Results 1 to 10 of 10
  1. #1
    Senior Member Kardas's Avatar
    Join Date
    Aug 2016
    Location
    The Netherlands
    OS
    Android
    Posts
    594

    Immunity and removing negative effects 101

    Accurate as of December 23

    Characters that remove debuffs or outright prevent them can be very helpful. Rather than going through your entire inventory looking for worthwhile people, I've decided to list them all for you. I hope this helps you in picking characters for your team!
    Do tell me if there's anything which is incorrect.
    A big thank you to all the people who contributed to the 'Compilation of Maximized Characters' thread, but to Slauki & the Unknown Soldier in particular.

    Before I start, not that there are some negative effects that cannot be cleansed. These are Seal, Perfect Corruption, and Doom. They are identified by the fact that their icons are grey instead of red.

    Talismans
    Immunity Talismans (Bulwark,Onslaught,Will). 2 set, grants user Immunity for 1 turn. Bonus can stack. Available in Brave New World
    Invisibility Talismans (Bulwark,Onslaught,Will). 3 set, 35% chance to grant user Vanish (Immunity and Invincibility for 3 turns or the first offensive ability use). Available through Skull Quests
    Fate. 3 set, Grants the user Ascension, Immortality, or Perfect Immunity for 1 turn every turn. Does not stack. Available through PVP Store

    Eddies:

    Coalgiver Eddie:
    Holy Sign (5 PWR): Single target. Heals with 50% chance to grant Immunity for 2 turns. Heal amount based on your ATK, and the targets’ MAX HP.
    Re-Gift: Single target. Heal and Cleanse an ally, with a 35% to get an Extra Turn. Heal amount based on target’s MAX HP.

    Trooper Eddie:
    Mighty Roar: mostly AoE. Deals 2 hits of single target physical damage, AoE DEF increase for 2 turns, and Cleanse self and up to 3 allies on Perfect Hits.
    Charging Brigade (Fury): AoE. Deals 6 hits of AoE physical damage, grants 2 turns of AoE Endure, and 1 turn of AoE Perfect Immunity.

    Mummy Eddie:
    Mummification: Self. Grant Immunity for 2 turns, with a 30% chance to extend it to 3 turns. Grants up to 2 Power
    Sacred Sanction (4 PWR): AoE. Removes a negative effect from all allies, with a 30% chance to replace it with a Titan Shield based on the targets’ MAX HP.
    - I'm quite fond of the Mummy. I wish Mummification could be applied to the team, but Sacred Sanction is fantastic by virtue of being an AoE cleanse. The chance for Titan Shield makes it even better. Great supporter.

    Visions Eddie:
    Equilibrium (5 PWR): AoE. Cleanses and heals allies for 2 turns. Heal amount based on your MAGIC and MAX HP.
    - A truly excellent move now that it's no longer bugged. Note that the Cleanse effect is immediate, while the heal only occurs before the start of your next turn.

    Viking Eddie:
    Call To Arms: Self. Cleanses self and gives Immunity for 2 turns. Increases MR of allies for 3 turns. 65% chance for an Extra Turn.
    - Viking has his uses, but it looks like Call to Arms only gives your allies the MR boost. Great if you're up against a lot of magic attackers though.

    Speed of Light Eddie:
    Tainted Attack: Self. Deals single target magic damage with a 50% chance to transfer a Negative Effect to the target. Transfer chance increased to 75% with Skill Shards.
    - I mean, transferring Negative Effects counts as a sort-of Cleanse right?

    Carriage Rider Eddie:
    Scythe: Self. Deals AoE magic damage with a 30% chance to transfer a Negative Effect to the target.
    - I mean, transferring Negative Effects counts as a sort-of Cleanse right? Better than SoL Ed's basic attack by virtue of being AoE.
    Torch (3 PWR): Self. Deal magic damage to a single target, and heals and cleanses self. 75% chance to Regen HP to a random ally for 2 turns.
    - Torch is great. Stupendous single target damage with a great heal, and a cheap Power cost. Not what you need for team support though.
    Ghost (7 PWR): Self. Grants Immunity and Ghost for 4 turns.
    - Honestly, you use this move for the Ghost status. The Immunity is just a bonus.

