Weak creatures deal 25% less damage with Attacks.
When an enemy is Weakened, they deal 25% less damage with Attacks (40% less with Paper Krane).
When the player is Weakened, they deal 25% less damage with Attacks. If they have Ginger, they cannot become Weakened by any means.
Weak does not affect Poison or Thorns damage; it only applies to Attack cards.
Stacks of Weak only increase the duration. For example, 2 Weak will last 2 turns, and 5 Weak will last 5 turns, but in both cases they will deal 25% less damage.
Weak damage is rounded down. For example, Byrd deals 1 damage at a time. While Weak it deals 0 damage instead of .75 damage or 1 damage.
Players should be aware that weak doesn’t often function the way it should. Whether from a bug or other reason, it often doesn’t reduce damage. Thus it may not be wise to rely on it working consistently
Interactions[]
Any Character[]
- Doubt: Unplayable. At the end of your turn, gain 1 Weak.
- Blind: Apply 2 weak (to all enemies).
- Ginger: You can no longer become Weakened.
- Gremlin Visage: Start each combat with 1 Weak.
- Red Mask: At the start of combat, apply 1 Weak to ALL enemies.
- Weak Potion: Apply 3 Weak.
Ironclad[]
- Champion Belt: Whenever you apply Vulnerable, also apply 1 Weak.
- Clothesline: Deal 12(14) damage. Apply 2(3) Weak.
- Intimidate: Apply 1(2) Weak to ALL enemies. Exhaust.
- Shockwave: Apply 3(5) Weak and Vulnerable to ALL enemies. Exhaust.
- Uppercut: Deal 12 damage. Apply 1(2) Weak. Apply 1(2) Vulnerable.
Silent[]
- Paper Krane: Enemies with Weak deal 40% less damage rather than 25%.
- Crippling Cloud: Apply 4(7) Poison and 2 Weak to ALL enemies. Exhaust.
- Heel Hook: Deal 5 damage. If the enemy has Weak, gain and draw 1 card.
- Leg Sweep: Applies 2(3) Weak. Gain 11(14) Block.
- Malaise: Enemy loses X(+1) Strength. Apply X(+1) Weak. Exhaust.
- Neutralize: Deal 3(4) damage. Apply 1(2) Weak.
- Sucker Punch: Deal 7(9) damage. Apply 1(2) Weak.
Defect[]
- Go for the Eyes: Deal 3(4) damage. If the enemy intends to attack, apply 1(2) Weak.
Watcher[]
- Sash Whip: Deal 8(10) damage. If the last card played this combat was an Attack, apply 1(2) Weak.
- Wave of the Hand: Whenever you gain Block this turn, apply 1(2) Weak to ALL enemies.