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Game data

Siege

The rules and effects the game text lists for Siege, in the game's own words. Which of them apply in a given Siege is not in the data we use, and no battle data or damage model is shown.

Restrictions and rules

Every different rule text in the data.

  • Only Champions from the Telerian League can be used.
  • Only Champions from the Gaellen Pact can be used.
  • Only Champions from The Corrupted can be used.
  • Only Champions from the Nyresan Union can be used.
  • Only HP Champions can be used.
  • Only DEF Champions can be used.
  • Only Support Champions can be used.
  • Only ATK Champions can be used.
  • Only Void Champions can be used.
  • Only Force Champions can be used.
  • Only Magic Champions can be used.
  • Only Spirit Champions can be used.
  • Only Legendary Champions can be used.
  • Only Epic Champions can be used.
  • Only Rare Champions can be used.
  • Only Banner Lord Champions can be used.
  • Only High Elves Champions can be used.
  • Only Sacred Order Champions can be used.
  • Only Barbarian Champions can be used.
  • Only Ogryn Tribe Champions can be used.
  • Only Lizardmen Champions can be used.
  • Only Skinwalker Champions can be used.
  • Only Orc Champions can be used.
  • Only Demonspawn Champions can be used.
  • Only Undead Horde Champions can be used.
  • Only Dark Elves Champions can be used.
  • Only Knights Revenant Champions can be used.
  • Only Dwarves Champions can be used.
  • Only Shadowkin Champions can be used.
  • Only Sylvan Watcher Champions can be used.
  • All Champions are immune to Turn Meter reduction effects.
  • All Champions are immune to Turn Meter fill effects.
  • All Champions are immune to cooldown increasing effects.
  • All Champions are immune to cooldown decreasing effects.
  • All Champions are immune to [Sheep] debuffs.
  • Champions cannot be revived.

Traps

The 16 traps in the data, with the game's own description.

Unseen Defender
Hides 1 Defense Team Champion from view until the start of a battle.
Slow Start
Places a 30% [Decrease SPD] debuff on the enemy with the highest SPD for 1 turn at the start of a battle. This debuff cannot be resisted.
Rapid Riposte
Fills the Turn Meters of all allies by 15% when an enemy is revived for the first time in a battle.
Blinding Bait
Places a 50% [Decrease ACC] debuff on the enemy with the highest ACC for 1 turn at the start of a battle. This debuff cannot be resisted.
Contamination
When an enemy receives healing from a skill for the first time in a battle, also inflicts damage to them equal to the value of the heal.
Perfect Conditioning
Decreases the duration of cooldown-increasing effects by 1 turn when used by an enemy against each ally the first time in a battle.
Dull Weapons
Reduces the Ignore DEF effect of each enemy's first hit in a battle by 50%.
Corrosive Subterfuge
Places a 25% [Decrease C. DMG] debuff and a 30% [Decrease C. RATE] debuff on all enemies for 1 turn at the start of a battle. These debuffs cannot be resisted.
Master Exploder
Places a [Bomb] debuff on enemies under a [Stone Skin] buff at the start of a battle. The [Bomb] damage is based on the target's MAX HP. This debuff cannot be resisted.
Blunting Barricade
Decreases the damage inflicted by each enemy's first active skill used against each ally by 20%.
Virulent Pitfall
Places three 5% [Poison] debuffs on all enemies for 2 turns at the start of a battle. These debuffs cannot be resisted.
Lava Cauldron
Places a [HP Burn] debuff on enemies under a [Stone Skin] buff for 2 turns at the start of a battle. This debuff cannot be resisted.
Battle Shackles
Decreases the duration of all buffs on an enemy by 2 turns the first time they attack in a battle. This effect cannot be resisted.
Faultering Defense
Decreases the value of [Shield] buffs from skills placed by each enemy by 50% when they are placed for the first time in a battle.
Price Of Power
Destroys each enemy's MAX HP by 10% for each buff placed by them on their first turn in a battle (stacks up to 50%).
Botched Attack
Decreases each enemy's DEF by 30% until the start of their first turn in a battle.

Bonuses

Every different bonus text in the data.

