Nodes are an in-game mechanic that grants increased stats or additional abilities to a Champion defending a Quest tile.
There are four main types of Nodes:
- Local
: Effects only apply to the Champion on the tile.
- Linked
: Effects apply to specified Champions on other tiles, until the source tile is cleared.
- Global
: Effects apply to all Champions on the map, until the source tile is cleared.
- Trap
: Effects apply to specified Champions on other tiles only after the source tile is cleared.
List of Nodes[]
Generic Nodes[]
Name | Effect |
---|---|
...Sting Like a Bee - 2 | If the Defender throws a Special Attack while far away from the Attacker, they gain an indefinite Cruelty, increasing Critical Damage Rating by 20%. Max Stacks: 5. |
A Good Defense | The Attacker’s Well-Timed Blocks place a random Debuff from Weakness, Armor Break, Suppression, or Disorient on the Defender for 13 second(s). Each time the Attacker Dodges an Attack, place a random Buff from Fury, Armor Up, Power Gain, or Precision on the Attacker for 13 second(s). |
Academic Constitution | Science Attackers reduce the potency of the Defender's Poison effects by 85%. Additionally, whenever a Science Attacker Dodges an attack or performs a Well-Timed block all their Poison Debuffs and Passives are removed. |
Accident Prone | Every 5 second(s) the Attacker is inflicted with a Debuff in the order of Weakness, Disorient, Armor Break and then Special Lock before repeating, each lasting 10 second(s). |
Acclimation | Every 5 hits on their Combo Meter, Mutant Attackers Purify all Bleed, Incinerate, and Coldsnap Debuffs currently on them. Any Debuffs Purified this way provide the Attacker with 10% of a Bar of Power. |
Achilles Heel | The Defender takes 20% reduced damage from all sources except Special Attacks, Heavy Attacks and Unblockable Attacks. |
Acid Wash | Poison Debuffs and Passives deal 25% more damage to the Defender, and they take 90% less damage from all sources unless they are inflicted with a Poison Debuff or Passive. |
Act of War - 3 | At the start of the fight, the Attacker's Block Proficiency decays to 0 over 15 seconds. At zero the Defender becomes Passively Unblockable. The Attacker's Block Proficiency resets to full whenever they activate a Striker. |
Adamant Axiom | The effects of Quest and Battlegrounds Nodes cannot have their Ability Accuracy modified. |
Adaptive | Cycles between building up Physical Resistance or Energy Resistance every 8 seconds. |
Adaptive (Passive) | When the Defender is struck, they gain either an indefinite +4% Physical Resistance or Energy Resistance Passive. The type of Passive gained cycles every 8 seconds, starting with Physical Resistance, and only one can be gained per cycle. |
Adrenaline Rush | The Attacker gains up to 100% Damage Reduction at all times, scaling with their current Adrenaline. Adrenaline is gained after being Struck. |
Adrenochrome | When the Defender activates a Special Attack, they gain a Fury Passive increasing Attack Rating by 1000% for 20 second(s). This Fury starts paused and unpauses after the Special Attack has finished. For every Debuff on the Defender when they activate a Special, the Fury's duration is reduced by 4 second(s) to a minimum of 1. When this Fury expires, the Defender takes a burst of Damage equal to 200% of the Attacker's Attack. |
Aegis (Heavy) 1 | The Defender begins with 2 Indestructible charges. Each Heavy Attack strike against the Defender removes 1 charge. |
Aegis (Intercept) 1 | The Defender begins with 1 Indestructible Charges. Intercepting the Defender's Attack removes 1 charge. |
Aegis (Intercept) 2 | The Defender begins with 2 Indestructible Charges. Intercepting the Defender's Attack removes 1 charge. |
Against the Ropes | While the Defender's back is against the wall, the Attacker takes 25% of the Defender's Base Attack as Direct Damage when they strike the Defender with Contact attacks. |
Agile Reversal | The Attacker starts with 6 Light Charge(s), 6 Medium Charge(s), and 3 Heavy Charge(s). A Charge is removed whenever the Attacker lands a corresponding Attack, and all Charges are reset when the Attacker lands a Special Attack. When any Charge reaches 0, the Defender reduces the duration of Stuns by 20% every 4 seconds until Charges are reset. |
Aggravate | While the Attacker is suffering from a Debuff their Defensive Ability Accuracy is reduced by -50%. |
Aggression: Armor | Every 2 seconds on a timer, gain an Armor Up passive increasing Armor by 50% per stack. When struck, reset the timer and remove an Armor Up passive stack. |
Aggression: Cruelty | Every 2 seconds on a timer, gain a Cruelty passive increasing Critical Damage by 150% per stack. When struck, reset the timer and remove a Cruelty passive stack. |
Aggression: Fury | Every 2 seconds on a timer, gain a Fury passive increasing Attack by 50% per stack. When struck, reset the timer and remove a Fury passive stack. |
Aggression: Precision | Every 2 seconds on a timer, gain a Precision passive increasing Critical Hit Chance by 25% per stack. When struck, reset the timer and remove a Precision passive stack. |
Aggression: Prowess | Every 2 seconds, the Defender gains a Prowess Passive increasing Special Attack damage by 50% per stack. When the Defender is struck, remove a stack. |
Aggression: Regeneration | Every 2 seconds on a timer, gain a Regeneration passive that heals for 0.25% of Max Health every second per stack. When struck, reset the timer and remove a Regeneration passive stack. |
Aggressive | This defender is more aggressive and excels at offensive abilities like Heavy and Dash Attacks. |
All Natural | The Attacker cannot gain Buffs and the Defender cannot be inflicted with any Debuffs. |
All Or Nothing | This defender is less likely to activate Special Attack 1 or 2, and far more likely to activate Special Attack 3. |
Always Forward | The Defender cannot heal above the amount of Health they started the fight with. |
Ancient Knowledge | All Champion classes but Mystic reduce their Base Attack by 50%. |
Ancient Overclock | All Attacker classes but Tech and Mystic reduce their Attack by 50%. |
Antagonistic | Each time a Mutant Attacker knocks the Defender down with a Heavy Attack, the Attacker gains an Unblockable Buff lasting for 3 second(s), plus 2 second(s) for each Buff on the Attacker. Max duration of 9 second(s). |
Apex Predators | Every 30 second(s), all Buffs on both Champions are Nullified. The Champion with the most Buffs Nullified this way gains a Fury Passive, increasing Attack Rating by 500% and an Unblockable Passive, both lasting for 10 second(s). When the Fury expires, the timer restarts. In the event of a tie, both Champions gain the Fury and Unblockable Passives. |
Aptitude Test - 1 | The Attackers Aptitude effects are 25% more potent, and the Defender takes 50% less damage from all sources unless the Attacker has an Aptitude active. |
Arc Overload - 1 | At the start of the fight and then every 20 seconds, the Defender triggers an Arc Overload, gaining an Armor Up Buff which increases Armor by 25% and a Regeneration Buff which heals 25% of Max Health. These Buffs last for 6 seconds. |
Arc Overload - 2 | At the start of the fight and then every 15 seconds, the Defender triggers an Arc Overload, gaining an Armor Up Buff which increases Armor by 25% and a Regeneration Buff which heals 25% of Max Health. These Buffs last for 6 seconds. |
Arc Overload - 3 | At the start of the fight and then every 10 seconds, the Defender gains a 25% Armor Up Buff and a Regeneration Buff, healing 25% of their Max Health. These Buffs last for 6 seconds. |
Arcane Zeal | Whenever a Mystic Attacker fills a Bar of Power they gain a Passive Fury increasing Attack Rating by 70% for 15 seconds. Nullifying a Buff from the Defender or preventing one from triggering converts all temporary Fury Passives into indefinite ones. Max stacks 5. |
Archaos | At the start of the fight, and at the end of each Champions' Special Attacks, one of the following indefinite effects is randomly applied to each Champion: Fatigue, Armor Break, Weakness, Disorient, Bleed, Shock, Tranquilize, Crush, Precision, Armor Up, Fury, Prowess, Regeneration, Cruelty, Resistance Up, Unblockable. |
Armor Erasure | If the Attacker is Mystic or has TAGtical Edge, they gain a Cross Charge each time they Nullify an Armor Up Buff, including by Armor Break, or prevent an Armor Up Buff from triggering. Max stacks 10. |
Armored Assault | While the Defender has a Armor Up Buff active they gain +65% attack rating and they become Passively Unblockable. |
Arms Race | Both the Attacker and Defender gain a Passive Fury during their Special Attacks based on the Defender's Power. While below 1 Bar of Power, they gain +25% Attack. While between 1 and 2 Bars of Power, they gain +75% Attack. While above 2 Bars of Power, they gain +200% Attack. |
Arrogance - 2 | Every 15 Hits on the Attacker's Combo Meter afflicts them with a Falter Passive. Falter causes their attacks to Miss, and lasts 3 second(s). When the Attacker is Struck, Falter is removed. |
Arrogance - 3 | Every 10 Hits on the Attacker's Combo Meter afflicts them with a Falter Passive. Falter causes their attacks to Miss, and lasts 3 second(s). When the Attacker is Struck, Falter is removed. |
Arrow to the Knee - 3 | The Defender starts the fight with 7 indefinite Cruelty Passives, each increasing Critical Damage Rating by 20%. Interrupting the Defender's Heavy Attack transfers 1 Cruelty Passive to the Attacker. |
Aspect of Chaos | Every 10 seconds, the Attacker and Defender temporarily switch Health Bars for 4 seconds, and then switch back. |
Aspect of Evolution | Whenever this Defender fills a bar of Power, they raise their Attack, Armor, Critical Rating, Critical Resistance, Block Penetration, Combat Power Rate, and Ability Accuracy attributes by 5% for the remainder of the fight. |
Aspect of Death | As this Defender activates a Special Attack, their successful hits become lethal for 4 seconds plus 1 additional second(s) for each knocked out member of the Attacker's team. |
Aspect of Evolution | Whenever this Defender fills a bar of Power, they raise their Attack, Armor, Critical Rating, Critical Resitance, Block Penetration, Combat Power Rate, and Ability Accuracy attributes by 5% for the remainder of the fight. |
Aspect of Genesis | Once per fight, when this Defender drops below 15% Health, they Regenerate 24% Health over 6 seconds and nearby Attackers Degenerate or Regenerate the inverse amount. |
Aspect of Nightmares | Attackers take Direct Damage equal to 50% Health over 12 seconds, but then Regenerate 50% Health instantly. |
Aspect of War | At the start of the fight, the Attacker's Block Proficiency begins to decay to 0 over 50 seconds and this Defender is Unblockable against enemies with 0 Block Proficiency. In addition, this Defender gains Unstoppable and Stun Immunity for 6 seconds when activating a Special Attack. The Unstoppable effect is removed prematurely if the player intercepts any Dash or Heavy attack. |
Assault Battery | At the start of the fight the Defender takes no damage from any source and instead stores it in a Damage Battery. Whenever the Defender is knocked down by a Special Attack, the Battery is emptied and the Defender immediately takes 200% of the damage stored. Whenever the Attacker is knocked down, the Battery is emptied and the Attacker takes 200% of the damage stored. |
Assault Battery - 1 | At the start of the fight the Defender takes no damage from any source and instead stores it in a Damage Battery. Whenever the Defender is knocked down by a Special Attack, the Battery is emptied and the Defender immediately takes 200% of the damage stored. Whenever the Attacker is knocked down, the Battery is emptied and the Attacker takes 100% of the damage stored. |
Atomic Overclock | All Attacker classes but Tech and Science reduce their Attack by 50%. |
Attack | +X% Attack. |
Avarice | Every 15 second(s) the Defender gains a Power Gain Passive, granting 15% of Max Power over 8 second(s). |
Backblast | The Atacker's Critical Damage is doubled, however if damage from a critical hit exceeds 5% of the Defender's max health or the Attacker lands 4 or more guaranteed crits throughout the fight, the Attacker suffers from an Incinerate Debuff dealing damage equal to their last crit over 5 seconds. |
Backboard Brawler | While this Defender is pinned against a wall, they gain a permanent Passive Fury and Passive Armor every 3 seconds. Each Fury increases their base Attack by 10% up to 300%, and each Armor increases their Armor Rating by 100 up to 1000. |
Backfire | Whenever Science Attackers perform a Well-Timed Block, they apply a Power Sting Debuff to the Defender for 5 seconds. Defenders with Power Sting take 100% of the Attacker's Attack Rating as Direct Damage when activating a Special Attack. The Power Sting duration increases by 25% for every Debuff on the Defender. |
Backup Recovery - 1 | When brought below 50% Health the Defender gains a burst of 20% Power. If a reduction to Ability Accuracy prevents this, the defender instead recovers 15% Max Health. |
Backup Recovery - 2 | When brought below 50% Health the Defender gains a burst of 25% Power. If a reduction to Ability Accuracy prevents this, the defender instead recovers 20% Max Health. |
Backup Recovery - 3 | When brought below 50% Health the Defender gains a burst of 30% Power. If a reduction to Ability Accuracy prevents this, the defender instead recovers 25% Max Health. |
Bane - 1 | Whichever Champion lands the first hit will place a Curse on the opposing Champion which deals 0.5% of their current Health as Direct Damage per second. Whenever a Champion with the Curse strikes the other Champion or if the Curse has been on the same Champion for 10 seconds, it passes to the other Champion. |
Bane - 2 | Whichever Champion lands the first hit will place a Curse on the opposing Champion which deals 1% of their current Health as Direct Damage per second. Whenever a Champion with the Curse strikes the other Champion or if the Curse has been on the same Champion for 10 seconds, it passes to the other Champion. |
Bane - 3 | Whichever Champion lands the first hit will place a Curse on the opposing Champion which deals 2.5% of their current Health as Direct Damage per second. Whenever a Champion with the Curse strikes the other Champion or if the Curse has been on the same Champion for 10 seconds, it passes to the other Champion. |
Bane - 4 | Whichever Champion lands the first hit will place a Curse on the opposing Champion which deals 4% of their current Health as Direct Damage per second. Whenever a Champion with the Curse strikes the other Champion or if the Curse has been on the same Champion for 10 seconds, it passes to the other Champion. |
Bane of Damballah | The Defender deals 50% additional damage and has 10% Life Steal as long as the Attacker is under a beneficial effect. |
Be Like Water - 1 | Whenever the Defender is inflicted with a non-damaging Debuff, they gain an Unblockable Passive for 6 second(s). |
Be Like Water - 2 | Whenever the Defender is inflicted with a non-damaging Debuff, they gain an Unblockable Passive for 8 second(s). |
Be Like Water - 3 | Whenever the Defender is inflicted with a non-damaging Debuff, they gain an Unblockable Passive for 10 second(s). |
Beast of Burden - 1 | For each Debuff on the Defender, they reduce the duration of incoming Debuffs by 10%. |
Beast of Burden - 2 | For each Debuff on the Defender, they reduce the duration of incoming Debuffs by 20%. |
Beast of Burden - 3 | For each Debuff on the Defender, they reduce the duration of incoming Debuffs by 30%. |
Biohazard | When struck, 20% chance to inflict Bleed, dealing 100% of Attack as direct damage over 7.50 seconds. When Blocking an attack, 50% chance to inflict Poison, dealing 100% of Attack as direct damage over 7.50 seconds. |
