List of Raid Shadow Legends buffs and debuffs.
In the shadow legend raid game, champions can put buffs and debuffs on allied or enemy units (on buffs allies and on debuffs enemies).
RAID Shadow Legends has lots of positive effects (called “buffs”) that can be applied to a champion, as well as lots of negative effects (called “debuffs”). Knowing what does what “buff” or “debuff” will help you build a team based on the situation you find yourself in.
The buffs that are circled in gold?
Buffs that have a different color is meant to show that they are impossible to remove. So you have to either wait for the end of the delay of your BUFFS, or reduce the duration of the buffs (A2 ofarbitrator for example).
List of Raid Shadow Legends buffs.
Buffs are all positive effects for your team (or those given by the opposing team to their allies).
A buff is the common name given to any positive effect applied to a target in an RPG. In RAID Shadow Legends, buffs will always be represented inside a blue square. Each buff has a specific icon that helps you identify the applied buff.
Here is the list :
Attack increase:

Increases the champion's total attack by 25%.

Increases the champion's total attack by 50%.
Defense increase:

Increases the Champion's total defense by 30%.

Increases the Champion's total defense by 60%.
Speed increase:

Increases the champion's total speed by 15%.

Increases the champion's total speed by 30%.
Critical Rate Increase:

Increases the champion's critical rate by 15%.

Increases the champion's critical rate by 30%.
Increased resistance :

Increases Champion's combat RES by 25 %

Increases the Champion's combat RES by 50 %
Blocking debuffs:

While this buff is active, the champion is immune to all debuffs. Instant negative effects such as Turn Meter reductions are unaffected and function as normal.
Blocking damage:

The champion is immune to any type of damage (when you hit him, the damage displayed = 0, so you have to hit another character).
Shield :

The champion receives a shield for a certain number of turns (written on the bonus). This shield allows you to take as much damage as the shield gives.
Counterattack (response):

When attacked, the Champion with this buff retaliates using their first skill. This attack deals 75 % normal damage. Does not count as a turn.
Invincibility:

The champion will remain at 1 HP anyway, he will be unkillable while he has this buff on him.
Return damage:
Reflects 15% of damage taken back to the attacking champion. In no case does it reduce the damage of 15% from the attacks received.
Reflects 30% of damage taken back to the attacking champion. In no case reduces the damage of 30% from the attacks received.
Resuscitation after death:

If a Champion with this buff dies, they will be immediately revived with 30 HP and 0 Turn Counter. It is impossible to increase the duration of this buff.
Continuing care :

At the start of each turn, the champion heals 7.5% of his max HP.
At the start of each turn, the champion heals 15% of his max HP.
Veil and Perfect Veil:
Info Chazzup, the perfect sail is impossible to fly!

A champion under veil cannot be targeted by an enemy skill. The effect is removed when the veiled champion attacks. Reduced the damage of all incoming AoE attacks by 7.5%.

A champion under veil cannot be targeted by an enemy skill. The effect is removed at the end of the effect's countdown. Reduced the damage of all incoming AoE attacks by 15%.
To reinforce :
Buff that decreases the damage inflicted. Can decrease damage taken by 15% or 25%
Accuracy increase:

Buff that increases accuracy Can increase accuracy by 25% or 50%.
Increased critical damage :

Buff that increases critical damage dealt. Can increase damage dealt by 15% or 30%.
Protection of allies
An ally will put this buff on the other allies, when the other allies are hit, the damage will be reduced and it is the champion who put the buff who will take the reduced damage.

Reduces damage by 25%.
Reduces 50% damage.
Stone Skin:

Removes all debuffs from champion, makes him immune to all debuffs except bombs, reduces incoming damage by 85%. Increases damage inflicted by [Bomb] type debuffs by 300%. Can be reset by inflicting damage equal to 50% of the champion's MAX HP.
Interception
The Interception buff will block any attempt to place a crowd control debuff on a Champion, even if the enemy's ability specifies that the debuff cannot be blocked. This includes the Stun, Sleep, Freeze, Taunt, Fear, Panic, Petrify, and Sheep debuffs.
A Champion can receive multiple stacks of the Interception buff. Each stack of Interception will block an attempt to place a crowd control debuff. After the attempt, one stack of Interception will be removed. The Interception buff has no duration and, therefore, cannot have its duration increased or reduced. The Interception buff also cannot be spread to allied Champions.
If a crowd control debuff is placed on a Champion with an Interception stack and a Debuff Block buff, no Interception will be removed. However, if an unblockable crowd control debuff is placed on a Champion with both Interception and Debuff Block, one Interception stack will be removed.
If a blockable crowd control debuff is placed on a Champion who is immune to that debuff, no Interception stacks will be removed. However, if an unblockable crowd control debuff is placed on a Champion who is immune to that debuff, one Interception stack will be removed.
If a Champion has an Interception buff and another Interception buff with fewer stacks than the Champion currently has is placed on them, the number of Interception stacks on the Champion remains unchanged.
If a Champion steals an Interception buff from an enemy, they will also steal as many stacks of Interception as the original Champion had when the buff was stolen.
Fervor
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Increases damage inflicted by 10 % and reduces damage received by 10 %.
Magma shield
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The Champion's HP bar is reinforced with a Magma Shield for the specified number of turns. Damage is calculated as usual, but it is first applied to the Magma Shield (unless the attack is specified to ignore Shields). When the Magma Shield buff expires, or the Magma Shield value reaches 0, the buff is removed and subsequent damage is applied normally.
When damage is inflicted on the Magma Shield, it is first applied to the Magma Shield, and then an equivalent amount of damage is also reflected back onto the attacker.
Invoque-orage
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Each stack of Storm Summoner increases the damage dealt by a Champion by 5 %.
A Champion can have a maximum of 5 stacks of Storm Summon at the same time. When attacking with 5 stacks of Storm Summon, place a Stun debuff on the target and remove all stacks of Storm Summon. It is impossible to resist this Stun debuff.
List of debuffs in Raid Shadow Legends
A debuff is the common name given to any negative effect applied to a target in an RPG. In RAID Shadow Legends, debuffs will always be represented inside a red square. Each debuff has a specific icon that helps you identify the applied effect.
Attack Reduction:

Reduces the champion's total attack by 25%.

Reduces the champion's total attack by 50%.
Defense Reduction:

Reduces the Champion's total defense by 30%.

Reduces the Champion's total defense by 60%.
Speed reduction:

Reduces the champion's total speed by 15%.

Reduces the champion's total speed by 30%.
Healing Reduction:

Reduces healing received from 50%

Reduces healing received by 100% (no healing received)
Accuracy Reduction:

Reduces champion's accuracy by 25%
Reduces champion's accuracy by 50%
Poison :

Inflicts the champion 2.5% MAX HP at the start of their turn.

Inflicts the 5% champion with MAX HP at the start of their turn.
Attenuation:

The champion receives 15% more damage.

The champion takes 25% more damage.
Fear :

50 % chance that the skill does not work and the turn is canceled (the skill will not be put on cooldown).
Absolute fear:

50 % chance that the skill doesn't work and the turn ends (the skill WILL BE SET on cooldown!).
Blocking buffs:

All buffs have no effect while this debuff is active on the target.
Blocking resuscitation :

This debuff blocks Reanimate effects. The Reanimation Block debuff is unstoppable. Valid throughout the battle.
Bomb:

When the count reaches 0, the champion takes damage without the DEF bonus being counted (raw damage).
Resurrection Block:

The champion cannot be revived if killed.
Provocation :

The champion who applies this effect will automatically be the target of the champion under this debuff, he will attack with his first skill. If you kill the champion who set the debuff, the debuff is automatically removed.
Daze:

When active, the Rage buff increases the damage dealt by the Minotaur by 400 %. When the Rage buff expires, the Minotaur becomes Dazed and receives a Dazed debuff for 1 turn. When active, the Dazed debuff increases the damage taken by the Minotaur by 200 %.
When the Daze debuff expires, the Minotaur again receives a Rage buff for 3 turns, restarting the cycle. These buffs and debuffs cannot be blocked or removed by Skills that remove debuffs.
Decapitated

Increases the damage suffered by the severed Head by 200 %. It is active for as long as the Head is dead.
The Beheaded debuff cannot be removed and its duration cannot be increased or reduced.
Blocking active skills :

All skills with a cooldown are unusable for the duration of the debuff.
Leech:

Any champion who hits an enemy who has this debuff regains 18% of the damage dealt in HP.
Freeze :

