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RAID Buffs and Debuffs Explained: The Effects That Win Fights
Decrease Defense, Weaken, Poison, HP Burn, Unkillable, Block Debuffs and more – a plain-English glossary of the RAID buffs and debuffs that matter most.
Most RAID battles are decided by buffs and debuffs, not raw stats. A team of rares with the right effects will beat a team of legendaries without them. This glossary covers the effects you’ll see most often.
Damage-boosting debuffs
| Debuff | What it does | Why it matters |
|---|---|---|
| Decrease Defense | Lowers the target’s DEF by 30% or 60% | The biggest damage multiplier in the game |
| Weaken | Target takes 15% or 25% more damage | Stacks with Decrease Defense |
Decrease Defense and Weaken together are the foundation of almost every boss team.
Damage-over-time debuffs
| Debuff | What it does |
|---|---|
| Poison | Deals 2.5% or 5% of the target’s max HP each turn |
| HP Burn | Deals 3% of the target’s max HP each turn |
Because these scale with the target’s HP, they’re devastating against bosses with huge health pools.
Control debuffs
- Stun, Freeze, Sleep – the target skips turns. Sleep breaks when the target is hit.
- Provoke – forces the target to use its basic skill on the provoker.
- Fear – the target skips turns; it can be removed by damage depending on the type.
- Decrease Speed – lowers SPD by 15% or 30%, slowing the turn meter.
- Block Buffs – prevents the target from receiving buffs.
Survival-reducing debuffs
- Decrease Attack – lowers ATK by 25% or 50%. Essential against hard-hitting bosses.
- Heal Reduction – lowers healing received. Great against Lifesteal and healers in Arena.
- Leech – your attackers heal when they hit the target.
The most important buffs
| Buff | What it does |
|---|---|
| Increase Attack | +25% or +50% ATK |
| Increase Defense | +30% or +60% DEF |
| Increase Speed | +15% or +30% SPD |
| Shield | Absorbs a set amount of damage |
| Block Damage | Prevents all damage while active |
| Unkillable | HP can’t drop below 1 |
| Block Debuffs | Prevents new debuffs |
| Continuous Heal | Heals each turn |
| Counterattack | Attacks back with a basic skill when hit |
| Ally Protection | Shares damage taken by allies |
Unkillable and Block Damage are the heart of the famous Clan Boss “unkillable” teams – see our unkillable explainer.
Accuracy and Resistance
Every debuff you place is checked against the target’s Resistance, so debuffers need Accuracy. Bosses tend to have high Resistance, which is why Accuracy matters more the further you progress. Read our accuracy and resistance guide for practical targets.
Quick team-building rule
For any boss team, try to cover:
- Decrease Defense (and ideally Weaken)
- Decrease Attack or another survival tool
- A healer, shielder or cleanser
- Damage that fits the boss – poison/HP Burn for high-HP bosses, raw damage for others
Learn these effects once and every new champion becomes much easier to evaluate.


