
In Raid Shadow Legends, buffs and debuffs are the core of every battle. They do more than simply add stats or remove them. These effects decide the flow of combat and often determine who claims victory. Buffs lift your champions with extra attack, speed, or protection, while debuffs tear down enemies by lowering defenses, restricting actions, or applying damage over time. A single moment can swing the fight. A Shield can absorb a crushing strike, or a Stun can silence an enemy before they unleash their strongest ability. True mastery comes from using these effects with timing and precision, transforming brute contests into battles of wit and control.
Raid Shadow Legends Buffs & Debuffs Guide
Buffs
Buffs bring power when they are used together with purpose. Attack Up lets damage dealers hit harder than ever, Speed Up moves your champions to the front of the turn order, and Block Debuffs protects the team from dangerous control effects. The real art lies in linking these enhancements to create unstoppable momentum. Imagine a healer applying Shields to a tank, who then triggers counterattacks that keep the team’s Speed boost alive. Buffs do not all linger the same length of time. Some vanish quickly while others stay through several rounds. The ability to extend or preserve them often decides whether your team surges forward or loses ground.
| Icon | Buffs Description |
![]() | Ally ProtectionThe Caster Champion takes 25/50% of direct damage inflicted upon the Target Champion. Self-inflicted damage and Poison do not trigger this effect. Each Champion uses their respective DEF values for mitigating damage. |
![]() | Block DamageMakes the Champion immune to all forms of damage. |
![]() | Block DebuffsWhile this buff is active, the Champion is immune to all debuffs. Instant negative effect such as Decrease Turn Meter are not affected and work as normal |
![]() | Bone ArmorA Champion starts each Round with a number of Bone Armor stacks. Each Bone Armor stack decreases the damage the recipient receives from a single hit, then disappears. A Champion can have a maximum of 3 Bone Armor stacks at one time. |
![]() | Continuous HealHeals the target Champion by 7.5/15% of their MAX HP at the beginning of their Turn. |
![]() | CounterattackWhen attacked, the Champion with this buff strikes back at their attacker using their Default Skill. This attack deals 75% of the normal Default Skill damage. Can only counterattack once when attacked with a Multi-hit Skill. Does not counterattack in response to the enemy’s own counterattack. Does not count as a Turn. If the Champion who has Counterattack buff and has default skill that grants Extra Turn upon killing an enemy (e.g. Relickeeper), that Champion will not gain Extra Turn during the Counterattack session. |
![]() | FervorIncreases damage inflicted by 10% and reduces damage received by 10%. |
![]() | FortifyReduces any enemy Ignore DEF effects by 15% or 25%. |
![]() | Goldplated
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![]() | ImmutablePrevents any attempt to increase a Champion’s skill cooldown. Each stack fully blocks one such attempt, regardless of how many turns would be added, and is then consumed. Immutable has no duration—its stacks cannot be extended, reduced, or spread to allies. If the Champion is immune to cooldown increases, stacks are not consumed; however, if the effect cannot be resisted, one stack is removed. Applying fewer stacks than the Champion currently has will not overwrite the existing total. If stolen, all stacks present are transferred to the thief. |
![]() | Increase AccuracyIncreases the recipient’s ACC by 25% or 50%. |
![]() | Increase AttackIncreases the Champion’s Battle Attack (current Attack value including all modifiers) by 25% or 50%. |
![]() | Increase Critical RateIncreases the Champion’s C.RATE by 15% or 30%. |
![]() | Increase Critical DamageIncreases the Critical Damage dealt by 15% or 30%. |
![]() | Increase ResistanceIncreases the Champion’s Battle Resistance by 25% or 50%. |
![]() | Increase DefenseIncreases the Champion’s Battle Defense by 30% or 60%. |
![]() | Increase SpeedIncreases the Champion’s Battle Speed by 15% or 30%. |
