Want to know how buffs, debuffs and instant effects work in Invokers: Titan Legacy? Learn the intracices of these important battle mechanics, all with this handy guide!

This guide covers buffs, debuffs and instant effects – three things that both Invokers and enemies can use to turn the tide of battle.

At their core, buffs, debuffs and instant effects hinge on two main stats: Accuracy and Resistance.

Important! Buffs and positive instant effects (heals, revives etc.) don’t go through ACC and RES rolls – but can be affected by debuffs like Jinx, Heal Reduction, Block Revive etc.

ACCURACY (ACC)

When casting Debuffs or attempting to land other special effects on enemies, the caster's Accuracy (ACC) Stat is pitted against the target’s Resistance (RES).

The outcome of this ACC vs RES calculation determines the chances of a Debuff or effect landing.

The higher their ACC, the better the chances of landing Debuffs.

RESISTANCE (RES)

Whenever an enemy casts a Debuff on someone, the target's RES Stat (pitted against the caster's ACC Stat) will determine their chances of successfully resisting the Debuff and preventing it from landing.

The higher their RES, the better their chances of resisting Debuffs.

Accuracy vs Resistance

The greater the difference between the caster's ACC and the target's RES, the higher the chances of a Debuff or other effect landing on the target.

The Accuracy vs Resistance check only comes into play when attempting to cast Debuffs (such as Stun, Burn, etc.) or other effects (such as stealing or purging a Buff from an enemy).

Casting Buffs or helpful effects (such as heals) on allies does not require any Accuracy.

As a rule, as long as the caster has equal or more ACC than the target's RES, the Debuff will land on the target.

Pay attention to the Element matchups in-battle. When attacking at an Elemental Advantage, you'll receive a boost to your Debuff Application chance. When you're at an Elemental Disadvantage, you'll receive a penalty and find it harder to land Debuffs.

PRO TIP: When fighting Bosses, you’ll see their ACC and RES before you enter the fight. Use these figures to help reach a specific “Goal ACC” and “Goal RES”.

These are specific ACC and RES Stats where you will always land debuffs on the Boss, and they’ll never be able to land debuffs on you

BUFFS

Buffs are positive effects that you can place on your fellow Invokers. 

An Invoker can have an unlimited number of buffs on them at one time. However, buffs from the same family count as one buff.

For example:

  • An Invoker has a 20% DEF Up buff active on them for 20 seconds. 

  • Another Invoker casts a 25% DEF Up buff on them, with a duration of 5 seconds.

  • Here, the stronger buff takes priority. So the 25% DEF Up buff will last for 5 seconds, then the 20% DEF Up buff will take over for the remaining 15 seconds. 

If two buffs of the same duration and strength are placed on the same Invoker, the earlier buff takes precedent. 

Important! If the source of the buff is the same, the new buff from that source will overwrite the old one. 

So if an Invoker places a 40% Crit Rate Up buff via a Skill which lasts for 40 seconds, they can overwrite the 40 second-long buff with a new one – so long as that Skill comes off cooldown in the 40 second window.

In battle, buffs appear as blue icons above an Invoker’s health bar.

You can see a description of all of the buffs in-game by hitting the “See Buff Descriptions” button in Filter and Sort options for your Invokers – should you need a reminder.

Some of the buffs listed in the table below aren’t in-game yet, but will arrive in the future!

BUFFS
NAMEDESCRIPTIONUSAGE
DEF UpIncreases the recipient's Defense stat by the indicated percentage.Need more survivability? This buff increases your DEF stat so you can weather harder hits.

Remember that this buffs double duty on Tanks - increasing their bulk and their damage!
ATK UpIncreases the recipient's Attack stat by the indicated percentage.Another simple buff - use this one to boost your Invokers' damage output.
Move SPD UpIncreases the recipient's Movement Speed by the indicated amount.The buff for helping clear Bosses and Campaign Stages faster.

