Effects

In Craft Warriors, Units and sometimes Defensive Artilleries can be inflicted with various effects, including buffs, debuffs and heal effects. These can be inflicted by units, cubes, defensive artilleries or traps. These effects do not stack unless this is specified.

Debuffs
These are effects that negatively impact whatever is inflicted with it.

Combustion: Combustion damage will have a percentage attributed to it; this is the proportion of the attacker’s base damage that will be dealt as combustion damage. This damage will be dealt for five seconds, every second, at which point the effect will wear off. This effect can harm any entity including buildings. This effect won't get nullified by the Freeze effect.

Freeze: Units or artilleries inflicted with freeze will have their damage halved and their attack speed halved, massively reducing the damage per second they deal to 1/4 of the usual. Movement speed is also halved. This lasts for the number of seconds of freeze listed in the attacker’s stats. This won't nullify the combustion effect

Paralyse: Units inflicted with paralyse cannot move or attack for any reason until the paralyse effect wears off. It will last for the amount of time listed in the inflicting entities’ stats.

Stun: Functionally identical to Paralyse, except it can affect defensive artilleries as well as units. Units that can inflict this debuff can bypass Buckler and Paladin's shields, thus doing its normal damage without any reduction

Poison: Each attack with a poison weapon will add to the amount of poison already attributed to the unit. This number relates to a percentage of a unit’s total HP, which will be dealt in damage to the unit every second unless a Heal effect cancels it. This effect stacks; multiple poisonous attacks will increase the proportion of damage received every second. This effect will not wear off until the unit is defeated, the battle ends or a Medic heals the affected unit.

Curse: Units inflicted by Curse cannot receive any healing or buff effects, and any currently active ones will be cancelled. This lasts for the duration listed in the inflicting entities’ stats.

Hack: A defensive artillery may received the Hacked debuff, where they target and deal damage to friendly units, and if their attacks have AOE then the buildings around them as well. Hacked artilleries will still be targeted by the attacker’s units.

Buffs and Heals
Basically any positive effect a unit can have.

Speed: This boosts the attack power, attack speed and speed of a unit inflicted by it. This can be inflicted by either a Medic with a Speed Rod or a Speed Cube. The effect lasts for the duration listed in the stats of the inflicting entity.

Shield: A shield generator or a Medic with a Shield Rod can give the Shield buff to a unit or defensive artillery. The next attack on an affected entity will be ignored, dealing no damage but dispelling the shield. This buff is also granted upon spewing to units with the Force Field ability. The shield also nullifies any debuffs while still active on a unit.

Heal: When a unit receives the heal buff, for the duration listed in the inflicting entities’ stats, the unit will regain health every second equal to the amount of Heal specified. This ability can also cancel any debuffs unless specified otherwise in the inflicting entities abilities.

Wall climb grant: Units healed with a Wing Rod will recieve the ability to climb walls, recieving a yellow coloration to denote that the buff is active. The effect lasts until the death of the unit recieving the buff.