walking dead road to survival what is focus
In the following guide, you can find a comprehensive list of key terminology used in combat, along with their definitions and furnishings.

User team – a squad equanimous by up to six fighters controlled by the player.
Enemy squad – a team equanimous by up to five fighters or whatever number of walkers controlled past AI (artificial intelligence).
Turn – menstruum which all members of a squad has opportunity to perform an action.
Activeness – action is an action a fighter can perform, as of version 9.0, deportment are: Attack, Defend, Adrenaline Rush, and Agile Skill.
Agreement Turn Granularity
- Showtime Plough Activation
- Mid Turn
- Terminate Turn Activation
A combat menstruum follows this sequence:
- User Commencement Plow Activation
- User Mid Turn
- User End Turn Activation
- Enemy Start Turn Activation
- Enemy Mid Turn
- Enemy Finish Plow Activation
. . . repeat until any Victory/Defeat is satisfied.
Mid Plough lasts until all fighters of the current plough have acted. Stunned fighters are accounted as having acted.

Attack
Deal damage to the specified target calculated from the relevant characters' Assail and Defense stats
Damage
Deal damage to the specified set of targets with a multiplier on the damage calculated from the relevant characters' Attack and Defense stats. A character that would unremarkably do 150 damage to their target performing a 300% damage activeness would deal 450 harm.
Critical Harm
Critical Damage increases the impairment given on critical attacks. This is summed on acme of the regular 150% impairment multiplier of critical hits.
Defend
Utilise the character's Defend action, by swiping right, to grant the fighter a +50% Defense status for one turn. That status will stack with any other existing defense statuses. Some Specialist skills activate with the use of the Defend action.
Disarm
A character afflicted by Disarm will not be able to use/trigger their special weapon effects (usually the third slot effect).
- Permanent stat increases from weapons still apply, however.
- fourth Slot effects on weapons cannot be disarmed.
Heal
Recover HP on a character up to a specified % of their max HP. Heal 40% on a character with 1000 HP will recover up to 400. If they are currently at 800/1000 HP, they will only recover 200.
Revive
Bring a expressionless grapheme back to life with a specified % of their max HP. They may then human action if they did non already act that turn.
Recover
Remove the specified status type from the target character. This wording is used for removing negative effects from allies.
Remove
Remove the specified status blazon from the target character This diction is used for removing positive effects from enemies
AP Generation (Mechanic)
Characters gain AP when they deal harm from a basic attack and when they take damage. Weapons that add a bonus to AP when attacking add a flat amount of AP generation to the base of operations AP generation of 20. When a grapheme takes impairment the formula is kind of complex, but in simple terms, the higher a per centum of their max HP they take in impairment, the more AP they volition proceeds. Weapons that ameliorate this effect lower the per centum thresholds per AP indicate. Dealing 0 harm will upshot in no AP gain for either side. The AI gets a multiplicative increase to AP generation as a residue start for going second in combat.
AP Gain (ability)
Grant a relative amount of the character's maximum AP to the target Character
AP Drain
Remove a flat amount of AP from the target grapheme
Multi Attack
Multi Attack is an Adrenaline Rush effect that allows a character to instead of dealing damage with a single attack, to instead make multiple basic attacks. These attacks allow for the character's weapon effects to actuate, unlike a normal AR'south damage.

Condition effects are displayed on top of characters. Characters can have multiple condition effects simultaneously and can terminal multiple turns.
Attack Boost/Penalisation
These Statuses Change a character's current Attack stat. They stack with modifications from Leader and Weapon Effects. A character can have both a buff and a penalty condition applied at the same fourth dimension. If a 2nd vitrify or penalisation is attempted to exist practical, the stronger i will take priority.
