increases chance to receive critical strikes by 1% per stack for 8 seconds.
- Diminishing returns after 800% ; the asymptotic limit is +1000% damage.

### **Disoriented**[]

- Increases critical strike damage taken by ?% per stack for 8 seconds.
- ? Multiplicative with your own critical strike damage.
- ? Diminishing returns after 800% ; the asymptotic limit is +1000% damage.

### **Exposed**[]

- Increases direct damage taken by up to 16?% per stack for 6 seconds.
- Bonus is proportional to the base damage (pre-damage modifier) caused by each attack.
- 50 or less damage: 0% of the Exposed bonus
- 1050 or more damage: 100% of the Exposed bonus
- Intermediate values scale linearly

- ? Diminishing returns value ?

### **Distracted**[]

- Reduces the target's chance to hit by 5?% per stack for 5 seconds.
- ? Diminishing returns value ?

### **Confused**[]

- Reduces the target's chance to hit by 0.5% per stack for 5 seconds, and whenever the target attacks, there is a 50% chance that they will take flat damage. Total damage is the sum of all stacks of
**Confused**. - Flat damage scales with Damage modifier.

### **Crippled**[]

- Reduces the area of attacks by 1% for 5s.

### **Debilitated**[]

- Reduces all damage dealt by the target by 0.5-1% for 5 seconds, dependent on skill.

### **Wound**[]

- Any time you apply Effects while
**Wound**is active, there is a 50% chance that they will be doubled. Lasts for 6 seconds. - Does not stack.

### **Random Negative Effect**[]

- Applies a random negative effect of the ones that can be applied on the target/enemy.
- The type of negative effects available are determined by the skill description.

## Chaos-only debuffs[]

These debuffs can currently only be applied with **Random Powerful Negative Effect** skills, as there are no skills that can directly apply them.

### **Light**[]

- Increases the effects of knockback on the target by X% for 6 seconds.

## Synergy Power-ups[]

- Main article: Passive skills § Effect Upgrades

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