    Mystic Eddie:
    Truth and Lies (5 PWR): AoE. AoE heal based on your MR and target's MAX HP, and a 50% chance to transform all negative effects into a random buff.
    - With a bit of luck this can be real fun.

    Edward The Great:
    Conquest: Self. Deals single target magic damage that scales with enemy MR and Removes Counterstrike and Guard Shield on enemy. Gain Immunity for 2 turns if an effect is removed.

    Soldier Eddie:
    Endure (7 PWR): Single target. Grants Endure and Immunity to an ally for 2 turns.
    - Honestly, you use this move for the Endure status. The Immunity is just a bonus.

    Tailgunner Eddie:
    Second Chance (5 PWR): Self. Deals single target true damage with a 50% chance to reset and a 25% chance to Critically Strike. Gain Immunity, Endure or Invincibility.
    - On this list, Immunity is arguably the least wanted skill, but it's still a good bonus.

    Cyborg Eddie:
    Calibrate: Self. Cleanses and heals 25% of MISSING HP. 30% chance to gain Immunity for 2 turns.
    - The Cyborg is a bit squishy, so Calibrate is a useful skill for him. Not what you need for party support though.

    Aces High Eddie:
    Immunity: Reload (4PWR): Gain Perfect Immunity and Damage Reduction Shield for 2 turns, with a 35% (65% with Skill Shards) chance to gain an Extra Turn.

    Navigator Eddie:
    Landfall: Self. 3 random hits to all enemies with a 15% Chance to Transfer a Negative Effect on each hit.
    - I mean, transferring Negative Effects counts as a sort-of Cleanse right?

    Rainmaker Eddie:
    Crackle: self. Deals single target physical and magic damage that scales with enemy SPECIAL, gain Perfect Immunity for 2 turns with a 50% chance to Lower DEF and/or Lower MR of target for 2 turns.
    - Shame Cleanse got removed, but Crackle has gotten some interesting buffs now.

    Vampire Hunter Eddie:
    Scream: Self. Grants Immunity for 2 turns and gains Fury. 20% chance to gain an extra turn.
    - Not bad. Rather luck-reliant though.

    The best Eddies for removing negative effects seem to be Mummy, and Visions Eddie. Coalgiver and Rainmaker are also decent options for the task.

    Eternals:

    Beelzebub:
    Eternal Darkness (Fury): AoE. Deals AoE true damage and grants Vanish to all allies. Vanish grants Immunity and Invincibility for 3 turns or the first offensive ability use.
    - So Beelzebub is actually worthwhile now! Vanish isn't bad at all too.

    The Clairvoyant:
    Inner Fire (Fury): AoE. Deals AoE magic damage and Revives and Heals all allies. Removes Negative Effects from all allies for 3 turns.
    - The Clairvoyant is an amazing supporter, and this is just one of the reasons. Though a very big one.

    Troopers:
    Lady Azov:
    Ghost In The Snow (6PWR): Self, grants 2 turns for Critical Strike Chance and Echo, and Vanish for 1 turn.
    Specter (Passive): 20% chance to gain Invincibility, Immunity, or Immortality for 1 turn upon taking damage.

    I ran out of space by now so I'm moving the Non-Eddie people further down this thread:
    Last edited by Kardas; 12-23-2017 at 09:30 AM. Reason: XMas
    Soldier blue in the barren wastes
    Reflecting and shielding's a game
    Wrecking the Axis and wasting the dogs
    The only good demons are tame

    Kardas-1158. Retired

  2. #2
    Great reference, thanks! Any thoughts on which are the best/most worthwhile characters/moves/abilities for the job?

    Debuffing enemies should also have a thread, come to think of it.
    \m/ Emile-3944 \m/
    I use all my troopers every day (barring crashes). Let's chase those skillshards together

  3. #3
    Senior Member BillLion's Avatar
    Join Date
    Jul 2016
    Location
    USA
    OS
    iOS
    Posts
    958
    Super useful resource -thank you for putting this together!

