Mark
Mark is a negative status effect. A
does nothing on its own, but many hero and enemy skills deal extra damage to a marked target. Most skills that apply
also apply additional debuffs, for example, to the target's PROT or DODGE, and enemies also have a much higher chance to target a marked hero.[1]
A Mark cannot be resisted, although the marking skill's other effects can, and the skill itself may miss.
Like most other status effects, Mark typically lasts for 3 turns.
Hero Skills
Marking Enemies
Skills that apply mark | ||||||
---|---|---|---|---|---|---|
Sniper's Mark | Marked for Death | Come Hither | Target Whistle | Call the Shot | Vulnerability Hex | |
Arbalest | Bounty Hunter | Bounty Hunter | Houndmaster | Musketeer | Occultist | |
Mark Target (3 rds)
-(20~30) DODGE |
Mark Target (3 rds)
-(10~20)% PROT |
Mark Target (2 rds)
Pull 2 (100~140)% base |
Mark Target (3 rds)
-(20~30)% PROT |
Mark Target (3 rds)
-(20~30) DODGE |
Mark Target (3 rds)
-(15~20) DODGE |
Dealing Bonus Damage to Marked Enemies
Skills with bonuses against marked targets | ||||||||
---|---|---|---|---|---|---|---|---|
Sniper Shot | Collect Bounty | Thrown Dagger | Pistol Shot | Hound's Rush | Bellow | Aimed Shot | Captivate | |
Arbalest | Bounty Hunter | Grave Robber | Highwayman | Houndmaster | Man-at-Arms | Musketeer | Shieldbreaker | |
+(50~100)% DMG
+(9~13)% CRIT |
+90% DMG | +(25~40)% DMG | +(25~50)% DMG | +(60~100)% DMG | +5% CRIT received
while marked (100~140% base) |
+(50~100)% DMG
+(9~13)% CRIT |
+(40~60)% DMG |
Marking Self or Ally
Skills that mark self or ally | |||||||
---|---|---|---|---|---|---|---|
Protect Me | Bulwark of Faith | Solo | Withstand | Intimidate | Retribution | Suffer | |
Antiquarian | Crusader | Jester | Leper | Leper | Man-at-Arms | Flagellant | |
+(4~8) DODGE
+(10-20)% PROT Mark Target (3 rds) Force Guard by Ally (2 rds) Limit: 3 Uses per battle |
+(20~30)% PROT (1 Battle)
Mark Self (1 Battle) |
Forward 3
Mark Self (3 rds) +(20~30) DODGE (4 rds) +(3~7) SPD Finale: +75% DMG (8 rds) Finale: +8% CRIT (8 rds) Limit: 2 Uses per battle |
Mark Self / +(20~30)% PROT
+30% Blight, Bleed, Debuff, Move Resist (1 Battle) Limit: 1 Use per battle |
Self: Mark Self (4 rds)
+(2~4) SPD |
Self: Mark Self (2 rds)
Activates Riposte* (3 rds) Riposte: -(40~20)% DMG +(0~4)% CRIT |
Effect: Clear Marked Target
Transfer Blight/Bleed Self: Mark Self (2 rds) Receive Blight/Bleed -(20~40)% Stress (4 rds) +(6~10)% Death Blow Resist (4 rds) |
Removing Marks
Mark-removing skills | ||||
---|---|---|---|---|
Rallying Flare | Suffer | Skeet Shot | Sandstorm | |
Arbalest | Flagellant | Musketeer | Shieldbreaker | |
Bypass/Remove Stealth
Torch +3~7 Other Heroes: Clear Stun Clear Marked Target Stress -(1~3) (60~67% chance) |
Effect: Clear Marked Target
Transfer Blight/Bleed Self: Mark Self (2 rds) Receive Blight/Bleed -(20~40)% Stress (4 rds) +(6~10)% Death Blow Resist (4 rds) |
Bypass/Remove Stealth
Torch +3~7 Other Heroes: Clear Stun Clear Marked Target Stress -(1~3) (60~67% chance) |
Can't Be Marked (4 Battles) |
Enemy Skills
Marking Heroes
- Brigand Raider: Shank
- Crone: Curse of Vulnerability
- Cultist Acolyte: Stressful Incantation (Veteran and Champion only)
- Fungal Artillery: Mark Prey
- Hateful Virago: Ruinous Hex
- Large Carrion Eater: Weaken Prey
- Swine Drummer: Drums of Debilitation
- The Collector: Life Steal
- Webber: Web
- Wilbur: End This One and End These Two
Dealing Bonus Damage to Marked Heroes
- Bone Arbalist: Quarrel (+25% for Apprentice, +50% for Veteran and Champion)
- Carrion Eater: Munch (+100% Damage)
- Cultist Brawler: Rend for The Old Gods (+50% Damage)
- Fungal Scratcher: Rend The Marked (+50% Damage)
- Large Carrion Eater: Tentacle Devour (+100% Damage)
- Spitter: Spit and Bite (+100% Damage)
- Swine Prince: Obliterate Body and Obliterate Masses (+100% Damage)
- Webber: Bite (+100% Damage)
Strategy
Offensive
A Mark does little by itself and requires a second attacker to make full use of it. The value of a
should be weighed against other actions that the hero may take, like stunning the enemy or simply attacking.