Blaze | Attackers take Direct Damage equal to 100% of their max Health over 30 seconds, but their Special Attacks deal 500% more damage. |
Bleed Vulnerability | While the Defender is Bleeding, the Attacker's Attack Rating is increased by 200% when landing an attack. |
Block Head | Whenever either Champion blocks an attack, the Attacker is inflicted with Reversed Controls. If their Controls were already Reversed, instead they return to normal. |
Blood in the Water - 1 | While the Attacker is suffering from a Debuff, the Defender gains a Passive Fury granting +100% Attack Rating lasting until all Debuffs on the Attacker expire. |
Blood in the Water - 2 | While the Attacker is suffering from a Debuff, the Defender gains a Passive Fury granting +150% Attack Rating lasting until all Debuffs on the Attacker expire. |
Blood in the Water - 3 | While the Attacker is suffering from a Debuff, the Defender gains a Passive Fury granting +200% Attack Rating lasting until all Debuffs on the Attacker expire. |
Bloodletting | Increase the duration of Bleed effects by 100%. |
Bob and Weave - 1 | All of the Defender's Attacks are Guaranteed Critical Hits. This is disabled for 10 second(s) if the Attacker Dodges or Intercepts the Defender. The Defender can land Critical Hits through Block. |
Bob and Weave - 2 | All of the Defender's Attacks are Guaranteed Critical Hits. This is disabled for 8 second(s) if the Attacker Dodges or Intercepts the Defender. The Defender can land Critical Hits through Block. |
Bob and Weave - 3 | All of the Defender's Attacks are Guaranteed Critical Hits. This is disabled for 6 second(s) if the Attacker Dodges or Intercepts the Defender. The Defender can land Critical Hits through Block. |
Brace For Impact (Interrupt Heavy) - 2 | The Defender starts the fight with an indefinite Brace Passive. Intercepting their Heavy Attack disables it for 16 seconds, paused during the Attacker's Special and Heavy Attacks. Not affected by Ability Accuracy. |
Brain Drain - 3 | Whenever either Champion gains a Bar of Power they are inflicted with 3 dormant Neuroshock Charges. Whenever a Champion activates a Special Attack, any dormant Charges on them are removed, and the Charges on their Opponent become active Neuroshock Passives dealing 25% of Attack as Energy Damage over 3 seconds. |
Breakneck Speed - 2 | Striking the Defender with a basic attack inflicts a 15 second Whiplash Passive on the Attacker which deals 75% of the Defender's Attack when it expires. Intercepting the Defender's dash refreshes all Whiplashes on the Attacker. Knocking down the Defender with a Special Attack transfers all Whiplashes from the Attacker to the Defender. |
Breakthrough | This Champion starts with +5000 Armor Rating, but the Opponent reduces their Armor Rating by 200 with each hit. |
Brute Force | If the Attacker hasn't landed a hit in 6 seconds they take Direct Damage, losing 100% of their total Health over 30 seconds. Landing a hit removes the Damage and resets the timer. The strength of this Damage is affected by Class Relationships. |
Bubble Shield | Each Blocked attack reduces Block Proficiency by 2%. After 10 stacks, the next attack is Unblockable. |
Bubble Shield - 1 | Each time the Attacker Blocks an attack, their Block Proficiency reduces by 2%. After 10 stacks, the Defender's next attack is Unblockable. |
Bubble Shield - 2 | Each time the Attacker Blocks an attack, their Block Proficiency reduces by 4%. After 10 stacks, the Defender's next attack is Unblockable. |
Bubble Shield - 3 | Each time the Attacker Blocks an attack, their Block Proficiency reduces by 6%. After 10 stacks, the Defender's next attack is Unblockable. |
Buff Duration | All Buffs for this champion last 40% longer. |
Buffed Up | This Defender takes 100% less damage when the Attacker has less than 3 Buffs applied to them. These Buffs can be of the same type. |
Buffed Up - 2 | This Defender takes 100% less damage while the Attacker has less than 3 Buffs applied to them. These Buffs can be of the same type. |
Buffet - 1 | Every 7 seconds the next Buff triggered by the Attacker is immediately Nullified. Each time this effect triggers, the Defender will Regenerate 5% of their Max Health. |
Buffet - 2 | Every 7 seconds the next Buff triggered by the Attacker is immediately Nullified. Each time this effect triggers, the Defender will Regenerate 10% of their Max Health. |
Buffet - 2 | Every 7 seconds the next Buff triggered by the Attacker is immediately Nullified. Each time this effect triggers, the Defender will Regenerate 15% of their Max Health. |
Buffet Over Time - 1 | When the Attacker triggers a Buff, it is immediately Nullified and the Defender gains a Regeneration Buff, granting 5% of their Max Health over 7 seconds. This Ability has a 7 second cooldown. |
Bullet Time | Any time the Defender is Stunned, they immediately remove the Stun and gain an Evade Charge which grants a 100% Chance to Evade. Each time a Hit is Evaded 1 Evade Charge is removed. If the Attacker avoids a Basic Attack using the Dexterity Mastery, all Evade Charges are removed, and the Defender is Passively Stunned for 1.50 second(s) per Charge removed. |
Burden of Might | The Attacker's Combat Power Rate is reduced by 15% for each Buff currently active on them. Additionally each time a Buff is Nullified or Expires off them, they are Power Drained for 25% of their Max Power. |
Cage Rattler | Whenever a Skill Attacker is Blocked, they have a 50% chance to Passively Stun the Defender for 2 second(s). The Stun chance is increased by 10% for every 5 hit(s) on the Attacker's Combo Meter. |
Caltrops | When the Attacker Dodges back, they are inflicted with a Bleed Debuff dealing 50% of the Defender's Attack Rating as Direct Damage over 6 seconds. |
Can't Stop Won't Stop | The duration of the Attacker's Unstoppable effects are increased by 100%, however the Defender takes 75% less Damage unless the Attacker is Unstoppable. |
Cascading Failure | Critical Hits against the Defender trigger a timer for 2 second(s). While this timer is active, additional Critical Hits inflict Debuffs on the Attacker in the order of Spectre, Armor Break, Weakness, Exhaustion, and then Passive Degeneration, each for 4 second(s), and refresh the timer and Debuffs. |
Caustic Temper | The Defender has a 50% chance to inflict Poison when struck, dealing for 15% of the Attacker's Max Health over 10 seconds. Additionally, if the Attacker has no active Fury Buffs, the Defender takes 90% less damage. |
Champion Boost | +X% Attack and Health |
Checkmate | Attacks ignore Armor and Evasion with a Combo of 15 or more. |
Chitinous Thorns | Each time the Attacker makes contact with the Defender, the Attacker is inflicted with a Bleed Debuff for each Armor Up Buff on the Defender. Each Bleed deals 50% of the Defender's Attack in Direct Damage over 5 second(s). |
Chum the Waters - 1 | Whenever the Attacker Dodges an Attack, both Champions are inflicted with a Heal Block Debuff, a Taunt Debuff lowering their Attack Rating by 10%, and a Disorient Debuff reducing their Defensive Ability Accuracy and Block Proficiency by 10%. These Debuffs last for 7 seconds. |
Civil Warzone | Whenever the Defender is struck, they gain an indefinite Armor Up Buff increasing their Armor by 20%. Whenever the Defender activates a Special Attack, they convert all Civil Warzone Armor Up Buffs into Fury Buffs increasing their Attack by 25% for 15 second(s). |
Clapback | When a Poison, Shock, Bleed, Incinerate, or Plasma Debuff is placed on the Defender, the same Debuff is placed to the Attacker, dealing 100% of the Defender's Attack over 10 second(s). |
Clean Slate - 1 | When the Defender finishes a Special Attack, they gain a Debuff Immunity Passive for 4 second(s). The duration of this Debuff Immunity is reduced by 2 second(s) for each Debuff that was active when this effect was applied. |
Clean Slate - 2 | When the Defender finishes a Special Attack, they gain a Debuff Immunity Passive for 6 second(s). The duration of this Debuff Immunity is reduced by 2 second(s) for each Debuff that was active when this effect was applied. |
Close Encounters | While close to the Defender the Attacker Regenerates 1% of their Max Health every second. While far away from the Defender, the Attacker take Direct Damage equal to 3% of their Max Health every second. |
Cold Turkey - 1 | Whenever the Attacker Purifies a Debuff they take a burst of Degeneration Damage equal to 20% of the Defender's Attack. |
Cold Turkey - 2 | Whenever the Attacker Purifies a Debuff they take a burst of Degeneration Damage equal to 30% of the Defender's Attack. |
Cold Turkey - 3 | Whenever the Attacker Purifies a Debuff they take a burst of Degeneration Damage equal to 40% of the Defender's Attack. |
Colorblind | For each champion of the same class on the Attacker's team, they suffer a Degeneration of 25% of their max health over 15 seconds at the start of the fight. |
Combat Déjà vu - Prowess | Whenever the Attacker lands the same type of Basic Attack twice in a row, the Defender gains a Prowess Buff, increasing Special Attack Damage by 50% for 10 seconds. |
Combo Party | For every 10 hits on their Combo Meter, the Attacker gains a permanent Cruelty Buff, granting +500 Crit Damage Rating. When struck, the attacker loses all Cruelty Buffs if their combo meter is lost and takes 40% of the Defender's attack as direct damage for each Cruelty Buff removed this way. |
Combo Shield | The Defender's Combo Meter is not reset after being struck. |
Combo Shield (Attacker) | The Attacker's Combo Meter is not reset after being struck. |
Combo Up - 2 | Every 1 second(s) the Defender's Combo Meter increases by 1, if the Attacker performs an intercept this timer is paused for 10 seconds. |
Combo Up - 3 | Every 0.20 second(s) the Defender's Combo Meter increases by 1, if the Attacker performs an intercept this timer is paused for 5 seconds. |
Combo Warm-Up | The Defender's Combo Meter starts the fight at 1,000. |
Conflictor - 1 | Every 7 seconds the next Debuff activated on the Defender is immediately Purified. Each time this triggers, the Defender gains 25% of a bar of power. |
Conflictor - 2 | Every 7 seconds the next Debuff activated on the Defender is immediately Purified. Each time this triggers, the Defender gains 50% of a bar of power. |
Conflictor - 4 | Every 7 seconds the next Debuff activated on the Defender is immediately Purified. Each time this triggers, the Defender gains 100% of a bar of power. |
Consistent Combos - 2 | Whenever the Attacker strikes the Defender, if the Combo Meter does not increase by 5 or more before the Combo string ends, the Attacker is inflicted with an Unsteady Debuff for 8 seconds giving their attacks a 100% chance to Glance. |
Cornered - 1 | Whenever a damage over time Debuff is applied to the Defender, they gain 100% more power for the duration of that Debuff. |
Cornered - 2 | Whenever a damage over time Debuff is applied to the Defender, they gain 200% more power for the duration of that Debuff. |
Cornered - 3 | Whenever a damage over time Debuff is applied to the Defender, they gain 300% more power for the duration of that Debuff. |
Cosmic Avalanche | Whenever Cosmic Attackers activate a Special Attack, they gain a +40% Fury Buff for the duration of that Special Attack for each Unique Buff on them. |
Cosmic Fracture | Cosmic Attacker's Light Attacks have a 50% chance to Armor Break the Defender, reducing their Armor Rating by 40% for 7 second(s). If the Light Hit was Critical, the chance is 100% instead. |
Cosmic Grit | Cosmic Attackers who reach a total of 3 Fury, Armor Up, or Precision Buffs gain an indefinite Aptitude Buff. This Aptitude Buff increases the potency of all future Fury, Armor and Precision Buffs by 50% each time they gain a Fury, Armor Up, or Precision buff beyond 2. Max Stacks 10. |
Cosmic Shatter | Cosmic Attacker's Light Attacks have a 50% chance to Armor Break the Defender, reducing their Armor Rating by 20% for 10 second(s). If the Light Hit was Critical, the chance is 100% instead. |
Cosmic Wrath | All Cosmic Champions in this Arena receive Fury for the length of the fight, raising Attack by 125%. |
Counterpunch | When the Defender Blocks or Auto-Blocks an attack, they gain an Unstoppable Buff for 0.85 seconds. |
Coward | Whenever the Attacker enters into a Block, they deal 1% of the Defender's Max Health as direct damage to the Defender. Damage done to the Defender is capped at 1%. All of the Defender's attacks cannot be Blocked. |
CQC Expert | Whenever the Defender uses a contact attack during a Special Attack, the Attacker must Well-Timed Block. If they don't, the Attacker is dealt a burst of Direct Damage equal to 10% of their Max Health. |
Crack in the Armor | Each time a Cosmic Attacker lands an attack they have a 10% chance for each Armor Break on the Defender to gain an indefinite Passive Fury increasing Attack Rating by 35%. Max stacks 10. |
Cramping | While under the effects of a Weakness Debuff, 10% of the Attacker's Power is Drained every Second, additionally they suffer 25% of the Defenders Attack as Damage each time they land a Hit. |
Crippling Detonation | Whenever the Defender gains a Bar of Power, the Attacker is inflicted with a 8 second Power Detonation Passive unless the Defender is suffering from a Damaging Debuff or Passive or the Attacker is already inflicted with one of these Power Detonations. The potency of this Passive is equal to 100% of the Defender's Base Attack. |
Crippling Failure | Whenever an Attacker's ability fails to trigger due to chance, they are inflicted with Heal Block and Power Lock Debuffs for 2 seconds. |
Crisis of Opportunity | Every 20 second(s), the Attacker is afflicted with a Degeneration Passive, dealing 100% of the Defender's Attack Rating over 6 second(s). If the timer expires while the Attacker is performing a Special Attack 1 or 2, instead of being Degenerated, they gain a Fury Passive increasing their Attack Rating by 200% for 12 second(s). If the timer expires while the Defender is performing a Special Attack 1 or 2, the Attacker is still Degenerated and the Defender gains the Fury Passive instead. |
Crit Me Baby One More Time - 2 | This Defender takes 30% more damage from Critical Hits, but takes 60% less damage from all sources that are not Critical. |
Crit Me With Your Best Shot | This Defender takes 100% less damage from Hits that are not Critical. |
Critical | +28% Critical Rate. |
Critical | +100% Critical Damage. |
Critical Eye | Whenever the Attacker lands a Critical Hit on the Defender, the Defender gains an Unblockable Charge, making their next Attack Passively Unblockable. Unblockable Charges are consumed whenever the Defender attacks, regardless of whether the Attack hits. Intercepting the Defender removes all active Unblockable Charges, and gives the Attacker a 10 second Passive Precision increasing Critical Rating by 20% per charge removed. |
Critical Interruption | When the Attacker performs an Intercept, they gain a Precision Passive, granting Guaranteed Critical Hits for 7 seconds. |
Critical Resistance | +80% Critical Resistance. |
Critical Setup | When the Attacker ends a Combo with the same attack they ended their previous combo with, the attack is a guaranteed Critical Hit. |
Cruel to be Kind - 1 | Every 5 Hits in the Attacker's Combo meter inflicts an indefinite 25% potency Power Sting Debuff on them. Activating a Striker removes these Power Stings and grants a 15 second 45% Cruelty Buff for each one removed. |
Cutting Wires | Whenever a Robotic Attacker would gain a Bleed Debuff, they instead gain a Shock Debuff dealing 50% of the Defender's Attack Rating as Direct Damage over 5 seconds. |
D.O.T. Immune | The Defender is Immune to Damaging Effects and Bursts of Damage. This does not apply to Whiplash and Power Sting effects. |
Dark Intellect | Well timed Blocks against contact attacks have a 100% chance to inflict Degeneration, dealing 90% of Attack as Direct Damage over 3 second(s). |
