Auras (402)

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1% increased accuracy for EACH beastmen creature in the team.


Heroic upgrade

  • 2. Accuracy +1%
  • 3. Accuracy +1%
  • 4. Accuracy +2%
  • 5. Accuracy +3%

1% increased attack for EACH beastmen creature in the team.


Heroic upgrade

  • 2. Attack +1%
  • 3. Attack +1%
  • 4. Attack +2%
  • 5. Attack +3%

1% increased HP at the beginning of each wave for EACH beastmen creature in the team.


Heroic upgrade

  • 2. HP +1%
  • 3. HP +1%
  • 4. HP +2%
  • 5. HP +3%

1% increased critical chance and 1% increased critical damage for EACH beastmen creature in the team.


Heroic upgrade

  • 2. Critical Chance +1%
  • 3. Critical Damage +1%
  • 4. Critical Chance +3%
  • 5. Critical Damage +3%

Grants 1% increased accuracy to each beastmen of the team.


Heroic upgrade

  • 2. Accuracy +1%
  • 3. Accuracy +1%
  • 4. Accuracy +3%
  • 5. Accuracy +4%

Grants 1% increased HP to each beastmen of the team.


Heroic upgrade

  • 2. HP +1%
  • 3. HP +1%
  • 4. HP +3%
  • 5. HP +4%

Grants 1% increased defense to each beastmen of the team.


Heroic upgrade

  • 2. Defense +1%
  • 3. Defense +1%
  • 4. Defense +3%
  • 5. Defense +4%

Grants 1% increased attack to each beastmen of the team.


Heroic upgrade

  • 2. Attack +1%
  • 3. Attack +1%
  • 4. Attack +3%
  • 5. Attack +4%

3% increased accuracy to human allies and 3% increased resistance to beastmen allies.


Heroic upgrade

  • 2. Accuracy +2%
  • 3. Resistance +2%
  • 4. Accuracy +5%
  • 5. Resistance +5%

3% increased speed to human allies and 3% increased defense to beastmen allies.


Heroic upgrade

  • 2. Defense +2%
  • 3. Speed +2%
  • 4. Defense +5%
  • 5. Speed +5%

3% increased critical chance to human allies and 3% increased critical damage to beastmen allies.


Heroic upgrade

  • 2. Critical Chance +2%
  • 3. Critical Damage +2%
  • 4. Critical Chance +5%
  • 5. Critical Damage +5%

3% increased attack to human allies and 3% increased HP to beastmen allies.


Heroic upgrade

  • 2. Attack +2%
  • 3. HP +2%
  • 4. Attack +5%
  • 5. HP +5%

If self is defeated, 10% chance to grant counter attack for 1 turn(s) to all beastmen of the team.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +10%
  • 4. Effect Probability +15%
  • 5. Turns +1

If self is defeated, 10% chance to grant reflect damage for 1 turn(s) to all beastmen of the team.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +10%
  • 4. Effect Probability +15%
  • 5. Turns +1

If self is defeated, 10% chance to grant poison mail for 1 turn(s) to all beastmen of the team.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +10%
  • 4. Effect Probability +15%
  • 5. Turns +1

If self is defeated, 10% chance to grant increased speed for 1 turn(s) to all beastmen of the team.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +10%
  • 4. Effect Probability +15%
  • 5. Turns +1

If a beastmen ally is defeated, self recovers 5% of max own HP.


Heroic upgrade

  • 2. Heal +2%
  • 3. Heal +2%
  • 4. Heal +3%
  • 5. Heal +3%

If a beastmen ally is defeated, self refills own turn bar by 5%.


Heroic upgrade

  • 2. Turn bar increment +2%
  • 3. Turn bar increment +2%
  • 4. Turn bar increment +3%
  • 5. Turn bar increment +3%

If a beastmen ally is defeated, 30% chance to grant increased defense for all allies for 1 turn.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +10%
  • 4. Effect Probability +15%
  • 5. Turns +1

If a beastmen ally is defeated, has 30% chance to revive it with 5% HP and with 5% turn bar refilled.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Heal +10%
  • 4. Turn bar increment +10%
  • 5. Effect Probability +15%

10% chance to gain dodge for 1 turn(s) each time a critical is received.


Heroic upgrade

  • 2. Effect Probability +1%
  • 3. Effect Probability +2%
  • 4. Effect Probability +3%
  • 5. Effect Probability +4%

10% chance to gain dodge for 1 turn(s) each time a might ally is defeated.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +10%
  • 4. Effect Probability +15%
  • 5. Turns +1

10% chance to gain dodge for 1 turn(s) for all goblins allies at the beginning of each wave.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +10%
  • 4. Effect Probability +15%
  • 5. Turns +1

10% chance to gain counter attack for 1 turn(s) for all goblins allies at the beginning of each wave.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +10%
  • 4. Effect Probability +15%
  • 5. Turns +1