  • Defense Team Champions from the Telerian League and Gaellen Pact reflect 30% of the damage received.
  • Defense Team Champions from The Corrupted and the Nyresan Union reflect 30% of the damage received.
  • Defense Team Champions reflect 30% of the damage received.
  • [Bomb] debuffs placed by HP and DEF Champions on the Defense Team deal 50% more damage, and [Poison] and [HP Burn] debuffs also placed by them deal 100% more damage.
  • [Bomb] debuffs placed by Support and ATK Champions on the Defense Team deal 50% more damage, and [Poison] and [HP Burn] debuffs also placed by them deal 100% more damage.
  • [Bomb] debuffs placed by Champions on the Defense Team deal 50% more damage, and [Poison] and [HP Burn] debuffs also placed by them deal 100% more damage.
  • Force and Magic Champions on the Defense Team destroy the target's MAX HP by 30% of the damage inflicted.
  • Spirit and Void Champions on the Defense Team destroy the target's MAX HP by 30% of the damage inflicted.
  • Defense Team Champions destroy the target's MAX HP by 30% of the damage inflicted.
  • HP and DEF Champions on the Defense Team deal 5% more damage for each buff on the target.
  • Support and ATK Champions on the Defense Team deal 5% more damage for each buff on the target.
  • Defense Team Champions deal 5% more damage for each buff on the target.
  • Force and Magic Champions on the Defense Team deal 20% more damage if the target has less than 50% HP.
  • Spirit and Void Champions on the Defense Team deal 20% more damage if the target has less than 50% HP.
  • Defense Team Champions deal 20% more damage if the target has less than 50% HP.
  • Rare and Epic Champions on the Defense Team ignore 20% of the target's RES.
  • Legendary and Mythical Champions on the Defense Team ignore 20% of the target's RES.
  • Defense Team Champions ignore 20% of the target's RES.
  • The C. DMG of Force and Magic Champions on the Defense Team is increased by 20%.
  • The C. DMG of Spirit and Void Champions on the Defense Team is increased by 20%.
  • The C. DMG of Defense Team Champions is increased by 20%.
  • The RES of Force and Magic Champions on the Defense Team is increased by 60.
  • The RES of Spirit and Void Champions on the Defense Team is increased by 60.
  • The RES of Defense Team Champions is increased by 60.
  • The ACC of Force and Magic Champions on the Defense Team is increased by 60.
  • The ACC of Spirit and Void Champions on the Defense Team is increased by 60.
  • The ACC of Defense Team Champions is increased by 60.
  • HP and DEF Champions on the Defense Team cannot land weak hits on enemies under [Hex] debuffs.
  • Support and ATK Champions on the Defense Team cannot land weak hits on enemies under [Hex] debuffs.
  • Defense Team Champions cannot land weak hits on enemies under [Hex] debuffs.
  • Turn Meter fill effects are increased by 50% when used by Defense Team Champions from the Telerian League or Gaellen Pact.
  • Turn Meter fill effects are increased by 50% when used by Defense Team Champions from The Corrupted or Nyresan Union.
  • Turn Meter fill effects are increased by 50% when used by Defense Team Champions.
  • Rare and Epic Champions on the Defense Team under [Fear] or [True Fear] debuffs have 20% less chance to lose their turn.
  • Legendary and Mythical Champions on the Defense Team under [Fear] or [True Fear] debuffs have 20% less chance to lose their turn.
  • Defense Team Champions under [Fear] or [True Fear] debuffs have 20% less chance to lose their turn.
  • Ignore DEF effects are increased by 15% when used by Force or Magic Champions on the Defense Team.
  • Ignore DEF effects are increased by 15% when used by Spirit or Void Champions on the Defense Team.
  • Ignore DEF effects are increased by 15% when used by Defense Team Champions.
  • Force and Magic Champions on the Defense Team are immune to [Decrease DEF] debuffs.
  • Spirit and Void Champions on the Defense Team are immune to [Decrease DEF] debuffs.
  • Defense Team Champions are immune to [Decrease DEF] debuffs.
  • Force and Magic Champions on the Defense Team are immune to [Decrease ATK] debuffs.
  • Spirit and Void Champions on the Defense Team are immune to [Decrease ATK] debuffs.
  • Defense Team Champions are immune to [Decrease ATK] debuffs.
  • The C. DMG of Force and Magic Champions on the Defense Team is increased by 15%.
  • The C. DMG of Spirit and Void Champions on the Defense Team is increased by 15%.
  • The C. DMG of Defense Team Champions is increased by 15%.
  • The RES of Force and Magic Champions on the Defense Team is increased by 50.
  • The RES of Spirit and Void Champions on the Defense Team is increased by 50.
  • The RES of Defense Team Champions is increased by 50.
  • The ACC of Force and Magic Champions on the Defense Team is increased by 50.
  • The ACC of Spirit and Void Champions on the Defense Team is increased by 50.
