Hard and Soft CC
Hard CC makes the target skip its turn. These are Stun, Frozen, Petrified and Sealed. Soft CC lets the target act, but takes away its abilities or its choice of target. These are Silence, Staggered and Taunt.
Effects are conditions that cards put on their targets in battle. They are split into Status Effects, Debuffs and Crowd Control. Open an effect to see every card that applies it.
Hard CC makes the target skip its turn. These are Stun, Frozen, Petrified and Sealed. Soft CC lets the target act, but takes away its abilities or its choice of target. These are Silence, Staggered and Taunt.
After a Crowd Control effect lands, the same effect cannot be applied to that target again for 3 turns. This drops to 2 turns when the target's team has 3 or more cards, summons included. Dismantle also has a lockout of 2 turns. The lockout is counted separately for each effect and each target, and it resets after the battle.
Status Immunity blocks every effect on this page. Debuff Immunity only blocks Debuffs, and Crowd Control Immunity blocks all Crowd Control. Stun Immunity only blocks Stun, and Freeze Immunity only blocks Frozen.
Taunt, Charm, Hypnosis, Confusion, Subjugation and Provoke do not stop the target from acting. Instead, they change which card it attacks.
Status Effects stay on the target and act every turn. Most of them deal damage over time, and many of them stack. They are blocked by Status Immunity.
Deals damage every turn based on the applier's ATK. Itachi deals 200% of his ATK per turn. Black Flames never runs out, cannot be cleansed and ignores Shields.
Deals no damage by itself. Each time the target takes Burn damage, 1 stack is used up to deal an extra 40% of the applier's ATK. Stacks up to 5 times, and it cannot be cleansed while the target also has Burn.
Deals damage every turn. The amount is set by the card that applied it and is multiplied by the number of stacks.
Stacks up to 5 times. At 5 stacks, every Bomb detonates at once and deals damage equal to 100% of the target's own ATK.
Deals damage every turn. The amount is set by the card that applied it and is multiplied by the number of stacks. The target also receives 50% less healing.
Deals 2% of the target's Max HP every turn, plus part of the applier's ATK depending on the card. Each stack deals at most 3% of the target's Max HP. The damage ignores Shields and Damage Reduction, and the target cannot be healed. It cannot be applied to the same target again for 2 turns.
Can only be applied to a target that already has Burn. It Freezes the target for 2 turns and deals 25% of the applier's ATK every turn.
The target takes 5% of its own ATK as damage at the end of each turn. If it is then given Burn, one turn of Burn damage is dealt at once and Kindled is removed.
Deals damage every turn. The amount is set by the card that applied it. Each tick also drains 1% from every Meter, Stack and Gauge the target has.
The target's ATK is reduced by 20%, and it takes 30% more damage.
Gains 1 stack each time Aki attacks the target, up to 5, or 10 with the Curse Devil contract. At max stacks, Aki's next attack that isn't an ability uses up every stack for bonus damage. With the Snake contract, it Stuns the target for 1 turn and removes its strongest buff instead.
The next damage over time effect applied to the target is copied to a random enemy in the same position, then Static is removed.
Debuffs lower the target's stats or make it take more damage. Most of them deal no damage by themselves. They are blocked by Debuff Immunity.
The target takes 8% more damage from AoE attacks. When an AoE attack hits it, 20% of the damage splashes to adjacent enemies.
The target takes 15% more damage from the card that applied it.
The target has a 5% chance to attack its own allies.
The target's Speed is reduced by 20%.
The target has a 25% chance to miss its attacks. Gogeta deals 100% more damage to a Dazed target and always lands a Critical Hit on it.
The target takes 20% more damage, and its follow-ups deal 30% less damage. Both grow for each living Quirks ally while Shigaraki's Fear is active. It does not stack.
The target deals 25% less damage and cannot gain Speed or Evasion bonuses.
The target deals 15% less damage and takes 10% more damage from the card that applied it. Tusk Act 4 deals 40% more damage to it. It does not stack.
The target takes 25% more damage from all sources. It does not stack.
The target takes 5% more damage per stack.
Lowers the target's DEF. Gojo's Hollow Purple lowers it by 25% for the rest of the battle, while other cards lower it by 20% for 2 turns.
The target takes 15% more damage from all sources, or 30% more from Pirate cards.
The target takes 10% more damage from attacks. Damage over time on it is dealt all at once instead of over several turns.
Aizen's Hypnosis lowers the target's Speed by 10% for the rest of the battle, and Absolute Hypnosis also lowers its Damage Reduction by 10%. Aizen deals more damage to Hypnotised targets.
Quirks cards deal 10% more damage to the target.
Removes a random buff from the target and gives it to the card that hit it. The target cannot receive buffs while Nullify is active. Silver Wolf's Nullify cannot be cleansed and ignores immunity.
The target deals 25% less damage and has a 25% chance for its actions to fail. When an action fails, it is counterattacked for 50% ATK.
Deals 4% of the target's Max HP every turn for 4 turns, rising by 2% Max HP each turn it stays. The target receives 40% less healing. If Rot runs out on its own, the target becomes Ruptured for 2 turns.
The target's DEF is reduced by 20%.
Attacks from the card that applied it, and from its summons, always land a Critical Hit on the target.
The target's Speed is reduced by 40%.
The target takes 15% more damage from all sources.
Damage dealt to the target is shared with up to 2 other enemies that also have Soul Boundary. The target takes 100% of the damage, the second enemy 75% and the third 50%.
The Bomb Devil's next attack on the target deals 100% more damage and spreads 50% of it to every other enemy, using up the Spark. While every enemy is Sparked, A Fine Day for Explosions triggers.
The target loses 0.5% of its Max HP each time it is attacked.
The target takes 40% more damage from the card that applied it. Its Damage Reduction is also lowered by 30% for the rest of the battle, even after Under Heaven ends.
The target's Speed is reduced by 30%, and each time it acts, it takes 5% of the applier's total damage dealt. Alucard's Bleed on it deals damage twice per turn.
The target cannot gain Meter. Meter it would gain goes to the team that applied Bud instead, unless a card on each team holds Bud. When Hanami dies, every enemy gets Bud for the rest of the battle.
Stores 15% of all damage the target takes. Acheron's Critical Hits and Crimson Thunderfall use it up to deal twice the stored damage.
Each Nail that hits the target adds 1 stack. A Nail that hits a target that already has Rotation also applies a random debuff, and Johnny deals 20% more damage to targets with Rotation.
The target's attacks on Johnny's team that aren't abilities deal 50% less damage. The other 50% exits through the enemy with the most Rotation.
Removes all of the target's buffs when applied and cannot be cleansed. The target deals 30% less damage and receives 50% less healing. While every enemy is Spared, each one loses 5% of its Max HP every turn.
Crowd Control makes the target lose its turn or its choice of target. Every Crowd Control effect has a lockout, explained above. They are blocked by Crowd Control Immunity.
The target skips its turns, and its ATK, DEF and Speed are reduced by 30%.
The target skips its turn and takes 100% more damage from basic attacks by Girls cards.
The target cannot use abilities, and its passives do not trigger. Silence does not work in PvP.
The target deals 30% less damage and has a 25% chance for its actions to fail.
The target cannot act for the stated number of turns or actions.
The target must attack the card that applied Taunt, and it deals 25% less damage.
The target cannot act or be healed, and it takes 50% less damage, including damage over time. Frieren's eternal seal does not reduce the damage it takes.