Very useful against Bosses like Althar and Yskara, where your Invokers will be moving a lot.
ACC UpIncreases the recipient's Accuracy stat by the indicated percentage.If you need a little extra assistance when placing debuffs on enemies, this is the buff for you. Luckily, it takes no Accuracy to guarantee its placement!
RES UpIncreases the recipient's Resistance stat by the indicated percentage.When dealing with enemies that focus on debuffing your team, bring RES Up to increase your chance to resist.
Combo SPD UpIncreases the recipient's Combo Speed stat by the indicated percentage.For increasing your Ranged and Melee Attackers' DPS, this buff will see them pumping out Combo Attacks super fast.

Also helps increase the speed in which Invokers generate Titan and Ultimate Mana.
Skill SPD UpIncreases the recipient's Skill Speed stat by the indicated percentage.A key buff for Invokers who use Bleed, Burn or Regeneration, as it increases the amount of times those effects tick within their duration.

It also has the obvious advantage of increasing the speed it takes an Invoker to cast a Skill - and get moving onto the next.
Skill Recovery UpIncreases the recipient's Skill Recovery stat by the indicated percentage.For getting your Skills off-cooldown faster, this is the buff you need.
LifeboostIncreases the recipient's current HP and MAX HP by either a flat amount of HP, or an indicated percentage.

When the Buff expires, the recipient's HP percentage remains the same as it was when the Lifeboost was active.
For Skills that scale based off your Invoker's MAX HP, Lifeboost gives them some added oomph for a short while.

Also helps for general survivability by giving you that bit more HP to survive on.
Crit DMG UpIncreases the recipient's Crit Damage stat by the indicated percentage.Use this buff to maximize the damage you deal with every critical hit. Ensure you've got your Crit Rate to 100% to really make the most of this buff!
Crit Rate UpIncreases the recipient's Crit Rate stat by the indicated percentage.If your Crit Rate is just below 100%, use this buff to ensure that all of your hits land as criticals. Pair it with a Crit DMG Up buff for maximum efficiency.
RegenerationHeals the recipient by a percentage of their MAX HP, once per tick, for the duration of the buff.

The number of ticks per second increases with Skill Speed. This buff can be stacked.
Want passive healing? Regeneration is the buff for you.

Pair it with a Skill SPD Up buff to increase the amount of times this buff will heal a target during its duration.
DeathbreakWhenever the recipient is attacked by a hit that would normally kill them, instantly negates all damage and heals the recipient by a percentage of their MAX HP.

Each Deathbreak buff will only negate a single hit before expiring. This buff cannot be stacked.
Consider this buff as a safety net for whenever your Invokers are forced to tank a particularly nasty attack.

Keep in mind that it cannot be stacked, so you'll have to reapply Deathbreak if someone manages to cheat death.
Evasion UpThe recipient has a percentage chance to evade Combo Attacks, and avoid taking damage.

Combo Attacks that are evaded do not generate any Mana for the attacker. Evasion chance stacks along with Evasion from other sources, such as from skills.
Against Bosses whose Combo Attacks can deal nasty additional effects, Evasion Up is a lifesaver. You also get the bonus of it dodging the damage from Combo Attacks completely as well.

Stick this on your main Tank and watch them dodge attacks left and right.
ImmunityBlocks Debuffs from being applied to the recipient.

Immunity Buffs will not block Control Debuffs, and each Immunity buff will only negate a single Debuff before expiring. This buff can be stacked.
A vital defense against enemies who rely on stat-lowering debuffs as part of their strategy.

Don't forget their in-built weakness against Control Debuffs. You'll need to use the Willpower buff to outright block those.
WillpowerBlocks Control Debuffs from being applied to the recipient.

Each Willpower buff will only negate a single Debuff before expiring. This buff can be stacked.
For enemies that rely on Control Debuffs, Willpower is your secret weapon.

When looking at Skills that grant Willpower, see how many stacks of the buff the Skill applies in one go.
Reflect DamageReflects a certain percentage of incoming damage from the recipient, back to the attacker.