A character with 1000 base of operations attack, a +xxx% Attack Leader Skill, a + 20% Set on Weapon, a +30% Attack Status, and a -xx% Assail Condition would achieve their final value as such
m * ane.iii = 1300
1300 * 1.2 = 1560
1560 * 1.3 = 2028
2028 * 0.eight = 1622
Attack Upward Cake
A character affected by Assault Upward Cake is unable to receive whatsoever Attack Upwards status and any temporary Assail Upwardly already practical is inactive as long as this issue is active.
- Attack Ups from Specialist Skills such equally Berserker and Hold The Line are inactive equally well.
Bleed
A character under the upshot of Drain will take that exact amount of damage to their HP at the end of their squad'south turn.
- Multiple Bleeds tin can stack with one some other on the same graphic symbol.
- Hemorrhage is a special variant of Bleed explained in the Specialist Skills section.
Bonus HP
A character granted Bonus HP volition gain extra HP that is stored and displayed in a divide blueish bar than their normal HP ruby-red bar of wellness.
- Bonus HP maxes out at an equal amount to the affected character'south max HP, and is granted in relative values.
- A character with thousand max HP granted 25% bonus HP would gain 250 HP.
- Bleed, Burn, and Maim damage ignore bonus HP and affect the character's actual HP directly. All other sources of damage will decrease from bonus HP before affecting bodily HP.
Burn
A grapheme under the issue of Burn will accept that exact amount of harm to their HP at the end of their team's turn.
- Differently from the Bleed consequence, Fire cannot stack with one another on the aforementioned character.
- When dying, if there are any turns remaining of the Burn issue and any adjacent fighter, Fire will pass on to a random next target.
- In the case that a graphic symbol is affected with both Drain and Fire, Bleed damage resolves before the Burn damage.
Camouflage
A grapheme under the effect of Camouflage takes no impairment from attacks or abilities when they are not the main target (status effects are all the same applied). They volition also go invisible to Walker enemies and will non be attacked or seen as a target to move towards while the Camouflage is active.
Confuse
A character nether the effect of Misfile automatically performs a regular assail to a random target, with a 50:50 chance to set on an enemy or a teammate.
- If the enemy team is protected by a Homo Shield effect, the odds are 50:50 to attack the human shield specialist or a teammate.
- The confused assail will ever act before regular teammate actions.
- Weapon effects that trigger when attacking tin can still activate when attacking while confused.
Critical Upwardly
This status increases a graphic symbol's odds that they will perform a disquisitional hit when making an Assault.
- Adrenaline Rushes cannot go a critical hit.
- This number is not a % value. A score of +100 Crit does not mean the graphic symbol volition crit 100% of the fourth dimension.
Crosshairs
If a graphic symbol dies while they have this effect agile, that character is decapitated and cannot be revived.
Daze
A character under the effect of Shock can no longer perform an Agile Skill activeness while the Stupor is active. Debilitating status.
Decapitate
A graphic symbol under the upshot of Decapitate cannot be revived by any means.
Defense Heave/Penalty
These Statuses Modify a grapheme'south current Defense stat. The math and the rules are the same equally the attack condition higher up.
Defense Down Block
A character under the result of Defense force Downwards Block will accept any active Defense Down statuses suppressed and be prevented from receiving new Defense force Downward statuses while the block is agile.
Disarm
A graphic symbol affected past Disarm will non be able to use/trigger their special weapon effects (usually the third slot effect).
- Permanent stat increases from weapons still apply, however.
Elusive
A character nether the effect of Elusive won't cause enemies to receive any AP from the damage information technology causes when attacking, and any enemy attacking a grapheme nether the Elusive effect won't earn AP from their attack either.
Exhaust
A character under the effect of exhaust receives a specified amount of Maim Damage for every 10% of AP gained from a rush, active, specialist skill, or weapon skill. This damage is non blocked by Guardian Shields.
- AP Gained from normal attacks does non count towards triggering Frazzle.
- Weapons which give extra AP for normal attacks or taking damage does non trigger Exhaust.
- Maim damage is dealt instantly upon the affected character receiving the AP amount.
- For every interval of 10% gain, rounded down, Frazzle will deal its damage.
