Debuff
This article explains the mechanics of debuffs (i.e. negative effects) in Arknights.
Attributes
There are two types of attribute debuffs: multiplier and direct.
Multiplier
Multiplier debuffs reduce the corresponding value by a set percentage which stacks multiplicatively with each other, calculated by the following formula:
a = 1 − [(1 − x1) × (1 − x2) × ... (1 − xn)]
Where:
- a represents the final multiplier debuff.
- x represents the value of each multiplier debuff.
- n represents the scaling multiplier debuff's count (1st, 2nd, etc.).
- Examples
Direct
Direct debuffs reduce the corresponding attribute by a fixed amount that is subtracted directly from the original values before the multiplier debuff(s) are applied.
- Examples
Damage amplification
Damage amplifications, as its name suggests, increases the corresponding type of damage taken by a set percentage which stacks multiplicatively with each other, calculated by the following formula:
a = 1 − [(1 + x1) × (1 + x2) × ... (1 + xn)]
Where:
- a represents the final amplification.
- x represents the value of each amplification.
- n represents the amplification's count (1st, 2nd, etc.).
Against enemies
Operator | Source | Range/target | Value |
---|---|---|---|
Mark of Gluttony |
Enemies hit by Carnelian's attacks while active | 20% from Carnelian's attacks, can stack additively to 100% | |
Calcification |
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Arts
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Vulnerability Deconstruction | Blocked enemies while Sesa is deployed | Physical
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Arts Sniper | Blocked enemies while Skyfire is deployed | Arts
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Insult to Injury | Stunned enemies within attack range | 18% (+3% P5) Physical |
- Fragile
- Interference Mines apply a 50% damage amplification to all damage types on enemies caught in its detonation.
Against friendlies
Operator | Source | Range/target | Value |
---|---|---|---|
All-Out Clash |
Self while active | 25% |
Other debuffs
Debuff | Information |
---|---|
Bind | (Enemies only) Cannot move. |
Critically Wounded | (Enemies only) MSPD reduced by 80%, cannot be blocked, and will automatically be defeated after 10 seconds. If Critically Wounded targets are defeated before they expire, the attacker gains some SP. |
Frighten | (Enemies only) The unit is disarmed while being blocked. |
Levitate | (Enemies only) Disables the unit and makes them treated as an aerial target. Only lasts for half as long if the enemy's weight is higher than 3. |
Silence | Prevents the use of skills and most abilities. |
Sleep | (Enemies only) The unit is disabled but are invulnerable. |
Slow | (Enemies only) MSPD reduced by 80%. |
Weightless | (Enemies only) Reduces weight by 1; multiple instances of Weightless do not stack. |
Distance-based damage
Certain methods apply a debuff on enemies which causes them to take damage based on how far they move; while under the debuff, the distance the enemy has moved is checked every 0.066 seconds and they will take damage per 1 tile moved if the enemy moves between concurrent checks (no damage will be dealt if the enemy does not move between concurrent checks).
Operator | Source | Damage per tile | Duration |
---|---|---|---|
Night Phantom |
1200 True |
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Liquid Nitrogen Cannon |
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- With the HOK-X Operator Module, Hookmaster Specialists apply a distance-based damage debuff to enemies being dragged by their skills which deals 800 Arts damage per 1 tile.
Originally it was possible for an enemy under distance-based damage debuffs to take damage should they are moved from a Tunnel Entrance to the corresponding Tunnel Exit between a distance check, which can be used to trivialize certain enemies if the distance between the Entrance and Exit is far enough. An update fixed this by making the debuff deal no damage if the enemy is moved more than 4 tiles between a check; the maximum distance that enemies can be shifted is 3.4 tiles, so moving an enemy past 4 tiles is only possible if the enemy is warped through Tunnels or scripted events.