  4. #4
    Senior Member Kardas's Avatar
    Join Date
    Aug 2016
    Location
    The Netherlands
    OS
    Android
    Posts
    594
    Warrior:

    The Nomad:
    Mirage (7 PWR): AoE. Deals AoE random damage, with a 35% chance to Vanish (grants Immunity and Invincibility) all allies for 2 turns.
    - Honestly, you use this move for the Vanish status. The Immunity is just a bonus.

    Hell Hound:
    Repeal (Passive): AoE. Grants Immunity to all allies for 1 turn at the start of the battle, and grants Immunity to a random ally every following turn.
    - Team Immunity Passive? This shoots the Hell Hound to the top of the list.

    Pyro Soldier:
    Defend (5 PWR): AoE. Grants Immunity and increases DEF and MR for 2 turns.
    - The Warrior Pyro's seen some rough times, but offers decent damage for a Warrior and is nice for removing enemy buffs too. Definitely a worthwhile option. Note: Skill Shard use extends the Immunity to 3 turns.

    Ragna, Valkyrie Hunter:
    Extinguish (Passive): AoE. Grants Immunity to Burns and Freeze.
    An interesting pseudo-AoE Immunity. Not bad.

    Golden Son:
    Mar (5PWR): AoE. Deals AoE physical damage, Blocks Beneficial Effects for 1 turn, and has a 50% Chance to grant AoE Immunity for 1 turn. Immunity chance increased to 100% for 2 turns, as well as buff blocking for 2 turns, with Skill Shards.
    - This one got a lot of interesting buffs.
    Harpy:
    Guardian (Passive): Self. Cannot be Stunned, Taunted, or Frozen.
    - Kind of a pseudo-self Immunity. Not bad.

    Haunted Pumpkin:
    Murderous Intent (4 PWR): Self. Gain Immunity and increased Accuracy for 2 turns, as well as an extra turn.
    - Not really a team skill...

    Undead Allied Soldier:
    Burning Cry (3PWR): Self. Removes Negative Effects and gains Charge for one turn.
    - Not really a team skill...

    Hellraiser:
    Riot (Passive): Self. Heal all allies for every debuff currently on you at the start of your turn. Cleanse all debuffs from self with a 35% chance to Cleanse 2 allies.
    - Finicky, but could be nice.

    Trickster:
    Bandit: single target. Deals 2 hits of single target physical damage, stealing one buff and transferring one debuff to the enemy.
    - I mean, transferring Negative Effects counts as a sort-of Cleanse right?

    Sentinel:

    Allied Soldier:
    Recover (5 PWR): AoE. Heals and Cleanses all allies. Heal amount based on your MAGIC and MAX HP.
    - AoE Cleanse for the team? With heal? The Sentinel Allied Soldier's been overlooked these days but he's good at what he does. Damage is low though.

    Angel of Strife:
    Shriek (6 PWR): Self. Grants Immunity and Invincibility for 1 turn, with a 40% chance to Taunt enemies for 1 turn.
    - Honestly, you use this move for the Invincibility status. The Immunity is just a bonus.

    Pyro Soldier:
    Torch (3 PWR): Self. Deal magic damage to a single target, and heals and cleanses self. 75% chance to Regen HP to a random ally for 2 turns.
    - Torch is great. Excellent heal and cheap Power cost. The Sentinel Pyro's damage with this skill is significantly less than that of the Carriage Rider. Again, not what you need for team support though.

    Corrupt Droid:
    Safeguard (5 PWR): AoE. Grants Immunity and Force Shield to all allies for 2 turns.
    - AoE Immunity is already fantastic. Add in being safe from attacks for 3 attacks per character, and this skill sounds awesome.

    Harpy:
    Guardian (Passive): Self. Cannot be Stunned, Taunted, or Frozen.
    - Kind of a pseudo-self Immunity. Not bad.
    Soar (4PWR): Single target. Removes Negative Effects from ally and grants it Immunity with a 35% for the ally to get an extra turn.
    - Looks like this can be rather useful.