Dash Vulnerability | While the Defender is Dashing forward, the Attacker's Attack Rating is increased by 200% when landing an attack. |
Daunt-Less | The Attacker starts with their Spirit Gauge at 50%. |
Daunting Doom - 2 | Any time any Champion gains a Bar of Power, the Attacker is inflicted with a 10% Daunted Passive for 10 seconds. |
Daunting Taunting - 1 | Each time the Attacker reaches a Bar of Power they are inflicted with a Taunt Debuff for 4 second(s). |
Dauntless | The Attacker starts with their Spirit Gauge full. |
Dawn of Intensity | The Defender gains Indefinite Fury Passives every 10 seconds increasing Damage by 50%. Remove one Fury Passive from the Defender when they are struck for the first time by a Medium Combo Ender, the final hit of a Heavy Attack, or final hit of a Special Attack. After a Fury Passive has been removed by one of these Attacks they cannot be removed again until reset. Attack actions are reset after completing each one once. Max stacks: 5. |
Dazed and Confused - 1 | Well-Timed Blocks from the Attacker start a 5 second timer, if the Attacker Well-Timed Blocks again within this window they will be inflicted with a 100% Falter Debuff for 5 seconds. |
Dazed and Confused - 2 | Well-Timed Blocks from the Attacker start a 7 second timer, if the Attacker Well-Timed Blocks again within this window they will be inflicted with a 100% Falter Debuff for 5 seconds. |
Death by Debuffs | The Defender takes no damage from any source belonging to the Attacker. Whenever the Attacker inflicts the Defender with 1 or more non-Stun Debuffs, the Defender loses 2% of their Max Health as a burst of Direct Damage. This damage cannot be modified or prevented in any way. Cooldown: 1 second(s). |
Debilitate | Debuff inflicted by the Defender have +100% duration. |
Defective Defense | Blocking attacks has a 100% chance to apply a Disorient Debuff to the Attacker, reducing Block Proficiency and Defensive Ability Accuracy by 25% for 12 second(s). The chance is reduced by 50% flat if the Block was Well-Timed. The Attacker can dash back and hold block for 1.2 second(s) to remove one of these Debuffs. |
Defensive | This defender is more passive and excels at defensive abilities like Blocking and Dodging. |
Delirium | The Attacker's Dash and Dodge controls are inverted in this fight. Robots and champions with #Psychic Shielding are immune to this effect. This cannot be prevented by Ability Accuracy modification. |
Destructive Feedback | At the start of the fight, the Defender gains a Kinetic Shield preventing damage for 10 seconds. While active, all damage that is attempted by the Attacker excluding damage from Special 3 attacks is stored. When the shield expires the Defender takes a burst of direct damage equal to the stored damage. If the Defender makes contact with the Attacker the direct damage is burst onto them instead. When this shield expires there is a 15 second cooldown before it activates again. |
Dirty Work - 2 | When the Attacker Purifies or Cleanses a Debuff, the Defender gains a non-stacking 40% Protection Passive for 10 seconds. |
Dismay - 2 | Whenever the Attacker loses their highest achieved Combo in a fight, they start taking Direct Damage over time, equal to 20 times the lost Combo every second. |
Dismay - 4 | Whenever the Attacker loses their highest achieved Combo in a fight, they start taking Direct Damage over time, equal to 10 times the lost Combo every second. |
Diss Track | The Defender takes 100% less damage when they have less than 3 Debuffs applied to them. These Debuffs can be of the same type. |
Dissaray | Whenever either Champion triggers a Special Attack, both Champions receive a random effect. |
Diversion | Every 15 second(s), the Attacker is inflicted with a Falter Passive, causing all their attacks to Miss for 8 second(s). If the Attacker is out of striking range when this timer expires, the Defender is instead afflicted with a Falter Passive for 4 second(s). |
Dizzy | Each time the Defender successfully Evades an attack, inflict a Disorient Debuff reducing Defensive Ability Accuracy by 20% and Block Proficiency by 50% for 12 seconds. |
Do Not Go Gentle | The Attacker gains 1 charge for every 5 hits in their combo meter. When the Defender receives damage from any source that would knock them out and the Attacker has 1 or more charges, a charge is consumed instead and the Attacker receives damage equal to the Defenders attack. If the Attacker Intercepts the Defenders Attack, 2 charges are removed with no penalty. Landing a Heavy Attack also removes up to 1 charge with no penalty. |
Do You Bleed? | This Defender takes 100% less damage from any sources except Blocked attacks and Bleed effects. |
Dodge This! | Whenever the Attacker uses a Special Attack, they cannot trigger the Dexterity mastery, Evade, or cause Attacks to Miss for 8 seconds. |
Don't Interrupt Me! - 3 | Intercepting the Defender with a Medium Attack Nullifies all non-Armor Up Buffs on the Attacker and deals the Attacker a burst of Direct Damage equal to 30% of the Defender's Attack for each buff Nullified. |
Double Down | Whenever a Skill Attacker fails to apply a Debuff to the Defender due to an Immunity, they gain a Precision Buff increasing Critical Rating by +1433 for 10 second(s). |
Double or Nothing | Roll for a second Gambler's Fate effect. |
Down and Out - 1 | Whenever the Attacker knocks the Defender down with a Heavy Attack, they have 10 seconds to use a Special Attack or they take 50% of their max Health as a burst of Direct Damage. |
Down and Out - 2 | Whenever the Attacker knocks the Defender down with a Heavy Attack, they have 8 seconds to use a Special Attack or they take 50% of their max Health as a burst of Direct Damage. |
Down and Out - 3 | Whenever the Attacker knocks the Defender down with a Heavy Attack, they have 6 seconds to use a Special Attack or they take 50% of their max Health as a burst of Direct Damage. |
Dress Code | The Defender is passively Unblockable. This ability is disabled while the Attacker has 1+ Armor Up Effects. |
Dulled | The Attacker's Critical Rating is reduced by 50% for each Buff on them, and for each Debuff on the Defender. |
Ebb and Flow - Heavy | The Defender has Protection, reducing all incoming damage by 60%. Hitting the Defender with a Heavy Attack removes the Protection and grants the Attacker a Cruelty Passive, increasing Critical Damage Rating by 30% for 12 second(s). When the Cruelty expires, the Protection returns, and all Debuffs on the Defender are Purified. |
Ebb and Flow - Intercept | The Defender has Protection, reducing all incoming damage by 60%. Intercepting the Defender removes the Protection and grants the Attacker a Fury Passive, increasing Attack Rating by 40% for 12 second(s). When the Fury expires, the Protection returns, and all Debuffs on the Defender are Purified. |
Ebb and Flow - Knock Down | The Defender has Protection, reducing all incoming damage by 60%. Knocking down the Defender removes the Protection and grants the Attacker a Fury Passive, increasing Attack Rating by 40% for 12 second(s). When a Fury expires, the Protection returns, and all Debuffs on the Defender are Purified. |
Elemental Abrasion | While fighting a Tech Attacker, whenever the Defender is inflicted with a Rupture, Incinerate, Plasma, Disintegration, or Poison effect, they are also inflicted with a Shock Passive, dealing 75% of the Attacker's Attack Rating as Energy Damage over 12 seconds. |
Embrace Your Fate - 1 | If the Attacker Purifies, Cleanses, or is Immune to a Debuff, they take a burst of Direct Damage equal to 10% of their Max Health. |
Embrace Your Fate - 2 | If the Attacker Purifies, Cleanses, or is Immune to a Debuff, they take a burst of Direct Damage equal to 20% of their Max Health. |
Embrace Your Fate - 3 | If the Attacker Purifies, Cleanses, or is Immune to a Debuff, they take a burst of Direct Damage equal to 30% of their Max Health. |
Empathic Lock - 1 | All Power Lock, Heal Block and Fate Seal Debuffs are automatically shared with the Attacker for 4 seconds. Attacker begins the fight with these 3 Debuffs for 8 seconds. |
Empathic Lock - 2 | All Power Lock, Heal Block and Fate Seal Debuffs are automatically shared with the Attacker for 7 seconds. Attacker begins the fight with these 3 Debuffs for 15 seconds. |
Empathic Lock - 3 | All Power Lock, Heal Block and Fate Seal Debuffs are automatically shared with the Attacker for 10 seconds. Attacker begins the fight with these 3 Debuffs for 20 seconds. |
Empowered Immunity | Whenever this champion would receive a debuff they are immune to, they generate 33% of a Bar of Power. |
Empyreal Defiance | Defenders are immune to the effects of Nullify, Stagger, Fate Seal, Buff Immunity, and cannot have their Buff Ability Accuracy Modified due to abilities like Neutralize and Soul Imprisonment. |
Encroaching Stun - 3 | Every 20 seconds the Attacker becomes Stunned for 3 seconds, unless they are performing Special Attack 1 or Special Attack 2 when the timer expires. During this Stun, the Attacker's Armor Rating is doubled. |
Energize | Increases Combat Power Rate by 100% for both Champions. |
Energize | Increases the Defender's Combat Power Rate by 50%. Combat Power is the Power gained by landing hits or being attacked by the Opponent. |
Energize 1 | Increases the Defender's Combat Power Rate by 100%. Combat Power is the Power gained by landing hits or being attacked by the Opponent. |
Energize 2 | Increases the Defender's Combat Power Rate by 200%. Combat Power is the Power gained by landing hits or being attacked by the Opponent. |
Energy Interference | Every 4 second(s) the Attacker is inflicted with a Power Lock Passive for 6 seconds. If the Defender is inflicted with a Debuff this timer is reset. |
Engineered Fracture | Whenever a Tech Attacker inflicts the Defender with an Armor Break debuff, the Defender is also inflicted with a Passive Heal Block for 10 seconds. |
Enhanced Abilities - 20 | All abilities trigger 20% more often. |
Enhanced Abilities - 50 | All abilities trigger 50% more often. |
Enhanced Armor Up | Armor Up abilities are 40% more effective. |
Enhanced Bleed | Bleed abilities are 40% more effective. |
Enhanced Crits | +40% Critical Rate and Damage. |
Enhanced Incinerate | Incinerate abilities are 40% more effective. |
Enhanced Shock | Shock abilities are 40% more effective. |
Enhanced Special 1 | Special 1 deals 30% more damage and the first melee hit or instant projectile hit, such as that from a beam or psychic blast, is Unblockable. Projectiles with flight time, such as an arrow or rock, are not Unblockable. |
Escalating Assault | Every 6 seconds the Defender gains an Unblockable charge, making their next Attack Unblockable. Unblockable Charges are consumed whenever the Defender attacks, regardless of whether the Attack hits. |
Ethereal Retribution | Whenever the Attacker strikes the Defender with a Basic Attack, a 3 second timer starts. If the Combo Meter does not increase by 5 or more before this timer expires, the Defender gains a 100% Untouchable Passive for 6 seconds. |
Evolutionary Advantage | While the Defender is suffering from a Bleed, Armor Break, or Concussion Debuff, Mutant Attackers gain an indefinite Fury Buff, increasing Attack Rating by 70%. The Fury is removed when the Defender no longer has any of those Debuffs. |
Explosive Personality | When the Defender Blocks an attack, they gain an Indefinite 25% Armor Up Buff. Upon reaching 5 stacks of these Armor Ups, they are removed and the Attacker takes a burst of Direct Damage equal to 25% of their Max Health. |
Extend | The Defender's Buffs and Debuffs inflicted last 150% longer. |
Extinction Protocol | The inevitable extinction protocol grants the Defender up to +200% Attack based on how full the Attacker's Power Bar is. Each time the Defender activates a Special Attack, their Combat Power Rate increases by 15% for the remainder of the fight. |
Face Me, Coward! | The Attacker is inflicted with an indefinite Fumble Passive, unaffected by Ability Accuracy. |
Faltering Mind | Falter Effects inflicted by this Defender last for 1 additional second and reduce the Attackers Defensive Ability Accuracy by 100%. |
Fancy Footwork | Every 15 seconds, all of the Attacker's Power is removed unless they are performing a Special Attack or Dodging backwards when this timer expires. |
Feat of Energy 1 | When the Attacker reaches 1 Bar of Power, the Defender gains a Power Gain Buff granting 100% of a Bar of Power over 4 seconds. |
Feat of Energy 2 | When the Attacker reaches 2 Bars of Power, the Defender gains a Power Gain Buff granting 100% of a Bar of Power over 4 seconds. |
Feats of Power | When above 1 Bar of Power, gain a Fury Buff. When above 2 Bars of Power, gain a Precision Buff. When at 3 Bars of Power, gain a Cruelty Buff |
Feeling Blessed (Armor Up) - 2 | The Defender starts the fight with an Indefinite 45% Armor Up Buff. If this is removed, it returns after 5 seconds. |
Fight or Flight | Every 12 seconds, the Defender gains an Unstoppable Buff for 4 seconds. If the Attacker is far away from the Defender when this triggers, the Attacker gains Unstoppable instead. |
Fighting Dirty | At the end of the Defender’s Special Attacks they gain an Unblockable Passive lasting 6 second(s). This ability does not trigger while the Defender is suffering from a Shock Effect. |
Fissure | Each of the Defender's attacks tear and rupture the Attacker's Armor, inflicting a stacking 1% Armor Break. |
Fisticuffs - 1 | Neither Champion can activate Buffs or Debuffs for the first 10 seconds of the fight. |
Fisticuffs - 2 | Neither Champion can activate Buffs or Debuffs for the first 20 seconds of the fight. |
Fisticuffs - 3 | Neither Champion can activate Buffs or Debuffs for the first 30 seconds of the fight. |
Flare | The Opponent gains +300% Attack, but takes 100% of their Max Health as Direct Damage over 60 seconds. The strength of the Damage is affected by Class Relationships. |
Flux Dispersal | Each time the Defender is Struck they gain a Dispersal Charge, which reduces all Damage taken from Hits by 5%. Being Struck by a Heavy Attack removes all Charges. |
Footloose - 1 | After activating a Special Attack, the Defender gains an Evade Buff granting a 25% chance to Evade incoming attacks, and an Unstoppable Buff for 3 seconds. |
Footloose - 3 | After activating a Special Attack, the Defender becomes Unstoppable and has a 25% chance to Evade incoming attacks for 7 seconds. |
Force of Will | The Defender is Immune to Ability Accuracy reduction Passives and Debuffs. |
Foreseen Consequences - 2 | At the start of the fight and every 12 seconds, the Defender chooses between Special 1 or 2. Using the chosen Special grants the Attacker a True Damage Passive for 6 seconds, while using the non-chosen Special grants the Defender 30% of their Max Power. Special 3 won't trigger any effects. |
Foresight | When the Attacker performs an Intercept, their Attack Rating is increased by 200% for 5 seconds. |
Fortification | While Tech Attackers have an Armor Up Buff, they are immune to Bleed, Poison, and Coldsnap effects. Whenever a Tech Attacker would receive a Debuff they are immune to, they gain a Fury Passive increasing Attack Rating by 20% for 7 second(s). |
Free Spirited - 2 | The Attacker's Spirit Gain Rate is increased 50%. |
Free Spirited - 3 | The Attacker's Spirit Gain Rate is increased 100%. |
Free Spirited - 4 | The Attacker's Spirit Gain Rate is increased 200%. |
Freezer Burn | When striking the Defender, the Attacker has a 20% chance to be inflicted with an Incinerate Debuff, dealing 100% of the Defender's current Attack as direct damage over 5 seconds. When Striking the Defender's Block, the Attacker has a 20% chance to be inflicted with a Coldsnap Debuff, dealing 100% of the Defender's current Attack as direct damage over 5 seconds. |
