DAN004 on Dec 10th 2014 at 11:08:37 PM
Last Edited By:
BeerBaron on Dec 7th 2018 at 12:17:34 PM
Page Type: Trope
Ah, the Standard Status Effects. Nobody likes getting debilitated in any way, and like everything else there can be ways to alleviate, resist, or even prevent being debuffed.
Common ways to do it:
- Having a passive resistance towards debuffs - maybe said resistance is inherent to you (a species that can resist poison for instance) or acquired through various means, like an item of clothing or an unlockable skill. The resistance may be absolute (you can't get inflicted with certain debuffs period) or relative (the duration or the effects may be reduced by certain percentage).
- Having the ability to remove existing debuffs - If you're already debuffed, there'll be ways to remove it either via a consumable item or a particular move/attack your character can execute.
Depending on the common severity of the debuffs, antidebuffs may be a Useless Useful Spell or a pivotal part of playing the game. Compare Status-Buff Dispel and One Curse Limit (where one debuff protects against other debuffs).
Future indexes: Video Game Effects and Spells, Stock RPG Spells
- Several pieces of equipment in Chrono Trigger prevent a single status ailment, with the higher-end ones preventing them all. The Final Boss has an ability that removes this immunity, which he oftens follows up with a confusion-causing spell.
- In the Dragon Quest games, some bosses are resistant to debuffs, and pretty much all bosses can remove debuffs with a Disruptive Wave.
- Grandia II: Debuffs occasionally need addressing, since they persist between battles. The "paralysis" and "silence", for example, can greatly limit the tactical use of affected character (blocking use of special moves and magic respectively).
- There are specific (cheaper) and indiscriminate (more expensive) anti-debuff spells and items. They can be safely used between battles as well.
- Rejuventation at Save Points clears debuffs.
- The White Magician Girl Elena's across-the-board healing special move fully restores all friendly units on the battlefield (clearing debuffs, filling HP and MP, but not the special move points).
- "Coral Necklace", found in a treasure chest mid-game provides Poison/sleep/confusion resistance. There are various different items providing combination or specific resistances, neither systematically available for every imaginable occasion, nor worth specific pursuit, nor random in their attributes.
- Mega Man Battle Network: The Tomahawk Soul in the fifth game (T. Cross in the sixth), done by TomahawkMan merging with MegaMan, has a passive ability called Status Guard, making MegaMan immune to most status effects.
- In Octopath Traveler, alchemists get the immunize ability. It cures existing debuffs and prevents the target from being debuffed for a limited time.
- A Pokemon can only have one of the truly major status effects, such as paralysis, poison, or sleep, active at any time, meaning it's possible to deliberately afflict a Pokemon with a less harmful status effect to defend against more dangerous ones.
- Some Pokemon have innate abilities like Clear Body, White Smoke, and Full Metal Body, which prevent any stat from being lowered by an opponent. Other abilities prevent single stat debuffs such as Keen Eye (prevents accuracy loss), Big Pecks (defence), or Hyper Cutter (attack), and Own Tempo and Inner Focus prevent confusion and flinching respectively. Other Pokemon have abilities like Comatose (which prevents any non-volatile status effect), Immunity (prevents poison), Insomnia (sleep), Limber (paralysis), Magma armour (frozen), and Water Veil (burn). The Magic Bounce ability prevents any and all debuffs.
- Certain types of Pokemon are inherently immune to certain debuffs: Fire types are immune to burn debuffs, Poison types are immune to poison, Ice types are immune to frozen, and Electric types are immune to paralysis. Grass type Pokemon are also immune to powder debuff moves like sleep powder, poison powder, ect.
- Moves like Haze, Mist, and Safeguard remove a Pokemon's stat debuffs, and moves like Aromatherapy and Heal Bell remove non-volatile status effects.
- Held items such as Safety Goggles provide immunity to powder debuffs. Guard Specs temporarily prevent stat reductions, and certain berries (one time use) can prevent status like sleep, poison, burn, ect.
- During contests, the "Oblivious" condition can be given by several moves, and it protects against negative-appeal moves and debuffing-contest moves.