![]() | InterceptThe Intercept buff is a powerful mechanic that blocks any attempt to apply crowd control debuffs, even if the debuff specifies it cannot be blocked. This includes effects like Stun, Sleep, Freeze, Prove, Fear, True Fear, Petrification, and Sheep debuffs. Each stack of Intercept negates one attempt to apply such a debuff, after which the stack is consumed. A Champion can have multiple stacks of Intercept, but the buff itself has no duration, meaning it cannot be extended, reduced, or transferred to allies. This makes Intercept a reliable tool for mitigating crowd control, provided sufficient stacks are maintained. When combined with the Block Debuffs buff , Intercept behaves differently depending on the type of debuff applied. If the debuff can be blocked, an Intercept stack will not be consumed, even if the Champion is immune to the debuff. However, if the debuff cannot be blocked, an Intercept stack will always be removed, regardless of whether the Champion is immune. This distinction ensures that Intercept remains effective against blockable debuffs while still being vulnerable to unavoidable ones. Additionally, if a Champion already has Intercept stacks and gains another Intercept buff with fewer stacks, their current stack count remains unchanged, preserving their defensive potential. Intercept also interacts uniquely with buff theft mechanics. If a Champion steals the Intercept buff from an enemy, they gain the exact number of stacks the original Champion possessed at the time of theft. This creates opportunities for strategic plays, allowing teams to transfer defensive resources dynamically during battles. Overall, Intercept serves as a robust counter to crowd control, provided players manage its stacks effectively and understand its interactions with other buffs and immunities. |
![]() | Lightning OrbWhenever an enemy receives a buff or has their Turn Meter filled, places one Lightning Orb stack on this Champion. When activated, a Lightning Orb stack randomly protects one other active buff from being removed, stolen, or transferred. After activation, the Lightning Orb stack disappears. A Champion can have a maximum of 3 Lightning Orb stacks at one time. Whenever a Champion with 3 Lightning Orb stacks hits enemy targets, inflicts Bonus Damage to them based on their MAX HP. Bonus Damage can occur on each hit of a Skill, but does not count as an extra hit. After the Bonus Damage is applied, all active Lightning Orb stacks are removed from this Champion. |
![]() | Magma ShieldThe Champion’s HP Bar is reinforced with a Magma Shield for the indicated number of turns. Damage is calculated as normal, but is first applied to the Magma Shield (unless the attack is stated to ignore Shields). When the Magma Shield buff expires, or the value of the Magma Shield reaches 0, the buff is removed and any further damage is applied as normal. When damage is dealt to a Magma Shield, it is first applied to the Magma Shield, then an equal amount of damage is also dealt back to the attacker. |
![]() | Reflect DamageAny Champion attack a target with this buff will sustain 15/30% of the damage they inflicted with the attack. |
![]() | Revive On DeathIf a Champion with this buff dies, he or she will immediately be revived with 30% HP and 0% Turn Meter. |
![]() | ShatterIncreases a Champion’s Ignore DEF effects by 7.5% or 15%. |
![]() | ShieldThe Champion’s HP bar is reinforced for X Turns with a Shield effect. Damage is calculated normally but is first applied to the Shield (unless the attack ignores Shields, which is stated in the Skill description). When the buff expires or Shield value reaches 0, the Shield is removed and further damage applies as normal. Note: damage dealt to the shield does not count as damage dealt to the Champion, so effects such as Lifesteal do not benefit from it. |
![]() | Stone SkinStone Skin buff decreases the damage (except the damage received from Bombs and HP Burn), removes all debuffs except Bombs and HP Burn, gives Immunity to all debuffs except Bombs and HP Burn. Also, it gives additional Stone Skin HP. A Champion with the Stone Skin is immune to the Decrease MAX HP and Decrease Turn Meter Effects. |
![]() | StormcallEach stack of Stormcall increases a Champion’s damage by 5%, with a maximum of 5 stacks allowed at once. When a Champion attacks with the full 5 stacks, they apply an irresistible Stun debuff to the target and all Stormcall stacks are immediately removed. |
![]() | StrengthenDecreases incoming damage by 15% or 25%. |