Freight Train | Whenever the Defender Dashes forward, they gain an Indestructible Buff for 2 seconds. If this Buff is Nullified the Attacker gains a 30% Fury Buff for 4 seconds. |
Gambler's Fate | Both Champions gain a random effect at the start of the match. |
Gassed | While under the effects of a Fatigue Debuff, 10% of the Attacker's Power is Drained every Second, additionally they suffer 25% of the Defenders Attack as Damage each time they land a Hit. |
Gauss Warp | Each time the Defender is Struck they gain a Gauss Charge, increasing their Block Penetration by 5%. 1 Gauss Charge is removed each second while they are afflicted with a Shock Debuff. |
Gifted (Ability Accuracy) - 1 | The Defender's Ability Accuracy is increased by 20%. |
Gifted (Ability Accuracy) - 2 | The Defender's Ability Accuracy is increased by 50%. |
Gifted (Ability Accuracy) - 3 | The Defender's Ability Accuracy is increased by 100%. |
Gifted (Ability Accuracy) - 5 | The Defender's Ability Accuracy is increased by 200%. |
Gimme | Whenever the Attacker Regenerates health, the Defender is dealt direct damage equal to 400% of the Health gained, but the Defender takes 75% less damage from all other sources and is immune to Damage Over Time effects. |
Gimme Shelter - 3 | The Defender has a 90% chance to Autoblock Basic Attacks. This chance decreases by 15% for each Buff on the Attacker. While Autoblock chance is above 0% Defender gains 100% chance to resist Heavy Block Break. |
Godslayer | The Defender's Special Attacks gain +50% Critical Hit Damage. |
Got a Light? | Both the Attacker and Defender's strikes have 20% chance to apply an Incinerate Debuff, dealing 0.50 Energy Damage over 10 seconds. |
Grudge | While the Defender is suffering from a Heal Block or Power Lock, the Attacker gains +100% Combat Power Rate. Whenever a Heal Block or Power Lock expires on the Defender, they gain a Passive non-stacking Debuff Immunity for 5 second(s). |
Grudge Tax | Whenever the Defender is afflicted with a Debuff, 100% chance to inflict a non-stacking Power Burn Debuff on the Attacker, burning 20% of a bar of Power over 5 second(s). The Attacker cannot be afflicted with this Power Burn while the Power Burn is already active. This chance drops to 50% against Attackers with Class Advantage. |
Hale and Hearty - 1 | Whenever the Attacker gains a Bar of Power, the Defender gains a Regeneration Buff healing 3% of their max Health over 8 seconds. This Regeneration Buff is removed early if the Defender is knocked down with a Heavy Attack. |
Hale and Hearty - 2 | Whenever the Attacker gains a Bar of Power, the Defender gains a Regeneration Buff healing 6% of their max Health over 8 seconds. This Regeneration Buff is removed early if the Defender is knocked down with a Heavy Attack. |
Hard Knock Life - 2 | Every time the Attacker performs a successful Well-Timed Block, they gain a Passive Disorient, reducing their Defensive Ability Accuracy and Block Proficiency by 10% for 15 seconds. |
Hard Knock Life - 4 | Every time the Attacker performs a successful Well-Timed Block, they gain a Passive Disorient, reducing their Defensive Ability Accuracy and Block Proficiency by 20% for 15 seconds. |
Haunted | When the Defender Dashes Back, the Attacker is Faltered for 3 seconds. All Debuffs are then Purified and converted into a 100% Fury Buff for 10 seconds. Falter is not affected by Ability Accuracy and any damage dealt while Faltered is reflected back. |
Hazard Shift - Coldsnap, Bleed | Striking the Defender has a 40% chance to inflict the Attacker with an Coldsnap Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Bleed instead. |
Hazard Shift - Incinerate, Bleed | Striking the Defender has a 40% chance to inflict the Attacker with an Incinerate Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Bleed instead. |
Hazard Shift - Incinerate, Poison | Striking the Defender has a 40% chance to inflict the Attacker with an Incinerate Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Poison instead. |
Hazard Shift - Incinerate, Shock | Striking the Defender has a 40% chance to inflict the Attacker with an Incinerate Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Shock instead. |
Hazard Shift - Poison, Coldsnap | Striking the Defender has a 40% chance to inflict the Attacker with a Poison Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Coldsnap instead. |
Hazard Shift - Poison, Rupture | Striking the Defender has a 40% chance to inflict the Attacker with a Poison Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Rupture instead. |
Hazard Shift - Rupture, Bleed | Striking the Defender has a 40% chance to inflict the Attacker with a Rupture Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Bleed instead. |
Hazard Shift - Shock, Bleed | Striking the Defender has a 40% chance to inflict the Attacker with a Shock Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Bleed instead. |
Hazard Shift - Shock, Poison | Striking the Defender has a 40% chance to inflict the Attacker with a Shock Debuff, dealing 30% of the Defender's Attack in Damage over 7 second(s). Every 12 second(s), this is swapped for a chance to inflict Poison instead. |
Heal Block - Advanced | The Attacker is permanently affected by a Passive Heal Block and a Passive Fate Seal against Regeneration Buffs. |
Heal Block - Debuff | The Attacker is permanently affected by a Heal Block Debuff. |
Heal Block - Passive | The Attacker is permanently affected by a Passive Heal Block. |
Heal or Hide | Every 12 seconds, the Defender gains a Regeneration Buff restoring 10% of their Max Health over 5 seconds. If the Attacker is far away from the Defender when this triggers, the Attacker gains Regeneration instead. |
Heal Prevention | The Attacker is unable to Heal through any means. |
Health | +X% Health. |
Healthy Disposition | The Defender rotates between Stun, Slow and Heal Block Immunity every 8 seconds. |
Heavy Assault | Both Champions' Attack is increased by 500% when using a Heavy Attack. While charging a Heavy Attack, this Defender is Unstoppable, unaffected by Ability Accuracy Reduction. |
Heavy Baiter - Protection | Every 7 seconds the Defender gains a Protection effect reducing all damage by +10%. Remove all stacks when Interrupting the Defenders Heavy Attack. |
Heavy Bias - 1 | The Defender launches Heavy Attacks 5% more often. |
Heavy Bias - 2 | The Defender launches Heavy Attacks 10% more often. |
Heavy Bias - 3 | The Defender launches Heavy Attacks 15% more often. |
Heavy Bias - 4 | The Defender launches Heavy Attacks 30% more often. |
Heavy-Handed | The damage of the Defender's Special Attacks 1 and 2 is increased by 130% of their Armor Rating. |
Heavy-Hitter | The Defender is Unstoppable during Heavy Attacks. This cannot be prevented by Ability Accuracy Reduction. |
High Energy Diet | The Defender has 99% Energy Resistance, and any Hit that deals Energy Damage Regenerates them for what the damage would have been. While the Defender is affected by an Incinerate, Shock, or Coldsnap Debuff, the Defender gains 100% of a Bar of Power every 10 second(s). |
High Voltage | Each time a Tech Attacker inflicts Power Drain, Burn or Lock on the Defender, inflict a Shock Passive, dealing 5% of Base Attack as Energy Damage over 12 second(s). |
Highly Flammable | Incinerates caused by the Attacker deal 200% more damage. |
Hit Me, I Dare You | When Struck the Defender gains a Chitin Charge. At 10 all Charges are Removed and the Defender gains an Armor Up Buff increasing Armor by 50% lasting 30 seconds. |
Hold the Line | The Attacker gains up to +80% Block Proficiency at all times, scaling with their current Adrenaline. Adrenaline is gained after being Struck. |
Hot and Bothered | Defensive Ability Accuracy is lowered by 80% while under the effects of Incinerate. |
Hubris | The Defender reduces all incoming damage by 90%. When the Defender activates a Special Attack, this damage reduction is disabled. When the Defender finishes a Special Attack, they take a burst of damage equal to 350% of the damage they took during their Special Attack. After this damage is applied, the damage reduction is reactivated. |
Hurt Locker | Using the same type of Special Attack twice in a row gives the Attacker a Delayed Blast charge for 5 seconds which may be removed by landing a Heavy Attack. If the Blast expires, the Attacker takes 50% of their Health as direct damage. |
I Am Root! (Special Attacks) | The Attacker is Passively Rooted during the Defender's Special Attacks. |
I Know Kung Fu - 2 | The Attacker begins the fight with an indefinite Root Passive. When the Attacker Dodges 6 Basic Attacks from the Defender while this Root is active, it is removed. Whenever this Root is removed, the Defender is inflicted with a Root Passive for 8 seconds. When the Defender's Root expires or is removed, the Attacker is inflicted with an indefinite Root Passive again. Unaffected by Ability Accuracy. |
Icarus | When the Defender is struck by an attack or stunned by a parry, the Attacker gains a Fury Buff granting 10% Attack Rating for 10 seconds. If the Attacker gains more than 8 Fury Buffs in this way or one of these Fury Buffs expires, the Attacker is inflicted with a Degeneration effect dealing 100% of the Defender's attack over 4 seconds. If the Attacker lands a Heavy Attack their Fury Buffs are removed with no penalty. |
Immunity (Armor Break) | The Defender is Immune to Armor Break Debuffs. |
Immunity (Bleed) | The Defender is Immune to Bleed effects. |
Immunity (Coldsnap) | The Defender is Immune to Coldsnap effects. |
Immunity (Debuffs) | The Defender is Immune to Debuffs. |
Immunity (Incinerate) | The Defender is Immune to Incinerate effects. |
Immunity (Poison) | The Defender is Immune to Poison effects. |
Immunity (Shock) | The Defender is Immune to Shock effects. |
Immunity (Stun) | The Defender is Immune to Stun effects. |
Immunity (Taunt) | The Defender is Immune to Taunt effects. |
Impatience | Whenever a Cosmic Attacker fails to trigger a Buff due to chance, they have a 100% chance to trigger a Fury Buff instead, increasing Attack by 80% for 7 second(s). This cannot trigger itself. |
Improved Power Gain | Increases all Power this Defender receives from Power Gain Effects by 50%. |
Indomitable | The Defender's healing abilities can't be reversed, when this would occur they're instead only prevented from Healing. |
Inevitability | The Defender has 40% reduced Combat Power Rate, but when activating Special Attacks, inflict a Stun Debuff for 2 seconds. |
Infectious Wrath | Tech Attackers gain an indefinite Passive Fury increasing Attack Rating by 35% whenever the Defender tries to gain health while Heal Blocked. Max stacks 10. Gaining a Fury in this way has a 1 second cooldown. |
Inflated Ego | This Defender takes 100% less damage while they have less than 3 Buffs applied to them. These Buffs can be of the same type. |
Insecurity | Whenever Taunt Debuff is applied on the Attacker, it drains 50% of their Max Power over 3 seconds. |
Insult To Injury - 2 | Each Debuff on the Attacker reduces their Defensive Ability Accuracy by -15%. |
Insult To Injury - 3 | Each Debuff on the Attacker reduces their Defensive Ability Accuracy by -30%. |
Interstellar Intensity - 2 | The Defender takes 50% less damage unless the Attacker has an Intensify Buff. Whenever the Attacker gains a Fury Buff, they gain a 12 second 25% Intensify Buff. |
Invade | Both Champions have 100% Block Penetration and 300% increased Attack when hitting a Block. |
Iso-Infused | +25% Attack and Health |
Iso-Infused | +50% Attack and Health |
Juke | Finishing a 5-hit combo with a Light or Medium Attack grants the Attacker a Juke charge, increasing their Attack Rating by 7% per charge. Up to 10 charges can be gained and all charges are lost when performing the same combo-ender twice in a row. |
Just a Scratch | Every time the Defender is struck, they have a 20% chance to Passively Regenerate 90% of the damage received over 0.70 seconds. This will not trigger if the Defender's Regeneration Rate is inverted or if the Attacker is under the effect of a Regeneration Buff or Passive. |
Kinetic Conveyance - 3 | Whenever the Defender strikes the Attacker's Block, the Attacker gains 8% of their Max Power. |
Kinetic Instigator | The Attacker gains 5.5% of their Max Power when striking the Defender's Block. |
Kinetic Reactor | The Defender gains 5.5% of their Max Power when striking the Attacker's Block. |
Kinetic Transference - 1 | Blocked attacks cause the Defender to gain 5% Power. If the Blocked attack dealt 0 damage, the amount of Power gained is doubled. |
Kinetic Transference - 2 | Blocked attacks cause the Defender to gain 7.5% Power. If the Blocked attack dealt 0 damage, the amount of Power gained is doubled. |
Kinetic Transference - 3 | Blocked attacks cause the Defender to gain 10% Power. If the Blocked attack dealt 0 damage, the amount of Power gained is doubled. |
Langour - 3 | Whenever the Attacker's Power reaches zero, they take 240% of the Defender's Attack Rating as Direct Damage. |
Lazarus | The Defender begins the fight with 5 revival charges, which heal them for 20% max Health whenever they would be knocked out. Every 20 Hits on the Attacker's Combo Meter removes 1 of these charges. When the Attacker loses a combo, the Defender gains a revival charge. |
Level Headed | The Defender is immune to the effects of Infuriate and Intimidate. |
Life Transfer | The Opponent suffers a permanent Degeneration effect, losing 2% of their Max Health per second, but Lifestealing 125% of their Damage done. The Lifesteal percentage is affected by Class Relationships. |
Lifecycle | The Defender is immune to damage from debuffs and has a shield that prevents them from being knocked out. If the shield is not already disabled, knocking down the Defender disables it for 0.50 seconds. Each time the shield is disabled its downtime is increased by 0.50 seconds up to a maximum of 3.50 seconds. Every hit that would knock the Defender out while the shield is active heals 10% of their max health. |
Limber - 1 | Each time the Defender receives a Stun Debuff, they reduce the Duration of further Stun Debuffs by 10%. |
Limber - 2 | Each time the Defender receives a Stun Debuff, they reduce the Duration of further Stun Debuffs by 20%. |
Limited Immunity - 2 | Defender is Immune to all Debuffs for the first 18 seconds of the fight. |
Limited Immunity - 3 | Defender is Immune to all Debuffs for the first 25 seconds of the fight. |
Long Distance Eternity | While far away, the Defender's Fury, Unblockable, True Damage, and Power Gain Buffs are paused. |
Long Distance Relationship | While close to the Defender, the Attacker gains a Weakness Debuff every 3 seconds, reducing their attack by 10% permanently. Staying far away from the Defender causes these Weakness effects to gradually fall off. |
Loose Cannon - 1 | The Defender starts the fight with a Protection Passive, reducing all incoming damage by 50%. Whenever the Defender finishes a Special Attack, the Shield goes on cooldown for 30 second(s). This cooldown is paused during the Defender's Special Attacks. |
Make a Stand - 1 | The Defender has indefinite Protection, reducing all damage received by 50%. This goes onto cooldown for 15 seconds when knocked down. |
Make a Stand - 2 | The Defender has indefinite Protection, reducing all damage received by 75%. This goes onto cooldown for 15 seconds when knocked down. |
Martial Discipline | Every 5 Critical Hits a Skill Attacker lands Purifies all non-damaging Debuffs on them. |
Martial Mastery | Every 6 hits inflict Stun. |
Masochism | Every 7 seconds the next Debuff triggered on this Champion is immediately removed. Each time this effect triggers they Regenerate 5% of their Max Health. |
Masochism Over Time - 1 | Whenever the Defender is inflicted with a Debuff, it is immediately Purified and the Defender gains a Regeneration Buff, granting 5% of their Max Health over 7 seconds. This Ability has a 7 second cooldown. |