- Case:
Frazzle = 100 Maim Impairment
AP Gained = 25%
Harm Dealt = 200
- Case:
- If the amount of AP gained is less than ten%, then no Maim Impairment is dealt.
- Maim damage dealt from Frazzle can be resisted.
- Exhaust does not prevent the affected character from receiving the generated AP; it simply deals Damage when AP is gained.
- Exhaust but deals impairment for "actual" AP received.
- Example:
A graphic symbol is at 95% AP and receives l% AP from a rush – they do not get Exhaust damage because they only received 5% AP.
- Example:
Focus
A character under the effect of Focus cannot be forced to automobile assault if nether Taunt or Confuse, and they are able to target whatsoever fighter nether a Human being shield's shield.
- Role player controlled focused characters will display a blue ring glow around their character portrait.
Heal Over Fourth dimension
A grapheme with a Heal Over Fourth dimension effect volition recover the specified corporeality of wellness at the start of their squad's turn.
- The initial healing happens immediately.
- For example, a grapheme whose rush is "Heal one Teammate for 30% of their max HP for 2 turns" will immediately heal that ally for thirty% and utilise a Heal Over Time condition. At the offset of that character'south side by side plough, the affected character will receive another xxx% heal, and the condition will cease.
Heal Reduction
A character nether the effect of Heal Reduction will have any healing provided to them reduced by that corporeality.
- For example, a grapheme with 1000 max HP receiving a xl% Heal would regularly get up to 400 Wellness recovered. With a reduction of xl%, they would just receive 240 HP in healing.
- This applies to both Revival health and regular healing.
- A Heal Reduction of 100% will result in no healing received and also block revival while it is active.
Impair
A character nether the effect of Impair can no longer gain AP or perform an Adrenaline Rush activity while the Impair is active.
Infection
After a specified amount of turns, the affected character is automatically killed unless healed for a specified total of %HP prior to the elapsing expiring.
Maim
Maim harm is a specific type of damage that deals a flat amount of damage rather than being calculated with Assail and Defense stats.
- A character afflicted past Maim damage will have their max HP reduced past the same amount as the amount of Maim harm received.
- This affects the % calculations for how much healing they receive.
- Maim damage tin can be stacked, reducing max HP every fourth dimension a new case of Maim happens.
Normalize
A Character nether the result of Normalize receives no benefits or triggered effects from their Specialist Skill.
- Any Preexisting effect or Specialist Skill (such as protective shields) are not affected past Normalize
Hurting Split
A character that uses Hurting Separate will apply a status to their highest HP ally and themselves.
- A character can just take 1 Hurting Carve up status applied at a fourth dimension.
- For example, if Ally A has the highest HP, if Ally B uses Pain Split they will bring together with A. If Ally C so as well uses Pain Carve up, then B'due south condition will be removed, and A+C will be given the status.
- While the status is active, if either character takes damage, the harm they would normally receive is split evenly beyond both linked characters.
Slow
A Character under the effect of ho-hum has the AP Toll of their blitz increased by a percentage value while the condition is active.
Stun
A character under the consequence of Stun can no longer perform any actions during their team'south plough while the Stun is agile.
- If a graphic symbol starts their turn stunned and is recovered of Stun by an ally, and then they tin can make their action for that turn.
- If they were stunned every bit a result of taking their action, recovering the stun will not give them a new activity that turn.
- 3rd Slot effects from weapons get disarmed when stunned.
Taunt
A character under the result of Taunt automatically performs a regular attack against the grapheme that gave them the taunt status.
- The taunted assault volition always human activity before regular teammate actions.
- Weapon effects that trigger when attacking can notwithstanding activate when attacking while taunted.
- Taunt provides additional AP to the taunting character when that character is attacked by the taunted enemies.
- If the origin target of the Taunt dies, the Taunt status is removed.
Trauma
A grapheme under the consequence of Trauma receives a specified corporeality of unmitigatable damage each time some other negative status effect is resisted by that character or recovered from that graphic symbol.