![]() | TauntTaunt is a buff that forces enemies to attack the Taunting Champion. It’s great against single-target nukers in both PvP and PvE, champions with crowd control debuffs on their basic abilities, champions who have Evil Eye mastery, or bosses with powerful single-target attacks. The Taunt buff can be stolen, removed, and decrease its duration. Petrification on the Taunting champions will also remove this buff. However, you cannot spread Taunt debuff and increase its duration. Provoke has priority over Taunt. A provoked champion will target the Champion who placed Provoke on them. If there are 2 champions with a Taunt buff, then the enemy can target either one. However, if one of them have Veiled buff , the one without Veil is targeted first. |
![]() | Total Guard
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![]() | UnkillableThe Champion with this buff cannot fall below 1 HP for the entirety of its duration. |
![]() | VeilChampions under [Veil] buffs are unable to be targeted by the enemy team. However, Champions under [Veil] can still be hit with AoE attacks or attacks that hit random enemies. Champions will lose their [Veil] buff when they attack an enemy Champion. However, Champions under [Veil] can use Skills that do no damage to the enemy without losing the buff — like buffing their own team, or applying debuffs to the enemy team with Skills that don’t deal damage. If all Champions on a team are under either [Veil] or [Perfect Veil] buffs, it will be ineffective. The enemy team will be able to target each Champion directly as if no [Veil] buffs were present. If only one Champion remains on a team, and they are under either a [Veil] or [Perfect Veil] buff, it will be ineffective. The enemy team will be able to target the Champion directly as if no [Veil] buffs were present. Veil reduces incoming AoE damage by 7.5%. Perfect Veil is a more powerful version of Veil which works as same as Veil except you do not lose the buff when attacking or dealing damage to an enemy Champion. Perfect Veil reduces incoming AoE damage by 15%. |
Debuffs
Debuffs break down even the strongest defenses. Decrease Defense multiplies your team’s damage, Poison slowly eats away at large health pools, and HP Burn punishes enemies each time they act. Crowd control such as Stun or Freeze can completely halt a dangerous champion, locking them out of the fight. Yet these effects demand perfect timing. Drop them too early and a cleanse may erase them. Apply them too late and the enemy may already have shifted the tide. Skilled players layer debuffs to crush resistance, pairing Decrease Accuracy with Resist Down to ensure success or stacking Poison and Burn to overwhelm teams that cannot heal fast enough. When applied with intent, debuffs can dismantle entire strategies and open the door to victory.
| Icon | Debuffs Description |
![]() | BerserkIncreases the damage inflicted and damage received by 50%. |
![]() | Block Active SkillsPrevents the Champion with debuff from using Active Skills other than their Default Skill for the duration of the debuff. Skill Cooldown of the affected Champion refreshes as normal. |
![]() | Block Passive SkillsBlock Passive Skills debuff blocks activation of Champion’s passive skills. This debuff cannot block passive skills which are marked as unblockable. |
![]() | Block BuffsAll buffs that are applied to the Champion with this debuff are automatically blocked and have no effect. |
![]() | Block ReviveThis debuff blocks Revive effects. The Block Revive debuff cannot be blocked. Valid throughout the battle. |
![]() | BombWhen this debuff expires, the affected Champion suffers direct damage that ignores their DEF value. The damage inflicted by the bomb scales in accordance with the Stat indicated in the Skill description. |
![]() | DeathbrandChampions under a Deathbrand debuff will receive the Block Revive debuff when killed. |
![]() | Decrease AccuracyReduces the Champion’s Battle Accuracy by 25/50%. |
![]() | Decrease AttackDecreases the Champion’s Battle Attack by 25/50%. |
![]() | Decrease Critical DamageDecrease Critical Damage is a debuff that decreases the Critical Damage inflicted by the recipient. Can decrease the damage inflicted by 15% or 30%. |
![]() | Decrease Critical RateDecrease Critical Rate is a debuff that decreases the Critical Rate of the recipient. Can decrease Critical Rate by 15% or 30%. |
![]() | Decrease DefenseDecreases the Champion’s Battle Defense by 30/60%. |
![]() | Decrease ResistanceDecrease Resistance debuff decreases the Champion’s Battle Resistance by 25% or 50%. This allows your debuffers to inflict debuff easily with lesser accuracy required. |
![]() | Decrease SpeedDecreases the Champion’s Battle Speed by 15/30%. |
![]() | EnfeebleChampions under an Enfeeble debuff can only land weak hits, unless stated otherwise in a skill description. |