    Val, Valkyrie Guardian:
    Stabilize (Passive): AoE. Grants Immunity to Blind, Seal, and Taunt.
    An interesting pseudo-AoE Immunity. Not bad.

    Undead Rescuer:
    Escape (4 PWR): AoE. Cleanses and heals all allies for 10% of their MAX HP. Removes positive effects from an enemy.
    - The heal's lackluster but it's one of the cheaper AoE Cleanses you can have. Also removing an enemy buff is nice.

    Corrupt Ox Cultist:
    Cleanse (4 PWR): AoE. Cleanses and heals all allies for 10% of the Missing HP. Also grants caster an Extra Turn.
    - Way better now that it's AoE.

    The Witch Doctor
    Anathema (Passive): AoE. AoE Cleanse and Curse all enemies if Stunned, Frozen, or Taunted at the start of your turn.
    - A bit situational, but really good otherwise.

    Elf of the Damned:
    Accursed Carol: AoE. Deals single target physical damage with a 35% chance (60% with Skill Shards) to AoE Cleanse and Increase ATK for 2 turns.

    Magus:

    Pharaoh Dog King:
    Alchemy (Passive): Single target/AoE. Cleanse up to 2 random allies and AoE heals 13% of HP every round.
    - It's a Passive, which is always good. One issue with it though, and that's that you have no control who gets Cleansed. Also, the PDK isn't as easily added to teams as say, the Hell Hound or Artillery Dog. PDK is at his best in a party of magic attackers.

    The Alchemist:
    Transmutation: deals single target true damage that inversely scales with CURRENT HP, and has a 35% Chance to Transform debuffs to buffs on all allies.

    Child of the Damned:
    Burning Light: AoE. Deals AoE magic damage with a 55% chance (100% with Skill Shards) to gain Immunity.
    - SO THIS IS ACTUALLY AOE! With the increased Immunity chance, the Magus CotD may actually be worthwhile now.

    Corrupt Rescuer:
    Secure (Passive): Self. Grants Immunity for 2 turns at the start of the battle.
    - It's a Passive, which is always good. Too bad it's only for the Corrupt Rescuer though.

    Chopper:
    Final Touch (6PWR): Single target. Steal all buffs from target and transfer all debuffs to them. Inflicts Perfect Corruption for 2 turns and a 30% chance for an Extra Turn.

    Masked Harpy:
    Guardian (Passive): Self. Cannot be Stunned, Taunted, or Frozen.
    - Kind of a pseudo-self Immunity. Not bad.

    Wickerdog of Night:
    Cleanse (3 PWR): Single target. Cleanses and heals an ally. Heal based on your MAGIC.
    - Your starting dog has a Cleanse now! Yay! A bit underwhelming considering all the AoE cleanses there are, but it's hard to complain about this skill.

    Corrupted Ox Soul:
    Torch (3 PWR): Self. Deal magic damage to a single target, and heals and cleanses self. 75% chance to Regen HP to a random ally for 2 turns.
    - Torch is great. Good damage, excellent heal and cheap Power cost. Not what you need for team support though.

    Meathead:
    Cleanse (3 PWR): Single target. Cleanses and heals an ally. Heal based on your MAGIC.
    - A bit underwhelming considering all the AoE cleanses there are, but it's hard to complain about this skill.

    Gunners and Assassins moved further down.

    Old comment part starts here

    Happy to hear it's some use
    Quote Originally Posted by Piece of Mind View Post
    Great reference, thanks! Any thoughts on which are the best/most worthwhile characters/moves/abilities for the job?

    Debuffing enemies should also have a thread, come to think of it.
    While a thread on debuffing enemies might be interesting, there's so many different debuffs around that that would take forever to make. Maybe specialize that down a bit. Personally, I'm considering making a thread devoted to burns and combos involving that, and characters that can remove or steal buffs from opponents. That last one also has a lot of use for PVE. I hired a Trooper's Carriage Rider for Light Bringer on Hard, and using his Fury was a silver bullet for the Troll wave.

