Skip to content

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

StatusTriggerDurationDamage per roundStacksTrigger chance
Burn BurnFire hits3 rounds25 % of attack value × type effectivenessNo (refreshes instead)35 % (primary) · 20 % (secondary)
Poisoncertain ultimates4 rounds5 % of the target's max HPup to 3 stacksultimates only

Burn 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 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

StateEffect
StunnedThe unit skips its next action. Right afterwards it is protected against a new stun for the rest of the round.
FrozenWorks like a stun. Ultimates such as Freeze hit the whole enemy front row with it.
Armor brokenDefense lowered by 40 %, usually for 3 rounds.
Defense upMore defense for a few rounds, e.g. from Aegis.
ShieldAbsorbs 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 upMore attack for a few rounds, e.g. from War Cry or Rally.
TauntThe unit draws all normal enemy attacks.
ReflectPart 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: Burn 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.

Mebula Legends Wiki