- Septerra Core: Not the key-to-survival aspect of the game, since battles are rarely long and debuffs are cleared each time a battle ends.
- Shops offer a variety of "head" accessories which increase resistance to one single sort of debuff or special attacks (Like "Mind Shield" adds resistance to Berzerk). Not very useful stuff (better choice are speed or, earlier on, attack strength items, which are passive ability enhancers). To make use of these, you have to know what debuff is expected in the battle ahead, the enemy has to opt to use his action for a debuff, the enemy attack should come at the character equipped with the protection item, and the protection is not 100% (neither is debuff landing rate without it). Late game has empowered protection items, which are, again, inferior to the respective speed and other passive enhancers.
- Consumable items that clear all debuffs upon use are available in shops from the get-go. The only downside is that a party member has to spend a turn to use it.
- The Shin Megami Tensei games feature Dekunda, a spell that removes all debuffs currently active on the user's party. Both players and enemies can use it.
- Shin Megami Tensei IV and Shin Megami Tensei IV: Apocalypse also have Dekunda Stones, consumable items that grant a casting of Dekunda on the enemy. This is useful for when you fight YHVH and Stephen, where you are joined by Guest Star Party Members who have no access to the skill nor its effects due to technically not counting as part of the main character's party.
- Quake series:
- In Quake I the Biosuit prevents damage from slime pools and drowning for 30 seconds. The Pentagram of Protection protects from all kinds of damage during the same time length. The Expansion Pack Scourge of Armagon introduces the Wetsuit, which protects the player from electrical attacks; this includes traps, Shambler attacks, and discharging the Lightning Gun underwater.
- In Quake II the Environment Suit protects against slime damage, the Rebreather prevents drowning, and the Invulnerability protects against all kinds of damage. Their downside is that they last only 30 seconds and in the campaigns, players can carry only one of each type of item.
- Quake III: Arena and its Spiritual Successor OpenArena have the Battle Suit, which acts in a similar way to the Q1 Pentagram of Protection, except that it doesn't prevent direct enemy weapon fire.
- Quake Champions: Sorlag has a passive ability preventing damage from acid and toxic pools while the Death Knight has a passive ability preventing damage from lava and fire.
- Unreal has the Asbestos and Antitoxin Suits. The former protects against fire damage (and allows the player to traverse through lava pits) while the latter protects against slime damage (including Biorifle shots and slime pits). Since both suits count as armor for the player, enemy fire depletes them.
- Veteran Commander, Sakra Devanam and Diabolic Esper have passives that can reduce the duration of any debuff inflicted on them.
- Enchanting your armor with elemental El Shards will let you resist the debuff effects of the specific elements by reducing the chance of affliction, duration and effect of them. I.e resistance against fire element will make you get burned less often, less long and less painful. Some random effects from Unknown Item Identification for equipments and accessories may give you additional resistances as well.
- Iron Paladin has passives (Elemental Training) that automatically give him the resistance points against the elements without the need of enchanting equipments (although the two can be stacked for further effectiveness). Blazing Heart's passive Body of Fire can do it as well, but only for fire element.
- The buff skill "Blessed Aura" owned by Rena and Chung buffs elemental resistance as well.
- Wind Sneaker and Elemental Master have passives that apply temporary elemental resistances to themselves.
- Lord Knight's passive skill Pain Suppression lets him have a chance of negating a status effect on him by using a skill.
- Blazing Heart's passive Blooming Flame lets her negate a status effect inflicted on her and turns it into a pick-up item that can buff either her or her ally. The downside is that there's a cooldown after each negation effect.
- Noblesse's passive Tribute gives Lu/Ciel a chance to cancel a debuff by using one of the souls they've collected, while Dread Lord's passive Lord of Terror gives them relative resistance to several kinds of debuffs.
- Among the Set Bonus effects of the Hamel Secret Dungeon equipment set is negating all status ailments you may have when you enter Awakening Mode.
- Monster Hunter: World: Wearing armor with a high enough elemental resistance also increases your resistance if not outright makes you immune to the associated debuff.
- Certain songs from the hunting horn can provide resistance and immunity to various debuffs.