- Whenever you remove a debuff the enemy will take a specified amount of damage. This stacks for every instance of a debuff removed.
- Trauma itself is non counted towards the debuff removed.
- Trauma damage is not mitigated and does the full amount of harm.
- If Trauma were to be recovered (e.g. – recover all penalties), it is recovered final.

Critical Damage
Critical Harm increases the damage given on disquisitional attacks. This is summed on summit of the regular 150% damage multiplier of disquisitional hits.
Graze
Graze has a take a chance of reducing incoming harm from any kind of source: regular, rush, Maim.
Trait Boost
Trait Boost adds 1.five damage when attacking directly or indirectly (Expanse of Effect and splash damage rushes) a target of that trait.
Trait Resistance
Trait Resistance decreases incoming harm from an attacker of that specific trait. If an aggressor triggers an assault with a stronger trait weapon outcome, the trait checked for resistance is the attack trait rather the assailant's trait.
Status Effect Resistance
Offers a flat percentage take a chance to resist a specific Status Effect. Status Upshot Resistance received from multiple sources will stack with each other.
Life Steal
When performing an attack, gain a flat amount of HP back.
Reverberate
Offers a gamble to reflect a per centum of Damage received back to the Enemy. Note: The primary percent number shown in the mod info tab is the amount of damage reflected and not the take chances to reverberate the damage received.

Armor
A walker under Armor status always prevents any incoming attacks from being Disquisitional Hits.
Beheader
A walker under Beheader status volition immediately decapitate any opponent that it kills.
Cover
A walker under the Cover status will split any incoming impairment with their Cover pair akin to Pain Split. Withal, while Pain Split is ever evenly divided, Cover may have different partitioning rates.
Hidden
A walker under the consequence of this status cannot exist actively targeted by opponents that do not have an active Focus status.
Ignited
A walker nether Ignite status will Burn down opponents that are adjacent to it later finishing a movement action.
KeenSense
A walker nether Keen Sense status is immune to Camouflage status on the opponent team.
Move Up
A walker under Move Up buff volition move farther on its move action.
Motility Downwardly
A walker under Movement Down nerf volition move less on its motion action.
Walker Shield
A walker under the effect of this status will have 70% of incoming damage absorbed past the side by side walker providing the status.

Beheading
Beheading is the wedlock of 2 Specialist Skills, Execution and Decapitate. Thus, when this grapheme kills an enemy, that character cannot exist revived by whatever means. Moreover, if this grapheme attacks an enemy with less than 20% HP remaining, the attack will do enough harm to impale it.
- This specialist skill is overridden past Tenacity, if relevant
- This specialist skill can be blocked by a Guardian Shield or Absolute Defense force weapon
- The Decapitate portion of this skill applies to Adrenaline Blitz and Agile Skill attacks as well
Berserker
Whenever this character takes damage, they gain +20% Assault until the end of their side by side turn, in improver to whatsoever existing Set on increases, including prior activations of this skill.
- This bonus stacks multiplicatively with any other Attack altering statuses
- Any source of damage (Bleed, Reflect damage Weapons, Confused teammates, Battle Items, Attacks, and Damaging Adrenaline Rushes), may all trigger this effect
Abide
This character stores the damage it takes from attacks, active abilities, and rushes. After reaching 2000 stored harm (or if the Defend action is used), bargain 150% of the stored harm to 1 enemy immediately. Stored damage is reset to 0 after use. Bide does non trigger if this character is killed.
- Bide damage cannot be mitigated (same as "Payback damage").
- Damage Over Time effects (e.g. – Bleed, Burn down) do non contribute towards Bide.
- Stun (or other command furnishings) does not prevent Bide from automatically triggering.
- When using the Defend Action prior to Bide automatically triggering, the currently stored damage (+150%) is released. In other words, Abide tin be used before reaching the 2000 threshold, merely will deal whatever damage is stored (+150%) at the time of release.