Reflected damage ignores the attacker's DEF.
Turn your attacker's offense against them with Reflect Damage.

While reflected damage does ignore an attacker's DEF, it does not trigger on-hit effects. Damage done to a Shield is also reflected.
InvincibilityPrevents the recipient from taking any damage, and blocks all Debuffs from being applied to the recipient

The duration of this Buff cannot be extended by other skills or effects.
If there was ever a buff you wanted to steal, it's this one. Be aware that it cannot have its duration extended, so you need to prepare for when you're vulnerable again.
ShieldGives the recipient a HP Shield. All damage the recipient takes will be subtracted from the Shield first, before their HP.

Each Skill can only cast one Shield at a time on each recipient.
Adds an extra layer of defense to any Invoker! All damage, including that from debuffs, is dealt to a Shield first.

The value of a Shield is usually determined by the recipient's MAX HP, so stealing one from an enemy with a high MAX HP is a devious strategy.
ProtectionRedirects a percentage of all incoming damage from allies within a designated radius onto the recipient of the Protection buff.Cast this buff on your tankiest Invoker so they take the brunt of incoming damage.

This buff redirects all incoming damage before any damage mitigation effects are applied, and then applies the damage mitigation effects of the person under Protection.
Damage FilterDecreases the amount of damage the recipient takes from all attacks by the indicated amount. A 200 HP Damage Filter will decrease the damage from all incoming hits by 200.A way to reduce incoming damage by a flat number. If a hit was set to do damage equal to, or less than, the Damage Filter, it will do 0 damage. It still has a chance to apply debuffs and instant effects though!
HardenDecreases the damage the recipient takes from all attacks by the indicated percentage.Unlike Damage Filter, Harden's damage reduction is percentage based. The harder the attack, the less damage it will do!
UnkillablePrevents the recipient's HP from dropping below 1 HP.

The duration of this Buff cannot be extended by other skills or effects.
While Invincibility negates all incoming damage, Unkillable still leaves you on 1 HP. Make sure you're healed up before this buff wears out!

DEBUFFS

Debuffs are negative effects that you can apply to enemies, and enemies can apply to you.

As mentioned above, all debuffs need to go through ACC and RES checks to determine if they are applied or not.

Like with buffs, you can put an unlimited number of debuffs on a target. However, debuffs from the same family count as one debuff (outside of a few exceptions).

For example:

  • An Invoker has a 20% DEF Down debuff already active on them for 20 seconds. 

  • An enemy lands a 25% DEF Up debuff on them, with a duration of 5 seconds.

  • The stronger debuff takes priority. So the 25% DEF Down buff will last for 5 seconds, then the 20% DEF Down buff will take over for the remaining 15 seconds. 

If two debuffs of the same duration and strength are placed on the same Invoker, the earlier debuff takes precedent. 

Certain debuffs, like Bleed and Burn, are stackable. This means you can have multiple instances of the same debuff active on a target at once. 

PRO TIP: For damaging debuffs like Bleed and Burn, stack as many of these debuffs as you can! This means an enemy will be hit with multiple instances of damage, each time the debuff “ticks”. 

You can increase the speed at which these ticks occur by increasing your Skill SPD Stat. Check out our Stats guide for a full breakdown.

In battle, debuffs appear as red icons above Invoker health bars and below enemy health bars at the top of the screen.

Like with buffs, you can see a description of all of the debuffs in-game by hitting the “See Debuff Descriptions” button in Filter and Sort options for your Invokers.

Some of the debuffs listed in the table below aren’t in-game yet, but will arrive in the future!

DEBUFFS
NAMEDESCRIPTIONUSAGE
DEF DownDecreases the recipient's Defense stat by the indicated percentage.A great debuff to use against enemies who have a high DEF stat.