![]() | EnsnareAny Turn Meter increase effects received by a Champion with the Ensnare debuff will be reduced by 50% or 100%. |
![]() | EntangleA Champion under an Entangle debuff will not receive any positive effects from their allies, including buffs, and will not have their Turn Meter passively increased. When placed, a Champion receiving the Entangle debuff will have all of their buffs removed, but can still receive additional debuffs. The Entangle debuff has no duration, and therefore cannot have its duration increased or decreased. The Entangle debuff also cannot be spread to other Champions. You can only remove an Entangle debuff by actively filling the Champion’s Turn Meter to 100%. |
![]() | FatigueChampions under a Fatigue debuff will receive a Sleep debuff for 1 turn after using an active skill. If a champion with a Fatigue debuff uses a skill that removes debuffs, the Fatigue debuff will be removed and the Sleep debuff will not be placed. |
![]() | FearFear: This debuff gives a 50% chance for a Champion’s Skill to misfire. When it triggers, the Skill does not activate and the Champion immediately forfeits their turn. True Fear: Similar to Fear, but even more punishing. If the Skill fails, not only does the Champion lose their turn, the attempted Skill is also pushed onto cooldown. |
![]() | FreezeThe Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while [Freeze] is active. The Champion only receives 75% of incoming damage. |
![]() | Heal ReductionAny healing received by the Champion with this debuff is reduced by 50/100%. |
![]() | HexChampions under Hex debuffs take damage whenever their allies do. The damage from Hex debuffs ignores Champions’ DEF. The original targets all take full damage. Champions under Hex debuffs take 2% of AoE damage inflicted on their allies, and 10% of single—target damage inflicted on their allies. Champions under Hex debuffs only take extra damage from direct attacks on their allies, not lasting effects (like buffs or debuffs). |
![]() | HP BurnWhile the debuff is active and at the start of the affected Champion’s turn, they and all their allies take damage equal to 3% of their respective MAX HP. There can be only one [HP Burn] debuff active on a Champion at a time. |
![]() | Hunter’s GazeDamage dealt to a Champion under the Hunter’s Gaze debuff cannot be decreased, blocked, redirected, or transferred, but this only applies to damage directly inflicted by skills, excluding debuffs, passives, Masteries, or Blessings. This damage bypasses protective effects such as Unkillable, Block Damage, Increase DEF, Strengthen, Ally Protection, Veil, Perfect Veil, and Shield buffs. However, Champions can still Evade attacks while under the Hunter’s Gaze debuff. |
![]() | InfestWhen an enemy afflicted by the Infest debuff is slain, all remaining enemies take pure damage equal to 50% of the defeated enemy’s MAX HP. This damage cannot critically strike. Against Bosses or their minions, the pure damage is capped at 10% of their MAX HP. |
![]() | IronbrandThe Ironbrand debuff does nothing on its own, but it will increase the damage dealt by the Iron Twins’ Doomsday Machine skill. Damage from this skill is increased according to the duration of any Ironbrand debuffs currently active on each Champion. The higher the duration of an Ironbrand debuff, the greater the damage that Doomsday Machine will do. Ironbrand cannot be blocked or removed, but it can be resisted. |
![]() | LeechAny Champion that attacks a Champion with this debuff heals for 18% of inflicted damage. |
![]() | NecrosisThe Necrosis mechanic is a debuff that grows stronger with each enemy Champion defeated. When an enemy dies, a single Necrosis stack is applied to all surviving enemies. Each subsequent death adds another stack to the living enemies, and this process continues throughout the battle. At the start of their turn, each Champion takes damage equal to 5% of their maximum HP for every Necrosis stack they possess. |
![]() | NullifyChampions under the Nullify debuff cannot have their skills activated, participate in Ally Attacks, be granted an Extra Turn or an Instant Turn, have their skills’ cooldowns decreased, have their Shield’s value increased, have their destroyed HP restored, have their HP swapped, Evade enemy effects or skills, have their Turn Meter equalized, or have their HP balanced. |
