
Hey, Raiders! We hope your recruitment of Oz Champions is going smoothly and you’ve already persuaded a few to join your ranks. In this RAID Digest, we’re tackling some of the most frequent community questions around combat modifiers—specifically, how Buffs and Debuffs interact with mechanics like spread, steal, and duration extension, as well as clarifying which Relics require Accuracy. Over time, these systems have grown quite complex, so we wanted to gather all the rules and exceptions into one comprehensive guide.
Whether you’re a beginner trying to grasp this core mechanics area or a veteran looking to master every edge, this issue has you covered. So, without further ado, let’s jump right in!
Recently we’ve seen quite a few questions from players as to which Buffs and Debuffs are possible to spread, extend, and manipulate in other ways, so here’s a breakdown of this.
Buffs
Buffs that cannot be spread:
Buffs that cannot be stolen:
Buffs duration of which cannot be increased:
Buffs duration of which cannot be decreased:
Debuffs
Debuffs that cannot be spread from the target to other enemies:
Debuffs duration of which cannot be decreased:
Debuffs duration of which cannot be increased:
Debuffs, which a Champion cannot transfer from themselves on an enemy target:
All the other Debuffs can be spread, changed in their duration, or transferred, with the game taking into account the ACC of the Champion who is making an attempt to do so. In case of the Deflection mechanic (a Debuff is returned onto its producer, like in case of the Deflection gear set or Wand of Submission; not to be confused with the Transfer of Debuffs by skills) the game takes into account the ACC of the initial producer of the Debuff (that is, they use their own ACC to debuff themselves).
Please note that the information above represents the current mechanics of interactions which may change at some point due to broader considerations of the game balance, even though we don’t plan such changes in the near future.
We’ve noticed that players often get confused by which Relics require ACC to land their effects which do not. Basically, in relation to ACC and RES, Relics work in a similar manner to Champion Skills. Thus, we’ve updated Relics’ descriptions in the game to reflect that by default all Relics rely on their owner Champion’s ACC in order to land their negative effects. However, some Relics are exceptions to this rule and in their cases it is now explicitly stated that their effects cannot be resisted.
Here’s a short summary for Relics that are able to land negative effects on the enemy:
Mythical Relics:
Legendary Relics:
Epic Relics:
The upcoming installment of Clan vs Clan Tournament will feature Personal Rewards, so make sure you step into it well-prepared and ready for all-kind of last-moment mischief from the enemy Clan ;-)
That’s all for today’s Digest; we hope you found it useful. Stay safe and healthy. See you in two weeks’ time.