Use this to soften them up to deal more damage (and blunt their attacks too, if their Skills scale based on DEF).
ATK DownDecreases the recipient's Attack stat by the indicated percentage.A simple, yet effective debuff for reducing the damage dealt by attackers.
Move SPD DownDecreases the recipient's Movement Speed by the indicated amount.Slow enemies to a crawl with this debuff. Perfect for disengaging targets and for dealing with the Wind Garuda.
ACC DownDecreases the recipient's Accuracy stat by the indicated percentage.Want to stop enemies placing debuffs on you? Hit them with an ACC Down debuff.

Just ensure your ACC is high enough to land this!
RES DownDecreases the recipient's Resistance stat by the indicated percentage.Place this debuff on an enemy with high RES first, so you can follow up with even more debuffs!

Make sure you can get over their initial RES first though.
Combo SPD DownDecreases the recipient's Combo Speed stat by the indicated percentage.As most enemies get their main source of DPS from Combo Attacks, this debuff can massively reduce their offensive capabilities.
Skill SPD DownDecreases the recipient's Skill Speed stat by the indicated percentage.The main debuff you want to use against enemies who rely on either Bleed, Burn, or Regeneration.
Skill Recovery DownDecreases the recipient's Skill Recovery stat by the indicated percentage.Force your enemy to rely on Combo Attacks with this debuff.
Crit DMG DownDecreases the recipient's Crit Damage stat by the indicated percentage.A godsend against Bosses who increase their Crit DMG via permanent stat increases, rather than buffs.
Crit Rate DownDecreases the recipient's Crit Rate stat by the indicated percentage.Out of the two Crit Reduction debuffs, this one is arguably the more important. Crit DMG won't matter if they can't land a critical hit in the first place!
DisablePrevents the recipient from using Active Skills.Stop your opponent from using Active Skills entirely with Disable.

Be aware that while it stops a target from using Active Skills, their Skills doesn't stop cooldown recovery.
JinxBlocks Buffs from being applied to the recipient.

Jinx Buffs will not block Control Buffs, and each Jinx buff will only negate a single Buff before expiring. This debuff can be stacked.
A very strong debuff for dealing with enemies that rely on buffs to stay strong.

Jinx will block a specific number of buffs, based on the Skill that applies it, so check your Invoker's Skill descriptions to see how many buffs a single instance of Jinx will block.
SuppressionPrevents the recipient from using their Ultimate Skill.Similar to Disable and Titanblock, Suppression only stops a target from using their Ultimate Skill. It doesn't stop them gaining Ultimate Mana to then use once the debuff wears off.
TitanblockPrevents the recipient from Invoking their Titan.A super powerful debuff that can stop enemy Invokers from activating their trump card.

Like with Disable and Suppression, Titanblock only prevent Invokation. It does not stop Invokers gaining Titan Mana.
Heal ReductionDecreases the value of all heals cast on the recipient by the indicated percentage.A must-have debuff for Bosses like Ulgorim and Sakiel.

Try to push the percentage of Heal Reduction to 100%, so heals become effectively useless.

Heal Reduction applies to all sources of healing, including self healing from Vampire Relics.
BleedDamages the recipient by a percentage of their MAX HP, once per tick, for the duration of the debuff.

The number of ticks per second increases with Skill Speed. This debuff can be stacked.
An essential debuff for fighting Bosses with high MAX HP. Ensure Bleed Invokers have high Skill SPD stats to maximize the number of Bleed ticks while the debuff is active.

Keep in mind that Invokers can only place so many Bleeds on a target at once, so spread your Bleed applications across your team. Damage dealt by Bleed also ignores DEF.

Both Bleed and Burn have a damage limit, usually based on the caster’s ATK Stat. This limit is based on the caster’s ATK Stat when the debuff was placed, not when the debuff ticks.
BurnDamages the recipient by a percentage of their MAX HP, once per tick, for the duration of the debuff.

Creates a Damage Zone around the recipient, damaging any of their allies in the indicated radius by a percentage of their MAX HP every tick.