  • The ACC of Defense Team Champions is increased by 50.
  • HP and DEF Champions on the Defense Team deal 20% more damage when teaming up with allies.
  • Support and ATK Champions on the Defense Team deal 20% more damage when teaming up with allies.
  • Defense Team Champions deal 20% more damage when teaming up with allies.
  • Turn Meter fill effects are increased by 40% when used by Defense Team Champions from the Telerian League or Gaellen Pact.
  • Turn Meter fill effects are increased by 40% when used by Defense Team Champions from The Corrupted or Nyresan Union.
  • Turn Meter fill effects are increased by 40% when used by Defense Team Champions.
  • Rare and Epic Champions on the Defense Team steal [Increase DEF] buffs from enemies when using their default skill.
  • Legendary and Mythical Champions on the Defense Team steal [Increase DEF] buffs from enemies when using their default skill.
  • Defense Team Champions steal [Increase DEF] buffs from enemies when using their default skill.
  • Defense Team Champions from the Telerian League and Gaellen Pact don't trigger counterattacks with AoE attacks.
  • Defense Team Champions from The Corrupted and Nyresan Union don't trigger counterattacks with AoE attacks.
  • Defense Team Champions don't trigger counterattacks with AoE attacks.
  • Force and Magic Champions on the Defense Team have a 10% chance of getting an Extra Turn when using active skills.
  • Spirit and Void Champions on the Defense Team have a 10% chance of getting an Extra Turn when using active skills.
  • Defense Team Champions have a 10% chance of getting an Extra Turn when using active skills.
  • Ignore DEF effects are increased by 10% when used by Force or Magic Champions on the Defense Team.
  • Ignore DEF effects are increased by 10% when used by Spirit or Void Champions on the Defense Team.
  • Ignore DEF effects are increased by 10% when used by Defense Team Champions.
  • The C. DMG of Force and Magic Champions on the Attack Team is decreased by 15%.
  • The C. DMG of Spirit and Void Champions on the Attack Team is decreased by 15%.
  • The C. DMG of Attack Team Champions is decreased by 15%.
  • The RES of Force and Magic Champions on the Attack Team is decreased by 50.
  • The RES of Spirit and Void Champions on the Attack Team is decreased by 50.
  • The RES of Attack Team Champions is decreased by 50.
  • The ACC of Force and Magic Champions on the Attack Team is decreased by 50.
  • The ACC of Spirit and Void Champions on the Attack Team is decreased by 50.
  • The ACC of Attack Team Champions is decreased by 50.
  • HP and DEF Champions on the Attack Team deal 20% less damage when teaming up with their allies.
  • Support and ATK Champions on the Attack Team deal 20% less damage when teaming up with allies.
  • Attack Team Champions deal 20% less damage when teaming up with their allies.
  • Turn Meter fill effects are decreased by 40% when used by Attack Team Champions from the Telerian League or Gaellen Pact.
  • Turn Meter fill effects are decreased by 40% when used by Attack Team Champions from The Corrupted or Nyresan Union.
  • Turn Meter fill effects are decreased by 40% when used by Attack Team Champions.
  • Whenever a 60% [Increase DEF] buff is placed on a Rare or Epic Champion on the Attack Team, they get a 30% [Increase DEF] buff instead.
  • Whenever a 60% [Increase DEF] buff is placed on a Legendary or Mythical Champion on the Attack Team, they get a 30% [Increase DEF] buff instead.
  • Whenever a 60% [Increase DEF] buff is placed on Attack Team Champions, they get a 30% [Increase DEF] buff instead.
  • Attack Team Champions from the Telerian League and Gaellen Pact only deal 50% of damage when counterattacking.
  • Attack Team Champions from The Corrupted and Nyresan Union only deal 50% of damage when counterattacking.
  • Attack Team Champions only deal 50% of damage when counterattacking.
  • The Turn Meters of Force and Magic Champions on the Attack Team are decreased by 10% whenever any Champion on the Attack Team gets an Extra Turn. This effect cannot be resisted.
  • The Turn Meters of Spirit and Void Champions on the Attack Team are decreased by 10% whenever any Champion on the Attack Team gets an Extra Turn. This effect cannot be resisted.
  • The Turn Meters of Attack Team Champions are decreased by 10% whenever any Attack Team Champion gets an Extra Turn. This effect cannot be resisted.
  • Ignore DEF effects are decreased by 10% when used by Force or Magic Champions on the Attack Team.
  • Ignore DEF effects are decreased by 10% when used by Spirit or Void Champions on the Attack Team.
  • Ignore DEF effects are decreased by 10% when used by Attack Team Champions.

See also the buffs and debuffs library and the summoning odds calculator. Found a mistake? Use "Report a problem" at the bottom of the page. See Data quality for what has and has not been checked.