A list of definitions for Champion abilities and mechanics in Marvel: Contest of Champions.
Champions[]
| Term | Description |
|---|---|
| Attacker | The Attacker is the Champion fighting on the left side of the screen, controlled by the player. |
| Defender | The Defender is the Champion fighting on the right side of the screen, controlled by AI. They may have access to additional advantages that Attackers lack. |
Actions[]
General Actions[]
| Action | Description |
|---|---|
| Block | Hold the left side of the screen to block, reducing damage taken from incoming attacks. |
| Light Attack | Tap the right side of the screen to perform a Light Attack. Up to 4 Light Attacks can be performed in the same Combo. |
| Medium Attack | Swipe right to perform a Medium Attack. Up to 2 Medium Attacks can be performed in the same Combo. |
| Heavy Attack | Hold the right side of the screen to charge a Heavy Attack, then release to perform it. Cannot be blocked (unless otherwise stated) and knocks down the Opponent if it lands. |
| Special Attack | Tap the Power Bar to activate one of three Special Attacks, consuming Power. Knocks down the Opponent if it lands. |
| Striker | Accessed by equipping Relics. Tap the Spirit Gauge to activate a Striker, consuming Spirit. When activated, the Battlecast Champion will land up to 3 hits, and inflict Striker Opening if the last hit made contact. |
Other Actions[]
| Action | Description |
|---|---|
| Block Break | An attack that penetrates the Opponent's Block. This can be achieved via Heavy Attacks or Unblockable effects. |
| Canceling | Using another attack to interrupt this one after the animation has begun. |
| Combo Ending Attack | Second Medium and fourth Light Attacks count as "Combo-Ending Attacks", or "Combo Enders". These attacks include a small delay before a new combo can be started, allowing Opponents to Block or take other actions. |
| Dash Attack | A Medium Attack performed immediately after Dashing. |
| Dodge | Dodge back to avoid an incoming Basic Attack or contact Special Attack hit. The Dexterity Mastery increases the window for a successful Dodge and allows you to avoid non-contact Special Attacks. |
| Intercept | Striking the Opponent while they're Dashing forwards or performing a Dash Attack. |
| Interrupt | Striking the Opponent during or before they have fully finished the specified action. |
| Non-Combo Ending Attack | Used to refer to any of the first Medium or the first three Light Attacks. |
| Punish | Striking the Opponent before they have fully finished the specified action. |
| Well-Timed Block | A Block that is performed immediately before being attacked. |
Abilities[]
Modifiers[]
| Icon | Name | Description |
|---|---|---|
|
Attack Rating | Modifies the damage dealt by a Champion. |
| Base Attack | The starting Attack Rating, unaffected by modifiers. | |
|
Critical Rating | Modifies the chance for attacks to be Critical. |
|
Critical Damage Rating | Modifies the bonus damage dealt by Critical Hits. |
|
Armor Rating | Reduces incoming damage from Attacks. |
|
Block Proficiency | Reduces incoming damage when Blocking Attacks. |
|
Perfect Block Chance | The chance that a Block is Perfect, which reduces all incoming damage to zero. |
|
Physical Resistance | Reduces incoming damage from Physical Damage Attacks and Abilities. |
|
Energy Resistance | Reduces incoming damage from Energy Damage Attacks and Abilities. |
|
Critical Resistance | The amount of the Opponent's Critical Rating that is ignored. |
|
Armor Penetration | The amount of the Opponent's Armor Rating that is ignored. |
|
Block Penetration | The amount of the Opponent's Block Proficiency that is ignored. |
|
Critical Penetration | The amount of the Opponent's Armor, Physical Resistance, and Energy Resistance that Critical Hits ignore |
|
Regeneration Rate | Modifies the amount of Health gained from Regeneration effects. |
|
Combat Power Rate | Modifies the amount of Power generated when Striking an Opponent, Blocking, or being Struck. |
| Offensive Combat Power Rate | Modifies the amount of Power generated when Striking an Opponent. | |
| Defensive Combat Power Rate | Modifies the amount of Power generated when Blocking or being Struck. | |
