Marvel Contest of Champions Wiki
Marvel Contest of Champions Wiki
For a full list of detrimental effects and icons, see Category:Detrimental Effects.
Incinerate Debuff vs Passive

Debuffs have borders while Passives do not.

A Debuff is a detrimental effect that negatively impacts the Champion suffering from the Debuff, and is normally red in color. Debuffs are separated from passive effects in that they always have a border, and can be removed by Purify, Tenacity as well as Cleanse. Damaging Debuffs like Bleed and Shock deal damage over time, while non-Damaging Debuffs like Stun and Armor Break do not.

A Debuff is affected by three factors:

  • Potency: The strength of the Debuff; usually represented by a numerical value, or as a percentage for some Non-Damaging Debuffs.
  • Duration: The length of the Debuff; usually represented in seconds.
  • Ability Accuracy: The chance for the Debuff to trigger; usually represented as a percentage.

E.g. - 70% chance to Armor Break, removing 1 Armor Up Buff and reducing Armor Rating by 2100 for 8 seconds.
- 70% is the Ability Accuracy, 2100 is the Potency, and 8 seconds is the Duration.

List of Debuffs[]

Damaging[]

Icon Name Description
Bleed Deals Direct Damage while active.
Coldsnap Inflicts Energy Damage over time and prevents Evasion.
Corrosion Deals Physical Damage while active, increased by up to 100% scaling with reductions in the target's Armor Rating.
Curse Deals Energy Damage while active and automatically steals any Buffs that activate.
Damnation Deals Direct Damage while active. Opponents under Damnation are also Power Locked, Heal Blocked, and Fate Sealed.
Degeneration Deals Direct Damage while active.
Disintegration Deals Direct Damage while active. The affected Champion's Combat Power Rate is reduced by the given potency.
Incinerate While active, deals Energy Damage, reduces Block Proficiency by 50%, and removes Perfect Block chance.
Neuroshock While active, deals Energy Damage and prevents Miss.
Plasma While active, deals Energy Damage, reduces Block Proficiency by 50%, and removes Perfect Block chance.
Poison While active, deals Direct Damage and reduces Regeneration Rate by 30% of its current value.
Power Burn Remove a certain amount of Power from the target, then deal them Direct Damage (unless another damage type is specified) proportional to the amount of Power removed.
Rupture Deals Physical Damage while active.
Shock Deals Energy Damage while active.
Soul Barb While active, deals Energy Damage per second for each Buff on the affected Champion.

Non-Damaging[]

