
Understanding Buffs and Debuffs can decide whether or not you win a fight in MementoMori. Read on to find out who the best Buffers and Debuffers are, what Buffs, Debuffs, and other Effects are, as well as a list of all of them.
List of Contents
| Best Buffers | ||
|---|---|---|
Meria |
Merlyn |
Sivi |
Meria qualifies as the best buffer in the game due to her ability to protect the ally with the highest ATK, which will usually be the team DPS, with a Multi-Barrier. This protects the DPS from potential harm and threats of getting eliminated by the enemy.
Furthermore, when Meria is in possession of her unique weapon at UR rarity, she can give the team a 10% SPD buff. It is important to note, however, that this speed buff will only apply if three members of the team have the same soul type.
Meria Builds: Best Runes and Team Comps
Merlyn is one of the best buffers in Memento Mori due to her skills, Apprentice Wanted!, and Like Master Would Do.
'Apprentice Wanted!' increases the CRIT chance of an ally beside Merlyn by 20%. 'Like Master Would Do', on the other hand will dispell one debuff from the ally with the highest ATK, usually the team DPS. Furthermore, this skill will buff the ally with the highest ATK with a damage buff if they are not afflicted with a debuff.
She excels in buffing single targets, and because her buffs have simple conditions, they are easy to control.
It is worth noting, however, that Merlyn needs speed to be effective. This is so that she can apply the buffs to her allies before they take action.
Merlyn Builds: Best Runes and Team Comps
Sivi can significantly increase the damage dealt by allies in the team with the lowest SPD stat. In addition to this, she can also dispell debuffs placed on them, and can deal a lot of damage herself.
Her skill, Fortifying Blade, increases her damage the more she is attacked, and when levelled, allows allies to also gain the damage buff Sivi gets. The allies who will be affected by this buff will be the two allies with the lowest SPD in the team.
The other skill in her arsenal, Life-Stealing Strike, can restore HP for the ally with the lowest SPD, and can even dispell Debuffs from them.
Since Sivi is dependent on getting hit, she also has defensive buffs in the form of her passive skills that can double the DEF and P. DEF of her and allies while giving her 30% damage reduction.
Sivi Builds: Best Runes and Team Comps
| Best Debuffers | ||
|---|---|---|
Primavera |
Cordie |
Lunalynn |
Primavera's debuff may be simple, but it is effective and consistent. She can inflict the Fainted status on enemies, which prevents them from using basic attacks or skills. This debuff can cripple enemies who rely on using attacks and skills to win, especially if it lasts multiple turns.
Using Primavera's debuff is also easy. Simply putting her in front of the enemy that should be Fainted will make her target them. This means Primavera is extremely consistent with who she debuffs and grants the player greater control of who she will inflict the debuff on.
Primavera Builds: Best Runes and Team Comps
While primarily an attacker, Cordie can also take up the role of a debuffing support and excel at it. However, to do this, her unique weapon Jack & Pot needs to be acquired.
Once the weapon is in Cordie's hands, she can inflict an 80% DEF reduction to two enemies with her skill, The Quick & The Dead. This will allow the main DPS to shred through the enemy's defenses and win the engagement as a result.
Cordie Builds: Best Runes and Team Comps
Similar to Primavera, Lunalynn excels at disrupting the enemy with her skills. Her first skill Ice Coffin, deals damage to the enemy team while inflicting Silence on them. This debuff prevents those afflicted by it from using their skills. Her other skills can inflict other debuffs like Poison, dealing damage over time.
While not completely disabling the enemy, Lunalynn's utility comes from her damage and survivablity as shown in her ability to inflict Poison, and even her ability to deal 300% of her damage with her Ice Coffin skill. Her survivability comes from her passives, which grant her P. DEF, HP Drain, and damage reduction.
Lunalynn Builds: Best Runes and Team Comps

Buffs give characters an advantage during battle by strengthening their attacks and improving their survivability. Some buffs increase the stats of characters, some heal damage dealt to them, and some can provide shields among others.
Buffs do not last forever since most of them stop affecting characters after a few turns. It is important to note that certain characters can dispel buffs, removing any positive effect they may have given to your characters. Other characters can even copy them onto specific targets.
On the other hand, debuffs put those affected by them at a disadvantage during battle. Debuffs have a stat that affects the chance that they'll hit a target called Debuff ACC, and a stat that determines whether they'll resist a debuff called Debuff RES.
This is unlike buffs, which can be simply applied to characters as long as the right conditions are met. However, like buffs, debuffs can also be dispelled or copied onto specific targets.
Normally, players will want to have Debuff ACC on their characters that want to apply strong Debuffs to increase the chance of the status inflicting the enemy. On the other hand, Debuff RES is best used on DPS carries to ensure that they will not be hindered from dealing damage.
| How Buffs and Debuffs Work |
|---|
|
|

Each buff or debuff has a specific number of turns that its effects will last, and some skills can make them last even longer. Once the turns are up, the effect is dispelled.