|
Ability Power Rate | Modifies the amount of Power generated by abilities that directly add Power to the Power Meter. |
|
Spirit Gain Rate | Modifies the rate of charging a Striker. |
| Ability Accuracy | Determines the chance for abilities to trigger. | |
| Offensive Ability Accuracy | Determines the chance to trigger for abilities that activate when attacking the opponent. | |
| Defensive Ability Accuracy | Determines the chance to trigger for abilities that activate when attacked by the opponent. | |
| Challenge Rating | A modifier for a Champion's base attributes. Affected by the Champion's Rarity and Rank. |
Beneficial Effects[]
| Icon | Name | Description |
|---|---|---|
|
Amplify | Increase Ability Power Rate by the given potency. |
|
Aptitude | Increases the effectiveness of Fury, Armor, and Precision Buffs. |
|
Armor Up | Increases Armor Rating by the given potency, reducing damage taken from hits. |
| File:Aspect of Evolution.png | Aspect of Evolution | Increases the Attack Rating, Armor Rating, Critical Rating, Critical Resistance, Block Penetration, Combat Power Rate, and Ability Accuracy by the given potency. |
|
Auto-Block | While active, incoming strikes are automatically blocked. |
|
Berserk | Increase Attack Rating while Unstoppable. |
|
Block Penetration | Attacks ignore a portion of the Opponent's Block Proficiency. |
|
Brace | This Champion becomes Passively Unstoppable against the final hit of incoming Special 1, Special 2, and Heavy Attacks. |
|
Bulwark | Increases the target's Block Proficiency. |
|
Cleanse | When a Champion with Cleanse is inflicted with a Debuff, one Debuff on them is then removed, along with the Cleanse. |
|
Combat Power Rate | Increase Power Gained when attacking or being attacked. |
|
Combo Shield | While active, the Combo Meter is not reset when struck. |
| File:Confidence.png | Confidence | Increases Attack Rating and Armor Rating by the given potency. |
|
Counterpunch Charge | A charge is spent to become Unstoppable when blocking an attack, allowing an immediate counter-attack. |
|
Critical Resistance | Ignores a portion of the opponent's Critical Rating. |
|
Cruelty | Increases Critical Damage Rating by the given potency, causing Critical Hits to deal more damage. |
|
Cunning | Increases Critical Rating and Critical Damage Rating by the given potency. |
|
Death Immunity | When a Champion would be Knocked Out, they aren't instead. Counts as an Immunity for Champion abilities and may confer other benefits as well. |
|
Debuff Immunity | Immune to the effects of all Debuffs. |
|
Detonate | When this Buff is Nullified or expires, it deals a burst of Energy Damage to this Champion. |
| [[File:|50px]] | [[]] | |
|
Embolden | Grants Immunity to the Opponent's Nullify, Stagger, and Fate Seal effects. |
|
Endurance | While active, reduces the duration of new non-Damaging Debuffs on the affected Champion by the given potency. |
|
Energize | Increases Combat Power Rate by the given potency. |
|
Energy Protection | Provides full immunity to Shock, Incinerate, Coldsnap and Frostbite effects. |
|
Energy Resistance | Reduces incoming damage from Energy Damage Attacks and Abilities. |
|
Evade | A chance to Passively avoid an incoming attack. |
|
Expertise | Increases the potency of new Fury, Cruelty, Pierce, and Precision Buffs by the given potency. |
|
Extend | Extend the duration of future Buffs. |
|
Fervor | Increase the Ability Accuracy of the outgoing Damaging effects. |
|
Flourish | Increases Combat Power Rate and Ability Power Rate by the given potency. |
|
Fortitude | Decreased damage taken from all sources by a percentage. |
|
Fury | Increases Attack Rating by the given potency. |
|
Glance | Glancing hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. Special Attack 3 cannot be Glanced. |
|
Glancing | While active, incoming hits have a 100% (unless otherwise noted) chance to Glance. |
|
Grit | Unstoppable Opponents react to hits as though they weren't. |
|
Haste | Become Passively Unstoppable while Dashing. |
|
Heavy Proficiency | Increases Attack Rating during Heavy Attacks by the given potency. |