Masochism Over Time - 2 | Whenever the Defender is inflicted with a Debuff, it is immediately Purified and the Defender gains a Regeneration Buff, granting 10% of their Max Health over 7 seconds. This Ability has a 7 second cooldown. |
Matador | The Attacker gains 1 Bar of Power every time the Defender Activates a Special Attack. This is the only way the Attacker can gain Power in this fight. |
Mercy | Whenever the Attacker avoids a Hit with the Dexterity Mastery, they gain a Mercy Passive. Executing a Well-Timed Block will remove all Mercy Passives from the Attacker and apply them to the Defender, where they will fall off 1 at a time every 1.50 seconds. The Defender reduces damage taken from all sources by 90% unless they have a Mercy Passive. If the Defender has a Mercy Passive, the Attacker gains +80% Attack Rating for their Special Attacks. |
Mesmerize | A 7% chance to Evade attacks and leave the attacker Stunned for 1 second(s). |
Micro-Reflect | When this Defender Glances an attack, a portion of the the damage is reflected on the Attacker. |
Mighty Charge - 1 | When performing a Medium dash attack the Defender Purifies all active Debuffs and becomes immune to future Debuffs until the dash ends. Any Debuffs remaining after the Purify are removed when the Immunity activates. |
Mighty Charge - 2 | When performing a Medium dash attack the Defender Purifies all active Debuffs, becomes immune to future Debuffs and goes Passively Unstoppable until the dash ends. Any Debuffs remaining after the Purify are removed when the Immunity activates. |
Mighty Charge - 3 | When performing a Medium dash attack the Defender Purifies all active Debuffs, becomes immune to future Debuffs, goes Passively Unstoppable and gains +200% Attack Rating until the dash ends. Any Debuffs remaining after the Purify are removed when the Immunity activates. |
Minor Aspect of Death | Attackers struck by a Special 3 Attack are instantly knocked out. |
Minor Aspect of Nightmares | Attackers take Direct Damage equal to 25% Health over 12 seconds, but then Regenerate 25% Health instantly. |
Mirror Image | Every 7 seconds, automatically mirrors all Cruelty, Precision, Resistance, Fury, Armor Up and Regeneration Buffs for 6 seconds. |
Missing in Action 2 | Whenever a Buff on the Defender Expires, if the Attacker lands a Heavy or Special Attack within 4 seconds the Defender is Faltered for 4 seconds, otherwise, the Attacker is. Faltered Champions have 100% chance for their attacks to Miss. |
Missing in Action 3 | Whenever a Buff on the Defender Expires, if the Attacker lands a Heavy or Special Attack within 3 seconds the Defender is Faltered for 5 seconds, otherwise, the Attacker is. Faltered Champions have 100% chance for their attacks to Miss. |
Mix Master | If the Attacker attempts the same Basic Attack twice in a row the Defender has a 100% chance to Evade the second Attack. |
Mix-Up | Whenever the Defender finishes a Special Attack, the Attacker’s Dodge and Dash Controls are Reversed for 5 seconds. This cannot be prevented by Ability Accuracy modification. |
Moderation | Whenever the Attacker gains a Buff they have a 100% chance to Purify a Debuff. This chance decreases by a flat 20% for each Buff already active on the Attacker. |
Moth to the Flame | Gain 1 Fervor charge when landing a Basic Attack. Charges fall off one at a time when the Attacker is far away from the Defender. Each time the Attacker launches a Special Attack up to 10 Fervor charges are removed, each granting Fury, increasing Attack Rating by 10% for 10 seconds. If 0 Fervor charges remain the Attacker is inflicted with a Degeneration Debuff dealing 50% of the Defenders Attack Rating over 10 seconds. |
Muscle Wizard | Whenever a Mystic Attacker knocks down the Defender, the Attacker has a 100% chance to gain an Unstoppable Buff for 6 second(s). If the Attacker was already Unstoppable, they instead gain an indefinite Fury Buff, increasing Attack Rating by 50%. A maximum of 4 Fury Buffs can be gained this way. |
Mutant Mastery | Whenever a Mutant Attacker applies a Debuff to the Defender, they have a 40% chance to gain an indefinite Prowess Buff, increasing Special Attack Damage by 30%. This chance increases by 20% for each Debuff on the Defender. These Prowess Buffs are removed after the Attacker finishes a Special Attack. |
Mutual Spectre | Both Champions' Regeneration Rate is reduced by 200%. |
Mystic Conditioning 1 | Whenever the Attacker attempts to remove a Buff with a Nullify, Fate seal, or Stagger, the chances of all future Nullify, Fateseal, and Stagger effects is reduced by 10% |
Mystic Conditioning 2 | Whenever the Attacker attempts to remove a Buff with a Nullify, Fate seal, or Stagger, the chances of all future Nullify, Fateseal, and Stagger effects is reduced by 15% |
Mystic Conditioning 3 | Whenever the Attacker attempts to remove a Buff with a Nullify, Fate seal, or Stagger, the chances of all future Nullify, Fateseal, and Stagger effects is reduced by 20% |
Mystic Consumption | Mystic Attackers gain a permanent Passive Prowess, increasing their Special Attack damage by 20% each time they Nullify a Buff. Max stacks 20. |
Mystic Curse | Whenever a Mystic Attacker activates a Special Attack, they Poison the Defender, dealing 100% of their Attack Rating as Direct Damage over 7 second(s). The potency of the Poison increases by 40% for every Buff on the Defender. |
Mystic Focus | Whenever a Mystic Attacker holds Block or charges a Heavy Attack, they activate a Power Gain Buff, providing 5% of their Max Power every 1 second(s) for the duration of the Block or Heavy Charge. |
Mystic Ward - 1 | The Attacker's Nullify Ability Accuracy is reduced by 65%. |
Mystic Ward - 2 | The Attacker's Nullify Ability Accuracy is reduced by 80%. |
Mystic Ward - 3 | The Attacker's Nullify Ability Accuracy is reduced by 95%. |
Mystic Wrath | All Mystic Champions in this Arena receive Fury for the length of the fight, raising Attack by 125%. |
Natural Armor - 1 | Armor Break Debuffs inflicted on the Defender are 25% more potent, however, the Defender takes 50% less damage from all sources unless they are inflicted with an Armor Break Debuff. |
Natural Armor - 2 | Armor Break Debuffs inflicted on the Defender are 25% more potent, however, the Defender takes 75% less damage from all sources unless they are inflicted with an Armor Break Debuff. |
No Retreat! | When the Attacker dashes back, they gain Degen Timer for 1.20 seconds. Dashing back again while the Degen Timer is active causes a Passive Degen, dealing 200% of the Defender's Attack as direct damage over 5 seconds. |
No Surrender! | The Attacker resists up to 90% of Degeneration Damage. Resistance potency reduced by a flat 30% for each of the Attackers filled bars of Power. Additionally, Knocking the Defender down removes the Attackers Degeneration effects, each inflicting one on the Defender, dealing 1000% damage over 5 seconds. |
Now You See Me - 1 | Every 10 seconds the Attacker is inflicted with a Falter Debuff giving them a 100% chance to Miss for 3 seconds. If the Attacker lands a hit this timer is reset. |
Now You See Me - 2 | Every 8 seconds the Attacker is inflicted with a Falter Debuff giving them a 100% chance to Miss for 3 seconds. If the Attacker lands a hit this timer is reset. |
Now You See Me - 3 | Every 6 seconds the Attacker is inflicted with a Falter Debuff giving them a 100% chance to Miss for 3 seconds. If the Attacker lands a hit this timer is reset. |
Nullify Countdown - 2 | Once the Defender Nullifies 7 Buff(s), they gain a Power Gain Buff granting 75% of Max Power over 10 second(s). |
Obstinate Charge - 2 | When the Defender performs the first attack in any combo, the Defender is Stun Immune until the attack ends. This immunity goes on cooldown for 8 second(s) when the Attacker performs a Well-Timed Block. |
Odometer | The Attacker's Odometer starts at 0 and goes up to 200, increasing as they dash forwards and backwards and resetting each time they are knocked down by a Special. While the Odometer is below or equal to 100, the Defender reduces all damage based on the Odometer's value. While the Odometer is above 100, the Defender becomes Unblockable and the Attacker gains a Fury increasing Attack Rating based on the Odometer's value. |
One Eye Open | 100% of the Damage dealt to the Defender while they are stunned is dealt back to the Attacker. |
Opportunist - 2 | This Defender gains +25% Attack for each Buff on them. |
Opportunist - 3 | This Defender gains +50% Attack for each Buff on them. |
Optimist | Gains Fury, Armor Up, and Health Steal as long as they remain below 25% HP. |
Oscillate - 1 | Every 15 seconds, the Defender alternates between a Fury passive increasing Base Attack by 100% and an Armor Up/Crit Resistance passive increasing Armor and Crit Resist by 500. These Passives are unaffected by Ability Accuracy modification. |
Oscillate - 2 | Every 15 seconds, the Defender alternates between a Fury passive increasing Base Attack by 200% and an Armor Up/Crit Resistance passive increasing Armor and Crit Resist by 1335. |
Outlast | Reduces damage by up to 20% proportionate to missing Health. |
Overreach (Fury) - 2 | While the Attacker has 2 or more Fury Buffs the Defender slowly accumulates Power over time and gains a Fury Passive granting 100% Attack Rating. While the Attacker has 0 Fury Buffs Defender gains +20% Ability Accuracy. |
Overreach (Fury) - 3 | While the Attacker has 2 or more Fury Buffs the Defender slowly accumulates Power over time and gains a Fury Passive granting 150% Attack Rating. While the Attacker has 0 Fury Buffs Defender gains +20% Ability Accuracy. |
Overwhelming Odds - 1 | This Defender gains +10% Attack for each Buff on the them. |
Overwhelming Odds - 2 | This Defender gains +25% Attack for each Buff on the them. |
Painful Retreat - 1 | Every 15 seconds, the Attacker is inflicted with a Power Sting, dealing 40% of the Defender's Attack as Direct Damage when activating a Special Attack. They can remove one Power Sting Debuff for every 10 hit(s) on their combo meter. |
Parry | The Defender's Well-Timed Blocks reduce damage by an additional 25%. If contact is made by Basic Attacks, the Attacker is inflicted with a Stun Debuff for 1 second, increased by up to 1 second with Perfect Block Chance. |
Particle Protector | This Defender has a 55% chance to Glance attacks. Glancing Hits cannot be Critical, have 50% reduced Attack Rating, and suffer -100% Offensive Ability Accuracy. This is not affected by Ability Accuracy Reduction. |
Pass the Buck - 3 | When the Attacker gains a Bar of Power, they are afflicted with a Power Sting Debuff for 10 second(s). Intercepting the Defender while this Power Sting is active removes it and inflicts it on the Defender instead. |
Perfect Replication | Special Attacks have a 100% chance to copy up to 20 effect(s) at their full duration. |
Perforate | Both Champion's Special Attacks are Unblockable. |
Performance Anxiety - 2 | After the Attacker uses a Special Attack, a 15 second timer is started. If the Attacker activates another Special while this timer is active they are inflicted with a Glancing Debuff for 8 seconds giving their attacks a 100% chance to Glance. Glancing Hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. |
Pessimist | Gains Fury, Armor Up, and Health Steal as long as they remain above 75% HP. |
Phoenix Rising - 1 | The Defender gains +5% Attack Rating for each hit in the Attacker's Combo Meter up to 100. |
Physical Resistance | +40% Physical Resistance. |
Piercing Pursuit | When the Attacker Dashes backward the Defender gains a 10% Pierce Passive, Max: 5. Intercepting the Defender removes all Pierces gained by this ability and prevents the Defender from gaining more for 6 seconds. |
Pilfer (Regeneration) - 3 | Any Buff activated by the Attacker has a 20% chance to be Pilfered, Nullifying the Buff and giving the Defender a burst of 20% Power over 2 seconds. Regeneration buffs have triple the chance to be Pilfered. |
Pillow Hands | Whenever the Defender is struck by a Critical hit, the Attacker is inflicted with a 20% Stifle Passive and a Fatigue Passive of -250 for 10 seconds. |
Placebo | 40% Chance to gain a Placebo Buff whenever striking the Defender. Placebo Buffs have no effect. |
Plagued Mind - 1 | Attacker's Power is drained every 30 seconds. |
Plagued Mind - 2 | Attacker's Power is drained every 25 seconds. |
Plagued Mind - 3 | Attacker's Power is drained every 20 seconds. |
Polka Dot Power (Debuff) | The Attacker gains no Power from landing or receiving attacks, instead they are granted 12% of a Power Bar per second while the Defender is suffering from a damaging debuff. |
Power Alternator | Every 15 seconds, if the Attacker has more Power than the Defender both Champions are Passively Power Drained then granted an amount of Power equal to the amount drained from the opposing Champion. This node is unaffected by Ability Accuracy reduction. |
Power Armor - 1 | Whenever either Champion gains a Bar of Power, the Defender gains an Armor Up Buff increasing Armor by 5% for 5 second(s). |
Power Axis 1 | The Attacker gains +60% Combat Power Rate while below 1 Bar(s) of Power, but suffers -60% Combat Power Rate while above. |
Power Axis 2 | The Attacker gains +60% Combat Power Rate while below 2 Bar(s) of Power, but suffers -60% Combat Power Rate while above. |
Power Bond | Attackers Power draining abilities are 90% less effective |
Power Buildup - 3 | When the Defender reaches 2 Bars of Power, they gain an indefinite Prowess Buff every 2 second(s) increasing Special Attack Damage by 100%. |
Power Creep - 2 | Each time the Defender Purifies or Cleanses a Debuff, they gain a Charge that permanently increases their Combat Power Rate by 5%. This goes up to a maximum of 20 Charges. |
Power Draw | Whenever the Attacker inflicts the Defender with a damaging Debuff, the Attacker is granted a Power Gain Buff increasing Defensive Combat Power Rate by 10% for 10 seconds. |
Power Efficiency | The Defender's Special Attacks cost 50% less Power. |
Power Focus 1 | The Defender gains +60% Combat Power Rate while below 1 Bar of Power, but suffers -80% Combat Power Rate wile above. |
Power Focus 2 | The Defender gains +60% Combat Power Rate while below 2 Bars of Power, but suffers -80% Combat Power Rate wile above. |
Power Leak | The Defender's Critical Hits have a 50% chance to Power Drain 1 Bar of Power from the Attacker over 6 seconds. |
Power Lock 1 (Debuff) | Attackers suffer from a Power Lock Debuff after acquiring one bar of Power. |
Power Lock 1 (Passive) | Attackers suffer from a Power Lock Passive after acquiring one bar of Power. |
Power Lock 2 (Debuff) | Attackers suffer from a Power Lock Debuff after acquiring two bars of Power. |
Power Lock 2 (Passive) | Attackers suffer from a Power Lock Passive after acquiring two bars of Power. |
Power of Will | The Defender's Ability Accuracy cannot be reduced. |
Power Overflow | If this Defender has 10 Prowess Buffs when they activate a Special Attack it becomes Unblockable. |
Power Play - 1 | Every 20 seconds, whichever Champion has the least amount of Power is Fate Sealed for 6 seconds. |
Power Play - 2 | Every 15 seconds, whichever Champion has the least amount of Power is Fate Sealed for 6 seconds. |
Power Play - 3 | Every 12 seconds, whichever Champion has the least amount of Power is Fate Sealed for 6 seconds. |
Power Reserve | Special Attacks for both Champions cost 50% less Power. |
Power Reversal | Whenever the Attacker activates a Power Gain Buff, it's removed and replaced with a Power Drain Debuff, draining 50% of the Attackers max Power over 5 seconds. |
Power Removal | The first hit of Defender's Special Attacks removes 100% of the Attacker's Power. |
Power Shield | The Attacker's basic attacks deal no damage, but still generate power, and their Special Attacks deal 400% more damage. |