The number of ticks per second increases with Skill Speed. This debuff can be stacked.
The perfect debuff to use on Bosses that fight alongside minions. Focus the Burn application on weaker minions that are gathered around a Boss, so the radiating Damage Zone will cause them to take damage based on their own MAX HP, rather than the minion's.

Like with Bleed, Burn damage ignores DEF and the number of Burn ticks is influenced by the caster's Skill SPD.

Both Bleed and Burn have a damage limit, usually based on the caster’s ATK Stat. This limit is based on the caster’s ATK Stat when the debuff was placed, not when the debuff ticks.
BlindThe recipient has a percentage chance to miss their Combo Attacks, and not deal any damage.

Combo Attacks that are missed do not generate any Mana for the attacker. Miss chance stacks along with any Miss chance from other sources, such as from skills.
Blind an enemy Invoker to stop them generating either Ultimate or Titan Mana from their attacks. Combine it with other chances to miss to have an enemy fighting the air, instead of you.
Block ReviveRecipients of this buff cannot be Revived. This debuff is cast on enemies at the time of death. 
WeakenIncrease the damage the recipient takes from all attacks by the indicated percentage.Harden's evil twin - Weaken increases the damage taken from all sources, including debuffs like Bleed and Burn.

Combine it with other debuffs like DEF Down to really bring the pain.
HexIf killed while under this debuff, the recipient of the debuff cannot be Revived.Try to extend the duration of Hex for as long as possible, so you can give yourself enough time to guarantee a enemy doesn't come back.

A fantastic debuff to use against Althar's ever-returning horde of undead.
MindwormDisables the recipient's Passive Skills.A powerful counter against Bosses with strong Passive Skills, as well as Invokers with them too.

Be careful not to use it on targets where their Passive Skill can be used against them!

CONTROL DEBUFFS

There is also a special sub-category of debuffs called Control Debuffs.

As the name suggests, these debuffs take control away from your Invokers – usually by making them unable to move or attack normally for a short time. You may know them better as crowd control debuffs.

Control debuffs are very powerful for dealing with minions and minibosses, but Bosses are usually immune to their effects. 

Important! If a Boss is not immune to a Control Debuff, you can usually exploit that debuff to your advantage. Stunning Sakiel when he uses his Fallen Blades Skill is an example.

CONTROL DEBUFFS
NAMEDESCRIPTIONUSAGE
StunThe recipient cannot move or attack, and Passive Skills are disabled.

Active Skill cooldowns continue to count down as normal.

The recipient will continue to take 100% damage from incoming attacks.
The most straightfoward of the Control Debuffs. Stun stops a target dead in their tracks, preventing them from moving or attacking.

Active Skills still recover their cooldowns while a target's Stunned, so be ready for sudden retaliation.
FreezeThe recipient cannot move or attack, and Passive Skills are disabled.

Active Skill cooldowns are paused.

The recipient will take 75% damage from incoming attacks.
While frozen solid, targets under Freeze have their cooldown timers frozen as well. They also take 25% less damage from incoming attacks, meaning it's probably best to leave damaging a Frozen target until they've thawed out.
ShockThe recipient cannot move or attack, and Passive Skills are disabled.

Active Skill cooldowns continue to count down as normal.

The recipient will continue to take 125% damage from incoming attacks.
While an enemy is Shocked, they'll take 25% more damage from incoming attacks, so focus all your attention on them before they can move again!
SleepThe recipient cannot move or attack, and Passive Skills are disabled.

Active Skill cooldowns continue to count down as normal.

The Sleep debuff is removed if the recipient takes any damage.
Tip toe carefully around Sleeping targets. They'll wake up as soon as they take damage from any source, including things like Bleed and Burn.
ChainThe recipient cannot move, but can still use Combo Attacks, Active and Ultimate Skills, and Invoke their Titan.