| File:Ignition.png | Ignition | This Buff does nothing. It's fuel. |
|
Immortality | Prevents the Champion from being Knocked Out. |
|
Impact | Increases Block Penetration by the given potency. |
|
Indestructible | Ignore incoming damage. |
|
Indestructible Charge | Won't take damage when attacked, removing the charge. Still reacts to being struck by attacks. |
|
Inexorable | Inexorable Champions cannot be pushed back by Basic Attacks, and the Power they gain from being struck by Basic Attacks is increased by the given potency. |
|
Instinct | Allows the Parry Mastery to trigger its Stun against non-contact attacks. |
|
Intensify | Increases the potency of all newly created Buffs by a percentage. This does not impact Intensify Buffs. |
|
Invisibility | Attacks have a 100% (unless otherwise noted) chance to Miss. |
|
Invulnerable | Prevent hits from landing on this Champion. |
|
Jiggy With It | Increases Critical Rating by the given potency, and grants an Unstoppable Passive while Dodging back or Dashing forwards. |
|
Life Steal | Regains Health based on damage dealt. |
|
Lying In Hate | Increases Attack Rating by the given potency, and is consumed when struck by a Special Attack 1 or 2 to grant an Indestructible Passive for the remainder of the Special Attack. |
|
Malice | Increases Fury Buff Potency based on how long the fight has gone on. |
|
Miss | Prevent hits from landing on this Champion. |
|
Perfect Block | Increases the chance that a Block is Perfect, which reduces all incoming damage to zero. |
|
Physical Resistance | Reduces incoming damage from Physical Damage Attacks and Abilities. |
|
Pierce | Increases Block Penetration and Armor Penetration by the given potency. |
|
Power Efficiency | Reduces the cost of Specials by the given potency. |
|
Power Gain | Gain a certain amount of Power. |
|
Precision | Increases Critical Rating by the given potency, causing Critical Hits to occur more often. |
|
Protection | Damage over a specified amount is clamped to only deal that amount and no more. |
|
Protection (Passive) | Reduces damage taken from all sources by the given potency. |
|
Prowess | Increases Special Attack damage by the given potency. |
|
Purify | Removes a given number of Debuffs from the Champion. |
|
Pursuit | While active, attacks cannot be Evaded. |
|
Rampage | Increases Attack Rating while Unblockable. |
|
Regeneration | Regains Health. |
|
Reinforce | Incoming attacks cannot be Critical Hits. |
|
Rejuvenate | Increases Regeneration Rate. |
|
Resist Shock | Decreases damage taken from Shock effects. |
|
Resistance Up | Increases Physical and Energy Resistance. |
|
Resonance | This Champion's Hits deal a burst of additional Energy Damage based on the damage dealt, of the given potency. |
|
Reverb | This Champion's Hits deal a burst of additional Physical Damage based on the damage dealt, of the given potency. |
|
Reversal | Reversal removes any Stun effects on the executing Champion, stops the incoming attack, and retaliates with a brutal hit that knocks down the Opponent. |
| [[File:|50px]] | [[]] | |
|
Safeguard | Prevents the Champion from taking more than a percentage of Health from any source while being struck or Blocking hits. |
|
Self-Repair | Regains Health, lost if Stunned. |
| File:Smoulder.png | Smoulder | Improves Human Torch's Temperature and Incinerate abilities. |
|
Steadfast | While active, Unblockable Attacks can be blocked as though they weren't |
|
Stimulate | Increases Combat Adrenaline by a flat amount. |
|
Stoicism | Increases the Ability Accuracy of other Buffs. |
|
Stun Immunity | Grants immunity to Stun effects. |
|
Trample | Attacks are Unblockable, except against Well-Timed Blocks. |
|
True Accuracy | Attacks with True Accuracy ignore Auto-Block and Evade effects. |
|
True Damage | Ignores Armor and Resistances. |
|
True Focus | Attacks with True Focus ignore Evade and Miss effects. |
|
True Sense | Attacks with True Sense ignore Auto-Block and Miss effects. |
|
True Strike | Attacks ignore Armor, Resistances, Auto-Block, and Evade. |
|
Unblockable | Attacks cannot be blocked. Note that some attacks cannot be blocked, despite not having the actual Unblockable status. |
|
