A prevent tag stops one family of effects from applying while it lasts. Power and rounds come from the jutsu or item — always check game data.
Prevent families
- buffprevent, debuffprevent
- healprevent, moveprevent, fleeprevent
- stunprevent, sealprevent, summonprevent
- cleanseprevent, clearprevent
- robprevent, onehitkillprevent, disarm
Immunity and absorb are related but not the same: they reduce or convert incoming damage instead of blocking a tag type. Pair prevents with loadout building so you are not locked out of your own win condition.
















