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A status effect, referred to in the code as a buff, is an additional effect that is triggered either after using an attack, special, or by picking up certain potions in Arena and Action. The duration and magnitude of the buff is affected by the source of the buff.

Any unit that is immune to buffs will be immune to every buff/status except healing, suck, and push in a standard castle level. In Arena/Action, those units are immune to healing statuses regardless in addition to every other status except suck and push.

Utility Statuses[]

Utility Statuses are those that apply an effect that isn't a stat multiplier.

Stuns[]

Stuns will simply make a unit unable to perform any actions for a set amount of time. Visually, this may be represented by floating star shapes, ice, petrification, webs, or nothing at all.

Damage over time effects[]

For every second that this debuff is applied onto a target, it will deal a set amount of damage. Visually, it may be represented by a burn, poison, bleed, or a blue tint(in conjunction with a freeze effect), and many more various things. The damage from one damage over time effect will not stack with any other damage over time effects, and atk multipliers will not boost the damage dealt by damage over time effects.

Root[]

Enemies stuck in a root effect will be unable to move, but they may still attack. This status is used to create stationary units such as the objective units found in 6-10.

Dragging[]

Enemies which get close enough to a certain area will be immobilized. Visually, they appear to sink as well. Currently, only one unit has a Dragging effect, the tier 3 and 4 Reaper's special.

Push[]

Units are pushed out of an area. This is seen with the tier 3 dragon and Lord Magma specials.

Suck[]

Enemies who come into contact with an area will be sucked into the center of that area. This is seen with the tier 3 dragon and Lord Magma specials.

Fear[]

Any enemy under the fear effect will only be able to run in the right direction. This effect is shown with skulls floating above the unit's head, and can only be applied by the Tier 4 Deadknight's special.

Charm[]

Any units under the charm effect will fight for you. In most cases, charmed units cannot be controlled by you, but units charmed by the Healer and Fairy can be controlled manually. Units controlled by tier 4 ghosts from the lich can also be controlled manually. This status effect is displayed with floating hearts above an enemy, or in the lich's case, a black shade accompanied with floating skulls.

Healing[]

Allied units that are in the radius of a heal will receive healing. If a healing buffs scales with special, it also scales with attack scale buffs. Because every status effect is considered a buff, and enemies immune to a buff are immune to all buffs, in arena and action levels, units immune to buffs will not receive healing from powerups or allied units.

Essence Bonus[]

If a unit gets this buff, you will get bonus essence allotted by this buff as long as your essence meter can store that essence. The only way to get this buff is through Essence potions in Arena/Action which will restore your essence to full.

Scale buffs[]

Scale buffs are buffs that will boost certain stats of a unit.

The formula for how positive stat boosting works with a net positive result is:

Stat after scale buff(s) = stat*(1+scale buff+scale buff#2+...+scale buff#n)

For scaleSpeed, the formula for positive results are:

Speed after speed buff(s) = speed*(1+scaleSpeed+scaleSpeed#2+scaleSpeed#n)^2

There is also a separate formula for net negative results:

Stat after scale buff(s) = stat/(1+|scale buff+scale buff#2+...+scale buff#n|)

For HP, the formula is more straightforward, and for obvious reasons, it can only be positive:

HP after HP buff(s) = HP*(scaleHp*scaleHp#2*...scaleHp#n)

Units can only have one of each buff applied unless they receive two buffs that do the same thing with a different name, or if the level applies those units that buff by default.

Keep in mind that in pages that state a certain scale buff %, they have already had this formula applied to present the percentage. These buffs can also be negative as well.

Attack[]

Attack Scale buffs (shown as +ATK) in game will simply multiply the attack and special stats by whatever the boost is. This will not affect abilities that do not scale with attack or special at all.

Defense[]

Defense Scale buffs (shown as +DEF) will multiply the defense stat by whatever the boost is.

Haste[]

Haste Scale buffs will multiply the movement speed of a unit by whatever the boost is, and it will also multiply the amount of frames per seconds the unit performs actions at, making the unit perform specials and attacks faster.

Speed[]

Speed Scale buffs are only applied during certain specials and will multiply the unit's movement speed by whatever the boost is. If used in conjunction with a Haste potion, overall the unit will travel the same distance, just in half the time. There are two types of speed scaling buffs, one of them is scaleSpeed which has its own formula, another is speedScalor which is found on mobility specials and uses the same formula that any other buff except HP uses.
However, scaleSpeed on Hack and Slash levels will simply use the same formula every other buff uses instead of its unique formula.

HP[]

HP buffs will multiply a unit's health by whatever the boost is. This buff is only applied to units immediately once they spawn, from a level's files, and it cannot be on units that you train yourself.

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