- When controlled by the AI, the AI will trigger Bide manually (i.e. – via the Defend Action) if the stored Bide damage is enough to kill an enemy.
- When used on an attack squad, and Bide is manually triggered (via the Defend Action), the Bide damage will be directed at the currently selected / targeted enemy.
- If an enemy causes Bide to trigger automatically, then that enemy will receive the Bide damage.
Bide II
Functions the same as Bide, just instead stores harm equal to 30% of the grapheme'due south Max HP.
Bloodthirst
Whenever this graphic symbol attacks a character suffering from Bleeding, the damage of that Bleeding effect is doubled. Target can be doubled in one case per turn. If this graphic symbol performs a crititcal hit on an enemy, the enemy gets corsshairs for 3 turns.
Collateral Impairment
When this grapheme performs a disquisitional assault on an enemy, they will bargain splash damage (50% damage) to upwardly to two side by side enemies. The adjacent enemies do not gain AP from the damage.
- This splash impairment is equivalent to 50% of an attack the fighter would brand against the adjacent target, not 50% of the damage dealt to the master target.
Collateral Damage II
When this character performs a critical assail on an enemy, they will bargain splash damage (100% damage) to up to 3 adjacent enemies. The side by side enemies do non proceeds AP from the impairment.
- This splash damage is equivalent to 100% of an attack the fighter would make against the next target, non 100% of the damage dealt to the primary target.
Control
When this graphic symbol defends, the previous ally to take an action this turn volition receive a bonus action. That ally volition be unable to act the adjacent turn.
- The specialist will become the actress defence force condition bonus from a normal defend activity also as triggering Command's event
- The same graphic symbol may not exist given multiple extra Command actions on the same plow.
Confounding
When this graphic symbol performs a disquisitional attack on an enemy, they will confuse them for 1 turn. Confused characters will not use rushes or active skills and take a chance to attack a random teammate.
Cutthroat
When this character performs an attack or damaging blitz on an enemy, if the enemy is afflicted past any of the following statuses: stun, stupor, normalize, impair, taunt or misfile, their damage is increased by 50%.
Cutthroat II
When this character performs an assault or dissentious rush on an enemy, if the enemy is afflicted by any of the following statuses: stun, stupor, normalize, impair, taunt or confuse, their harm is increased past 100%.
Convincing
This graphic symbol will never trigger a special or epic weapon effect that activates when an enemy character is defending.
When this character lands a critical striking on an opponent, they trigger 2 turns of the Disarm condition for the target.
Disarmed characters lose whatever slot 3 Special Effects granted by their weapons.
Decapitate
When this character kills an enemy, they volition put the decapitate condition on the enemy, which prevents that enemy from being revived.
Dexterity
Dexterity is the union of two Specialist Skills, Tenacity and Evasion. If this specialist takes impairment, the amount taken is reduced based on their current AP. The more AP the specialist has the less impairment they take. If this specialist's health is above 20% and they take damage that would impale them, their health is reduced to 19% of their max health instead.
- This reduction can not accept the damage beneath 0 to result in a healing effect.
- It will non trigger in the instance of damage beingness Maim type.
Execution
When this character attacks an enemy that has 20% HP or less, the enemy will be immediately defeated.
- This specialist skill is overridden past Tenacity and Dexterity (which combines evasion and tenacity), if relevant
- This specialist skill tin can exist blocked by a Guardian Shield or Accented Defense weapon
- This skill does not utilize to Adrenaline Rush attacks.
- Adrenaline Rush attacks that are multi-hitting basic attacks can execute.
Evasion
Whenever this character takes harm, they will reduce the amount based on their current AP multiplied by 1.2
- This reduction tin non have the damage below 0 to result in a healing effect.
Firestarter
Whenever this character attacks a character suffering from Called-for, an adjacent target will exist affected with a re-create of that Called-for effect. This burn down copy doesn't stack with whatever other burn case nor can it replace whatever other burn down instance on the adjacent target.
