Dungeon Boss Wiki

Chilled - Stops the cooldown of Special attacks for 3 turns.

Type: debuff - Category: Disable, Attack

See also: | Chilled | Cryosleep | Frozen | Impaired | Magic Prism | Paralysis | Silenced | Spirit Linked

The effect is noticed by a brief shimmering blue aura around the target. Abilties are frosted over, signifying that those skills do not regain energy for the duration of the Chill. Chilled abilities not on cooldown could be executed for that one time, but subsequent turns will not regain energy.

The Debuff blocks the charging of energy over time as well as the energy gain from Traits like  Indigo's  Critical Energy,  Malice's  Demonic Pride Team and  Ekko's Epic attacks.

However, energy can still be obtained through Energy Potions and the use of Abilities like  Ekko's  Energize and  Dagrund Blacksmoke's  Energy Rune.

 IGOROK's  Arctic Assault deals 1.5x damage to Chilled enemies.

Heroes

The following heroes have or can inflict/apply Chilled:

 Snowy Smash (Basic Attack): A Basic Melee Physical attack with a chance to Chill, Frostbite if target is Chilled, or Freeze if target is Frostbitten.


 Chilling Barrage (Special Attack): Ranged Physical attack on all enemies with a chance to Chill.


 Barrel Toss (Special Attack): Ranged Physical attack on all enemies that inflicts a random Debuff on each enemy hit, then buffs team +DEF.


 Chilling Skin (Trait): Chance to Chill Melee attackers when hit.
 Chilled to the Bone (Trait): Self and Undead allies have a chance to Chill on Basic Attacks.


 Frost-Tipped Blades (Trait): Grants the team a chance to Chill on Melee Physical attacks.


 Chilling Blast (Special Attack): Ranged Water attack that deals 2x damage against Frozen targets, with a chance to Chill.


 Stone Cold (Trait): Chance to Chill Melee attackers when hit and chance to Chill on hit.


 Tinkerer's Tricks (Trait): All attacks have a chance to apply one of the following debuffs to each enemy hit: Chilled, Burned, Shocked, Diseased, or Poisoned. Only one of these debuffs will be applied per hit, and is applied to each enemy individually. This means that if you use Helmet Missiles, one enemy could get burned, another could be poisoned, and another might not be debuffed at all (resisted or immune).


Immunity

The following heroes are immune to Chilled:

 Angelic (Trait): Cannot be Poisoned, Burned, Frozen, Chilled, Envenomed, Shocked, or Diseased and starts dungeons with an [Aegis Shield].
 Impervious (Trait): Cannot be Poisoned, Burned, Frozen, Chilled, Envenomed, Shocked, nor Diseased.
 Insulated Woolies (Trait): Cannot be Frozen, Chilled or Frostbitten.
 Insulated Woolies (Trait): Cannot be Frozen, Chilled or Frostbitten.
 Shell Power (Trait): Allied Heroes gain Shell protection (allies cannot be Burned, Frozen, Chilled, Paralyzed or Shocked).
 Impervious (Trait): Cannot be Poisoned, Burned, Frozen, Chilled, Envenomed, Shocked, nor Diseased.
 Insulated Woolies (Trait): Cannot be Frozen, Chilled or Frostbitten.
 Insulated Monsters (Trait): Self and allied Monsters gain Insulated Woolies (Immune to Freeze, Frostbite and Chill).
 Insulated Woolies (Trait): Cannot be Frozen, Chilled or Frostbitten.
 Cold as Death (Trait): Cannot be Frozen, Chilled, or Frostbitten.
 Living Stone (Trait): Immune to all debuffs but can be healed normally.
 Construct (Trait): Cannot be healed but is invulnerable to all Debuffs.
 Construct (Trait): Cannot be healed but is invulnerable to all Debuffs.
 Construct (Trait): Cannot be healed but is invulnerable to all Debuffs.
 Dryad Ice (Trait): Starts dungeons in Ice Block, reducing damage taken (90% Damage Reduction) and Debuff immune until their first turn. Can't be stolen, copied, or purged.
 You Can't Catch Me! (Trait): Flying allies can't have buffs removed or debuffs added by non-Flying enemies.
 Ambush Tactics (Special Attack): Ranged Physical attack on target enemy and all Ranged allies attack the same target, then gain Stealth and become Invulnerable for 1 turn. Starts Powered.
 Ice Block (Trait): Starts dungeons in Ice Block, reducing damage taken (90% Damage Reduction) and Debuff immune until his first turn. Can't be stolen, copied, or purged.
 Living Stone (Trait): Immune to all debuffs but can be healed normally.
 Construct (Trait): Cannot be healed but is invulnerable to all Debuffs.
 The Last Word (Trait): Slow allies and self take 30% reduced damage from Fast enemies. Slow allies revenge attacks twice. Slow allies can't have buffs removed or debuffs added by fast enemies.