The champion passes his turn because he is blocked. cooldowns remain stuck as if he hadn't played. The damage received is equivalent to 75% of normal damage.
Stun:

The champion passes his turn because he is blocked. cooldowns remain stuck as if he hadn't played.
Sleep :

The champion passes his turn because he is blocked. cooldowns remain stuck as if he hadn't played. If the champion takes damage, sleep is canceled.
HP burn:

A single HP burn debuff on a champion, he loses 3% of his MAX HP (75,000 for the boss of clan) as well as all the other enemies present.
Poison Sensitivity:

is a debuff that increases the damage taken by the recipient's poison debuff. Can increase damage taken by 25% or 50%.
Blocking passive skills:

The Passive Skill Block debuff prevents the Champion's passive skills from activating. This debuff cannot block passive skills that are marked as unblockable.
Critical Rate Reduction:
Debuff that lowers the recipient's critical rate. May decrease C. by 15% or 30%
Critical Damage Reduction:
Debuff that decreases critical damage inflicted by the recipient. Can decrease damage dealt by 15% or 30%.
Petrification in Raid Shadow Legends:

Removes all buffs from the target champion and blocks the application of any other buffs while Petrification is active (but the champion can still receive debuffs). The target champion skips their turn(s), their skill cooldowns are not refreshed. In addition, damage taken is reduced by 60%, except for those inflicted by [Bomb] type debuffs – bombs deal 300% additional damage.
Curse :

This debuff comes from the Minotaur then was added to certain champions in 2020. The skills of certain champions will do more damage to enemies with this debuff + can do other actions (put another debuff for example).
Resistance Reduction:
Reduced resistance from 25% to 50%.
Sheep:
Champions on Sheep debuffs lose access to their normal skills and can only use the following Sheep skill: Attack an enemy. Any allied Sheep will join this attack. Has a 50 % chance of removing this Champion's Mouton debuff after the attack. As soon as a Sheep debuff expires or the Sheep is defeated, the affected Champion will return to combat with 50 % of HP.
Decay :

Champions with the Delicacy debuff can only deliver weak blows, unless otherwise indicated in the skill description.
Seal:


There are two versions of this debuff: Seal and Master Seal.
The Seal debuff blocks the effects of Equipment Sets and Masteries, with the exception of stat boosts granted by Artifacts and Accessories, as well as Masteries that boost stats only, such as Adept of the Blade, Impeccable Execution, etc. Master Seal is an improved version of this debuff, which also blocks the effects of Graces, with the exception of stat boosts.
The Seal and Master Seal debuffs do not block effects that were activated before they were placed.
Furious:

Increases damage inflicted and damage suffered by 50%.
Hunter's eye :
Damage dealt to a Champion under the Hunter's Gaze debuff cannot be reduced, blocked, redirected, or transferred. This only applies to damage dealt directly by skills, and not by debuffs, passive skills, Masteries, or Graces.
Damage dealt to a Champion under the Hunter's Gaze debuff will ignore the Invincible, Damage Block, DEF Up, Strengthen, Ally Protection, Veil, Perfect Veil, and Shield buffs. Champions can still Dodge damage while under the Hunter's Gaze debuff.
Necrosis :
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When an enemy Champion dies, a single stack of Necrosis is placed on all other living enemies. When another Champion dies, an additional stack of Necrosis will be placed on all other living enemies, and so on. Each stack of Necrosis deals damage equal to 5% of the Champion's MAX HP at the start of their turn. For example, if a Champion has 3 stacks of Necrosis, damage equal to 15% of their MAX HP will be dealt at the start of their turn.
Necrosis stacks are not reduced when activated at the start of a Champion's turn, and Necrosis is placed on a Champion regardless of how many debuffs they currently have. Damage dealt by Necrosis cannot be increased by other effects, and placing a Stone Skin buff will remove Necrosis. If there are enemy Champions dead in battle after a Stone Skin buff expires, a number of Necrosis stacks equal to the number of dead enemy Champions will be reapplied.
When a dead enemy Champion is revived, only one stack of Necrosis is removed from living enemies. If multiple Champions are revived, the number of Necrosis stacks removed will be equal to the number of Champions revived.
Deathmark:

Champions under the Death Mark debuff will receive the Revive Block debuff when they are killed.
Trap:

All effects that increase the Turn Counter received by a Champion afflicted with the Trap debuff will be reduced by 50% or 100%.
Fatigue :

Champions on Fatigue debuff will receive a Sleep debuff for 1 turn after using an active skill.
If a Champion afflicted with a Fatigue debuff uses a skill that removes debuffs, the Fatigue debuff will be removed and the Sleep debuff will not be applied.
Raid Shadow Legends Minotaur Buff and Debuff
Some buffs and even debuffs are only available during the Minotaur fight. They act as huge damage multipliers most of the time, both for him and for you.
Rage :

Increases Minotaur damage by 400%.
Eternal Rage:
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The Eternal Rage buff increases Iragoth's SPE and allows him to ignore Invincible, Damage Block, and Shield buffs, and to ignore 50% of the target's DEF when attacking.
Stunned:

Increases the damage the Minotaur receives by 200%.
Hex (curse debuff on raid):

Minotaur's Tremor Stomp skill does 2x damage.
Hydra Buff and Debuff in Raid Shadow Legends:
Life Barrier:

Hydra's head HP is boosted by a shield-like effect, but life barrier takes priority over active shield buffs. Any damage done to the head with this buff is first subtracted from the health barrier value before the head's HP is affected. If the life barrier is not exhausted after a certain number of turns, the head that benefits from this improvement regains its HP at the MAX level. If the life barrier is exhausted, the head is stunned for 1 turn. Life Barrier cannot be removed, stolen, or otherwise affected by buff manipulation skills.
poison cloud

Poison Cloud blocks damage from all enemy [Poison] debuffs. Additionally, each attack inflicted on the hydra head under this buff counts as a weak hit. [HP Burn] debuffs negate the effects of Poison Cloud. Champions whose skills do not allow them to deal weak hits and the affinity breaking artifact set can also counter this effect. Poison Cloud cannot be removed, stolen, or otherwise affected by buff manipulation skills.
Revenge

Activates after Head of Anger takes 15 hits, increases head damage by 300% for 1 turn and triggers an immediate AoE attack. Vengeance cannot be removed, stolen, or otherwise affected by buff manipulation skills.
will of the serpent

Activates when a new hydra head grows in place of a decapitated head. Serpent's Will reduces all incoming damage by 75%.
link of pain

Creates a bond between the head of pain and a target champion. The target champion takes 15% of all damage the Head of Pain takes (although the Head of Pain takes full damage from the incoming attack).
Decapitated

Activates when the HP of one of the Hydra's heads reaches 0. The head is removed and turns into an Exposed Neck, it cannot act for a set number of turns and takes 200% of additional damage.
Mark of the Hydra

This is a special effect that marks a champion for devour. It cannot be blocked, removed or manipulated. It is also not a debuff, so debuff limitations do not apply.
Digestion

Marks the hydra head that devoured one of your champions. The head that benefits from this effect receives additional HP and a time counter – inflict a certain amount of damage before this counter runs out to bring your champion back into battle. If you fail, the Champion is lost and cannot be revived or otherwise brought back.
Duel
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The Duel effect is placed on the producer and its target. When the Duel effect is active, its producer can use any skill against the target, while the target is limited to using its default skill against the producer, similar to a Provoke debuff.
The producer deals 50 % additional damage to the target under the effect of Duel. Champions not under the effect of Duel deal 50 % less damage to targets participating in a "duel."
To end the "duel," Champions must empty the Producer's Duel bar. The bar is equal to 1 % of the Producer's MAX HP. Once the required damage is dealt, the Duel effect is removed from all Champions. If the Producer or target dies while the Duel effect is active, it is also removed.
The Duel effect takes priority over Taunt, Veil, and Perfect Veil buffs. For example, the producer of the Duel effect will always target the enemy afflicted with the Duel effect rather than a Champion under the Taunt buff. If the target of a Duel effect is under the Veil or Perfect Veil buff, it will still be targeted by the producer.
The Duel effect is applied regardless of the number of debuffs currently on a targeted Champion. The Duel effect is guaranteed and cannot be removed, resisted, stolen, spread, or blocked.
Buff and débuff des éveils :
Punishment
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Champions under debuff [Punishment] will be hit by a meteor when using an Active Skill. The meteor inflicts damage equivalent to 25 % of the affected Champion's MAX HP, and will also inflict damage equivalent to 5 % of their MAX HP to all other enemy Champions.
Iron mark