The Chain debuff is removed if the recipient Invokes a Titan.
Use Chain on Melee Attackers primarily, as you can simply move out of their range to avoid their attacks.

If you're looking for an easy way out of a Chain, simply Invoke your Titan!
FearThe recipient's movement cannot be controlled, and they cannot use their Combo Attacks, Active and Ultimate Skills, and Invoke their Titan.Like with the Nightmare Corruption, Fear makes the target impossible to control for a short period. Use this chaos to your advantage!
ConfusionThe recipient cannot be controlled, and will automatically attack their own allies.

Recipients of a Confusion debuff cannot be healed or buffed by their own team.
Target the strongest opponent and use Confusion on them to unleash utter madness.

While Confused targets cannot be buffed or healed by their own team, existing buffs still apply to them. Confuse someone just as they've received stat boosting buffs to really mess with your enemy.
PolymorphThe recipient is turned into a Slime for a short time, and cannot use their Combo Attacks, Active Skills, or Ultimate Skill.

The Polymorph debuff will expire if the recipient loses 50% of their MAX HP while under the debuff, or at the end of its regular duration - whichever comes first.

Active Skill cooldowns continue to count down as normal.

The recipient will continue to take 100% damage from incoming attacks.
 
TauntThe recipient is forced to attack whoever cast the Taunt debuff on them.

The recipient can move freely, but can only use their Combo Attacks.
Tanks mainly have access to this Control Debuff, in order to shift their opponent's attention away from weaker targets.

Pair Taunt with Blind to have enemies angrily swinging at nothing.

INSTANT EFFECTS

Instant effects are, as the name suggests, things that happen instantly to a target.

Instant effects can be both positive and negative.

  • Positive instant effects (heals, revives etc.) do not go through ACC vs. RES checks.

  • Negative effects (debuff extension, buff steals etc.) do go through ACC vs. RES checks.

PRO TIP: When you’re looking at a Skill, words in red or blue (as without square brackets around them) are instant effects

Instant effects written in blue are positive. Instant effects written in red are negative.

Instant effects don’t have icons associated with them – they’ll be indicated in-battle by on-screen text or a specific visual effect.

INSTANT EFFECTS
NAMEDESCRIPTION
HealRecovers the target's HP.
Match HPSets the targets' HP percentages to the indicated level.
Divide HPShares the caster's or team's current HP with the targets, bringing all affected allies to the same amount of HP.
DecayDecreases the target's MAX HP for the remainder of the battle.
TriggerInstantly triggers the effects of buffs or debuffs that would otherwise trigger after a certain period of time.
ReviveRevives dead targets, bringing them back to life on a certain amount of HP.
Purge BuffsInstantly removes Buffs from the target.

Protected Buffs cannot be removed, unless otherwise stated.
Steal BuffsSteals buffs from a target enemy and transfers them onto an ally.

Stolen Buffs retain the same strength and duration as they had on the original recipient.
Transfer DebuffsTakes debuffs from a target ally and transfers them onto an enemy.

Removing a debuff from an ally does not take Accuracy or Resistance into account, but transferring them onto an enemy does.

Transferred Debuffs retain the same strength and duration as they had on the original recipient.
SummonSummons friendly minions to fight for the caster's team.

Minions cannot be manually controlled.
PushPushes targets away from the caster.
PullPulls targets towards the caster.
LaunchTargets are launched in the air, then slam to the ground. Targets cannot move or attack for a period of time, and will continue to take 100% damage from incoming attacks.

Active Skill cooldowns continue to count down as normal.
TeleportInstantly teleports the target from one location to another, ignoring all obstacles in the path.
Extend Buff DurationExtends the duration of Buffs on the target.
Extend Debuff DurationExtends the duration of Debuffs on the target.
Shorten Buff DurationShortens the duration of Buffs on the target.
Shorten Debuff DurationShortens the duration of Debuffs on the target.
ChargeQuickly rushes from the initial location to the target location or enemy, with a constant Movement Speed.