Follow Up
When a character with Follow Upward performs its first kill of the turn with an assail or adrenaline blitz, they volition receive a bonus action. Any post-obit impale in that same turn volition not grant a new activeness.
Guardian
When this character performs a critical assail on an enemy, they will utilise a harm negating Shield on an marry with the lowest HP. The Shield will remain active until it negates 1 incoming attack against that ally.
- A maximum of one Guardian shield can exist applied to a team per turn with this skill.
- The shield will block and exist consumed by incoming damage attacks / ARs.
- The shield does not cake incoming effects that are statuses just.
- The shield will block and be consumed past incoming effects that are damage alongside a status.
- The shield is applied at the fourth dimension of the Critical hit occurring.
- The Guardian specialists may requite a shield to themselves if they are the everyman HP on their squad.
Guardian II
Functions the same as Guardian, but applies shields to the 2 lowest HP allies.
- A maximum of two Guardian shields tin can be practical to a squad per turn with this skill.
Headhunter
If this character performs a disquisitional striking on an enemy, the enemy gets "Crosshairs" for 3 turns.
Hemorrhage
When this specialist lands a Disquisitional Hitting on an enemy, that enemy suffers extreme haemorrhage that worsens every turn. (+150 bleed impairment per turn)
- This special bleed tin can stack alongside normal bleeds.
- This can be recovered with Bleed Recover abilities.
Hold The Line
For every dead teammate, this specialist receives +25% Defense and +25% Assault.
- This status should refresh and update when a new turn begins or a teammate either dies or is revived
- If the teammate is killed past an AoE damage that besides hits the specialist, this vitrify is applied later on damage is taken and the teammate's decease is processed
- These bonuses stack with whatever existing buffs, including prior activations of this skill.
- If you dispel the HTL Vitrify from the Specialist, it will be given back in the next skill update.
Man Shield
While this grapheme is defending, all attacks from human being enemies may only target them
- This restriction can be bypassed by characters under the effect of Focus.
- When defending, a character also gains a +50% defense bonus.
Indomitable
While not Stunned, whenever this character takes damage, they gain +30% Defense until the kickoff of their next turn, in improver to any existing Defense increases, including prior activations of this skill.
- This bonus stacks multiplicatively with any other Defense altering statuses
- Any source of damage (Bleed, Reverberate damage Weapons, Dislocated teammates, Battle Items, Attacks, and Damaging Adrenaline Rushes), may all trigger this event
- Stunning the specialist volition non remove electric current stacks, merely simply forbid more than from being generated.
- When the defense bonus is removed past an agile skill effect (similar remove positive condition effects) the Indomitable defense force bonus volition exist reset to 0.
Lacerator
Whenever this character attacks a character suffering from Bleeding (hemorrhage included), double the damage of that bleeding effect. The Lacerator can only trigger this effect one time per turn.
- The Lacerator can only trigger this outcome in one case per turn on a target, simply can, if allowable, lacerate 2 separate targets on the aforementioned plow.
Life Steal
When this character lands a critical hit, they will regain xv% of their max health.
- If killing a character who has the Parting Shot specialist skill, the Lifesteal result should occur before Departing Shot'due south consequence is resolved.
- This ability can heal Infection even if the character is at 100% HP.
Lightning Reflexes
When this character is non stunned, and is targeted by an opponent'south Adrenaline Blitz that causes damage, they volition immediately counterattack.
- This attack will occur before the opponent activates their Rush's effect. If the target of the counterattack is killed, their blitz will not become to actually accept effect.
- If the target of the counterattack is killed and has Parting Shot, their Parting shot will follow the counterattack.
- This attack will never trigger weapon effects from either character.
Manic
Every turn, if this graphic symbol's HP is at or below 75% of their Wellness (excludes Bonus HP), this character gains 50% additional AP at the start of that turn.
- The specialist cannot get the boosted AP if impaired.