The Iron Mark debuff does nothing on its own, but it will increase the damage dealt by the Iron Twins' End of the World skill. The damage of this skill is increased based on the duration of the Iron Mark debuffs currently active on each Champion. The longer an Iron Brand debuff lasts, the more damage World's End Machine will deal. Iron Brand cannot be blocked or removed, but it can be resisted.
Bone armor
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Each stack of [Bone Armor] reduces the damage inflicted on the recipient with a single strike, then disappears. A Champion can have a maximum of 3 stacks of [Bone Armor] at any one time (20->30%).
luminous orb

When a [Luminous Orb] stack is activated, it randomly protects another active buff against removal, theft or transfer. After activation, the Luminous Orb stack disappears. A Champion can have a maximum of 3 stacks of [Luminous Orbs] at any one time.
As soon as a Champion with 3 stacks of [Orb of Light] strikes enemy targets, inflicts Bonus Damage based on their MAX HP (2%->5%).
Taunt

If a Champion is under Taunt buff, enemies can only target that Champion. If there are multiple Champions under Taunt buff on the same team, enemies can target any of those Champions.
When an area attack is used, only the Champion under the Taunt buff can be targeted, but their allies will still suffer damage from the area attack as usual.
However, if multiple Champions on a team are under Taunt buffs, buffs that affect targeting (such as Veil and Perfect Veil) will then be taken into account to decide who will be targeted. For example, in a case where two Champions are under Taunt buffs, but one is also under a Veil buff, the Champion who is only under Taunt will be targeted, while the one who benefits from both Taunt and Veil will not.
The Raillerie buff cannot be propagated and its duration cannot be increased. It can be stolen, removed and its duration reduced.
The Taunt buff takes precedence over the Provoke buff, meaning that a Taunted Champion will only target the Champion who inflicted the Provoke debuff on them, rather than a Champion under the Taunt buff.
Furthermore, if there is only one Champion with Taunt buff in the team, it will override any other buff affecting targeting (such as Veil and Perfect Veil), which means that a Champion with Taunt and Veil buffs will be targeted.
Eclipse
Only Amius the Lunar Archon can grant himself this buff. When placed, Amius shifts into his alternate form. When the buff expires, Amius returns to his base form.
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I'm looking for a chalmpion who sends care reduction
You can use our search tool 🙂
Hi, I'm stuck. I need to apply a defense reduction debuff on step 5, red potion. How do I do that, please?
Hello, I work for Alucare, for this kind of question, don't hesitate to ask it on the Alucare discord: (link at the bottom of the site)
Hello.. I have a question regarding sleep.. does the presence of the poison debuff on a sleeping champion cancel the effect of the poison when it is the champion's turn to play? It would make some champions lose a lot of interest, it's a shame.
I have the impression that it happens, but not systematically it's strange
Hello, I work for Alucare, if you have a question don't hesitate to ask it on the Alucare discord: (link at the bottom of the site)
Hello how do you place a defense reduction debuff on the force guardians?
with a person who does
Hello, a character like Drexthar who burns does the crit damage change the damage on these attacks? thank you
no
Hello, for the increase in def, att, crit damage and speed buffs, does this take into account the base stats of the champion or does this take into account the total stats with artifact? and auras work like buffs or not
Thank you for your answer
complete stats for buffs and for aura basic memory stats but check
Hi, to remove or steal a shield buff which character do you recommend please?
shaman does it with his A1
Her A1!
Hi, are the Debuffs cumulative please?
Example: if 2 different heroes each pose a -60% def reduction debuff… does that equal a -120% reduction?
Thanks in advance
Hi, only the poison debuff is cumulative and you can't have more than 10 debuffs (all combined) on an enemy.
Hello,
Does the Resurrection Block debuff need precision? This is for how to equip my Fenax for the Ice Golem, thank you!
Hi, not since it's not a debuff 🙂 so no need for precision
dungeon challenge 3.1 3.2 how to
what is the challenge? I don't know them by heart ^^
Good evening, yes There are two challenges with the buffs in the dungeons:
– One where you have to do a healing debuff on the spirit dungeon
– The other where you have to debuff blocking debuffs on the nether dungeon
Any hero suggestions?
free personal (campaign) stone tooth and hostsprit for those 🙂