Buffs and debuffs can't overlap with each other, but other effects can. For example, if one of your witches is already enhanced with an effect that increases their CRIT chance, then another ally grants them a different effect that increases their CRIT chance, and those effects can overlap.
Meanwhile, if buffs and debuffs overlap each other on the same target, then the newest buff or debuff will take precedence and overwrite the old one.

Some buffs and debuffs can stack on each other up to a certain limit. For example, the Level 1 version of Florence's 'The Saint's Guardian' skill, which increases her CRIT chance by 2% per turn, can stack up to a maximum of 30%.

If a buff or debuff has the phrase '(cannot be dispelled)' in its description, it cannot be dispelled by another character. They don't even have a turn count and are not affected by Debuff ACC or Debuff RES. These buffs/debuffs typically last either until the character who has them is defeated or until the battle ends.
| Jump to an Effect Type! | ||
|---|---|---|
| Buffs | Debuffs | Other Effects |
| Name of Effect | Explanation |
|---|---|
| Increased Stat | Increases a specific stat. The increase is decided using the stat's value at the start of the battle. |
| Increased Damage Dealing | Increases the damage a character deals when they attack. |
| Decreased Damage Taken | Decreases the damage a character takes when they are attacked. |
| Increased Incoming Healing Potency | Increases the amount of HP restored. |
| Invulnerable | Nullifies damage a character takes. |
| Multi-Barrier | Provides a multi-layered barrier. When a character takes damage, the damage is nullified but 1 barrier layer is depleted. When overlapping with the 'Invulnerable' buff, a barrier layer is not depleted. When overlapping with the 'Shield' buff, the Multi-Barrier is used first. |
| Shield | Provides a shield that nullifies a designated amount of damage. If a character takes damage that exceeds what the shield can nullify, the shield will be depleted, and the character will take the remaining damage. If the Shield overlaps with the 'Invulnerable' status, then the Shield will not be depleted. If the Shield overlaps with the Multi-Barrier status, then the Multi-Barrier will be used first. |
| Force Field | Reduces a designated amount of damage from attacks. Shield, resonance, and devotion are calculated after the damage is reduced via force field.. |
| Debuff Immunity | Prevents the target character from getting debuffs. This does not dispel any debuffs the target character already has. |
| Unhindered | Prevents the target character from getting action-hindering debuffs ('Fainted,' 'Sleep,' 'Confusion,' and 'Silence.'). Does not dispel any action-hindering debuffs the character already has. |
| Taunt | Turns the target character into the target of enemy attacks with random targeting. Does not work on enemy attacks made to hit specific targets. |
| Stealth | Prevents a character from being targeted by single-target enemy attacks. However, the character can still be hit by an attack made by the enemy directly in front of them. Can be nullified by the 'Invisibility' buff if all allies are granted Stealth or the 'Invisibility' buff. |
| Invisibility | Prevents a character from being targeted by enemy attacks and skills. But this also prevents that character from being targeted by allies. If all allies are enhanced with Invisibility, this buff's effect is nullified. |
| Counter-XX | Gives a character a chance to counter an enemy attack by inflicting a specific debuff on the attacker. |
| Regeneration | Restores a specific amount of HP to a character each turn. |
| Immortality | If a character takes damage that would reduce their HP to zero, they will instead survive with 1 HP remaining. This includes damage from attacks, Poison, debuffs that deal continuous damage, Resonance, Devotion, and Counter. |
| Counter Shift | Allows a character to deal a designated amount of damage to a specific enemy instead of dealing a regular Counter when attacked. |
| Devotion | Allows a character to take a designated amount of damage from an attack that is targeting another ally. If a character takes damage via both Devotion and Resonance at the same time, the damage is totaled together but counted as only 1 instance of taking damage. |
| Name of Effect | Explanation |
|---|---|
| Decreased Stat | Decreases a specified stat. The decrease is calculated using the stat's value at the start of the battle as a reference. |
| Decreased Damage Dealing | Decreases the damage a character deals when they attack. |
| Increased Damage Taken | Increases the damage a character takes when they are attacked. |
| Fainted | Makes a character unable to deal basic attacks or use skills for a specified number of turns. |
| Sleep | Makes a character unable to deal basic attacks or use skills for a specified number of turns. Can be dispelled either after a specific number of turns or other conditions. |
| Confusion | Makes a character target either enemies or allies at random when making attacks or using skills. Skills that make allies targets, as well as skills that affect allies and enemies at the same time, are not affected . |
| Silence | Makes a character unable to use skills and can only deal basic attacks. |
| Poison / Burn / Bleed / Erosion | Makes a character take a specific amount of continuous damage each turn. Poison and Burn make the afflicted character take continuous damage based on a percentage of their current HP. Bleed meanwhile makes the afflicted character take damage based on a percentage of the inflictor's ATK, and Erosion makes the afflicted character take continuous damage based on a percentage of the total damage deal by the skill that inflicted Erosion. |
| Blight | Nullifies all forms of healing, including skills that restore HP, grant Regeneration, or use HP drain. |
| Buff Immunity | Prevents buffs from being granted to a character. Does not nullify buffs that the character already has. Also does not affect buffs that cannot be dispelled. |
| Bind | Makes a character unable to evade enemy attacks. |
| Resonance | Targets two characters. When one character takes damage, a specific amount of that damage is also inflicted on another character. If a character takes damage via both Devotion and Resonance at the same time, the damage is totaled together but counted as only 1 instance of taking damage. |
| Decreased Incoming Healing Potency | Decreases the amount of HP respored to a character when they take an HP-restoring effect. This affects skills that restore HP, Regeneration and HP Drain. |
| Delay | Stalls the decrease of a character's Active Skills' skill cooldown times at the end of each turn's action phase, effectively delaying the next time the character's Active Skills activate. The final amount that a skill cooldown time decreases by will never be less than 0. |
| Enfeeble | This debuff decreases a character's ATK. Unlike normal Decreased Stat debuffs, the amount a target's stat is decreased by via Enfeeble is calculated based on their in-battle stat. |
| Aggravate | This debuff increases the continuous damage a character takes. If the continuous damage from Poison/Burn is increased via Aggravation, the continuous damage will not exceed the ATK stat value of the character who is afflicted with Poison/Burn. |
| Name of Effect | Explanation |
|---|---|
| If / When a Character is Attacked | Causes certain skills to activate upon being fulfilled. This means the character has to have been hit by an attack. It won't count if the attack is evaded, or received via Counter. However, if the character is hit but has buffs like Shield and Multi-Barrier, the condition will still be fulfilled. |
| HP Restoration | Restores a character's HP by a designated amount. |
| Defeated | The state in which a character's HP has dropped to 0 and they are unable to perform any actions. |
| Damage Dealt | The amount of HP an attack deals. |
| Damage Taken | The number of HP a witch lost from an attack. Any amount of damage that exceeds a character's remaining HP is not counted as the amount of damage taken. |
| Increased / Decreased Skill Cooldown Time | Increases or decreases the number of turns of a target's skill cooldown time. |
| Revive | When a character takes damage that defeats them, their HP is restored. This covers characters that took damage from attacks, Poison, and other debuffs that deal continuous damage, Resonance, Devotion, and Counter. |
| Guaranteed to Hit | Attacks are guaranteed to hit their target. |
| Guaranteed to Deal a Critical Hit | These attacks are guaranteed to deal a critical hit, provided they hit their target. |
| Cut | Reduces a specific percentage of damage taken from attacks, Resonance, Devotion, and Counter. This does not cut damage from Poison and other similar debuffs. The effects of Increased/Decreased Damage Taken and Increased/Decreased Damage Dealing are calculated before Cut. Meanwhile, the effects of Shield, Resonance, and Devotion are calculated after the damage is reduced via Cut. |
| Survive with 1 HP | Guarantees that the character will survive with 1 HP remaining. Cannot be copied or dispelled. |
| Absorb | Allows a character to debuff an enemy's stat and grant themselves a buff equivalent to what was taken. |
| Strengthened Basic Attack | Strengthens a character's basic attacks. |
| Dealing Damage to Self | Decreases a character's HP when they use specific skills. Not affected by Increased/Decreased Damage Taken, Cut, Invulnerable, Shield, Multi-Barrier, or Immortality. |
| Counterattack | Allows a character to deal damage back to an enemy when attacked. |
| HP Drain | Restores a character's HP depending on the amount of damage they deal when attacking an enemy. |

| Trial Guides | |
|---|---|
| List of All Trials and Their Rewards | Cave of Space-Time Guide |
| Tower of Infinity Guide | Fountain of Prayers Guide |
| Tower of Souls Guide | Temple of Illusions Guide |
| PVP Guides | |
|---|---|
| When Should You Start Playing PvP | Battle League PvP Guide |
| Legend League PvP Guide | PvP Team Building Guide |
Buffs and Debuffs Guide

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