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Buffs & Debuffs

BUFFS are HELPFUL - they generally bring positive effects that aid a character. Their icons are green colored.

DEBUFFS are HURTFUL - they bring negative effects that hinder a character. Their icons are red colored.

 • Both can stack - meaning more than one can be applied.
 • Both can be purged or removed - various skills enable other characters to remove them, and the amount is listed in the ability description.
 • They can last one to many turns. Duration is sadly not always in the description.
 • You can see a list of buffs and debuffs and their duration when you press and hold for a few seconds on any character in battle. A window ill pop up with a list of all buffs, all debuffs, and the remaining turns.

SO WHAT DO BUFFS DO?
Glad you asked. Here's a list of buffs and their effect:

AFFINITY RESISTANCE UP
 • Characters take even less damage from their weaker affinity. For example, energy affinity characters will take even less damage from physical affinity characters. If you stack enough Affinity Resistance Up, you won't get any damage from your weaker affinity!

AFFINITY POWER UP
 • Characters deal more damage to their weaker affinity. For example, energy affinity characters will deal more damage to physical affinity characters.

AGILITY UP
 • Characters have their physical defense increased, taking less damage from strength-based attacks.

AWARENESS
 • Characters are immune to damage for one strike. Attacking a character with an Awareness will strip one Awareness and deal 0 damage. For bleeds or diesease, one stack of awareness will remove one stack of bleed and not deal that stack of bleed's damage. **Only affects damage. If a skill also applies buffs/debuffs, those will be applied.

CRIT CHANCE UP
 • Increases a character’s chance of dealing a critical hit. Also affects healing

CRITICAL IMMUNITY
 • Renders a character immune from critical hits - all hits received, regardless of the critical hit value, will be regular, non-critical hits.

DAMAGE IMMUNITY
 • Characters take no damage until the buff wears off or is purged. Bleeds and Disease deal no damage to that character. They can still receive debuffs.

DEATH IMMUNITY
 • Character's health cannot go lower than 1 while active, even through bleeds or disease.

DEBUFF IMMUNITY
 • Characters cannot have debuffs applied to them.

ENRAGE IMMUNITY
 • Characters cannot be enraged.

EVASION UP
 • Characters have an increased chance to dodge an attack, estimated at roughly 7.5% per evasion up stack

HIT CHANCE UP
 • Characters have increased chance to hit their target, be it through Evasion Ups (on the target) or hit chance down (on the attacker - basically counteracts with Hit Chance Down)

INTELLIGENCE UP
 • A character who has an Intelligence Up buff deals more damage on a Special Damage attack, takes less damage from Special Damage attacks, and receives more health from healing. Does not affect mends

INVISIBILITY
 • A character cannot be targetted for an attack. If all teammates are invisible or dead, the invisible character can be targeted.

MEND
 • Characters heal for 3% of their total health at the beginning of their turn per stack of mend. This can go over base health, entering overheal.

SILENCE IMMUNITY
 • Characters cannot have silence applied to them.

SPEED UP
 • Increases a character’s speed by 10% per Speed Up buff.

STAMINA UP
 • Temporarily increases a character’s health. When Stamina Ups fall off, maximum health is reduced but their effective health (%) remains the same.

STRENGTH UP
 • Increases a character’s strength-based attack damage.

STUN IMMUNITY
 • Characters cannot be stunned.

TAUNT
 • Taunt forces enemies to only target those with that buff.

TRUE SIGHT
 • Characters with True Sight ignore invisibility and taunt and can target anyone on the enemy team.

SO WHAT DO DEBUFFS DO?

AFFINITY RESISTANCE DOWN
 • Characters take more damage from the weaker affinity. For example, energy will take more damage from physical characters.

AGILITY DOWN
 • Characters have their physical defense decreased, taking more damage from strength-based attacks.

BLEED
 • Characters take 3% true damage at the beginning of their turn per stack of bleed.

BUFF IMMUNITY
 • Characters cannot receive any buff.

CRIT CHANCE DOWN
 • Characters are less likely to land a critical hit. Also affects healing

CRITICAL DAMAGE DOWN
 • A character’s critical hits are less potent.

DISEASE
 • Characters with disease will deal 3% true damage per stack of disease to themselves and the whole team, and have 10% chance to apply disease to any teammate.

ENRAGE
 • A character is forced to use its basic attack against a random target on their turn while Enraged. Still follows the rules of taunt and invisibility

EVASION DOWN
 • A character is less likely to dodge an attack.

HEAL IMMUNITY
 • A character cannot be healed (through direct heals or mends and any other type of heals) or get revived.

HIT CHANCE DOWN
 • A character is less likely to land an attack.

INTELLIGENCE DOWN
 • Characters with Intelligence Down deal less damage on special attacks, take more damage from **special attacks, and receive less healing. Doesn't affect mends

SILENCE
 • A character is only allowed to use their basic attack.

SPEED DOWN
 • A character’s speed is decreased.

STRENGTH DOWN
 • Decreases a character’s Strength-Based damage.

STUN
 • The character loses action on their next turn. Buffs and debuffs effectively lose a turn, and the character receives the effects of any Bleeds, Diseases or Mends. Passives with animations will not trigger when stunned.

THAT'S IT?
That's it. You can notice how many debuffs mirror buffs so many counteract each other.
 • Debuff Immunity is one of the most useful buff as it stops any debuff from being applied.
 • Bleed and Disease passively deal damage, and are more effective the more stacks they have. Each stack is 3% true damage
 • Mend passively heals and can overheal (go over 100% max health). Each stack is 3% true overheal.

WHAT'S ''TRUE'' HEAL? ''TRUE'' DAMAGE?

Whenever a skill or effect uses the term ''TRUE'', it means it will affect a percentage of their full health. If a skill heals for 10% true health, it will heal 10% of the character's full health (Character has 20 000 health? True heal will heal for 2 000). If a skill deals 10% true damage, the hit will remove 10% of their target's full health (Character has 20 000 health? True damage will hit for 2 000 damage).

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