    I will update the post with a bit of commentary though (now moved another post down).
    Last edited by Kardas; 12-23-2017 at 09:47 AM. Reason: Xmas
    Soldier blue in the barren wastes
    Reflecting and shielding's a game
    Wrecking the Axis and wasting the dogs
    The only good demons are tame

    Kardas-1158. Retired

  5. #5
    Senior Member
    Join Date
    Oct 2016
    Location
    Philadelphia, USA
    OS
    iOS
    Posts
    164
    Quote Originally Posted by Kardas View Post
    Happy to hear it's some use

    Personally, I'm considering making a thread devoted to burns and combos involving that, [...]
    This please! I feel I've never really figured out how to use these burns/marks effectively.
    Jomsvikings/thanos-2148

  6. #6
    Senior Member Kardas's Avatar
    Join Date
    Aug 2016
    Location
    The Netherlands
    OS
    Android
    Posts
    594
    Gunner:

    The Prisoner:
    Vengeance: Self. Deals single target true damage and Transfers Negative Effects to the target. 45% chance to stun for 2 turns and damage scales with your SPECIAL and MAGIC.
    - Interesting utility there.

    Golden Son:
    Hand of Fate (5PWR): Single target. Cleanses and heals target for 30% of their MAX HP and grants them an Extra Turn.
    - Very cool support option.

    Child of the Damned:
    Crucify: AoE. Deals AoE true damage that increases with enemy ATK and MAGIC with a 20% chance to grant Endure, Immunity or Invincibility to all allies for 1 turn.
    - On this list, Immunity is arguably the least wanted skill, but it's a great bonus and applies to the whole team! Rather luck-reliant though.

    Golden Pharaoh Dog:
    Clear: AoE. Deals AoE true damage with a 50% chance to Remove One Negative Effect from all allies. Skill Shards increase this chance to 75%.
    Calm (5PWR): AoE. Heals all allies, with a 50% chance to grant Immunity for 2 turns to all allies. Heal amount based on target's MAX HP.
    - The new Pharaoh Dog is a great-looking, if sadly chance-reliant, supporting character.

    Eda, Valkyrie Knight
    Promote: AoE. Deals AoE random damage that scales with SPECIAL and grants Immunity to 1 turn to allies with no buffs.
    Support (7PWR): AoE. Cleanse and heal all allies based on their MAX HP, with a 35% chance to extend buffs for 1 turn. Buff extension chance increased to 60% and lasts 2 turns with Skill Shards.
    Immunize (Passive): Self, random allies. Grants Perfect Immunity to self for the duration of battle and up to 2 random allies for 2 turns.
    - Looks like an interesting variation on the Golden Pharaoh Dog. Far more threatening now with the buff to her Passive.

    Newborn of Light:
    Sheen (4 PWR): AoE. AoE cleanse and 2 turn ATK and MAGIC increase, and grants an Extra Turn.
    - Cheapest AoE Cleanse in the game right here!

    Hellraiser:
    Thick Skin: single target. Deals 3 hits of single target random damage, with a 65% chance (85% with Skill Shards) to get Perfect Immunity.
    - Not just Eda anymore!

    Undead Rescuer:
    Safe (Passive): Heal and Cleanse self and up to 2 allies when you are stunned, taunted, or frozen.
    - Looks like a more circumstantial version of the PDK Passive.

    Assassin:

    Artillery Dog:
    Repeal (Passive): AoE. Grants Immunity to all allies for 1 turn at the start of the battle, and grants Immunity to a random ally every following turn.
    - Team Immunity Passive? This shoots the Artillery Dog to the top of the list.

    Astra, Valkyrie Slayer:
    Obstruct (Passive): AoE. Grants Immunity from Mark, Doom, and Curse.
    An interesting pseudo-AoE Immunity. Not bad.

    Desert Rider:
    Ride: Self. Deals random single target damage with a 50% chance to Transfer Negative Effects, and a 50% chance to Cleanse up to 2 random Allies. Debuff transfer and Cleanse chance increased to 75% with Skill Shards.
    - The added cleanse chance can be pretty good!