Neutralize
When this character attacks an enemy that has 80% Adrenaline or more than, the enemy will be Impaired for i plow. Impaired characters cannot gain AP or use Adrenaline Rushes.
- The AP generated past the Neutralize specialist damage is non taken into account to the lxxx% threshold. For case, a character has a max AP of 76. 76 * 80% = 61 ap, therefore if the character has 61 or more ap, they tin can be neutralized.
On A Gyre
This character's assault increases past +20% at the showtime of each plow after the commencement, upwards to a max of 120% afterward 6 turns. Bonus resets if killed, stunned, or impaired.
- It can stack with other Attack boosts.
- Stacking is multiplicative.
Outlast
When this specialist is defeated, their decease is delayed for 1 turn and they may however act, and gain 100% AP.
- For the purposes of win/lose weather and revives, the character is treated every bit living.
- The character should be ignored in healing targeting
- The character will actually die when the status wears out
- The fighter may not exist targeted by enemy attacks, still they tin can be affected by statuses.
- AP will non be granted if Outlast specialist is under Impair condition.
Overheal
If this character were to be healed over 100% HP, this character gains Bonus HP equal to 50% of the corporeality healed over 100%. For case, grapheme is at 80% HP, and receives fifty% Heal, it will fill their HP, and the xxx% remaining (80% – 50%) will be converted into 15% Bonus HP (50% of 30%).
- The character cannot receive Bonus HP so that it goes over its max HP (Maim cap applied).
Parting Shot
If this character is killed by a directly enemy attack (damage over time effects do non count), they will immediately perform a guaranteed critical assault against the enemy.
- This skill will not trigger when being killed by another Parting Shot
- If the harm from Departing Shot kills the enemy, the enemy'southward death is counted as occurring before the specialist'south death.
- If this skill kills the last enemy during a PvP match or the final moving ridge of a PvE stage, resulting in all characters being expressionless, the specialist's team will be the winner.
- If earlier the fatal attack the Parting Shot specialist is stunned, it will not trigger departing shot.
Payback
If this graphic symbol were to accept more than 30% of their max HP (Maim cap practical) from a unmarried Blitz, or Agile Skill, bargain that same damage dorsum to the assaulter and up to 2 boosted enemies.
Resilient
This grapheme has a 50% resistance against all status effects. This stacks with all other resistances.
- Stacks additively – if the character has a l% or more resistance modernistic, the Resilient specialist becomes immune to said status effect.
Retribution
When this character is defeated, all of the graphic symbol's surviving teammates volition immediately receive upwards to 25% of their max AP.
- If teammate has full AP, information technology may non receive any AP.
- If a teammate is impaired they will not receive any AP.
Retribution 2
Same as standard retribution, but teammates proceeds fifty% of their max HP
Tenacity
If this character'due south health is higher up xx% and they take impairment that would kill them, their health will be reduced to nineteen% of their max HP instead.
- It volition non trigger in example of harm beingness Maim type.
Vitality
At the commencement of each turn, this specialist regains health based on the corporeality of unspent adrenaline it has. Total AP gives them 20% of their max HP healing, anything below that is a linear interpolation. So, half AP full provides 10% max HP healing.
Waste Not
When this specialist kills an enemy with an Attack or Adrenaline Blitz, any excess damage is dealt to one side by side target.
- This calculation occurs subsequently any reductions from Evasion, Weapon Effects, etc
- The difference between damage and HP is dealt as a new case of flat impairment to a random next ally of the Target
- This damage is apartment and thusly does not demand to account for the set on or defense stats of the involved fighters
- This logic does non utilise again if the overflow impairment kills the secondary target

Understanding Weapon Effects and their triggers:
- When an upshot states "When attacking…", that effect has chance to trigger when the fighter performs a regular attack (Multi Assail ARs are considered as consecutive regular attacks).