Uncanny | Reduces the amount of Power consumed by Specials by the given potency, and allows them to be activated at the reduced Power level. |
|
Undermine | Grants Unblockable to any Hit which the Opponent Autoblocks. |
|
Undying | Prevent being Knocked Out by non-hit damage. |
|
Unstoppable | Won't react when struck by an attack. Still receives any damage dealt. |
|
Untouchable | Incoming attacks have a chance to Miss equal to the given potency. |
|
Vicious | Increase the potency of Damaging Debuffs by the given potency. |
|
Vigilance | Attacks cannot Miss. |
|
Vigor | Increase damage from all sources. |
|
Vitality | Increases the potency of Regeneration effects and the Willpower Mastery by the given potency. |
|
Vitalize | Increases Spirit Gain Rate by the given potency. |
|
Zeal | Prevents Adrenaline from decaying while active |
Detrimental Effects[]
Damaging[]
| Icon | Name | Description |
|---|---|---|
|
Acid Burn | While active, deals Direct Damage and reduces Regeneration Rate by 30% of its current value. |
|
Bleed | Deals Direct Damage while active. |
|
Critical Failure | Inflicts Energy Damage whenever an ability had a chance to activate but didn't. |
|
Curse | Deals Energy Damage while active and automatically steals any Buffs that activate. |
|
Damnation | Deals Direct Damage while active. Opponents under Damnation are also Power Locked, Heal Blocked, and Fate Sealed. |
|
Degeneration | Deals Direct Damage while active. |
|
Disintegration | Deals Direct Damage while active. The affected Champion's Combat Power Rate is reduced by the given potency. |
|
Neurotoxin | Inflicts Direct Damage over time and inflicts Stun upon expiry. |
|
Nova Flame | Deals Energy Damage over time, also removing Perfect Block chance and loweing Block Proficiency by the given potency. |
|
Power Burn | Remove a certain amount of Power from the target, then deal them Direct Damage (unless another damage type is specified) proportional to the amount of Power removed. |
|
Shbleed Dooboof | Deals Direct Damage while active. |
|
Shock | Deals Energy Damage while active. |
|
Soul Barb | While active, deals Energy Damage per second for each Buff on the affected Champion. |
Non-Damaging[]
| Icon | Name | Description |
|---|---|---|
|
Agility | Reduces the Ability Accuracy of Evade and the Dexterity Mastery. |
|
Armor Break | Reduces Armor Rating by the given potency and removes an Armor Up effect. |
|
Armor Shattered | Prevents further Armor Breaks and reduces the Ability Accuracy of Armor Up effects by 200%. |
|
Atrophy | Reduces the duration of Buffs. |
|
Beeper | Adds a Passive defensive ability to the affected Champion that can fail when struck. Failure is indicated by a beep. |
|
Bleed Vulnerability | Increases the potency of incoming Bleeds. |
|
Buff Immunity | Affected Champions are Immune to Buffs. Any active on application are removed, and new ones cannot be gained. |
| [[File:|50px]] | [[]] | |
|
Busted | Increases potency of Incinerate and Coldsnap effects and deals bonus damage on Critical Hits. |
| [[File:|50px]] | [[]] | |
|
Charm | Increases the potency of incoming Power Steal, Drain, and Burn effects. Also decreases the potency of Power Gain, Energize, and Inexorable effects. |
|
Coldsnap | Inflicts Energy Damage over time and prevents Evasion. |
|
Combo Detonation | If the Opponent does not build the number of Combos specified before this ability expires, they take a burst of Direct Damage. |
|
Concussion | Decreases the chance for abilities to trigger. |
|
Corrosion | Deals Physical Damage while active, increased by up to 100% scaling with reductions in the target's Armor Rating. |
|
Cowardice | Reduces Special Attack Damage by the given potency. |
|
Crush | While Crushed, incoming attacks cannot be Blocked. |
|
Daunted | The affected Champion takes increased damage during their Opponent's Special Attacks by the given potency. |
|
Debilitate | Increases the duration of newly inflicted Debuffs, other than Debilitate. |
|
Debuff Siphon | Increase the potency of incoming Damaging Debuffs, as well as reduce the potency of outgoing Damaging Debuffs by the given potency. |
|
Decelerate | Reduces Unstoppable and Evade Ability Accuracy by the given potency. This is a flat reduction. |
