A stun is a status effect that causes the target to lose its next turn. It is signalled by a yellow, pulsing halo with a thunderbolt upon the affected unit's head.
Effects and interactions
Some abilities of both heroes and enemies are able to stun one or more targets. When the stun is triggered at the start of the affected unit's turn, the unit's turn is skipped and a temporary buff heightening the unit's stun resistance by 50% is applied for the duration of one turn, making it harder to keep a unit stunned continuously. If the unit is successfully stunned multiple turns in a row, the stun resistance buff stacks (100%, 150%, etc.) until the unit finally gets a turn.
Stun will cancel any Guard and Riposte status (except Esquire with "Skewering Repartee"), which makes it a good way to prevent many enemies strategy (mostly Bone Defender, Pelagic Guardian, or Collected Man-at-Arms).
Applying, preventing and removing stuns
Abilities that stun usually have drawbacks such as reduced or null damage, but they are nevertheless very useful at keeping specific enemies at bay or reducing the overall amount of damage suffered by the party during the turn.
List of Stun abilities
- Abomination's Manacles;
- Bounty Hunter's Uppercut and Flashbang;
- Crusader's Stunning Blow;
- Hellion's Barbaric YAWP!;
- Houndmaster's Blackjack;
- Man-at-Arms' Rampart;
- Occultist's Hands from the Abyss;
- Plague Doctor's Blinding Gas and Disorienting Blast;
- Vestal's Dazzling Light.
- Flagellant deals a full-party stun upon dying.
All heroes have a base resistance to stuns, which affects how likely they are to be stunned by enemies. Like most other hero resistances, Stun Resist increases by 10% per Resolve Level. Stun resistance for heroes is capped at 160%.
The list of heroes by their base Stun Resist, from highest to lowest:
|Vestal||Antiquarian||Grave Robber||Jester||Occultist||Plague Doctor|