Mark

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Mark Mark is a negative status effect. A Mark does nothing on its own, but many hero and enemy skills deal extra damage to a marked target. Most skills that apply Mark 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 Mark cannot be resisted, although the marking skill's other effects can, and the skill itself may miss.

Like most other status effects, Mark 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
Sniper's Mark.png
Mark for Death.png
Come Hither.png
Whistle.png
Sniper's Mark.png
Vulnerability Hex.png
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
Pistol Shot.png
Bellow.png
Shieldbreaker.ability.six.png
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
Flagellant.ability.seven.png
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
Skeet Shot.png
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

Dealing Bonus Damage to Marked Heroes

Strategy

Offensive

A Mark Mark does little by itself and requires a second attacker to make full use of it. The value of a Mark 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:

The Arbalest, Bounty Hunter, and Houndmaster all have skills that roughly double their damage against targets with Mark Mark. This means that a Mark 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 Mark party: Mark-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 Mark, and most can deal bonus damage to marked targets.

Of the five Mark 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 Mark skills can be situationally quite useful. Come Hither's pull works well on a support/stunner Bounty Hunter, with its Mark 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 Mark more effectively. It can also allow him to indirectly contribute damage to the back ranks by setting a Mark 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 Mark users above, the Highwayman, Grave Robber, and Shieldbreaker have skills with minor bonuses to Mark marked targets. While it is rarely worth it to use Mark specifically in order to empower these skills, Mark can still be a nice situational source of bonus damage and can lead to synergies with other Mark 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 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 Guard 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 Mark 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 Mark.
  • The Flagellant can remove an ally's mark with Suffer.

See Also

References