Mechanics/Damage over time

Damage over time

The 11 lasting damage effects an enemy can carry, and what one tick of each is worth.

How a tick works

A damage over time effect ticks on its own clock. The number of ticks is the duration divided by the seconds between ticks, rounded to the nearest whole tick, so a 5 second effect that ticks once a second lands 5 times. The run stat DoT Potency multiplies every tick, and Damage over Time Duration multiplies the duration, which gives more ticks rather than bigger ones. Only Bleed can stack; a second application of any other one refreshes the timer instead.

Starting values for damage over time.

All damage over time effects

StacksDoes not stack
EffectDamage per tickDurationSeconds between ticksTicksTotal per applicationStacks
Bleed25 s1 s510 damage (5 ticks)yes
Burn22 s0.2 s1020 damage (10 ticks)no
Fel Fire0.2% of maximum health5 s0.2 s255% of maximum health (0.2% × 25 ticks; each tick never below 2 and never above 10)no
Frostbite1010 s2 s550 damage (5 ticks)no
Kalor25 s0.1 s50100 damage (50 ticks)no
Life Siphon10.25 s0.25 s11 damage (1 ticks)no
Nihil21 s0.2 s510 damage (5 ticks)no
Poison2% of maximum health10 s2 s510% of maximum health (2% × 5 ticks; each tick never below 10 and never above 50)no
Rot2% of maximum health5 s0.5 s1020% of maximum health (2% × 10 ticks; each tick never below 5 and never above 50)no
Shock30.5 s0.2 s26 damage (2 ticks)no
Spook41 s0.4 s28 damage (2 ticks)no

Bleed

Each tick deals the Bleed damage multiplied by the run's Bleed bonus. Bleed is the only damage over time effect that stacks: several sources bleed the same enemy at the same time.

Damage per tick2
Duration5 s
Seconds between ticks1 s
Ticks5
Total per application10 damage (5 ticks)
Stacks on one enemyyes

Burn

Each tick deals the Burn damage multiplied by the run's Burn bonus.

Damage per tick2
Duration2 s
Seconds between ticks0.2 s
Ticks10
Total per application20 damage (10 ticks)
Stacks on one enemyno

Fel Fire

Each tick deals 0.2% of the enemy's maximum health, never below 2 and never above 10, multiplied by BOTH the run's Burn bonus and its Poison bonus.

Damage per tick0.2% of maximum health
Duration5 s
Seconds between ticks0.2 s
Ticks25
Total per application5% of maximum health (0.2% × 25 ticks; each tick never below 2 and never above 10)
Stacks on one enemyno

What one tick is worth

0.2% of maximum health per tick, never below 2 and never above 10:

Bomb-omb (10 health)2 per tick (held at the floor)
Ping Pong (2000 health)4 per tick
Thesis Advisor (2500 health)5 per tick

What applies it

Frostbite

A moving enemy takes the Frostbite damage divided by its speed (speeds below 1 count as 1), so slow targets take more. An enemy that is standing still, or already frozen, is frozen again and takes a flat 25 instead.

Damage per tick10
Duration10 s
Seconds between ticks2 s
Ticks5
Total per application50 damage (5 ticks)
Stacks on one enemyno

What applies it

No card and no damage effect in this build applies it on its own: it comes from spell behaviour, which each spell page describes.

Kalor

Each tick deals the Kalor damage multiplied by the run's Burn bonus.

Damage per tick2
Duration5 s
Seconds between ticks0.1 s
Ticks50
Total per application100 damage (50 ticks)
Stacks on one enemyno

What applies it

No card and no damage effect in this build applies it on its own: it comes from spell behaviour, which each spell page describes.

Life Siphon

One tick, straight away, for the Life Siphon damage. Its duration ignores the run's DoT Duration stat.

Damage per tick1
Duration0.25 s
Seconds between ticks0.25 s
Ticks1
Total per application1 damage (1 ticks)
Stacks on one enemyno

What applies it

No card and no damage effect in this build applies it on its own: it comes from spell behaviour, which each spell page describes.

Nihil

Each tick deals the Nihil damage. No element bonus applies to it.

Damage per tick2
Duration1 s
Seconds between ticks0.2 s
Ticks5
Total per application10 damage (5 ticks)
Stacks on one enemyno

What applies it

Poison

Each tick deals 2% of the enemy's maximum health, never below 10 and never above 50, multiplied by the run's Poison bonus. Big enemies take much more from Poison than small ones.

Damage per tick2% of maximum health
Duration10 s
Seconds between ticks2 s
Ticks5
Total per application10% of maximum health (2% × 5 ticks; each tick never below 10 and never above 50)
Stacks on one enemyno

What one tick is worth

2% of maximum health per tick, never below 10 and never above 50:

Bomb-omb (10 health)10 per tick (held at the floor)
Death (2000 health)40 per tick
Thesis Advisor (2500 health)50 per tick

Rot

Each tick deals 2% of the enemy's maximum health, never below 5 and never above 25, multiplied by the run's Poison bonus.

Damage per tick2% of maximum health
Duration5 s
Seconds between ticks0.5 s
Ticks10
Total per application20% of maximum health (2% × 10 ticks; each tick never below 5 and never above 50)
Stacks on one enemyno

What one tick is worth

2% of maximum health per tick, never below 5 and never above 50:

Bomb-omb (10 health)5 per tick (held at the floor)
Skele Manta (500 health)10 per tick
Thesis Advisor (2500 health)50 per tick

What applies it

No card and no damage effect in this build applies it on its own: it comes from spell behaviour, which each spell page describes.

Shock

Each tick deals the Shock damage. No element bonus applies to it.

Damage per tick3
Duration0.5 s
Seconds between ticks0.2 s
Ticks2
Total per application6 damage (2 ticks)
Stacks on one enemyno

What applies it

Spook

Each tick deals the Spook damage, but never less than 4. Its duration ignores the run's DoT Duration stat.

Damage per tick4
Duration1 s
Seconds between ticks0.4 s
Ticks2
Total per application8 damage (2 ticks)
Stacks on one enemyno

What applies it

No card and no damage effect in this build applies it on its own: it comes from spell behaviour, which each spell page describes.

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