Crowd Control & Damage Over Time Explained

Last Updated on October 9, 2025 by Meow

capybara go crowd control dot explained #

Crowd Control #

Up to date as of V1.7

There are 5 types of crowd control (aka CC):

Freeze Stun Paralyze Silence
What it Does Enemy unable to act Enemy unable to act (can persist through revival) Enemy unable to counter Enemy unable to use rage skill
Main Sources Icy Spike, Icy Bubble equip Pig Smash, Stun gem Paralyze gem, Abyssal skill Guild Boss/Seal Battle skill, Silence gem
Skill Synergy Frostbite and Killing Freeze
Gem Synergy Combo Count +1, Ignore Control Immunity rate Combo Count +1, Ignore Control Immunity rate, Normal ATK stun Lightning hitting a burning target has up to 20% chance to paralyze the target [Unique] Rage Skill DMG up to +30%, and Rage Skill has up to 50% chance to Silence target for 1 turn (max 2 times per battle)
Ghost Legacy Tree Ghost Princess – 30% Ignore Control immunity for 3 turns
Elemental Mastery – 20% Ignore Control Immunity
How to Resist It Control Immunity rate gem, Ice Soul Guardian – Ursol Control Immunity rate gem Control Immunity rate gem Control Immunity rate gem
Adventurer Leonardo and Raphael have increased chances of Freezing with Icy Bubble or Stunning with their basic attacks passives.
Notes Meta for PVP and higher difficulty story content. Meta for PVP and higher difficulty story content. Very niche, for when you know the enemy counters a lot. Situationally useful in Guild Boss if survival is an issue.

Crowd Control Formula #

We came up with the following formula, though we aren’t 100% certain.

Final CC chance = base cc rate x [1 – max(0, Enemy Immunity – Ignore Immunity)]

For example:

  • Assume enemy has 90% crowd control immunity
  • You had 60% ignore crowd control immunity
  • Icy spike proc has a 20% innate Freeze rate

Chance to Freeze for one Icy Spike = 0.2 x (1 – (0.9-0.6)) = 0.2 x (0.7) = 14%

If your ignore crowd control immunity is higher than the enemy’s crowd control immunity, then the chance to Freeze for one Icy Spike is simply 20%.

Damage Over Time #

There are 3 types of D.o.T:

Poison Burn Bleed
Damage per Stack 20% of ATK 40% of ATK 50% of ATK
Default Max Stacks 5 10 10
Duration 2 turns 3 turns 3 turns
Additional Effect Healing reduced by 40%
Skill Synergy Alchemist skill lets you deal extra DMG to poisoned enemies. Ghostly Fuse skill lets you deal extra DMG to burning enemies. None
Gem Synergy [Unique] When attacking enemies under Burn or Poison, ignores up to 20% of their final DMG reduction. [Unique] When attacking enemies under Burn or Poison, ignores up to 20% of their final DMG reduction. None

Why D.o.T and True Damage Suck (by Tide) #

Hello all,

This is primarily a post for newer players entering into the game who see aspects of weapons that deal “true damage” or “damage over time” effects and believe they’re overpowered, just to be told they’re not.

The formula for damage is: [ATK × DmgCoefficient × %DmgModifiers × CritDmg × GlobalDmg × Final Dmg × In-Battle] with all brackets of damage having a base of 100% added to bracket damage, i.e. [100% + %DmgModifiers].

  • True damage cannot scale with any modifiers.
    • True damage, if unstated what the cap is, is always capped at 10x of your attack stat (or 1000% of your attack.)
    • There are certain scenarios where true damage may be good due to enemy reductions, ignore crit rate, or other sources; however, in places where they do not have these reductions (i.e. all PvE scenarios), true damage is not good at all.
  • Damage over time is based on your attack stat.
    • It benefits from no sources of [%DmgModifiers] except for DoT damage increase in pet builds; therefore, it is near-impossible to reach the 1000% cap on [%DmgModifiers].
    • It does not benefit from [CritDmg] unless you have a few select collectibles that grant you maybe a one or two percent chance to crit, and even then, it is near impossible to max out the [CritDmg] bracket.
    • It only activates once per turn in comparison to other attacks that can activate dozens of times per turn.
    • Damage over time refers to burn, bleed, and poison damage.

One Twin Blazing Blades activation can deal up to 1.5 million% scaling damage in comparison to something that is 1000% of your attack.

900% [DmgCoefficient] × 1000% [%DmgModifiers] × 1200% [CritDmg] × 402% [GlobalDmg] × 140% [Final Dmg] × 250% [In-Battle] = 15195.6 × ATK = 1,519,560% × ATK

Keep in mind, you can have multiple activations of Twin Blazing Blades per turn in comparison to damage over time’s one activation.

Other Notables #

  • Shock: reduces enemy’s rage
  • Shrink: reduces enemy’s attack
  • Weaken: reduces enemy’s attack, from Abyssal Realms skill only
  • Intimidate: enemy mount is stunned; from Pangu Axe deployment skill