![]() | PetrificationA Champion under a Petrification debuff will have all of their buffs removed, and be unable to take their next turn. When under a Petrification debuff, a Champion will be unable to receive buffs, and is susceptible to receiving more debuffs. Instant effects do not work, except for Remove Debuff. They only receive 40% of incoming damage, but Bomb damage is increased by 300%. |
![]() | PoisonDamages the target Champion by 2.5/5% of their MAX HP at the beginning of their Turn. This damage is not affected by other effects and only scales in accordance with the Target’s MAX HP. |
![]() | Poison SensitivityPoison Sensitivity increases the damage taken from the Poison debuff by the recipient. Can increase the damage taken by 25% or 50%. |
![]() | ProvokeThe Champion with this debuff can only attack the Champion that applied it for X Turns, using their Default Skill. |
![]() | SheepChampions under Sheep debuffs lose access to their normal skills, and can only use the Sheep skill: Attacks 1 enemy. Any ally Sheep will join this attack. 50% chance to remove Sheep after attacking. When expired or defeated, the Champion returns with 50% HP. |
![]() | SiphonA Champion under a Siphon debuff will have 5% of their stat values siphoned by the debuff producer, except Ignore DEF. Each time the debuff producer takes a turn, an additional 5% of the stat values will be stolen, stacking up to 50%. For example, a Champion with 1000 ATK under Siphon will initially have their ATK decreased to 950 and the debuff producer’s ATK will be increased by 5%. Each time the debuff producer takes a turn, an additional 5% of the target’s stats will be siphoned to them. The Siphon debuff cannot be transferred, spread, or have its duration increased or decreased. It can be removed. |
![]() | SleepThe Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while [Sleep] is active. Any incoming damage received automatically removes [Sleep]. |
![]() | SealThere are two versions of this debuff: Seal and Master Seal. Seal blocks effects from Gear Sets and Masteries (except stat boosts). Master Seal additionally blocks Blessings (except stat boosts). Effects activated before placement are not blocked. |
![]() | SmiteChampions under the Smite debuff will be hit by a meteorite when they use an Active Skill. The meteorite inflicts damage equal to 25% of their MAX HP, and 5% of all other enemy Champions’ MAX HP. Only one Smite debuff can be active per team at any point. |
![]() | StunThe Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while [Stun] is active. |
![]() | WeakenIncreases damage received by the Target Champion by 15/25%. |
Enemy Buffs & Debuffs
| Icon | Amius the Lunar Archon Buffs & Debuffs Description |
![]() | EclipseOnly Amius the Lunar Archon can place this buff on himself. When placed, Amius will transform into his Alternate Form. When the buff expires, Amius will transform back to his Base Form. |
| Icon | Hydra Buffs & Debuffs Description |
![]() | Mark of the HydraMarks one Champion who will be affected by the Devouring Skill. This effect can’t be removed, and its duration can’t be decreased. It cannot blocked or resisted, and ignores Perfect Veil and Veil buffs. The Mark of the Hydra is placed irrespective of the number of debuffs on the Champion. |
![]() | DigestingAt the start of a Hydra battle, one Champion will receive a Mark of the Hydra debuff with a 20-turn countdown. Once the countdown expires, the marked Champion will be devoured by the Head that moves next. After devouring the marked Champion, the Hydra Head will begin digesting them and a 5-turn countdown will begin. If enough damage is dealt to the digesting Hydra Head before the countdown ends, the devoured Champion will be set free and return to the battle. If the countdown expires, the Champion will be consumed and cannot be revived or return to the battle. |
![]() | Life BarrierThis buff gives additional Life Barrier HP apart from Champions HP. It has the highest priority of all buffs and will always work for the indicated number of turns. Life Barrier buff cannot be removed, stolen, or otherwise affected by buff manipulation skills. Skills that take into account the size of the Shield on the target for damage consider Life Barrier as a Shield. The buff is placed over Stone Skin and Digestion Hydra Effect. One need to remove the Life Barrier to inflict damage on the other effects. |
![]() | Poison CloudPoison Cloud buff blocks damage from Poison debuffs. If a Champion got an HP Burn debuff before the Poison Cloud was applied, then the effects of the Poison Cloud won’t work, but the buff itself will not be removed. It’s not affected by the Steal Buff, Remove Buff, Spread Buff, Increase Buff Duration, Decrease Buff Duration effects. |