Power Shield 2.0 | The Defender takes 90% reduced damage from all sources except Special Attacks. While performing a Special Attack the Attacker gains +200% Attack Rating for each bar of Power spent. |
Power Snack - 1 | When the Attacker triggers a Buff, it is immediately Nullified and the Defender gains 25% of a bar of power. This ability has a 7 second cooldown. |
Power Snack - 2 | When the Attacker triggers a Buff, it is immediately Nullified and the Defender gains 50% of a bar of power. This ability has a 7 second cooldown. |
Power Snack - 3 | When the Attacker triggers a Buff, it is immediately Nullified and the Defender gains 75% of a bar of power. This ability has a 7 second cooldown. |
Power Snack - 4 | When the Attacker triggers a Buff, it is immediately Nullified and the Defender gains 100% of a bar of power. This ability has a 7 second cooldown. |
Power Start - 1 | The Defender starts the fight with 1 Bar(s) of Power. |
Power Start - 2 | The Defender starts the fight with 2 Bar(s) of Power. |
Power Struggle | The Attacker cannot gain Power during the fight through normal means. Each time the Defender reaches a full Bar of Power, the Attacker is granted one as well and whenever the Defender launches a Special Attack, the Attacker loses an equal amount of Power. |
Power Suppression | Whenever a Science Attacker activates a Special Attack, they have a 100% chance to Enervate the Defender for 6 second(s), preventing them from gaining Power when struck. Whenever this Enervate would expire, it consumes one Debuff on the Defender to reapply itself. |
Power Technician | Tech Attackers under the effect of an Armor Up Buff will Power Drain 15% of the Defender's max Power each time they perform a Well-Timed Block. Each time a Tech Attacker Power Drains, Burns or Locks the Opponent, they gain a permanent Passive Fury, increasing Attack Rating by 35%. Max stacks 10. |
Power to Cower | For every hit on the Attacker's Combo Meter, the Defender's Power Gain is increased by 0.5% and their Special Attack Cost is decreased by -0.50%, up to 50% each. When the Attacker uses Special Attack 3, their Combo Meter is reset. |
Powerful | The Defender is immune to all forms of Power Manipulation. |
Powerful - 1 | The Defender is immune to Special Lock, and Power Steal, Burn, Drain, and Lock. |
Powerful From Afar | Each time the Attacker leaves striking distance, the Defender gains a Power Gain Buff. When entering striking distance the Buff is removed. |
Power Play - 1 | Every 20 seconds, whichever Champion has the least amount of Power is Fate Sealed for 6 seconds. |
Predictive Guard | Whenever the Attacker ends a Combo with the same attack they ended their previous combo with, that attack has a 100% chance to be Auto-Blocked. |
Pressure Gauge - 1 | The Attacker starts the fight with a Pressure Gauge value of 5. Landing Basic Attacks increases the value by 1 for each hit. Blocking an attack, or activating a Special Attack decreases the value by 1. If the value reaches 0, the Attacker's Power is drained to 0. If the value reaches 10, the Attacker receives a burst of direct energy damage equal to 100% of the Defenders Attack. If either of these are triggered, the Pressure Gauge value is resets to 5. |
Prey on the Weak - 1 | The Defender gains 1% of their Max Power each time a Buff is Nullified, expires, or is removed off the Attacker. |
Prey on the Weak - 2 | The Defender gains 2% of their Max Power each time a Buff is Nullified, expires, or is removed off the Attacker. |
Prey on the Weak - 3 | The Defender gains 3% of their Max Power each time a Buff is Nullified, expires, or is removed off the Attacker. |
Prey on the Weak - 4 | The Defender gains 5% of their Max Power each time a Buff is Nullified, expires, or is removed off the Attacker. |
Protection Shielding - 3 | If the Defender would lose more than 3% health from a single source, that damage is capped and the Protection shield shuts down for 5 seconds. |
Prove Yourself | The Defender is Indestructible as long as the Attacker's Combo Meter is below 15. |
Psychic Thorns 1 | When the Defender is struck with a Physical Contact attack the Attacker takes 5% of the Defender's Attack as Direct Damage. Striking the Defender with any Non-Contact attack heals the Attacker for 100% of the Damage dealt. |
PULL! | Projectile based attacks deal 100% more damage, and non-projectile based attacks deal 75% less damage. |
Pulling Rank - 6-Stars | 6-Star Attackers gain a permanent Attack Bonus based on their Rank ranging from +100 to +2,000. |
Pulling Rank - 7-Stars | 7-Star Attackers gain a permanent Attack Bonus based on their Rank ranging from +800 to +2,800. |
Pumping Iron | This Defender takes 60% less damage while the Attacker has no Buffs applied to them. For each Buff the Attacker has active, this damage reduction is decreased by 20% until it reaches 0%. These Buffs can be of the same type. |
Punishment Glutton | Skill Attackers gain a permanent Passive Fury increasing Attack Rating 35% each time a Damaging Debuff is Purified, or expires on the Opponent. Max stacks 10. |
Rage 2.5 | Damage taken in a single hit is capped at 2.50% of Max Health. When damage cap is reached, gain a Fury Buff. Upon reaching 5 Fury Buffs activated by Rage, attacks become Unblockable. Ability Accuracy modification doesn't affect this Node. |
Ragnarok | When the Defender is Stunned they gain Fury, increasing Attack by 30% for 4.50 seconds. When the Attacker is Stunned, they gain Armor Break, reducing Armor by 30% for 5 seconds. |
Rapid Metabolism 1 | This Defender shrugs off all Debuffs 40% sooner. |
Recharge | While Blocking, the Defender generates 15% Power every second. While the Attacker is Blocking, they generate 10% Power every second. Both Champion's Combat Power Rate is reduced by 100%. |
Recovery | Healing and Regeneration abilities recover 50% more Health. |
Recurring Poison | The Attacker is inflicted with a Poison Debuff every 7 seconds, dealing 160% of the Defender's Attack as Direct Damage over 32 seconds. |
Redlining | While the Attacker has more than 33% of their Max Power, they gain a 100% Energize Passive. If the Attacker has more than 75% of their Max Power, they are immediately Power Drained down to zero. |
Redoubled Determination - 1 | For each Debuff, Defender gains +35% Attack and +10% Combat Power Rate. Bleed, Poison and Armor Break Debuffs count twice for this effect. |
Redoubled Determination - 2 | For each Debuff, Defender gains +50% Attack and +15% Combat Power Rate. Bleed, Poison and Armor Break Debuffs count twice for this effect. |
Redoubled Determination - 3 | For Each Debuff, Defender gains +65% Attack and +20% Power Gain Rate. Bleed, Poison and Armor Break Debuffs count twice for this effect. |
Reinforcing Rush | Intercepting the opponent's Dash Attack with a Basic Attack grants the Attacker a Reinforce Passive and a Bulwark Passive increasing Block Proficiency by 10000, both lasting for 15 seconds. |
Reluctant Retaliation - 2 | When the Attacker activates a Special Attack, they are inflicted with a 30% Cowardice Passive for 15 seconds. Max stacks: 2. |
Resistor | When struck with an Energy or Physical Attack, activate a corresponding Resistance Buff increasing respective Resistance by 20%. When an Energy Resistance Buff is activated, remove a Physical Resistance Buff, and vice-versa. |
Resonance Cascade | The Defender's Critical Hits permanently increases their Critical Rating by 1%. |
Return Policy - 1 | Whenever any of the Defenders Buffs are Nullified they gain 20% of a bar of Power. |
Return Policy - 1 | Whenever any of the Defenders Buffs are Nullified they gain 40% of a bar of Power. |
Return to Sender - Bleed II | 40% Chance for the Defender to purify any incoming Bleed Debuffs and apply a Bleed Debuff to the Attacker dealing 20% Attack over 7 seconds. If this Bleed is purified, or prevented by the Attackers immunities, they instead receive a Passive Degeneration dealing 50% Attack over 7 seconds. |
Rich get Richer (Power) - 1 | Whichever Champion has more Unique Buffs gains 5% of a bar of Power every second. |
Rich get Richer (Power) - 2 | Whichever Champion has more Unique Buffs gains 9% of a bar of Power every second. |
Rich get Richer (Power) - 3 | Whichever Champion has more Unique Buffs gains 12% of a bar of Power every second. |
Ricochet | While the Attacker's back is against the wall, the Defender's Special Attacks cannot be avoided with Dexterity. |
Right Back At It - 1 | When the Defender is knocked down by a Heavy or Special Attack they become Debuff Immune for 4 seconds. |
Rise to Power - 1 | When the Defender is knocked down a 4 second timer starts. While active, each time the Defender lands a hit or strikes into the block, they gain 15% of a bar of Power. |
Rise to Power - 2 | When the Defender is knocked down a 4 second timer starts. While active, each time the Defender lands a hit or strikes into the block, they gain 30% of a bar of Power. |
Rising Sun | When the Defender is Struck, the Attacker gains a Fury Buff granting 2.5% Attack Rating for 25 seconds. Once the Attacker has 10 Fury Buffs, any additional ones will inflict them with a stacking Passive Degeneration dealing 12% the Defender's Attack over 4 seconds. |
Robust Rivalry | Whenever the Attacker does not have any Buffs applied to them, the Defender passively Regenerates 1% of their Max Health every second. |
Role Reversal | The Class Relationships on this Node are reversed. |
Rolling Thunder | This enemy raises Special Attack Damage by 10% for every 10 second(s) that pass. |
Rubber Band - 2 | Whenever the Attacker's Combo Meter reaches 15, or a multiple of 15, the Defender gains a stacking 5 second Unblockable Buff. |
Running on Fumes | While close to the Defender, the Attacker gains a Fatigue Debuff every 3 seconds, reducing their Critical Rating permanently. Staying far away from the Defender causes these Fatigue effects to gradually fall off. |
Rust and Ruin | When the Defender is struck, 40% chance to inflict Armor Break on the Attacker, reducing their Armor Rating by 25% over 10 seconds. If the Attacker has 5 or more of these Armor Breaks active on them, they are consumed and turned into an indefinite Armor Break Debuff. |
Sadist - 1 | This Defender gains +10% Attack for each Debuff on them. |
Sadist - 2 | This Defender gains +25% Attack for each Debuff on them. |
Safeguard | Prevents champion from losing more than 1% Health from a single source. |
Scientific Exploit | Science Attackers gain a permanent Passive Fury increasing Attack Rating by 10% each time a Debuff expires on the Defender. Max stacks 20. |
Second Wind (Damage Reflection) - 2 | Whenever the Defender Purifies or Cleanses a Debuff, they gain a Damage Reflection Passive for 6 seconds dealing back 25% of the damage dealt by the Attacker. |
Seeing Red | Mutant Attackers reduce the potency of Bleed Debuffs by 90%. Additionally, when activating a Special Attack, they Purify any Bleed Debuffs on themselves and gain a permanent Passive Prowess, increasing Special Attack Damage by 40% for every Bleed Purified this way. Max 10 stacks. |
Shake It Off | Skill Attackers Purify 1 Debuff(s) whenever they Dash backwards. The number of Debuffs Purified increases by 1 for every subsequent Dash performed in a row. |
Shank | When striking into the Defenders block, the Attacker has a 40% chance to be inflicted with a Bleed Debuff dealing up to 1% of the Defenders Attack as direct damage over 10 seconds. |
Sharing is Caring | Any time the Attacker triggers a Regeneration Buff or Passive effect, the Defender gains 100% of the health the Attacker gains from that Buff or Passive effect. |
Shatter - 1 | Each time the Attacker has an effect Nullified they receive a burst of Direct Damage equal to 20% of the Defender's Modified Attack Rating. Armor Break Debuffs Nullify Armor Up Buffs. |
Shed Skin - 1 | When the Attacker gains a Bar of Power, a 15 second timer starts. If the timer expires, the Defender gains a Debuff Immunity Passive for 5 seconds. Knocking down the Defender removes the timer. |
Shifting Immunity - Bleed and Poison | The Defender starts the fight with Bleed Immunity, which alternates every 10 second(s) with Poison Immunity. When an Immunity triggers, it Purifies any corresponding effects. |
Shockingly Brilliant | Any champion inflicted with a Shock Debuff lands guaranteed Critical Hits for the duration of the Shock Debuff. |
Sixth Sense - 2 | The Defender has a 40% Chance to Auto Block all Medium and Light Attacks. |
Sixth Sense - 3 | The Defender has a 50% Chance to Auto Block all Medium and Light Attacks. |
Size Matters | Extra Large Champions Attacks cannot be Glanced. Large Champions Special Attacks, Intercepts, and Heavy Attacks cannot be Glanced. Medium Champions Intercepts and Heavy Attacks cannot be Glanced. Small Champions Heavy Attacks cannot be Glanced. This buff only applies to the Attacker. |
Slip and Roll | The Defender has a 50% chance to Evade Medium Attacks. |
Sloped Armor - 2 | Each Armor Up Buff gives the Defender a 15% Chance to Glance incoming Attacks. |
Special 1 Bias | This Defender is more likely to activate Special Attack 1. |
Special 1 Lock | The Defender's Special 1 is Special Locked. |
Special 2 Bias | This Defender is more likely to activate Special Attack 2. |
Special 3 Bias | This Defender is more likely to activate Special Attack 3. |
Special 3 Lock | The Defender's Special 3 is Special Locked. |
Special Attack Heal Block | The Defender's Special Attacks inflict a Heal Block Debuff and a Passive Fate Seal against Regeneration Buffs for 10 seconds. |
Special Bias | This defender is more likely to activate Special 3 first, and then Special Attack 2, and then Special Attack 1. |
Special Burst Lock Down - 1 | Whenever the Defender activates a Special Attack, the Attacker is afflicted with both a Heal Block and an Armor Break Debuff, lasting 5 seconds and reducing Armor Rating by 30%. |
Special Burst Lock Down - 2 | Whenever the Defender activates a Special Attack, the Attacker is afflicted with both a Heal Block and an Armor Break Debuff, lasting 10 seconds and reducing Armor Rating by 35%. |
Special Burst Lock Down - 3 | Whenever the Defender activates a Special Attack, the Attacker is afflicted with both a Heal Block and an Armor Break Debuff, lasting 15 seconds and reducing Armor Rating by 40%. |
Special Burst Trauma (Severe) - 1 | When the Defender activates a Special Attack, the Attacker is inflicted with a Severe Taunt Debuff and a Severe Physical Vulnerability Debuff reducing Physical Resistance by 300, each lasting 10 seconds. |
Special Connoisseur | The Defender takes 90% reduced damage from all sources except Special Attacks activated while the Attacker has an active Prowess Effect. |
Special Delivery | The Attacker begins the fight with 15 Combo charges. Each landed basic attack decreases the Combo charges by 1, and launching a Special Attack will reset the charges. If all charges are removed, they are reset, and the Attacker suffers a Passive Degen equal to 100% of the Defender's Attack Rating over 4 seconds. |
Special Interference | If the Attacker uses the same Special Attack as was last used by the Defender they deal 50% less damage and the Defender becomes Passively Stun Immune for 7 seconds. |
Specialist - 1 | The Attacker's Special Attack 1 deals 50% more damage, but their other Special Attacks deal 50% less damage. |
Spiked Armor | Spiked armor provides further protection when struck by a Critical Hit, increasing this champion's Physical Resistance by 20% for 5 seconds. Additionally, 6% Attack as Physical Damage is dealt back to the opponent. |
Spite | While opponents have active Buffs, this champion activates Power Flood out of Spite, granting 18% Power per second. |
Split Atom | All Champion classes but Science reduce their Base Attack by 50%. |