    (Outdated) Best toons for Immunity
    A-Tier:
    Hell Hound, Artillery Dog
    B-Tier: Warrior Pyro Soldier, Sentinel Corrupt Droid, Warrior Golden Son, Eda
    C-Tier: Magus Child of the Damned, Golden Pharaoh Dog
    D-Tier: Gunner Child of the Damned, Warrior Harpy, Sentinel Harpy, Masked Harpy

    Best toons for Cleanse
    A-Tier:
    Sentinel Allied Soldier, Sentinel Undead Rescuer, Gunner Newborn of Light (higher than rest), Sentinel Corrupt Ox Cultist, Eda, Pharaoh Dog King (this or high B-Tier)
    B-Tier: Magus Corrupt Rescuer, Gunner Golden Son, Sentinel Harpy, Wickerdog of Night, Magus Meathead, Golden Pharaoh Dog
    C-Tier: Desert Rider

    Turns out that I forgot that Transferring Negative Effects is also kind of Cleansing, and I added some characters who do just that. Doesn't really affect my final rankings though.

    I do hope for the sake of the thread that no new characters get released. Already way too close to the post's character limit...
    Last edited by Kardas; 12-23-2017 at 09:36 AM. Reason: Xmas
    Soldier blue in the barren wastes
    Reflecting and shielding's a game
    Wrecking the Axis and wasting the dogs
    The only good demons are tame

    Kardas-1158. Retired

  7. #7
    Senior Member Nicko's Avatar
    Join Date
    Aug 2016
    Location
    Chicago
    OS
    iOS
    Posts
    1,328
    This is great - thanks Kardas!
    Nicko-0517

  8. #8
    Senior Member Sag7272's Avatar
    Join Date
    Jan 2017
    Location
    Somewhere in time
    OS
    Android
    Posts
    503
    Quote Originally Posted by Kardas View Post
    Corrupt Droid:
    Safeguard (6 PWR): AoE. Grants Immunity and Force Shield to all allies for 2 turns
    - No idea what Force Shield does (I know the Cyborg also has it), but the skill offers AoE immunity, which is still fantastic. Power cost may be a bit high though, though that really depends on what Force Shield does
    Force shield grant all team a 3 hit (no matter how many damage) shield, useful but not against multiple hitters where it get depleted on first attack..

    Excellent post really useful!
    "Nothing lasts forever but the certainty of change"
    -Bruce Dickinson

    (English is not my first language)

  9. #9
    Senior Member
    Join Date
    Sep 2016
    OS
    iOS
    Posts
    207
    Quote Originally Posted by Sag7272 View Post
    Force shield grant all team a 3 hit (no matter how many damage) shield, useful but not against multiple hitters where it get depleted on first attack..
    Was just thinking about multi-hitters & and how once they fix the talismans triggering on every hit, this shield will be the only thing that makes mutli-hitters useful. Otherwise their hits will be identical to a single-hitter who hits three times as hard.
    Arcturus-1987

  10. #10
    Senior Member Kardas's Avatar
    Join Date
    Aug 2016
    Location
    The Netherlands
    OS
    Android
    Posts
    594
    Quote Originally Posted by Sag7272 View Post
    Force shield grant all team a 3 hit (no matter how many damage) shield, useful but not against multiple hitters where it get depleted on first attack..

    Excellent post really useful!
    Thanks, I'll update the post

    Quote Originally Posted by Arcturus View Post
    Was just thinking about multi-hitters & and how once they fix the talismans triggering on every hit, this shield will be the only thing that makes mutli-hitters useful. Otherwise their hits will be identical to a single-hitter who hits three times as hard.
    I don't often check the PVP forum as I'm not part of the beta, but that's kind of sad IMO. Removes a lot of interesting Talisman options for those folks. Sentinel Allied Soldier could still pull a lot of weight with a Freeze and Energy set IMO, but if they're fixing that a lot of his potential goes down.
    Soldier blue in the barren wastes
    Reflecting and shielding's a game
    Wrecking the Axis and wasting the dogs
    The only good demons are tame

    Kardas-1158. Retired

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •