Marvel: Avengers Alliance Wiki
Marvel: Avengers Alliance Wiki

Last updated:
July 3, 2014

If you saw the effect that is being removed or not removed but actually there's a bug, please do not comment.

Here are the list of known buffs, debuffs, and passives that cannot be removed by effects that remove them. It helps for your strategy in combat. Playdom might change the effects every time.

Effect Borders indicate that those effects cannot be removed.

  • Effect BG 3 Blue Effect BG 3 Green Effect BG 3 Red Effect BG 3 Gray Gold Borders - Cannot be removed or prevented by any effects except effects that consume them, condition, or by duration
  • Effect BG 2 Blue Effect BG 2 Green Effect BG 2 Red Effect BG 2 Gray Blue Borders - Cannot be removed by buff removal or buff blocking effects, but can be removed by other ways. It can be removed by effects that consume them, condition, or by duration.

Buffs[]

Name
Class Effects (can be removed by Generalized)
Ambient Particles - Reduces damage received by 5%; This effect stacks up to 10 timesAmbient Particles - Reduces damage received by 5%; This effect stacks up to 10 times
 Ambient Particles
Ammo Cell - Ammunition for some weapons, very technical; Grants an Extra Turn on actions that require Ammo CellsAmmo Cell - Ammunition for some weapons, very technical; Grants an Extra Turn on actions that require Ammo Cells
 Ammo Cell
Arcane Infusion - Increases the damage of the Doom Cannon; Increased by using Magic actionsArcane Infusion - Increases the damage of the Doom Cannon; Increased by using Magic actions
 Arcane Infusion
Back From the Brink - Cannot be damaged until her next turn; Prevents all debuffsBack From the Brink - Cannot be damaged until her next turn; Prevents all debuffs
 Back From the Brink (removed in Nico Minoru's next turn)
Back From the Future - Returned from a future counter-attackBack From the Future - Returned from a future counter-attack
 Back From the Future
Charged Capacitors - Increases damage of Energy attacks by 10%; Ammo for War Machine's attacks; Increases charge each roundCharged Capacitors - Increases damage of Energy attacks by 10%; Ammo for War Machine's attacks; Increases charge each round
 Charged Capacitors
Call to Asgard - Transports combatants to the Bifrost BridgeCall to Asgard - Transports combatants to the Bifrost Bridge
 Call to Asgard
Cold Hearted - ShrugCold Hearted - Shrug
 Cold Hearted
Disruptive Idea - Preempting the next action with a large Psychic attackDisruptive Idea - Preempting the next action with a large Psychic attack
 Disruptive Idea
E.V.A. - Chance for E.V.AE.V.A. - Chance for E.V.A
 E.V.A.
Feral Instincts - Grants a follow-up attack to single-target attacks if the target is BleedingFeral Instincts - Grants a follow-up attack to single-target attacks if the target is Bleeding
 Feral Instincts
Follow the Lead - Gain an extra turn next roundFollow the Lead - Gain an extra turn next round
 Follow the Lead (can be removed by Exhausted)
Frosty (expires next round) - 50% chance to Avoid attacks; Cannot avoid fire attacksFrosty (expires next round) - 50% chance to Avoid attacks; Cannot avoid fire attacks
 Frosty
Grit - Increases Attack, Defense, Accuracy and Evasion; Stacks up to 5 timesGrit - Increases Attack, Defense, Accuracy and Evasion; Stacks up to 5 times
 Grit
Hell Hath No Fury - Retaliates when scorned, or attacked.Hell Hath No Fury - Retaliates when scorned, or attacked.
 Hell Hath No Fury
Imba (3 rounds) - It's what all the cool kids call itImba (3 rounds) - It's what all the cool kids call it
 Imba
Mental Scarring (1 round) - Cannot be affected by Mental AnguishMental Scarring (1 round) - Cannot be affected by Mental Anguish
 Mental Scarring
Might of Mjolnir - {{{1}}}Might of Mjolnir - {{{1}}}
 Might of Mjolnir
Mirror Reality (1 round) - The next attack will restore health instead of causing damage • Immune to Magic debuffsMirror Reality (1 round) - The next attack will restore health instead of causing damage • Immune to Magic debuffs
 Mirror Reality (can be removed by Absolute Void and The Curse of Angolob)
Momentum - Increases damage done; Takes reduced damage from counter-attacks; This effect can be applied up to 3 timesMomentum - Increases damage done; Takes reduced damage from counter-attacks; This effect can be applied up to 3 times
 Momentum
Morale Boost - Inspired by an ally; Increases all statsMorale Boost - Inspired by an ally; Increases all stats
 Morale Boost (Empowered Isotope-8)
Mutant Linguist - Is now fluent in all languagesMutant Linguist - Is now fluent in all languages
 Mutant Linguist
Mystic Energy - Restores Stamina each turnMystic Energy - Restores Stamina each turn
 Mystic Energy
One with the Shadow - Dark Elves have a chance to avoid AttacksOne with the Shadow - Dark Elves have a chance to avoid Attacks
 One with the Shadow
OP (3 rounds) - It stands for "Overpowered," duhOP (3 rounds) - It stands for "Overpowered," duh
 OP
Power Contained (2 rounds) - Cable's non-Psychic attacks deal increased damage and ignore defensePower Contained (2 rounds) - Cable's non-Psychic attacks deal increased damage and ignore defense
 Power Contained
Protect (2 turns) - Protects allies from single-target attacksProtect (2 turns) - Protects allies from single-target attacks
 Protect (Gear passives and Power Armor)
Prevent Debuffs - Removes harmful status effects from the target and prevents new applicationsPrevent Debuffs - Removes harmful status effects from the target and prevents new applications
 Prevent Debuffs
Recovering (Expired next round) - Recently stunned; Can't be stunnedRecovering (Expired next round) - Recently stunned; Can't be stunned
 Recovering
Roar of Valor (2 rounds) - Increases all stats; Chance to take reduced damage; Stacks up to 3 timesRoar of Valor (2 rounds) - Increases all stats; Chance to take reduced damage; Stacks up to 3 times
 Roar of Valor
Seismic Feedback - Reverberating at a frequency that sends shockwaves back at attackers, and reduces damage taken from Sonic attacks.Seismic Feedback - Reverberating at a frequency that sends shockwaves back at attackers, and reduces damage taken from Sonic attacks.
 Seismic Feedback
Spirit of the Gorilla (4 rounds) - This effect can be applied up to 8 times; Reduce incoming damageSpirit of the Gorilla (4 rounds) - This effect can be applied up to 8 times; Reduce incoming damage
 Spirit of the Gorilla
Symbiote Shield - Has a chance to block attacks, taking reduced damageSymbiote Shield - Has a chance to block attacks, taking reduced damage
 Symbiote Shield
Tactic: Serpentine - Increased EvasionTactic: Serpentine - Increased Evasion
 Tactic: Serpentine
Tactic: Multi-Headed - Increased EvasionTactic: Multi-Headed - Increased Evasion
 Tactic: Multi-Headed
Tactic: Viper Nest - Increased EvasionTactic: Viper Nest - Increased Evasion
 Tactic: Viper Nest
Tiger's Fury - *Increases Attack and Defense *This effect increases when attacked *Stacks up to two timesTiger's Fury - *Increases Attack and Defense *This effect increases when attacked *Stacks up to two times
 Tiger's Fury
Time to Think (3 turns) - Performs a large Psychic attack on all enemies after 3 roundsTime to Think (3 turns) - Performs a large Psychic attack on all enemies after 3 rounds
 Time to Think
The Eternal Vigilant - Chance to prevent enemy attacksThe Eternal Vigilant - Chance to prevent enemy attacks
 The Eternal Vigilant
Totally Broken (3 rounds) - I expect to get nerfed soonTotally Broken (3 rounds) - I expect to get nerfed soon
 Totally Broken
Warbound - Gains War Frenzy when attackedWarbound - Gains War Frenzy when attacked
 Warbound (removed when a character with Warbringer is KO'ed)

Attack Buffs[]

Name
Reality Hacking - Proability manipulation grants all allies a 20% chance to Avoid attacks.Reality Hacking - Proability manipulation grants all allies a 20% chance to Avoid attacks.
 Reality Hacking (removed when Agent is KO'ed)
Spirit Field - Incoming area damage reduced by 30%Spirit Field - Incoming area damage reduced by 30%
 Spirit Field (removed when Agent is KO'ed)

Notes[]

  • Indomitable Spirit - Suppresses most effects that prevent or remove buffsIndomitable Spirit - Suppresses most effects that prevent or remove buffs
     Indomitable Spirit - All buffs cannot be removed.
  • Passive Attack Buffs cannot be removed.

Class Powers[]

Can be removed by

Generalized (2 turns) - Removes effects from Class bonuses; Prevents this character from gaining Class benefitsGeneralized (2 turns) - Removes effects from Class bonuses; Prevents this character from gaining Class benefits

 Generalized.

Name
Blaster Power (3 turns) - Single-target attacks ignore defense and are guaranteed to critBlaster Power (3 turns) - Single-target attacks ignore defense and are guaranteed to crit
 Blaster Power
Bruiser Power (2 rounds) - Grants Enraged when attacked or attackingBruiser Power (2 rounds) - Grants Enraged when attacked or attacking
 Bruiser Power
Infiltrator Power 2 rounds - Counter enemy attacks; Increases damage dealt by 30%; Attacks become StealthyInfiltrator Power 2 rounds - Counter enemy attacks; Increases damage dealt by 30%; Attacks become Stealthy
 Infiltrator Power
Scrapper Power (3 turns) - Single-target attacks grant a follow-up attackScrapper Power (3 turns) - Single-target attacks grant a follow-up attack
 Scrapper Power
Tactician Power (3 turns) - Single-target attacks grant an extra turnTactician Power (3 turns) - Single-target attacks grant an extra turn
 Tactician Power
Ubiquitous Power (3 turns) - Increases all statsUbiquitous Power (3 turns) - Increases all stats
 Ubiquitous Power

Debuffs[]

Name
Athlete's Foot - Getting an itchy feeling.Athlete's Foot - Getting an itchy feeling.
 Athlete's Foot
Blind Sided (2 rounds) - Takes additional damage from Counter-Attacks; Takes additional damage from Follow-up AttacksBlind Sided (2 rounds) - Takes additional damage from Counter-Attacks; Takes additional damage from Follow-up Attacks
 Blind Sided
Buff Lock (2 rounds) - Executed buff and heal actions are locked out for two rounds; This does not lock out counter-attacks or trigger off of counter-attacks; Cannot be removedBuff Lock (2 rounds) - Executed buff and heal actions are locked out for two rounds; This does not lock out counter-attacks or trigger off of counter-attacks; Cannot be removed
 Buff Lock
Complete Petrification (2 turns) - Stunned; Absorbs damage; Grants immunity to Poison, Burning, and Bleeding; Deals massive damage if too much damage is taken; May restore health if it wears off naturallyComplete Petrification (2 turns) - Stunned; Absorbs damage; Grants immunity to Poison, Burning, and Bleeding; Deals massive damage if too much damage is taken; May restore health if it wears off naturally
 Complete Petrification
Creeping Petrification (4 turns) - Reduces Accuracy & Evasion; At three stacks, becomes Fully PetrifiedCreeping Petrification (4 turns) - Reduces Accuracy & Evasion; At three stacks, becomes Fully Petrified
 Creeping Petrification
Despair (2 rounds) - Removes and prevents resurrection effects while active; Prevents most healing while activeDespair (2 rounds) - Removes and prevents resurrection effects while active; Prevents most healing while active
 Despair
Exhausted Options (1 round) - Already gained Tactical Maneuvers this roundExhausted Options (1 round) - Already gained Tactical Maneuvers this round
 Exhausted Options
Exhaustion (1 round) - Fatigued after taking an extra turn; Can't take additional extra turns this round; Does not affect quick actions or Tactician bonus turnsExhaustion (1 round) - Fatigued after taking an extra turn; Can't take additional extra turns this round; Does not affect quick actions or Tactician bonus turns
 Exhaustion
Hold the Line - Loses a turn next roundHold the Line - Loses a turn next round
 Hold the Line
Internal Bleeding (3 rounds) - Taking damage every round or after performing hostile actions; Cannot be removed; Counts as and stacks with BleedingInternal Bleeding (3 rounds) - Taking damage every round or after performing hostile actions; Cannot be removed; Counts as and stacks with Bleeding
 Internal Bleeding
Kicks Like a Mule (2 turns) - Lose next turnKicks Like a Mule (2 turns) - Lose next turn
 Kicks Like a Mule
Macoldine Spell of Binding - Granted an ally an Extra Turn; Gains Fatigued at the start of their next turnMacoldine Spell of Binding - Granted an ally an Extra Turn; Gains Fatigued at the start of their next turn
 Macoldine Spell of Binding
Magnetic Mine (1 round) - Detonates if any offensive action is taken; Does not detonate on attacks that can't be countered; Guaranteed critical hit against Magnetized or Metal targets; Defused by RechargingMagnetic Mine (1 round) - Detonates if any offensive action is taken; Does not detonate on attacks that can't be countered; Guaranteed critical hit against Magnetized or Metal targets; Defused by Recharging
 Magnetic Mine
Pin Cushion - Taking additional damage from follow-up attacksPin Cushion - Taking additional damage from follow-up attacks
 Pin Cushion
Pnailed - Filled with nails, so MetalPnailed - Filled with nails, so Metal
 Pnailed
Polarized (2 rounds) - Attacks from this character can't crit; Can't dodge attacksPolarized (2 rounds) - Attacks from this character can't crit; Can't dodge attacks
 Polarized
Recently Phased (1 turn) - Was recently Phased and cannot become phased againRecently Phased (1 turn) - Was recently Phased and cannot become phased again
 Recently Phased
Spreading Petrification (4 turns) - Reduces Accuracy & Evasion; Becomes Complete Petrification if hit by Petrifying Touch; Three applications of Petrifying Touch results in Complete PetrificationSpreading Petrification (4 turns) - Reduces Accuracy & Evasion; Becomes Complete Petrification if hit by Petrifying Touch; Three applications of Petrifying Touch results in Complete Petrification
 Spreading Petrification
Shortfall - Removes one beneficial status effect each turn.Shortfall - Removes one beneficial status effect each turn.
 Shortfall (Removed when Horseman of Famine or Famine is KO'ed)
Svartalfheim Effect - Attacks do reduced damage and cannot crit; Asgardians are immune to this effectSvartalfheim Effect - Attacks do reduced damage and cannot crit; Asgardians are immune to this effect
 Svartalfheim Effect
Tick Tick Tick..Tick Tick Tick..
 Tick Tick Tick...

Notes[]

Passives[]

All passives are unremovable except:

Name
Energized Shield (3 rounds) - Absorbs incoming damage; Immune to Stun; Restores Stamina every turnEnergized Shield (3 rounds) - Absorbs incoming damage; Immune to Stun; Restores Stamina every turn
 Energized Shield
Hellfire Elite - Equipped with advanced weaponry, increasing their critical hit damage, and chance to critically hit.Hellfire Elite - Equipped with advanced weaponry, increasing their critical hit damage, and chance to critically hit.
 Hellfire Elite
Ice Shell - Increases defense; Removed by Fire or Energy attacksIce Shell - Increases defense; Removed by Fire or Energy attacks
 Ice Shell
Paradise Lost - Suppresses most effects that prevent or remove debuffs from both allies and enemiesParadise Lost - Suppresses most effects that prevent or remove debuffs from both allies and enemies
 Paradise Lost Removed when Horseman of Pestilence or Pestilence is KO'ed.
Shield Guard (1 round) - Protects allies from single-target or area attacks; Counters attacks with Shield BashShield Guard (1 round) - Protects allies from single-target or area attacks; Counters attacks with Shield Bash
 Shield Guard
Steel Fortress (2 turns) - Protects allies from single-target attacks for the first three rounds of combat; Takes reduced damageSteel Fortress (2 turns) - Protects allies from single-target attacks for the first three rounds of combat; Takes reduced damage
 Steel Fortress
Strike From the Shadows (2 rounds) - Begins the fight Phased; Counters all attacks for the first few rounds of combatStrike From the Shadows (2 rounds) - Begins the fight Phased; Counters all attacks for the first few rounds of combat
 Strike From the Shadows
Tempered Steel (3 rounds) - Sif's attacks are guaranteed to be critical hits for the first three roundsTempered Steel (3 rounds) - Sif's attacks are guaranteed to be critical hits for the first three rounds
 Tempered Steel

Other Information[]


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