Spry | Each time the Defender Passively Evades an attack, a Fatigue Debuff is placed on the Attacker, reducing their Critical Rating by 1,000 for 15 seconds. |
SSStylish!!! - 3 | Landing a Critical Hit adds 3 to the Attacker's Combo Meter. |
Stacking Power | The Attacker gains no Power from landing or receiving attacks, or from Passive Power Gain effects or Buffs. Whenever the Attacker gains a Buff they also generate 20% of a bar of Power. |
Stage Fright - 2 | After the Attacker uses a Special Attack, a 15 second timer is started. If the Attacker activates another Special while this timer is active they are inflicted with Passive Direct Damage dealing 50% of their current health as direct damage over 4 seconds. |
Staggering Beauty | While close to the Defender, the Attacker gains a Stagger Debuff every 3 seconds, nullifying their next Buff. Staying far away from the Defender causes these Staggers to gradually fall off. |
Standing in Fear | While close to the Defender, the Defender gains a Fatigue Debuff every 3 seconds, reducing their Critical Rating permanently. Staying far away from the Defender causes these Fatigue effects to gradually fall off. |
Starburst | Suffer Degeneration proportionate to this Champion's missing Health. |
Static Blast | An aura of electricity drains 50% of the Attacker's power whenever the Defender launches a Special Attack. Special Attacks Power Burn 100% of the Attackers Power. Blocking the Special Attack reduces the Power Burn damage by half. |
Steady As She Goes - 2 | Each time the Attacker Blocks an attack, the Defender gains a 50% Inexorable Passive for 4 seconds. |
Steady Perseverance - 1 | When the Defender activates a Special Attack, they gain a Stun Immunity Buff for 4 second(s) plus 2 second(s) for each of the Defender's unique Buffs. This Buff is paused during the Defender's Special Attacks. |
Stellar Pulse | All Champion classes but Cosmic reduce their Base Attack by 50%. |
Strength in Numbers - 1 | For each Member of the Attacker's team that is knocked out, the Attacker suffers a 12.50% Attack and Ability Accuracy reduction. |
Stunning Reflection (Bleed, Shock) | At the start of the fight, the Defender receives a permanent Stun shield, while this shield is active the Defender can't be stunned. Every time a Stun is attempted, the Attacker is stunned instead for 3 seconds. The shield will go into a cooldown for 8 seconds if the Defender is inflicted with either Bleed or Shock. While this cooldown is active, the Attacker gains a +40% Fury Passive. |
Stunning Reflection (Poison, Incinerate) | At the start of the fight, the Defender receives a permanent Stun shield, while this shield is active the Defender can't be stunned. Every time a Stun is attempted, the Attacker is stunned instead for 3 seconds. The shield will go into a cooldown for 8 seconds if the Defender is inflicted with either Poison or Incinerate. While this cooldown is active, the Attacker gains +40% Attack Rating. |
Stress Test | Whenever the Attacker Blocks a Hit, pause all Buffs on the Defender for 2.50 second(s). Whenever the Attacker avoids a hit with Dexterity or Evade, inflict an Atrophy Debuff on the Defender for 2.50 second(s), reducing the duration of any new Buffs by 50%. |
Strike Back | When damaged by a Special Attack, this enemy gains 1 bar of Power. |
Strike Out - 2 | Hitting the Defender with a Striker within 3 seconds after they finish a Special Attack grants the Attacker a 15 second 50% Fury Passive. |
Striker: Colossus - 3 | The Attacker can summon Colossus as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants an Unblockable Buff for 6 second(s). If summoned after landing the fourth Light Attack, the Unblockable lasts for 10 second(s) instead. This Striker has a cooldown of 12 second(s). |
Striker: Colossus - 4 | The Attacker can summon Colossus as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants an Unblockable Buff for 6 second(s). If summoned after landing the fourth Light Attack, the Unblockable lasts for 10 second(s) instead. This Striker has a cooldown of 12 second(s). |
Striker: Colossus - 5 | The Attacker can summon Colossus as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants an Unblockable Buff for 6 second(s). If summoned after landing the fourth Light Attack, the Unblockable lasts for 10 second(s) instead. This Striker has a cooldown of 12 second(s). |
Striker: Colossus - 6 | The Attacker can summon Colossus as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants an Unblockable Buff for 6 second(s). If summoned after landing the fourth Light Attack, the Unblockable lasts for 10 second(s) instead. This Striker has a cooldown of 12 second(s). |
Striker: Hulk - 3 | The Attacker can summon Hulk as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit inflicts a Weakness Debuff reducing Attack Rating by 10% for 6 second(s). If summoned after landing the fourth Light Attack, the Weakness lasts for 10 second(s) instead. Landing Hits and being Struck builds the meter for this Striker. |
Striker: Hulk - 4 | The Attacker can summon Hulk as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit inflicts a Weakness Debuff reducing Attack Rating by 10% for 6 second(s). If summoned after landing the fourth Light Attack, the Weakness lasts for 10 second(s) instead. Landing Hits and being Struck builds the meter for this Striker. |
Striker: Hulk - 5 | The Attacker can summon Hulk as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit inflicts a Weakness Debuff reducing Attack Rating by 10% for 6 second(s). If summoned after landing the fourth Light Attack, the Weakness lasts for 10 second(s) instead. Landing Hits and being Struck builds the meter for this Striker. |
Striker: Hulk - 6 | The Attacker can summon Hulk as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit inflicts a Weakness Debuff reducing Attack Rating by 10% for 6 second(s). If summoned after landing the fourth Light Attack, the Weakness lasts for 10 second(s) instead. Landing Hits and being Struck builds the meter for this Striker. |
Striker: Juggernaut - 3 | The Attacker can summon Juggernaut as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants an Unstoppable Buff for 6 second(s). If summoned after landing the fourth Light Attack, the Unblockable lasts for 10 second(s) instead. This Striker has a cooldown of 12 second(s). |
Striker: Juggernaut - 4 | The Attacker can summon Juggernaut as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants an Unstoppable Buff for 6 second(s). If summoned after landing the fourth Light Attack, the Unblockable lasts for 10 second(s) instead. This Striker has a cooldown of 12 second(s). |
Striker: Juggernaut - 5 | The Attacker can summon Juggernaut as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants an Unstoppable Buff for 6 second(s). If summoned after landing the fourth Light Attack, the Unblockable lasts for 10 second(s) instead. This Striker has a cooldown of 12 second(s). |
Striker: Juggernaut - 6 | The Attacker can summon Juggernaut as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants an Unstoppable Buff for 6 second(s). If summoned after landing the fourth Light Attack, the Unblockable lasts for 10 second(s) instead. This Striker has a cooldown of 12 second(s). |
Striker: Wolverine - 3 | The Attacker can summon Wolverine as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants a Regeneration Buff restoring 3% of missing Health over 6 second(s). If summoned after landing the fourth Light Attack, the Regeneration restores 6% of their missing Health over 10 second(s) instead. Landing Hits and being Struck builds the meter for this Striker. |
Striker: Wolverine - 4 | The Attacker can summon Wolverine as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants a Regeneration Buff restoring 3% of missing Health over 6 second(s). If summoned after landing the fourth Light Attack, the Regeneration restores 6% of their missing Health over 10 second(s) instead. Landing Hits and being Struck builds the meter for this Striker. |
Striker: Wolverine - 5 | The Attacker can summon Wolverine as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants a Regeneration Buff restoring 3% of missing Health over 6 second(s). If summoned after landing the fourth Light Attack, the Regeneration restores 6% of their missing Health over 10 second(s) instead. Landing Hits and being Struck builds the meter for this Striker. |
Striker: Wolverine - 6 | The Attacker can summon Wolverine as a Striker by pressing a new button above the Special Attack button. The Striker's last Hit grants a Regeneration Buff restoring 3% of missing Health over 6 second(s). If summoned after landing the fourth Light Attack, the Regeneration restores 6% of their missing Health over 10 second(s) instead. Landing Hits and being Struck builds the meter for this Striker. |
Stun Immunity | The Defender is immune to the effects of Stun. |
Stun Vulnerability | While the Defender is Stunned, the Attacker's Attack Rating is increased by 200% when landing an attack. |
Stunning Reflection | At the start of the fight, the Defender receives a permanent Stun shield. while this shield is active the Defender can's be stunned. Every time a Stun is attempted, teh Attacker is stunned instead for 3 seconds. The shield will go into a cooldown for 8 seconds if the Defender is inflicted with either Poison or Incinerate. While this cooldown is active, the Attacker gains +40% Attack Rating. |
Stupefy | Increase the duration of Stun effects on the Attacker by 100%. |
Stymied Defenses | The Attacker cannot Evade or Auto-Block. Additionally, the Defender's attacks ignore Armor and Resistances. |
Super-Masochism 1 | When the Defender is inflicted with a Stun, Bleed, Poison, Shock, Incinerate, Coldsnap, or Rupture Debuff, it is immediately Purified and applied to the Attacker. Each time this effect triggers, the Defender will Regenerate 5% of their Max Health. This ability has a 5 second cooldown. Knocking Down the Defender refreshes the cooldown and increases future cooldown timers by 1 second(s). |
Supercharge | Every 15 second(s) the Defender activates a Power Gain Buff, granting 20% of their maximum Power over 10 second(s). |
Superior Specials - 2 | The Defender starts the fight with an indefinite Passive Prowess increasing Special Attack Damage by 100%. |
Surging Vengeance | Uses Special Attacks in consecutive order from 1 to 3, restarting from the beginning after Special 3. |
Take Your Medicine | Every time the Attacker performs a successful Well Timed Block, they gain a 25% potency Tranquilize Passive for 12 seconds. |
Tank Buster - 1 | The Defender's Critical Damage & Combat Power Rate increases by up to 75% based on Attacker's Block Proficiency. |
Tank Buster - 3 | The Defender's Critical Damage & Combat Power Rate increases by up to 125% based on Attacker's Block Proficiency. |
Tantrum | When the Defender is Struck by a basic attack, they gain a Tantrum Charge. When the Defender is knocked down, all Tantrum Charges are removed and each deals a burst of Physical Damage equal to 10% of the Defender's Attack to the Attacker. While the Defender has a Concussion, Disorient, Enervate, or Taunt Debuff, all Tantrum Charges are removed without causing damage, and the Defender cannot gain Tantrum Charges. |
Taunters Expertise - 2 | While the Attacker is under the effects of Taunt their Crit Rating is doubled while launching a Special Attack, Taunt is removed after launching a Special. Additionally, if a Taunt Debuff expires on the Attacker they are inflicted with a permanent Stifle Debuff lowering their Combat Power Rate by 7.50% per stack. |
Taunters Expertise - 3 | While the Attacker is under the effects of Taunt their Crit Rating is doubled while launching a Special Attack, Taunt is removed after launching a Special. Additionally, if a Taunt Debuff expires on the Attacker they are inflicted with a permanent Stifle Debuff lowering their Combat Power Rate by 10% per stack. |
Tech Wrath | All Tech Champions in this Arena receive Fury for the length of the fight, raising Attack by 125%. |
Technical Suppression | Whenever a Tech Attacker activates a Special Attack, they have a 100% chance to Heal Block the Defender for 8 second(s). If the Defender was already Heal Blocked, the Attacker instead gains a Fury Buff for the duration of that Special Attack, increasing Attack Rating by 70%. |
Tenacity - 1 | When inflicted with a Debuff, this Defender has a 25% chance to Purify the effect. |
Tenacity - 2 | When inflicted with a Debuff, this Defender has a 50% chance to Purify the effect. |
Tenacity - 3 | When inflicted with a Debuff, this Defender has a 75% chance to Purify the effect. |
Terminal Velocity | Every Time the Defender is struck by a Critical Hit, even through a Block, they increase their Defensive Combat Power Rate by 25% up to a maximum of 300% |
That's Gonna Sting | The Defender takes 90% reduced damage from all sources unless suffering from a Power Sting. The Attacker's Power Stings have 300% increased potency, and their Attack Rating is increased by 40% while the Defender is suffering from a Power Sting. |
The Best Defense... 2 | The Defender gains +40% Evade and Auto-Block Ability Accuracy. Triggering Evade or Auto-Block grants the Defender 20% of a Bar of Power. |
The Best Defense... 3 | The Defender gains +60% Evade and Auto-Block Ability Accuracy. Triggering Evade or Auto-Block grants the Defender 30% of a Bar of Power. |
The Gloves Are Off | Whenever a Tech Attacker removes their own Armor Up Buff, or it expires, or it is removed by an Armor Break, they have a 30% chance to gain a Fury Buff, increasing Attack Rating by 50% for 8 second(s). This chance increases by 15% for every Attacker Armor Up Buff that has expired or been removed by an Armor Break since the start of the fight. |
The Pain Train - 1 | Whenever a Tech Attacker activates a Striker, they gain an Unstoppable Buff for 10 seconds. Striking the Defender with the first hit of a Heavy Attack refreshes this Unstoppable. |
The Weak Link - 2 | While the Defender is suffering from a Weakness or Disorient Debuff, the Attacker deals a burst of Physical Damage on all Basic Attacks equal to 100% of their Attack. |
The Weak Link - 3 | While the Defender is suffering from a Weakness or Disorient Debuff, the Attacker deals a burst of Physical Damage on all Basic Attacks equal to 150% of their Attack. |
Thermostat | The Attacker starts the fight with a Thermostat value of 10. Basic Attacks increase the value by 1. Blocking an attack or activating a Special Attack decreases the value by 2. If the Thermostat reaches 0, the Attacker is inflicted with Coldsnap Debuff, and if it reaches 20, an Incinerate Debuff. These Debuffs deal 100% of the Defender's Attack Rating as Energy Damage over 2 seconds. Triggering either of these resets the Thermostat to 10. |
Thorns (Direct Damage) | When struck by a contact attack, the Defender has an 80% chance to deal 15% of their Attack as a burst of Direct Damage to the Attacker. |
Thorns (Physical) - 2 | When struck by a contact attack, the Defender has an 60% chance to deal 10% of their Attack as a burst of Physical Damage to the Attacker. |
Thorns (Physical) - 3 | When struck by a contact attack, the Defender has an 80% chance to deal 15% of their Attack as a burst of Physical Damage to the Attacker. |
Timing is Everything | Every 10 seconds the Defender gains an indefinite Perforate Charge, making the next hit of their Special Attack Passively Unblockable. Perforate Charges are consumed regardless of whether the Attack hits. This timer is paused during either Champion's Special Attacks. Dodging back and holding Block activates a 0.6 second timer. Releasing Block just as the timer expires removes all Perforate Charges from the Defender. |