Icon Name Description
Agility Reduces the Ability Accuracy of Evade and the Dexterity Mastery.
Armor Break Reduces Armor Rating by the given potency and removes an Armor Up effect.
Armor Shattered Prevents further Armor Breaks and reduces the Ability Accuracy of Armor Up effects by 200%.
Atrophy Reduces the duration of Buffs.
Beeper Adds a Passive defensive ability to the affected Champion that can fail when struck. Failure is indicated by a beep.
Bleed Curse If struck with a Special Attack, gain a Bleed.
Bleed Vulnerability Increases the potency of incoming Bleeds.
Buff Immunity Affected Champions are Immune to Buffs. Any active on application are removed, and new ones cannot be gained.
Busted Increases potency of Incinerate and Coldsnap effects and deals bonus damage on Critical Hits.
Charm Increases the potency of incoming Power Steal, Drain, and Burn effects. Also decreases the potency of Power Gain, Energize, and Inexorable effects.
Combo Detonation If the Opponent does not build the number of Combos specified before this ability expires, they take a burst of Direct Damage.
Concussion Decreases the chance for abilities to trigger.
Cowardice Reduces Special Attack Damage by the given potency.
Crush While Crushed, incoming attacks cannot be Blocked.
Dark Sting Activating a Special Attack while Dark Sting is active inflicts a Weakness or Degeneration Debuff per Sting.
Daunted The affected Champion takes increased damage during their Opponent's Special Attacks by the given potency.
Debilitate Increases the duration of newly inflicted Debuffs, other than Debilitate.
Debuff Siphon Increase the potency of incoming Damaging Debuffs, as well as reduce the potency of outgoing Damaging Debuffs by the given potency.
Decelerate Reduces Unstoppable and Evade Ability Accuracy by the given potency. This is a flat reduction.
Decreased Combat Power Rate Reduces Combat Power Rate by the given potency.
Degeneration Vulnerability Increases the potency of incoming Degenerations.
Delirium Reduces Defensive Combat Power Rate by the given potency and inverts Dash and Dodge controls.
Disorient Decreases Defensive Ability Accuracy and Block Proficiency by the given potency.
Distraction Affected Champions cannot Evade or Auto-Block.
Energy Vulnerability Decreases Energy Resistance by the given potency, which increases incoming Energy Damage from Attacks and Abilities.
Enervate Prevents Power from being generated when struck.
Ensnare Prevents Evade from activating and reduces Ability Accuracy by 30% (Unless stated otherwise).
Exhaustion Reduces Critical Damage by the given amount.
Falter Attacks have a 100% (unless otherwise noted) chance to Miss.
Fate Seal Nullifies all Buffs and prevents new Buffs from activating.
Fatigue Reduces Critical Rating by the given amount.
Fear Reduces Unblockable Ability Accuracy by a flat 100% and removes Perfect Block Chance.
Feedback Causes damage over time for each Plasma Build Up on the target.
Fragility Decreased Block Proficiency, increased Critical Damage Rating against this Champion.
Fumble Prevents the Dexterity Mastery from activating during Special Attacks.
Halt Unstoppable Champions react to hits as though they weren't.
Heal Block Prevents Health gain.
Hinder Reduces the potency of all newly created Buffs by a percentage.
Ineptitude Reduces potency of Buffs.
Infuriate The Opponent becomes more aggressive and their Offensive Ability Accuracy is reduced by the given potency.
Injury Hitting an Injured Opponent will bypass some of their Physical Resistance.
Intimidate Increases chance to Block and reduces Block Proficiency by the given potency.
Klyntar Debuff Reduces Physical Resistance and grants more effects based on Opponent.
Living Abyss Remove an Armor Up Effect.
Neutralize Decreases Buff Ability Accuracy by the given Potency.
Organic Magnetism Reduces Ability Accuracy and Combat Power Rate by the given potency.
Overload Causes hits to deal an additional burst of the damage recently dealt as Energy Damage.
Pain Link Non-Physical Damage dealt to the Opponent is dealt to this Champion as Physical Damage.
Panic Affected Champions cannot Evade or cause attacks to Miss.
Petrify Reduces Ability Power Rate and Regeneration Rate by the listed percent.
Physical Vulnerability Reduces Physical Resistance by the given potency, which increases incoming Physical Damage from Attacks and Abilities.
Plasma Build Up Excess energy from Havok builds up in anyone nearby, it can cause serious damage when removed.
Power Detonation Deals Energy Damage upon expiring naturally. This effect is removed if the affected Champion uses a Special Attack.
Power Dissolve While active, whenever the affected Champion loses Power due to any reason other than Special Activation, they are dealt Direct Damage corresponding to the percent of Max Power lost multiplied by the given potency.
Power Drain Remove a certain amount of Power from the target.
Power Lock Prevent the target from gaining Power by any means.
Power Steal Reduce the target's Power and gain the same amount, unless specified otherwise.
Power Sting Deals Direct Damage when the affected Champion activates a Special Attack, then is removed.
Rage Has no effect.
Retribution When the affected Champion activates a Special Attack, they take increased damage from all sources by the given potency until the end of their Special Attack.
Root Rooted Champions cannot move, but can still Attack, Block, and Dodge. Activating a Special Attack removes Root and prevents it from applying. Rooted Defenders are more likely to throw Heavy Attacks, and cannot activate Special Attack 1 or 2 unless otherwise indicated.
Sabotage Lowers Defensive Ability Accuracy and deals Direct Damage when abilities fail to trigger while striking the Opponent.
Sand Has no effect.
Shock Vulnerability Increases the potency of incoming Shocks.
Shrivel Lowers Combat Power Rate and Ability Power Rate by the given potency.
Siphon Burn Passively Drains a portion of all Power gained. Deals damage whenever Power is Drained.
Siphon Charge Passively Drains a portion of all Power gained. Grants Core Charge whenever Power is Drained.
Slow Causes Champions who are Unstoppable to react to hits as though they weren't. Reduces Unstoppable and Evade Ability Accuracy by a flat 100%. Doesn't trigger against natural Class Advantage, except for Superior.
Smother Deals Energy Damage when attempting to regenerate health while Heal Blocked.
Special Concussion Reduces the Ability Accuracy of Special attacks
Special Lock Prevents the activation of Special Attacks.
Special Weakness Lowers Attack Rating specifically during Special Attacks. Cannot reduce below 0.
Spectre The potency of this Champion's regeneration abilities is reduced. At high potency, this can invert regeneration abilities.
Stagger When a Champion with Stagger is inflicted with a Buff, one Buff on them is then removed, along with the Stagger.
Stifle Reduces Offensive Combat Power Rate by the given potency.
Stun Prevents moving, attacking, or defending.
Sunder Reduces Critical Resistance to 0 and prevents it from increasing.
Suppression Reduces Combat Power Rate by the given potency.
Taunt Reduces Attack Rating by 40% (unless otherwise noted) and increases chance to activate a Special Attack by 70%.
Torment Increases the duration of all incoming Damaging Debuffs.
Tracking Incoming attacks cannot Miss.
Tranquilize Decreases Debuff Ability Accuracy by the given Potency.
Transfix Lowers Ability Power Rate by the given potency.
Trauma Causes incoming hits to deal an additional burst of the damage recently dealt as Physical Damage.
Unsteady Incoming Attacks have a chance to Passively Glance. Chance is equal to the given potency. The Glancing is unaffected by Ability Accuracy.
Vulnerability Reduces Physical Resistance and Energy Resistance by the given potency.
Weakness Lowers Attack Rating. Cannot reduce below 0.
Whiplash Inflict damage when this effect expires naturally.
Wither Lowers Ability Power Rate by the given potency.

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