|
Degeneration Vulnerability | Increases the potency of incoming Degenerations. |
|
Delirium | Reduces Defensive Combat Power Rate by the given potency and inverts Dash and Dodge controls. |
|
Destroy | Removes a given number of Buffs from the target and replace them with a Rubble Buff that has no effect and lasts for described duration. |
|
Devolve | Reduces Attack Rating, Armor Rating, Critical Rating, Critical Resistance, Block Penetration, and Combat Power Rate by the given potency. |
|
Disarm | Caps Attack Rating and Block Proficiency, preventing it from increasing above a set amount (50% of current Attack Rating and Block Proficiency unless otherwise stated). |
|
Disintegration Vulnerability | Increases the damage potency of incoming Disintegrations. |
|
Disorient | Decreases Defensive Ability Accuracy and Block Proficiency by the given potency. |
|
Distraction | Affected Champions cannot Evade or Auto-Block. |
|
Energy Vulnerability | Decreases Energy Resistance by the given potency, which increases incoming Energy Damage from Attacks and Abilities. |
|
Enervate | Prevents Power from being generated when struck. |
|
Ensnare | Prevents Evade from activating and reduces Ability Accuracy by 30% (Unless stated otherwise). |
|
Exhaustion | Reduces Critical Damage by the given amount. |
|
Falter | Attacks have a 100% (unless otherwise noted) chance to Miss. |
|
Fate Seal | Nullifies all Buffs and prevents new Buffs from activating. |
|
Fatigue | Reduces Critical Rating by the given amount. |
|
Fear | Reduces Unblockable Ability Accuracy by a flat 100% and removes Perfect Block Chance. |
|
Fragility | Decreased Block Proficiency, increased Critical Damage Rating against this Champion. |
|
Frostbite | Deal Energy Damage upon expiring. |
|
Fumble | Prevents the Dexterity Mastery from activating during Special Attacks. |
|
Halt | Unstoppable Champions react to hits as though they weren't. |
|
Heal Block | Prevents Health gain. |
|
Hinder | Reduces the potency of all newly created Buffs by a percentage. |
|
Incinerate | While active, deals Energy Damage, reduces Block Proficiency by 50%, and removes Perfect Block chance. |
|
Incinerate Vulnerability | Increases the potency of incoming Incinerates. |
|
Ineptitude | Reduces potency of Buffs. |
|
Infuriate | The Opponent becomes more aggressive and their Offensive Ability Accuracy is reduced by the given potency. |
|
Injury | Hitting an Injured Opponent will bypass some of their Physical Resistance. |
|
Instants Siphon | Increase the potency of incoming Damaging Instant effects, as well as reduce the potency of outgoing Damaging Instant effects by the given potency. |
|
Intimidate | Increases chance to Block and reduces Block Proficiency by the given potency. |
|
Invalidate | Removes the listed number of Prowess effects. |
|
Inverted Controls | Swiping right causes your Champion to Dash backwards. Swiping left causes them to Dash forwards. |
|
Marked | Reduces the Ability Accuracy of Regeneration, Immortality, Indestructible, and Death Immunity effects by 100%. This is not affected by Ability Accuracy Reduction. |
|
Neuroshock | While active, deals Energy Damage and prevents Miss. |
|
Neutralize | Decreases Buff Ability Accuracy by the given Potency. |
|
Never Back Down | The target is prevented from moving backwards when they dodge. |
|
Nullify | Removes a given number of Buffs from the target. |
|
Overload | Causes hits to deal an additional burst of the damage recently dealt as Energy Damage. |
|
Panic | Affected Champions cannot Evade or cause attacks to Miss. |
|
Petrify | Reduces Ability Power Rate and Regeneration Rate by the listed percent. |
|
Physical Vulnerability | Reduces Physical Resistance by the given potency, which increases incoming Physical Damage from Attacks and Abilities. |
|
Plasma | While active, deals Energy Damage, reduces Block Proficiency by 50%, and removes Perfect Block chance. |
|
Poison | While active, deals Direct Damage and reduces Regeneration Rate by 30% of its current value. |
|
Power Detonation | Deals Energy Damage upon expiring naturally. This effect is removed if the affected Champion uses a Special Attack. |
