The art of martial philosophy does not suffice for Fighters out to defend their realm in the Mortal Kombat tournament. Thus, the Kombat Effect. A scorching, hellfire burn from Scorpion’s spear. An absolute-zero blast of manifested ice from Sub-Zero’s cryomancy. A gored, bleeding wound from Baraka’s arm blades. A vicious attack reflected off of Cyrax’s refracted cyborg armor. These are the Kombat Effects real champions hone and perfect and unleash in kombat.
Below, you will find a list of the many Kombat Effects (the unique skills within a Fighter's Auto, Passive, and Special Abilities) utilized in Onslaught and how they can make your team mightier.
Bleed

A kombat effect that causes a foe to bleed excessively. While bleeding, a foe loses health at a rate of 17% of the Fighter’s Attack stat that made them Bleed for a duration. Bleed damage is dealt immediately, then every 2 seconds until the duration ends.

Block Breaker

A kombat effect that provides a Fighter’s attack an opportunity to bypass a block. If a Fighter attacks a foe, and the attack is blocked, but the Fighter utilizes Block Breaker, there is a chance their attack will ignore the block.
Boost
A kombat effect that increases a stat by a small percentage and lasts a specific duration for a Fighter and/or their teammates. Damage, Special Damage, Mastery, Critical Chance, Dodge, Critical Damage, Defense, Health Recovery, Max Health, and Block can all receive Boosts in battle.
Buff
A kombat effect that increases a stat by a large portion and lasts a specific duration for a Fighter and/or their teammates. Critical Chance, Critical Damage, Accuracy, Attack, Block, Defense, Dodge, Damage, Mastery, Speed, and Tenacity can all receive Buffs in battle. A Buff applies a 50% increase to the stat it affects—with the exception of: Mastery, Tenacity, Accuracy, Block, and Dodge, which receive a 500-point bonus.
Burn

A kombat effect that ignites at least a single foe. Foes afflicted with Burn lose Health equal to 12% of the Attack stat of the Fighter that burnt them and lose Special Ability Meter equal to 12% of the Charge Rate of the attacking Fighter upon infliction and every 2 seconds after for a specific duration.

Cleanse
A kombat effect that eases a teammate's burden, immediately removing one negative effect from them. Debuffs, Damage Over Time, and Control Effects can all be removed by Cleanse, depending on how a Fighter utilizes it.

Debuff
A kombat effect that decreases a foe or foes’ stats by a large portion and lasts a specific duration. Critical Rate, Critical Damage, Accuracy, Attack, Block, Defense, Dodge, Damage, Mastery, Speed, and Tenacity can all receive Debuffs in Battle. A Debuff applies a 50% decrease to the stat it affects—with the exception of: Mastery, Tenacity, Accuracy, Block, and Dodge, which receive a 500-point decrease.
Decrease
A kombat effect that decreases the effectiveness of a foe or foes’ Ability or stat by a small percentage and lasts a specific duration. Damage, Special Damage, Mastery, Critical Chance, Dodge, Critical Damage, Defense, Health Recovery, Max Health, and Block can all receive Decreases in battle.
Defense Ignore
A kombat effect that activates during a Fighter’s attack and allows the damage they deliver to bypass a percentage of their foe’s Defense.
Doomed

A kombat effect that curses a foe to share a portion of a Fighter’s damage. When a Fighter afflicts Doomed on their foe, for a specific duration, that foe will receive damage equal to 20% of any damage the Fighter receives.

Focus

A kombat effect that allows a Fighter to focus all their attention on their current foe until that foe is defeated. While using Focus, a Fighter cannot be pulled away from the foe they are engaged with and will only attack that foe.

Frozen

An Area of Effect kombat effect that freezes at least a single foe. Foes left Frozen cannot attack or utilize any of their kombat effects, and their Special Meter Charge stops upon freezing, not to charge again until they thaw. Frozen lasts for a specific duration or until a Frozen foe loses 15% of their Health.
Greased

A kombat effect that acts as the primer for an incendiary Burn. Greased doubles the damage and Special Meter Drain while a foe suffers from Burn.
Heal
A kombat effect that immediately restores a Fighter’s, and/or their teammates', Health by a certain percentage.
Impede

A kombat effect that decreases the rate of cooldown by 65% for a foe’s Basic and Auto Abilities, as well as any Kombo Abilities they possess. Impede lasts a specific duration.

