About debuffs
Negative effects you can apply to enemies. Each entry below says what the effect does and how many Set 18 sources apply it, and carries a "Full breakdown" link to that effect's own page — where every champion, trait, item, augment and wisp that applies it is listed, along with what counters it.
See also: Buffs — positive effects you can stack on your own units — and Economy for player-side resource mechanics.
Stun
Full breakdown: Stun
Stun is a disable that stops the target for a duration.
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While stunned, the target cannot act.
- No movement.
- No attacks.
- No ability casts.
A knock-up is the same disable with an airborne animation. It briefly lifts the target into the air and interrupts their action. The unit cannot act, move, or cast until it lands.
Taunt
Full breakdown: Taunt
Taunt forces affected enemies to attack the unit that applied it.
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It lasts for a duration. It overrides their normal target selection. It is a targeting override, not a disable.
A taunted enemy still acts.
- It keeps attacking.
- It keeps casting.
- It only cannot choose whom to hit.
Frontline units use it to hold enemy damage on themselves. That damage then does not get through to the backline.
Slow
Full breakdown: Slow
Slow is a crowd control effect that reduces the target's attack speed for a duration.
Note: It does not affect movement speed.
Mana Reave
Full breakdown: Mana Reave
Mana Reave is a debuff that raises the Mana cost of a unit's next Ability cast.
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It delays that cast instead of preventing it. The unit still gains Mana at its normal rate. It simply needs more Mana before the Ability goes off.
It is a tempo debuff aimed at casters. It buys time instead of removing the cast.
Note: A Stun is different. A Stun interrupts a cast that is already happening.
Vulnerable
Full breakdown: Vulnerable
Vulnerable is a debuff that makes a unit take more damage from every source.
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It lasts for a duration. It is the debuff mirror of Damage Amp. Both use the same multiplier. Damage Amp is granted to the attacker, while Vulnerable is applied to the victim.
Note: It is not the same as Sunder or Shred. Each of those cuts one resistance stat. Neither one amplifies the hit itself.
Shred
Full breakdown: Shred
Shred is a debuff that reduces the target's Magic Resist.
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The named Shred keyword works like this.
- It cuts Magic Resist by a percentage, commonly 30%.
- It lasts for a duration.
- With some sources it lasts for the rest of combat.
- It does not stack.
- A second Shred source on the same target adds nothing.
Other sources instead subtract a flat number of Magic Resist. Those work differently.
- The cut lands per hit or on a timer.
- These cuts keep adding up.
- The floor is 0 Magic Resist.
Sunder
Full breakdown: Sunder
Sunder is a debuff that reduces the target's Armor.
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The named Sunder keyword works like this.
- It cuts Armor by a percentage, commonly 30%.
- It lasts for a duration.
- It does not stack.
- A second Sunder source on the same target adds nothing.
Other sources instead subtract a flat number of Armor. Those work differently.
- The cut lands per hit or on a timer.
- These cuts keep adding up.
- The floor is 0 Armor.
Wound
Full breakdown: Wound
Wound is a debuff that reduces the healing its target receives by 33%.
The effect lasts for a duration.
Burn
Full breakdown: Burn
Burn is a debuff that deals true damage every second.
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Each second it deals a percent of the target's maximum Health.
Most burn sources also apply Wound. Wound reduces healing received. Together, Burn and Wound are the standard answer to high-Health frontlines.
Damage Over Time
Full breakdown: Damage Over Time
Damage Over Time is damage that lands across several seconds instead of in one hit.
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The set spells it three ways.
- A bleed.
- A poison.
- Plain wording like "damage over a number of seconds".
None of them share a keyword. So there is no single rule behind them.
The damage type also varies by source. Different sources tick as physical, magic, or true damage. This means no one resistance answers all of them.
Burn is the exception and keeps its own page. It is a real keyword with a rules gloss.
Note: Unlike Burn, nothing in the set reads these effects as a state. No other unit's ability checks whether its target is bleeding or poisoned. So each effect stands alone. Whether a second application stacks or refreshes is decided by the source that applied it.