To Defenestrate Is To Care | The final hit of the Attacker's Heavy Attack grants the Defender an Unstoppable Passive and a Sleep Passive for 0.30 seconds. An Attacker's Special Attack activated during this time is Passively Unblockable and gains 100% of their Base Attack Rating. |
Toxic Splash | Activating a Special Attack allows the Defender to remove all Poison Debuffs on the attacker, dealing 65% of attack as direct damage for each Debuff removed. |
Tranquility - 1 | Every 15 seconds, all Buffs and Debuffs are removed from both Champions and both Champions are reset to 0 Power. |
Tranquility - 2 | Every 20 seconds, all Buffs and Debuffs are removed from both Champions and both Champions are reset to 0 Power. |
Tranquility - 3 | Every 25 seconds, all Buffs and Debuffs are removed from both Champions and both Champions are reset to 0 Power. |
Trial by Fire I | If the Defender is not struck with 6 seconds, the Attacker receives an Incinerate Debuff dealing 25% of the Defender's base Attack as Direct Damage over 6 seconds. |
True Focus | Defender's attacks ignore Evade and Miss. |
True Lies | The Attacker's True Strike, True Accuracy, True Focus, and True Sense abilities suffer -100% Ability Accuracy. |
True Strike | Defender’s attacks ignore Armor, Resistance, Evasion, and Auto-Block. |
Tunnel Vision | When the Attacker performs the same action twice in a row and they do not have a Falter Debuff applied to them from this Node, they have a 100% chance to gain a Falter Debuff, which causes them to Miss their current attack. When the Attacker's strikes Miss, this Falter Debuff is removed. Special Attacks do not count as actions towards this effect. |
Turn the Tide | One of the Attacker's Special Attacks is randomly chosen at the start of the fight. The chosen Special Attack rotates every 10 second(s), or when the Attacker ends a Combo with an Attack that didn't end their previous combo. The Attacker's Special Attacks suffer -100% Ability Accuracy and -90% Weakness, unless it is the chosen Special Attack. |
Turtling | If the Attacker hasn't landed a hit in 6 seconds, the Defender gains an indefinite Armor Up Buff, increasing their Armor Rating by 30%, with a max of 3 stacks. Landing a hit resets this timer. |
Typhoon | When the Defender activates a Special Attack they place a Passive Ion Pulse Charge on the Attacker. At 10 Charge(s) the Attacker is Power Burned for 100% of their Current Power and the Charges are Removed. If the Attacker performs a Special 3 all Charges are Removed. |
Unblockable Finale | Attacks are unblockable as long as Health remains below 25%. |
Unblockable Opener | The Defender's attacks are Passively Unblockable for the first 6 seconds of the fight. |
Unblockable Specials | The Defender's Special Attacks are Passively Unblockable. This ability is not affected by Ability Accuracy. |
Under Pressure - 1 | When the Attacker dashes back, they gain a Disorient Timer for 1.20 second(s). Dashing back again while the Disorient Timer is active inflicts a Disorient Debuff lowering Defensive Ability Accuracy and Block Proficiency by 50% for 5 second(s). Max 1 stack. |
Under Pressure - 2 | When the Attacker dashes back, they gain a Disorient Timer for 1.20 second(s). Dashing back again while the Disorient Timer is active inflicts a Disorient Debuff lowering Defensive Ability Accuracy and Block Proficiency by 50% for 7 second(s). Max 1 stack. |
Underhanded Comment - 3 | For each Buff on the Defender, the Attacker has their Defensive Ability Accuracy reduced by 30%. |
UNLIMITED POWER! | For each Debuff the Defender has suffered since the start of the fight, every 10 seconds they activate a permanent Fury Buff increasing their Attack by 25%. If these Fury Buffs are Nullified or removed in any way, the Defender gains 15% of their max Power for each Buff Nullfied. |
Unstoppable Force | The Duration of the Attacker's Unstoppable effects are increased by +100%. Additionally, while the Attacker is Unstoppable they gain a Passive Fury granting +140% Attack Rating. |
Vigor | Every 15 seconds after the start of the fight, the Defender Regenerates 50% of Base Health over 5 seconds. The timer refreshes when the Defender reaches intervals of 25% missing Health. |
Vigorous Assault | While the Defender has a Regen Buff active they gain +65% attack rating and their attacks become Unblockable. |
Villainy | Villains in this arena periodically gain Cruelty, increasing Critical Damage by 250% for 7 seconds. |
Vitality Rush | Whichever Champion starts the fight with a greater percentage of their total Health gains a percent Attack bonus equal to the difference between their Health Percentage, and their Opponent's. |
Vivified - 2 | The Defender gains 200% Defensive Combat Power Rate and is Immune to Power Drain, Power Steal and Power Burn. |
WARNING | A third Special Attack has been activated! |
Wavering Spectre | At the start of the fight, the Attacker is inflicted with a 200% Spectre Debuff for 10 seconds. Once it expires, it goes on cooldown for 10 seconds and then repeats. |
Wax On Wax Off | Whenever the Attacker Nullifies a Buff on the Defender, the Attacker has a 100% chance of Purifying all Debuffs. |
Weak in the Knees | The Attacker is inflicted with a permanent Passive Weakness reducing their Attack Rating by 30%. This Weakness is removed while the Defender is suffering from a Non-Damaging Debuff. |
While the Iron is Hot | Whenever the Defender is struck while their back is against the wall, the Attacker gains an indefinite Prowess Buff increasing their Special Attack damage by 20%. Max 10 stacks. These Prowesses are consumed on Special Attack activation. The Defender's Defensive Combat Power Rate is increased by 5% for each active Prowess on the Attacker up to 50%. |
While They're Down - 2 | Each time the Attacker is inflicted with a Non-Damaging Debuff, the Defender gains a Fury Buff granting 240% Attack Rating for 8 seconds. This Fury effect does not stack multiple times. |
While They're Down - 3 | Each time the Attacker is inflicted with a Non-Damaging Debuff, the Defender gains a Fury Buff granting 480% Attack Rating for 8 seconds. This Fury effect does not stack multiple times. |
Whittle Down | This Defender takes 60% less damage while they have no Debuffs applied to them. For each Debuff on the Defender, this damage reduction is decreased by 20% until it reaches 0%. These Debuffs can be of the same type. |
Window of Opportunity - Stun | The Defender starts the fight Stun Immune. Whenever they would be Stunned, the Attacker is instead Stunned for 4 second(s). The Immunity lasts for 12 second(s), then goes on cooldown for 12 second(s) before returning. When the Immunity returns, it Purifies all Stun Debuffs on the Defender. |
You Shall Not Pass! | The Defender can block Unblockable Attacks, and cannot be inflicted with Crush effects. The Attacker cannot gain Undermine or Trample effects. |
Zero to Hero | Every 15 seconds the Defender gains an Indestructible Buff and an Unblockable Buff for 5 seconds. These Buffs are paused indefinitely unless the Attacker is close to the Defender. |
Defender-Specific Nodes[]
Name | Effect | Unique To |
---|---|---|
Contest Champion | Ægon carries 100% of his Combo Meter between fights. | ![]() |
Rising Combo | Ægon's Persistent Combo increases by 10 every 5 second(s). | |
Curse of Death | When the Defender reaches 20 Clairvoyance Charges they are immediately removed and replaced with Death Touch, lasting indefinitely. Death Touch is not affected by Ability Accuracy reduction and can only stack 1 time. | ![]() |
Down But Not Out | When Captain Marvel is knocked down she gains 3 Energy Charges. | ![]() |
Energy Sensitive | Captain Marvel generates 2 additional Energy Charges when she Blocks, is Struck, or activates Special Attack 1. | |
Titan's Favor | Once per fight, after 15 seconds have passed in the fight, Cull Obsidian gains 1 Persistent Charge. | ![]() |
Titanic Conquest | Activating a Special Attack causes Cull Obsidian to activate his Rout Buff, if it is available. | |
Honed Radar Sense | Daredevil's training in this environment has reached 100% perfect Radar Sense. | ![]() |
Raptor Upgrades | Upgrades to Darkhawk's Raptor Armor enable him to start the fight in Null Mode. Additionally, while in Null Mode, Darkhawk's Light and Medium Attacks are Unblockable. | ![]() |
Rainbow of Power | Doubled Power Gain triggers all the way. | ![]() |
Kinetic Brewing | Each time he is struck, Diablo has a 25% chance to Brew a Concoction or drink it if one is ready. His Concoctions also gain +40% duration. | ![]() |
Toxic Rage | Each time Diablo activates Philosphers Mix he gives himself a 0 damage Poison Debuff lasting 12 seconds and he becomes Unstoppable for 5 seconds. | |
No Loose Ends | Elektra's Signature Ability is enhanced against enemies with 50% or less remaining Health. | ![]() |
Double Tap | Whenever Elsa fires any of her Enhanced Munitions she will consume 2 rounds and apply 2 Debuffs. | ![]() |
The Last Stick | Groot's gentle nature comes to a thrashing end after receiving exactly 100 attacks. | ![]() |
Well of Souls | Guillotine's Soul Charges never expire, and new Souls join her cause throughout the fight. | ![]() |
Death's Embrace | At the start of the fight and every 30 seconds, Hela gains a Fury. Upon activating a Fury, Hela becomes Unstoppable for 5 seconds. Hela's Spirits drain at a significantly reduced rate. | ![]() |
Lullaby | When Struck, Hulk has a 20% chance to ready a SMASH for his next attack. | ![]() |
Off Limits | Hulk chance to SMASH on All Attacks increases by 400% while Face Me is active. | |
Brave and the Boulder | Synergy Buff: The last hit of Special Attack 2 grants a Fury Buff for 6 seconds, increasing Attack by 15%. | ![]() |
Hot Blooded | While Human Torch is Bleeding, his Temperature increases. Whenever a Bleed expires, he gains a Smoulder Passive. | |
Spontaneous Combustion | When Human Torch has at least 7 Smoulder Passives on himself and 20 Temperature, he enters Nova Form for 7 seconds. | |
Forced Field | While the Force Field is active, Invisible Woman fights more defensively. While it is inactive, she fights more aggressively. | ![]() |
Stacked Deck | Joe Fixit's Double Down ability becomes permanent. | ![]() |
Fearless | 70% chance to Purify Debuffs and instantly Regenerate 4% Health per Debuff if Vibranium Armor is active. | ![]() |
Bane of Hell's Kitchen | Heavy Attacks gain +60% Attack and cannot trigger a Passive Evade. | ![]() |
Reborn! | Luke's soul still has some kick, providing Indestructibility every 5 Combo hits. | ![]() |
Chair Larceny | Maximum Flux increases by 25%. | ![]() |
Enhanced Force Field | Force Field charges can only be removed from Unblockable or Heavy Attacks. | |
Singularity | M.O.D.O.K. gains a guaranteed critical hit on every 5th attack, rather than every 7th. | |
Six Powers Combined | The power of ISO-8 combines to enhance Maestro's abilities with extraordinary power. | ![]() |
Power Seal | One touch of the Soul Sword seals the flow of Power in opponents almost permanently. | ![]() |
Fire of Hades | At the start of the fight and every 30 seconds, Mephisto activates his Aura of Incineration for 10 seconds. | ![]() |
Genetic Perfection | Mister Sinister begins the fight with 3 random Passive Effects from his Signature Ability. | ![]() |
Sponsorship Deal | Every 20 second(s), Mojo completes his current Prompt. | ![]() |
Lunatic | During a Full Moon, the benefits of all Lunar Phases are applied to Moon Knight. | ![]() |
Will of Khonshu | All of Moon Knight’s passive abilities are activated, regardless of the current lunar phase. | |
Master of the Sword | If Morningstar has less than 2 Souls she gains 1. | ![]() |
Oppressive Curse | When Morningstar is Blocked, she gains a Soul Charge. Slight delay between Oppressive Curse activations. | |
Enhanced Visibility | While Mysterio's helmet is active all Power gained from landing or receiving attacks is increased by 50%. | ![]() |
Toxic Behavior | If Mysterio has 3 Chemical Gas for 8 seconds they are automatically converted into a Poison Debuff on the Attacker. | |
Outrageous 3 | Each time the Attacker gains a bar of Power, Namor decreases the time between generating Outrage by 0.9 seconds. | ![]() |
Tactical Adjustment | When the Attacker receives a Bleed they're immune to, Nick has a 75% chance to gain 1 Tactical Charge. This chance is reduced to 25% against Mutants. | ![]() |
Utility Belt | Night Thrasher's Special Attack 1 releases all 3 Gadget Debuffs at once and can be inflicted when Blocked. | ![]() |
Maximum Overdrive | When Punisher 2099's Battery reaches intervals of exactly 25%, he gains 25% of his Max Power over 5 seconds. | ![]() |
Decimation | Starts the fight with a Fury Buff against Mutant Champions, granting +15% Attack Rating. | ![]() |
Untamed Force | 20% chance for his low-kick first Medium Attack to be Unblockable. Additionally, if the opponent activates an Unstoppable effect as a result of this attack, it expires instantly. | |
Arc Converter | When damaged by a Special Attack and Stark Tech AI is active, this enemy gains 1 bar of Power. | ![]() |
Catch This! | If Spider-Man (Stealth Suit) evades an attack, the Attacker is inflicted with the loaded Web Cartridge Debuff. | ![]() |
Sun's Out Guns Out | Every 10 seconds the Defender gains 1 stack of Flare State. | ![]() |
Mostly Average Joes | If Taskmaster’s Current Exploit Weakness target attack is a Special Attack all his Special Attacks become Unblockable. | ![]() |
Professors In Crime | Instantly gain 10% of his Max Power each time he Exploits a Weakness. | |
Termination Contract | Gains a 30% chance to Evade, against his current Exploit Weakness target. | |
Thunderbolts | Current Exploit Weakness target attack becomes Unblockable. | |
Galactic Intervention - 3 | Terrax gains an additional Attack Charge whenever he would gain one. Each time Terrax gains 1 Attack Charges, he gains an Indestructible Buff ignoring all incoming damage for 4 seconds. | ![]() |
Power Stone | Tryco Slatterus has been gifted the Power Stone by The Grandmaster, granting him new abilities and greatly enhancing his existing ones. | ![]() |
Friend From Work | +60% Attack when Thunder God’s Wrath is active. | ![]() |
Feline Ferocity - 3 | The duration of Tigra's senses are increased by 75% | ![]() |
Feline Ferocity - 4 | The duration of Tigra's senses are increased by 100% | |
Impart | At the start of the fight, Ultron gains a random deactivated Fury, Armor Up, Power Gain or Regeneration Buff that will change every 7.50 seconds. When the opponent inflicts a Debuff, Ultron activates or refreshes the current Buff. | ![]() |
Anamnesis | Break the normal limitations of a Genetic Memory with perfect recollection of up to 20 effects. | ![]() |
Overcoming Fear | Fear of the Void activates at the start of the fight for 30 seconds against the Avengers. | ![]() |
Second Line | This War Machine enters the fight with a "second line of equipment", granting a massive amount of Fury and Armor Up Buffs. Fury Buffs are removed when War Machine lands hits and Armor Up Buffs are removed when struck. Each Fury grants 2% Attack Rating and each Armor Up grants 5.5% Armor Rating. | ![]() |
Power Sting 3.0 | Opponents of Yellowjacket face an upgraded Power Sting that lingers forever. | ![]() |
Attacker-Specific Nodes[]
Name | Effect | Unique To |
---|---|---|
Apex Manufacture | Sentinel gains Analysis Charges at twice the normal rate, and their attacks deal 1% additional Direct Damage per Charge. | ![]() |
Evolution Consumption - 1 | An Attacking Summoned Symbiote gains +1 Persistent Charge(s) by knocking out this Defender. | ![]() |
Evolution Consumption - 2 | An Attacking Summoned Symbiote gains +2 Persistent Charge(s) by knocking out this Defender. | |
Evolution Consumption - 3 | An Attacking Summoned Symbiote gains +3 Persistent Charge(s) by knocking out this Defender. | |
Evolution Consumption - 4 | An Attacking Summoned Symbiote gains +4 Persistent Charge(s) by knocking out this Defender. |