Invulnerability
A kombat effect that makes a Fighter immune to taking damage for a specific duration.
Knock-Back
A kombat effect that sends at least a single foe hurtling backward over a great distance after being attacked.

Knock-Up
A kombat effect that sends a foe airborne. When a Fighter attacks a foe and applies Knock-Up, the foe is launched into the sky, providing the opportunity for an immediate follow-up attack or a Kombo Ability follow-up.
Knockdown
A kombat effect that sends a foe to the ground for a specific duration after they are attacked. While knocked down, foes cannot dodge ranged attacks. Certain Fighters, after performing a Knockdown, follow-up with a Kombo Ability.
Kounter-Attack
A kombat effect that breaks a foe’s attack attempt and transitions into an immediate follow-up attack the foe cannot Block.
Manipulate
A kombat effect that tricks a foe into attacking their own teammates for a specific duration. While manipulated, a foe can only use their Basic Abilities and deals damage at 75% of their Attack stat. If a foe is ensnared by Manipulate and has no living teammates, they damage themselves.
Marked

A kombat effect that leaves a mark on a foe’s head for a specific duration. Foes carrying the mark are 25% more likely to receive a Critical Hit.

Missile
A kombat effect that sends an attacked foe flying into another foe, interrupting their attack, and dealing additional damage to both on impact.
Pinned
A kombat effect that pins a foe in place for a specific duration, so your team can pummel away at them. While Pinned, a foe cannot move and cannot attack.
Poison

A kombat effect that afflicts a foe with deadly toxins. When a foe is poisoned, they lose Health equal to 15% of the poison dealer’s Attack, and they continue to lose the same amount every 2 seconds for a specific duration. Additionally, any healing received while poisoned is reduced by 50%.
Purge
A kombat effect that enfeebles a foe, immediately removing a single Buff from them.
Quicken

A kombat effect that increases the rate of cooldown by 65% for a Fighter’s, and/or their teammates', Basic and Auto Abilities, as well as any Kombo Abilities they possess. Quicken lasts for a specific duration.
Reflect

A kombat effect that allows a fighter to return—or Reflect—a specific percentage of damage received to the foe that dealt the damage over the course of a specific duration.
Special Meter Drain
A kombat effect that leeches a certain percentage of a foe's Special Ability Meter. Special Meter Drain can either happen instantaneously or over the course of a duration.
Special Meter Gain
A kombat effect that fills a Fighter’s Special Ability Meter by a certain percentage. Special Meter Gain can either happen instantaneously or over the course of a duration.

Stealth

A kombat effect that allows a fighter to go ghost on the battlefield. When utilizing Stealth, for a duration, a fighter cannot be directly targeted by a foe or Special Ability (but can still be hit by Area of Effect attacks). Additionally, control effects will not register with Fighters utilizing Stealth, and the Fighter will not enter Melee Engagements.
Stun
A kombat effect that leaves at least a single foe incapacitated for a specific duration. When a foe is stunned, they immediately enter the state, interrupting any action they were engaged in. Foes remain stunned until attacked by a teammate of the Fighter that stunned them, the Stun duration ends, or they lose a certain percentage of Max Health.

Suffering
A kombat effect that takes a foe’s pain and makes it so much worse. A foe afflicted with Suffering receives an additional 15% damage from any Damage Over Time effect for a specific duration.
Taunt

An Area of Effect kombat effect that forces foes within a radius to attack the Fighter that taunted them and only use their Basic Abilities. During the specific duration that Taunt lasts, affected foes cannot enter a melee engagement with another Fighter.
Unhealable
A kombat effect that completely inhibits the afflicted foe from receiving Heal for a specific duration.
Vampirism

A Kombat effect that allows an attacking Fighter to convert a certain percentage of the damage they inflict upon a foe into recovered Health for themselves.
Weaken

A kombat effect that leaves a foe in excruciating pain and open to taking bonus damage for a specific duration. A foe suffering from Weaken receives 15% additional damage from all attacks.