Status Effects
Some attacks leave behind a lingering status effect. Burn and poison deal damage to the target every round (damage over time, DoT). Other states make a target skip its turn, weaken it or protect your Mebulis. You see every active state directly on the unit in battle.
Overview
| Status | Trigger | Duration | Damage per round | Stacks | Trigger chance |
|---|---|---|---|---|---|
| Fire hits | 3 rounds | 25 % of attack value × type effectiveness | No (refreshes instead) | 35 % (primary) · 20 % (secondary) | |
| Poison | certain ultimates | 4 rounds | 5 % of the target's max HP | up to 3 stacks | ultimates only |
Burn
A successful Fire hit can ignite the target. For 3 rounds it takes 25 % of the attacker's attack value × type effectiveness each round.
Burn does not stack: if the target is hit again, the duration is simply refreshed.
- 35 % trigger chance if Fire is the attacker's primary type
- 20 % if Fire is the secondary type
- The Ember bond from the Element Bond raises the chance by up to 25 percentage points.
Ultimates with burn, such as Searing Burst or Ember Smash, apply a much stronger burn that lasts one round longer.
Poison
Only ultimates apply poison, for example Venom Jab. It eats 5 % of the target's maximum HP per round for 4 rounds and stacks up to 3 times. Once the maximum is reached, a new stack refreshes the oldest one.
Defense and types
- Burn uses type effectiveness just like a normal hit. A target that is highly resistant to Fire (×0.1) therefore only takes a fraction of the burn damage. The target's defense also dampens the burn, for enemy Mebulis their Ult Defense counts.
- Poison ignores defense and types entirely.
- The Swell bond halves burn and poison damage against your team, the Cleanse ultimate removes both.
What are status effects good for?
- Against tough enemies: poison eats a fixed share of HP, no matter how well armored the target is.
- To end long fights, the ticking damage adds up round after round, even when your direct hits barely get through.
Which Mebulis can apply them?
Burn: all Mebulis with the Fire type on normal hits, plus Mebulis with a burn ultimate.- Poison: Mebulis with a poison ultimate.
The Mebuli window shows which ultimate a Mebuli has.
Other states in battle
| State | Effect |
|---|---|
| Stunned | The unit skips its next action. Right afterwards it is protected against a new stun for the rest of the round. |
| Frozen | Works like a stun. Ultimates such as Freeze hit the whole enemy front row with it. |
| Armor broken | Defense lowered by 40 %, usually for 3 rounds. |
| Defense up | More defense for a few rounds, e.g. from Aegis. |
| Shield | Absorbs damage before HP is lost. A shield never grows beyond max HP and fades by a third of its original value at the end of each round. |
| Attack up | More attack for a few rounds, e.g. from War Cry or Rally. |
| Taunt | The unit draws all normal enemy attacks. |
| Reflect | Part of the damage taken goes back to the attacker. |
Enemies use DoTs too
Fire enemies can burn you under the same rules, matching their element. However, at reduced strength:
- trigger chance × 0.6
- one round shorter than for your Mebulis
Where you'll run into it:
Fire enemies, for example in Chapter 4, Crystal Desert and in the Ember Chasm of the Elemental Realms. You'll find the exact enemies on the chapter pages.