![]() | Serpent’s WillSerpent’s Will buff reduces all damage a new Head takes by 75%. It starts working once the dead Head is transformed into a new Head and is active until the new Head makes its first move. This buff can’t be removed, stolen, or spread. Also, its duration can’t be increased or decreased. |
![]() | VengeanceIncreases the damage inflicted by the Head of Wrath by 300%. It is activated automatically once the Head of Wrath receives 15 hits. The hits are shown on the Vengeance counter. The Head of Wrath deals increased damage twice: right after the buff was activated and on its next turn. This buff can’t be removed, stolen, or spread. Also, its duration can’t be increased or decreased. |
![]() | DecapitatedIncreases damage taken by the Head that was cut off by 200%. It is active for as long as the Head is dead. Decapitated debuff can’t be removed; its duration can’t be increased or decreased. |
![]() | Pain LinkThe Pain Link debuff causes the affected Champion to receive 15% of all damage received by the Head of Suffering. The Head of Suffering receives 100% of the damage inflicted to it. The Pain Link debuff can be blocked or removed and can have its duration increased or decreased. Receiving a Pain Link debuff will awaken Champions under a Sleep debuff. If a Champion is under both a Pain Link debuff and a Block Damage buff, they won’t receive any damage from the Pain Link debuff. |
| Icon | Eternal Dragon Buffs & Debuffs Description |
![]() | Eternal RageThe Eternal Rage buff increases Iragoth’s SPD and causes Iragoth to ignore Unkillable, Block Damage, Shield buffs and ignore 50% of the target’s DEF when attacking. |
| Icon | Minotaur Buffs & Debuffs Description |
![]() | RageWhile active, this buff increases the damage the Minotaur deals by 400%. |
![]() | DazedWhile active, this debuff increases the damage the Minotaur receives by 200%. The duration of this debuff cannot be increased. |
![]() | HexMinotaur’s [Tremor Stomp] Skill deals double damage to Champions with this debuff. |
| Icon | Chimera Buffs & Debuffs Description |
![]() | DuelThe Duel effect is placed on the producer and their target. When the Duel effect is active, the producer can use any skill against the target, while the target is limited to only using their default skill against the producer, similar to the Provoke debuff. The producer deals 50% more damage to the target under the Duel effect. Champions not under the Duel effect deal 50% less damage to targets who are in a ‘duel’. To end the ‘duel’, Champions must deplete the producer’s Duel bar. This bar is equal to 0.5% of the producer’s MAX HP. Once the requisite damage is dealt, the Duel effect is removed from all Champions. If the producer or their target dies while under the Duel effect, it is also removed. The Duel effect has priority over Taunt, Veil, and Perfect Veil buffs. For example, the producer of the Duel effect will always target the enemy under the Duel effect, rather than a Champion under a Taunt buff. If the target of a Duel effect is under a Veil or Perfect Veil buff, they will still be targeted by the effect’s producer. The Duel effect is placed irrespective of the number of the debuffs currently on a target Champion. The Duel effect is guaranteed, and cannot be removed, resisted, stolen, spread, or blocked. |
| Icon | Miscelleanous Buffs & Debuffs Description |
![]() | DelayThe Delay effect will prevent a Champion from receiving fatal damage, instead delaying it to their next turn. A Champion under the Delay effect can still be killed by enemies on their turns. If a Champion under the Delay effect receives healing equal to the amount of delayed damage, they will not receive any damage on their next turn. If they receive some healing, but not enough to equal the value of the delayed damage, they will recieve the amount of delayed damage remaining. If a Champion does not receive any healing before their next turn, they will receive all of the fatal damage when their next turn starts. |
![]() | Ingest
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@all: I have added the missing buffs and debuffs as listed below to the list:
Buffs: Goldplated, Total Guard
Debuffs: Block Revive, Block Passive Skill, Siphon, Ironbrand
Miscellaneous: Ingest (mimic)
To whom it may concern: I am very thankful for your list of buffs and debuffs! Clarifies a lot of symbols. Again, thank you very much!
I dont see “Block Revive” on here.