- RF Online:
- Aside from cash shop stuff, the specialized mages (those with more than two tiers of magic skills) have access to a spell that removes one negative status effect from self or ally (strictly the latest effect applied). Repeated use of same debuffs wouldn't stack or renew them, so "burying" a situationally pivotal debuff under less important ones can be a decisive factor in pvp.
- Accretia race (which had no mage class from the start) has access to an extra type of spammable potions, which cut all of the active debuff effect durations in half upon use. Use more to cut the remaining in half again and again.
- Star Trek Online:
- Various bridge officer powers, primarily from the Engineering and Science schools, act to remove debuffs from enemy attacks. One of the most commonly used is the Science space power Hazard Emitters, which clears plasma fires, radiation effects, Viral Matrix, and Borg shield neutralizers, and also regenerates HP.
- Activating a battery or using Emergency Power to <subsystem> will reactivate a disabled subsystem.
- Space combat has various options to reduce both enemy-inflicted and self-inflicted power drain:
- The skill Starship Power Insulators. Investing skill points reduces shield damage from Tachyon Beam and the potency of attacks to your subsystem power levels (e.g. Energy Siphon and the Plasmonic Leech console).
- Engineer captains have the class ability Nadion Inversion, which reduces subsystem power drain both from enemy attacks and from firing your own weapons.
- Equipping a plasma-integrated warp core or thoron-infused singularity core (depending on whether you fly a Federation, Klingon, or lockbox starship, or a Romulan warbird) purchased from the Fleet Spire will likewise boost your resistance to power drain, as well as increasing your power regeneration rate.
- Dungeon Keeper: A spell exists to temporarily convert enemy creature in your territory into chicken. It then flees, unable to attack or cast spells. The effect wears off much faster if the afflicted creature is dropped into a temple to "pray" some.
- Plants Vs Zombies 2: The Hot Potato can be used to thaw plants that got frozen in the Frostbite Cave levels. In addition, some plants are inherently resistant to freezing such as Pepper-pult or Cold Snapdragon, and some of them can also slowly thaw nearby plants if they're frozen.
- Anachronox: Debuffs come from offensive use of "Mystech" (basically the element-locked auxiliary weapons, which can spend a local equivalent of "mana" to launch "magic" attacks).
- Use of Mystech on a friendly character in battle would nullify the lasting debilitating effect associated with the same element used offensively. The way explanations are done, most players likely finish the game totally unaware of such mechanic existing (debuffs are that much of a big deal).
- Accessories that protect against one certain element are available, but are outclassed by stat-modifying ones (gather a few and Bag of Sharing makes it easy to keep the party well-geared).
- The Elder Scrolls:
- Several races have natural passive resistances and/or outright immunities to some of the more common debuffs. For example, the Altmer (High Elves), depending on the specific game, are either outright immune to Paralysis (Arena, Daggerfall) or highly resistant to Disease (Morrowind, Oblivion, Skyrim). Likewise, Argonians are highly resistant to disease, and, in a few games (Morrowind and Oblivion) are also completely immune to poison.
- Numerous spells exist throughout the series (which are also found as enchantments and potion effects) which remove common debuffs, including "Cure Disease", "Cure Paralysis", and "Cure Poison".
- Epic Battle Fantasy: a character's resistance to specific debuffs can be increased by his or her equipment, though blocking them all is impossible.
- Enemies may have resistance to debuffs like lowering any of the various stats.
- The Cleanse skill serves this purpose for a single ally, and removes negative status effects.
- Warcraft III: Spell Immunity and Anti-Magic Shell are passive and active abilities that prevent negative buffs from being put on the unit (ironically, while Anti-Magic Shell removes all preexisting buffs on the target, it can be dispelled). Passive abilities like auras cannot be turned off, so are not affected by debuffs.
- Terraria: Equipping certain accessories will make you immune to certain debuffs, and can be combined to immunize you to 11 debuffs
- In issue #559 of Grrl Power, Dabbler says that she has: "One hundred thirty-five resistance to debuffs", and the commentary below the comic says: "Because some act bosses have up to 150% on debuff auras."
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