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Heroes Community > Summoners Academy > Thread: Terminological Index (Under construction)
Thread: Terminological Index (Under construction)

Supreme Hero
Tutto Ť possibile
posted September 15, 2017 02:56 PM bonus applied by Galaad on 16 Oct 2017.
Edited by AlHazin at 12:55, 17 Oct 2017.

Terminological Index (Under construction)

As you begin in the game you might come upon some of the game's features that are strangely named and for a certain amount of time hard to guess, it was the case for many players I see and even for me.

We'll be treating here words that you might find in creatures' descriptions, loading tips and the like.

Most of these features can be classified in two categories:


A buff is a bonus cast on your or enemy creatures. It can increase its stats, protects them against debuffs, restore their HP.

There are what I refer to as classical buffs, those which simply increase creatures' stats by a certain percentage: attack, defense, power and luck buffs.

Once cast, buffs last as long as the current turn does, they can be removed though by creatures of the opposing team that have a Dispel ability (see below).


A debuff acts like the reverse of a buff, it's a malus applied to creatures causing them to lose HP, decrease their stats and so on.

Like for buffs, there are classical debuffs that simply decrease enemies' stats.

Debuffs last a certain amount of turns depending on the casting creatures' specials. They will never last indefinitely. They can be removed though be cleansing the affected creatures (see below).

You also have special buffs and debuffs which can really turn the odds of a battle in your favour or defavour.

The buffs:


The most popular of all buffs for a lot of players. Mend is cast by certain healers units. Once cast, it affects all allied creatures, allowing each one to restore a fixed amount of HP each time they act -be it with their base attack or their special. The amount of HP restored is determined by the casting creature's special and its stats. Once cast, mend can only be removed by an enemy dispeller, otherwise it will last for as long as the round duration.

-Protection against debuffs:

Cast by some creatures among which the famous Draconic, this buff as its name implies gives a to all allied creatures a certain percentage of resistance to debuffs that enemy creatures will try to cast upon them.

It is a good idea to ally this buff with a luck buff. A Draconic and an Elephant can grant you to resist lethal enemy stuns or silences, as well as DoT debuffs (DoT = Damage over Time) being burn and poison. Luck (as a stat, enhanced by luck buffs) plays a great role in resisting debuffs, and thus acts a lot like the protection against debuffs. I don't know what differenciates the two, but it would be good if someone could check that out.

I personally noticed that Protection a. D. acts often better than luck in resisting. I once defeated a Phoenix with a Draconic Templar and a dying Elephant and Valkyrie, because the Phoenix couldn't lend his special not even once on any of the three. It eventually killed the two, but my Draconic finished the Phoenix alone. Crazy.

The debuffs:


Cast solely by red creatures, it's a damage debuff that causes its victim to lose a certain amount of HP each time it acts, that what we call DoT standing for Damage over Time. Again the amount of HP lost depend on the casting creature's stats and special.

With the new update, and colour counters becoming more important, blue creatures tend to resist almost every time burns cast on them.

Note: the Mothman casts poison despite being a red creature, and the Cerberus debuffs by burning despite being a dark creature.


Poison acts just like burn, cast by a wide range of creatures. It causes an HP loss at each turn.


Fatigue is a deadly debuff. It causes its victim, when healed, to be healed way less than it should. To put it simply, if under normal conditions a creature when healed -depending on the healing creature's stats and special- gets X HP restored, when hit by fatigue it will (depending on the fatigue amount) get a lower amount HP. When a fully awoken Megalodon debuffs a creature for 60% of fatigue, that means that when healed for a normal amount of 1000 HP, its victim will only have 400 HP restored (not sure about that one though).


The most famous and popular of all debuffs, as its name implies it stuns a creature, rendering it incapable of acting for two turns. Practically speaking, stun prevents you from using your creature's base attack, and its special. Moreover, its combo dots are frozen and can't benefit to your other creatures. Cherry on the cake, the enemy creature's counter will decrease as if your stunned creature had acted (if under the enemy unit there's a little 6, and you act with your four creatures, the little 6 will go down to 2 and then to 1 directly before you use any of your creatures again.

Avoid being stunned at all cost.