Marks perform well against certain types of enemies:
- High-health enemies that require many attacks to kill, like bosses and large enemies.
- Enemies with frustratingly high amounts of PROT, like the Pelagic Guardian and Ghoul; or DODGE, like the Spitter and Rabid Gnasher.
- Enemies out of reach of the marking hero.
The Arbalest, Bounty Hunter, and Houndmaster all have skills that roughly double their damage against targets with Mark. This means that a
effectively pays for itself in terms of damage, and becomes more efficient with subsequent attacks. Of particular note is the Arbalest's Sniper Shot; its ridiculously high buff to CRIT, on top of the hero's base CRIT (the highest in the game), transforms the Arbalest's middling base attack into a formidable source of backline damage.
It is important to manage Speed when building a Mark party:
-appliers should ideally be much faster than the rest of the party. One popular and effective party comprises the three damage dealers above (Arbalest, Bounty Hunter, and Houndmaster) along with the Occultist, in some order—each hero can apply
, and most can deal bonus damage to marked targets.
Of the five Mark-applying skills, the Houndmaster's Target Whistle and the Occultist's Vulnerability Hex are generally considered the most useful. Target Whistle is the largest PROT debuff in the game and has an extremely high debuff chance. Vulnerability Hex synergises well with the Occultist's SPD and his debuff-oriented skill set.
Both of the Bounty Hunter's Mark skills can be situationally quite useful. Come Hither's pull works well on a support/stunner Bounty Hunter, with its
being a nice bonus effect. Mark for Death is not as strong of a PROT debuff as Target Whistle, but it greatly boosts the Bounty Hunter's own SPD, allowing him to take advantage of his own
more effectively. It can also allow him to indirectly contribute damage to the back ranks by setting a
for an ally to use.
The Arbalest's Sniper's Mark is mostly a niche skill, owing to the Arbalest's low SPD and the skill's worse stats/synergy compared to other available marks.
Aside from the big three Mark users above, the Highwayman, Grave Robber, and Shieldbreaker have skills with minor bonuses to
marked targets. While it is rarely worth it to use
specifically in order to empower these skills,
can still be a nice situational source of bonus damage and can lead to synergies with other
users.
Defensive
Most enemies prioritise attacking marked heroes, with the probability increasing in Veteran and Champion dungeons; and some dangerous enemies, like the Spitter, Webber, and Collected Highwayman, have a particularly high chance to target marked heroes. Thus self-marking can be a great strategy for redirecting damage: most self-marking skills synergise well with their users' intrinsic defensive bonuses, allowing them to efficiently mitigate the extra incoming damage.
Two archetypal examples are the Jester's Solo and the Leper's Withstand:
- Solo allows DODGE-tanking Jesters to nullify a large proportion of incoming enemy attacks for three turns.
- Withstand boosts the Leper's already strong survivability, allowing him to absorb enemy damage, which he can then heal at the end of the battle with Solemnity.
Being Marked
Conversely enemies will often Mark a hero in order to deal more damage—Wilbur and the Swine Prince being a notorious example. The threat of increased damage is compounded by a tendency for the enemy to focus all their attacks on a single marked hero.
- Stunning or killing mark-appliers is often the most effective way to prevent this from happening.
- A marked hero can be
Guarded to mitigate the mark's negative effects.
- The Arbalest's Rallying Flare clears all marks from her teammates (but not, notably, herself). This trivializes a large part of the Swine Prince fight.
- A number of
users are highly position dependent—Spitters and Bone Arbalists, for example, do much less damage in the front ranks, while Fungal Scratchers and Cultist Brawlers can't use their mark-damage abilities from the rear. Forcing these enemies out of position, or moving a hero out of their reach, can be effective.
- The Shieldbreaker's camping skill, Sandstorm, can make a party member immune to
.
- The Flagellant can remove an ally's mark with Suffer.