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.