The one we noobs take our time to understand. Reducing a creature to silence means that this creature won't be able to use its special despite the fact that it has enough mana for the special to trigger under normal circumstances. It will still be able to use its basic attack though.

You can be silenced 1 turn (Owl, Sand devil) or 2 turns (Treant).

Note: the little + you see in the lower corner of the two last pictures is because the creature is already hit by a fatigue debuff.



These are neither buffs nor debuffs, rather creatures' features and abilities:

-AoE damage:

Stands for Area of Effect damage, which means a creature will be able to hit multiple enemies, and sometimes all, dealing damage to a foe and its adjacent fellows, a row, multiple random enemies or all enemies present.

Area of Effect applies as well to healing, where instead of healing only one ally, the healing unit will heal multiple ones (and resurrect... etc).


As stated above it stands for Damage over Time, it refers to Burning and Poisoning debuffs. The most deadly one of those is without any doubt the legendary Phoenix's burn.


Is the glorious ability of some creatures to remove one or more debuffs applied on allied creatures including themselves. Other than waiting for a debuff to stop acting after a certain number of turns, cleansing will remove it at once. Classical debuffs, DoT, and fatigue can only be removed by cleansing their victims, or having them die then resurrected but this second option is quite delicate.

Cleanse removes every kind of debuffs, including stun and silence, and fatigue.

Note: If a creature hit by fatigue is healed by a cleanser like the Siren for example, it will first heal, and then cleanse it, which means that you will need to cast the Siren's special twice in order to get an effective healing.


Is the ability of a creature to restore allies' HP. The creatures have to be alive thus having at least 1 HP left.

Note: Cleansing and healing are two different things. You might often find both in a same creature's special like the famous Siren, but a healer is not necessarily a cleanser, or will usually develop cleansing abilities through awakenings. Mend doens't cleanse as well, and doesn't cancel DoT debuffs, although it fight by doing the reverse of what they do to a creature. Resurrectors never cleanse in my experience, but resurrecting a fallen creature has it ressurected totally cleansed.

-Dispel: Dispel doens't act like applying a debuff to the enemy, but simply removing enemy buffs to even things out. Most dispeller remove only one enemy buff at a time (Valkyrie) or have some chances to do so (Dwarf Warrior) while some others remove all enemy buffs at once (Draconic) who are the handiest.

In the combat screen, you might see numbers popping out everywhere, those are damage taken by enemy creatures as well as your own.

The tile of the numbers indicate the power of the attack, tiny numbers means minimal damage has been applied where big ones means maximal damage has been cause. Red numbers means damage cause by burns, purple ones by poison, green ones means healing. Yellow ones means that the damage has been applied by a critical hit resulting in double damage.

Blue balls bouncing are mana. Each ball contains 10 mana points.

Don't hesitate to ask about any term you might come upon and that would need some clarifications.
"The Erwin is out there as they say once in a while lol" - Verriker.
A felt change of consciousness - Markkur.
Use this code in Creature Quest! t2QEc#j7h

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Hero of Order
Li mort as morz, li vif as vis
posted October 16, 2017 11:14 PM
Edited by Galaad at 23:17, 16 Oct 2017.


Mend is immune to cleanse.

Not really sure what you mean by this? Mend can be removed by creatures removing buffs.

Burn: Cast solely by red creatures,

Not 100% sure but I think Cerberus's DoT is burning... That would be the exception though, pretty much a trademark to red creatures in general yep.

Stun: rendering it incapable of acting for a certain number of turns.

Creature can at least act once before getting stunned again, perma stunlock is now a nightmare from the past.

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Supreme Hero
Tutto Ť possibile
posted October 16, 2017 11:48 PM

Oh thatís it I totally forgot Dispel, I wanted to say that although cleanse removes debuffs it doesnít remove any buff meaning in that case that once mend is cast it will last for the round, unless of course it is dispelled. Will add that.
"The Erwin is out there as they say once in a while lol" - Verriker.
A felt change of consciousness - Markkur.
Use this code in Creature Quest! t2QEc#j7h

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Tavern Dweller
posted October 17, 2017 01:24 PM

Archdemon also have burn, just as a fyi

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