Aura
Last updated 2024-12-12
This article is about special effects attached to enemies. For elemental auras, see Elemental Gauge Theory.
Within the Spiral Abyss and certain Domains, monsters may have an aura that can cast special effects.
Debuff Abilities
- The aura from enemies will apply its debuff to the in-range characters currently on the field. Once you switch the on-field character to next character, the debuff will be inherited by next character.
- The effect of auras from enemies only influence the characters currently on the field.
- When the element gauges of the aura is depleted, auras and debuffs on characters will disappear immediately.
- The interval between each pulse is 15 seconds.
- After starting the challenge, it takes 15 seconds for the enemy to release the first pulse.
- Elemental debuffs are marked with the element in question inside of a prohibitory 🚫 symbol.
The duration of the aura from enemies is not determined by the elemental gauge of the aura.
- The durations of auras are 20 seconds.
- The gauges of the elemental status applied by the debuffs is 1 unit.
- Durations of auras from enemies cannot reduced by Elemental Resonance or Artifacts.
- The Pyro DMG from Smoldering Flames has 0 Pyro.
| Name | Element | Effect | Applied Gauge Units | Duration | Application Interval |
|---|---|---|---|---|---|
| Smoldering Flames | Deals 0.6 × Level Multiplier as Pyro DMG per second. This DMG does not apply Pyro. | 1 | 20 | 15 | |
| Slowing Water | Elemental Skill and Elemental Burst CD +100%. | 1 | 20 | 15 | |
| Engulfing Storm | Drains 5 Energy every 3 seconds. | 1 | 20 | 15 | |
| Condensed Ice | Stamina Consumption +100%. | 1 | 20 | 15 |
Damage Abilities
The names of these abilities come from the official update log.[1]
- Damage is determined by the base multiplier of the ability, the Level Multiplier, and the RES of the target to the damage type. The DMG dealt by these abilities is not affected by the target's DEF or DMG Reduction.
- For calculations,
- For calculations,
- The durations of the elemental statuses applied on characters is determined by the gauge unit, which functions identically to those applied by characters.
- Defeating the enemy that cast the skill will immediately cause the skill's effects to despawn. (This does not include any damage or elements already afflicted by these effects; e.g., Pursuing Fireball will disappear, but any character who was previously hit by it will still be affected by Pyro.)
- The skills have a fixed cooldown.
| Name | Element | Effect | Gauge Units of DMG | Base Multiplier | Cooldown |
|---|---|---|---|---|---|
| Tracking Fire Ball | A fireball will trace the on-field character and deal Pyro DMG per 0.7 seconds to the character in range. The attack has 3 waves and the duration is 1.6 seconds per wave. | 2U | 150% | 20 s | |
| Mist Bubble | 4 bubbles will appear around and deal Hydro DMG when a character touches them. When the character crosses the gap between any 2 bubbles, another 4 bubbles will appear outside. | 2U | 300% | 12 s | |
| Lightning Bolt Matrix | 2 lightning chains will appear and deal Electro DMG per 0.2 seconds when a character touches them. | 1U | 60% | 12 s | |
| Freezing Filament | An ice claw-shaped cage will appear from the foot of the on-field character and deal Cryo DMG per second when a character touches them. | 1U | 400% | 12 s | |
| Whirling Traction | A wind core will appear and will deal Anemo DMG per 0.4 second to the character in range. After 1.6 seconds, the core will explode and deal Anemo DMG to the character in range. | 1U (DoT) / 2U (Explosion) | 100% (DoT) / 300% (Explosion) | 12 s | |
| Rumbling Stone | 2 rock waves will cross the ground and deal Geo DMG when a character touches them. | 1U | 200% | 15 s | |
| Conductive | Lightning attacks will occur around (enemy), dealing Electro DMG to characters who are hit. | 1U | 400% | ||
| Discharge | A shockwave will release and deal Hydro DMG, Cryo DMG or Electro DMG when a character is hit. The element of the shockwave is fixed in each enemy. | 2U | 400% | 15 s | |
| Wild Shriek | Creates Dendro vortexes that will deal Dendro DMG per 0.3 seconds to characters they hit. | 1U | 200% |
Enemy Buffs
| Name | Effect |
|---|---|
| Self-Repair | (Enemies) have incredible regenerative capabilities. When their HP falls under (50/30/15)%, they will recover (40/50)% of their HP after (6/10)s. This effect can be triggered once by each (Enemy). |
| Attendants | Each Attendant will increase the Leader's Element RES and Physical RES by 10%. The Attendants will restore the Leader's HP every (12/20)s, with each Attendant restoring (5/10)% HP, When there are no Attendants. the Leader will not have any of the above enhancement and restoration effects. |
Trivia
- The element of most auras matches the damage type of the enemy they are attached to. However, there are exceptions:
- Ruin machines may have a variety of elemental auras despite primarily or entirely dealing Physical DMG.
- A Rock Shieldwall Mitachurl in the Unyielding III challenge of the Ridge Watch Domain has a Tracking Fire Ball aura despite being incapable of dealing Pyro DMG.
Change History
Released in Version 1.0
References
- ↑ HoYoverse News: Version 1.4 Update Details
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