- When an consequence states "When defending…", that upshot has chance to trigger when the fighter is not stunned, and is existence targeted (must be the main target, Collateral Harm or Splash Damage actress targets do non trigger defensive weapon furnishings) by a regular attack (Multi Attack ARs are considered regular assault every bit consecutive regular attacks)…
- When an effect states "When killing…", that effect has chance to trigger when the fighter kills the target (must be main targeted, Collateral Damage or Splash Damage extra targets do not trigger killing weapon effects) .
Go on in mind that during an assault routine both 'when attacking' and 'when defending', effects are calculated immediately. That being said, if an on assault stun gun stuns the target, the target still has a chance to trigger its ain defending effects for that attack. Same story for on killing and defending stun gun. If the attacker kills the target and the target stuns the attacker, it still can trigger its on killing effect.
Weapon Effects … and some survival route walkers effects.
Generic +x(%) [ATK/DEF/HP/CRIT]
Increases the equipped graphic symbol's relevant stat. This stacks with leader skills. (Multiplicative for %, Condiment for not % [Crit])
Bonus AP when Attacking
Add together a apartment amount of AP to AP gained when making a successful assault.
The amount of the bonus depends on the Prefix used in the Skill description:
- Minor bonus: +3
- Small bonus: +4
- Medium bonus: +5
- Large bonus: +vii
- Very Large bonus: +8
- Huge bonus: +x
Bonus AP when taking damage
Increases the ratio of AP gained per % of Max HP taken as damage
Conditional (Attack/Defence/Crit) Bonus
A broad variety of weapon effects autumn under this umbrella (ex. "35% Def when taking damage from enemies with more than than 60% of their HP"), and merely grant their described bonus to stats for the relevant attack instance. In one case the attack is resolved, the relevant fighters' stats go back as they were before the effect.
Conditional Status/Action
A wide variety of weapon furnishings fall under this umbrella. (ex. "When killing an enemy, a better risk to revive a teammate with 40% HP and +100% Def for ane plough", "When attacking, a meliorate chance to impair the enemy for 3 turns", "Receive +20% AP at the offset of each wave") These effects simply look for the trigger condition, do a check against their odds to activate (if relevant), and so resolve the described action much as an Adrenaline Rush or Active Skill that applied the same event would. The trigger run a risk is divers by the prefix used in the Skill clarification:
- Meliorate: 35% chance information technology will happen
- Great : l% chance it will happen
Absolute Defense
While not stunned, whenever this grapheme is targeted by a regular assail, at that place is a chance of reducing that damage to 0. The odds is a apartment percentage chance not affected past defense, attack, statuses, or anything else. It doesn't forbid Execution.
Double Set on
When performing a regular assault, there is a chance of making a second assault causing 150% of regular harm. This second attack doesn't generate AP. The odds is a flat percentage chance not afflicted by defense, assault, statuses or anything else. It may cause the Indomitable skill to trigger twice.
AP at start wave
At the start of a moving ridge, before the activation of the user's team, the relevant grapheme may receive some AP if not impaired.
AP generation on Defence force:
Defending teams receive a bonuse to AP generation, compared to Attacking teams. The defending team gets a bonus twoscore% AP when attacking and a bonus 100% AP when taking impairment.
Splash Harm
When performing a regular set on, there is a chance of giving additional impairment to the target'southward next allies causing 80% of the damage a regular attack against those adjacent characters would do.
Stronger Trait
When performing a regular set on, there is a chance the damage will be modified to the trait blazon advantageous over the opponent's trait. Can nonetheless technically trigger if at that place is already advantage, but doesn't give double effectiveness.
Reflect Damage
While not stunned, whenever this character is targeted by a regular attack, there is a hazard of dealing 80% of the incoming damage back to the attacker. The odds is a flat per centum chance not afflicted by defense, set on, statuses or anything else. In the example that a Parting Shot attacker dies from the reverberate damage, it won't trigger Departing Shot on the target.
Source: https://thewalkingdeadrts.scopely.com/2020/09/23/combat-reference-guide-updated-09-20-20/
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