|
Power Dissolve | While active, whenever the affected Champion loses Power due to any reason other than Special Activation, they are dealt Direct Damage corresponding to the percent of Max Power lost multiplied by the given potency. |
|
Power Drain | Remove a certain amount of Power from the target. |
|
Power Lock | Prevent the target from gaining Power by any means. |
|
Power Reroute | While active, if the Opponent has a decreased Combat Power Rate relative to their starting Combat Power Rate, gain increased Combat Power Rate based on how much it was lowered by. For each rank in the Collar Tech Mastery, gain an additional 3% Combat Power Rate. |
|
Power Steal | Reduce the target's Power and gain the same amount, unless specified otherwise. |
|
Power Sting | Deals Direct Damage when the affected Champion activates a Special Attack, then is removed. |
|
Pulverize | Removes one Armor Up effect and deals Direct Damage. |
|
Rage | Has no effect. |
|
Retribution | When the affected Champion activates a Special Attack, they take increased damage from all sources by the given potency until the end of their Special Attack. |
|
Root | Rooted Champions cannot move, but can still Attack, Block, and Dodge. Activating a Special Attack removes Root and prevents it from applying. Rooted Defenders are more likely to throw Heavy Attacks, and cannot activate Special Attack 1 or 2 unless otherwise indicated. |
|
Rupture | Deals Physical Damage while active. |
|
Sabotage | Lowers Defensive Ability Accuracy and deals Direct Damage when abilities fail to trigger while striking the Opponent. |
|
Shock Vulnerability | Increases the potency of incoming Shocks. |
|
Shrivel | Lowers Combat Power Rate and Ability Power Rate by the given potency. |
|
Sleep | Sleeping Champions cannot attack, block, or move. This ability is removed when they are hit. Sleep cannot be activated if triggered during the Opponent's Special Attacks. |
|
Slow | Causes Champions who are Unstoppable to react to hits as though they weren't. Reduces Unstoppable and Evade Ability Accuracy by a flat 100%. Doesn't trigger against natural Class Advantage, except for Superior. |
|
Smother | Deals Energy Damage when attempting to regenerate health while Heal Blocked. |
|
Special 1 Lock | Prevents the activation of Special Attack 1. |
|
Special 2 Lock | Prevents the activation of Special Attack 2. |
|
Special Concussion | Reduces the Ability Accuracy of Special attacks |
|
Special Lock | Prevents the activation of Special Attacks. |
|
Special Power Drain | When an affected Champion activates a Special Attack, the indicated percentage of their remaining Power is passively Power Drained. The Power Drain is unaffected by Ability Accuracy. |
|
Special Weakness | Lowers Attack Rating specifically during Special Attacks. Cannot reduce below 0. |
|
Spectre | The potency of this Champion's regeneration abilities is reduced. At high potency, this can invert regeneration abilities. |
|
Spirit Drain | Drains Spirit Gauge. |
|
Stagger | When a Champion with Stagger is inflicted with a Buff, one Buff on them is then removed, along with the Stagger. |
|
Stifle | Reduces Offensive Combat Power Rate by the given potency. |
|
Stun | Prevents moving, attacking, or defending. |
|
Sunder | Reduces Critical Resistance to 0 and prevents it from increasing. |
|
Suppression | Reduces Combat Power Rate by the given potency. |
|
Taunt | Reduces Attack Rating by 40% (unless otherwise noted) and increases chance to activate a Special Attack by 70%. |
|
Torment | Increases the duration of all incoming Damaging Debuffs. |
| Tracking | Incoming attacks cannot Miss. | |
|
Tranquilize | Decreases Debuff Ability Accuracy by the given Potency. |
|
Trauma | Causes incoming hits to deal an additional burst of the damage recently dealt as Physical Damage. |
|
Unsteady | Incoming Attacks have a chance to Passively Glance. Chance is equal to the given potency. The Glancing is unaffected by Ability Accuracy. |
|
Vulnerability | Reduces Physical Resistance and Energy Resistance by the given potency. |
|
Weakness | Lowers Attack Rating. Cannot reduce below 0. |
|
Whiplash | Inflict damage when this effect expires naturally. |
|
Wither | Lowers Ability Power Rate by the given potency. |
Instant Effects[]
| Name | Nature | Description |
|---|---|---|
| Adrenaline | Beneficial | Stored as a white Health bar which decays over time. Dealing damage with attacks converts stored Adrenaline into Health, based on the level of the attack. This conversion is not affected by Regeneration Rate and cannot be prevented by Heal Block or similar effects. Max Adrenaline is equal to Max Health. |
| Banished | Detrimental | When the Opponent gains a Banished effect, it is immediately removed. |
| Destroy | Detrimental | Removes a given number of Buffs from the target and replace them with a Rubble Buff that has no effect and lasts for described duration. |
| Glance | Beneficial | Glancing hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. Special Attack 3 cannot be Glanced. |
| Invalidate | Detrimental | Removes the listed number of Prowess effects. |
| Nullify | Detrimental | Removes a given number of Buffs from the target. |
| Pulverize | Detrimental | Removes one Armor Up effect and deals Direct Damage. |
| Purify | Beneficial | Removes a given number of Debuffs from the Champion. |
| Tenacity | Beneficial | Removes a given number of Debuffs from the Champion. |
| Thorns | Detrimental | Instant damaging effects taken while striking the Opponent. |
Other Effects[]
| Name | Description |
|---|---|
| Dodge | Prevents the Champion from being struck when dodging backwards. |
| Fractured Power Bar | Eidols can perform any Special Attack as long as they have the Power to do so. As a Defender, Eidols have the following chances to throw Special Attacks based on their bars of Power:
|
| Guaranteed Critical Hit | Causes attacks to be Critical, regardless of Critical Rating. |
| Severe Debuff | A type of Debuff that cannot be removed by Purify and Cleanse. |
Masteries[]
For a full list of Masteries, see Mastery.
| Mastery | Description |
|---|---|
| Coagulate | All Champions: Incoming Bleed Debuffs and Passives have reduced potency. |
| Dexterity | All Champions: While Dodging back, the Champion cannot be struck by attacks. Avoiding an Attack this way grants a Precision Buff. |
| Mystic Dispersion | Mystic Champions: Gain a burst of Power each time a Buff on their Opponent expires or is Nullified. |
| Parry | Performing a Well-Timed Block activates the Parry Mastery, increasing Block Proficiency and Stunning the Opponent for a period of time. |
| Serum Science | Science Champions: Gain increased Energy Resistance. |
| Suture | All Champions: Incoming Bleed Debuffs have reduced duration. |
Miscellaneous[]
| Term | Description |
|---|---|
| Buff | Beneficial effects with a border, that can be removed by Nullify. |
| Combo Meter | A counter that keeps track of your Combo, and increments by 1 for every attack landed. Resets when struck. |
| Cross-Fight Ability | Abilities that can be applied to either Attackers or Defenders and last for multiple fights within a Quest. |
| Debuff | Detrimental effects with a border, that can be removed by Purify. |
| Fixed | Associated value cannot be modified by any means. |
| Flat | Flat modifications alter an attribute by the given potency directly, instead of by a percentage of the original attribute. |
| Instant | Instant effects, such as bursts of damage, have a base duration of 0 seconds. Effects with durations that are reduced to 0 do not qualify. |
| Passive | Effects without a border that can either be beneficial or detrimental. |
| Persistent Charge | A resource belonging to a Champion that persists between fights within the same quest. |
| Power Manipulation | Effects that modify the amount of Power in a Champion's Power Meter, or modify their Combat Power Rate, or Ability Power Rate. |
| Pre-Fight Ability | Abilities that must be activated in the pre-fight menu, before entering a fight. |
| True-Type | All effects with True in their name. Currently includes True Damage, True Accuracy, True Strike, True Sense, and True Focus. |





























































































































































































