Auras (402)

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Grants self increase defense for 1 turn(s), increase speed for 1 turn(s), increase accuracy for 1 turn(s) and poison mail for 1 turn(s) at the beginning of each wave. Remove 1 own harmful effect each time that receives a critical hit. If defeats an enemy recover all the initial beneficial effects for 1 turn.


Heroic upgrade

  • 2. 1st Effect turns +1
  • 3. 2nd Effect turns +1
  • 4. 3rd Effect turns +1
  • 5. Clean +1

10% chance to increase attack for 1 turn, increase accuracy for 1 turn and refill turn bar by 10% for a random enemy creature, and also to apply the same effects to all the other allies, at the end of the holder's turn.


Heroic upgrade

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

All air creatures in the battle (allies and enemies) have 5% increased defense and 5% increased attack. All water creatures in the battle (allies and enemies) have 5% decreased defense and 5% decreased attack.


Heroic upgrade

  • 2. Increased Defense +5%
  • 3. Increased Attack +5%
  • 4. Increased Attack +5%
  • 5. Decreased Defense +5%

5% increased accuracy for all magic creatures. 3% increased damage against might enemies and 3% reduced damage received from might enemies.


Heroic upgrade

  • 2. Increased Damage +2%
  • 3. Decreased Damage +2%
  • 4. Increased Damage +5%
  • 5. Decreased Damage +5%

Immune to sleep. Self gains 3% increased attack for each undead ally. All enemies except undead have 10% reduced HP and 5% reduced speed. At the end of own turn, 10% chance to frighten a random enemy for 1 turn.


Heroic upgrade

  • 2. Attack +2%
  • 3. Attack +5%
  • 4. Effect Probability +5%
  • 5. Effect Probability +15%

The holder is immune to curse. All Necropolis or Swordsman allies have 10% chance of bleeding twice a random enemy for 2 turns when they're attacked.


Heroic upgrade

  • 2. Effect Probability +2%
  • 3. Effect Probability +3%
  • 4. Effect Probability +5%
  • 5. Effect Probability +15%

Immune to fear. 10% chance to cast zombie call when an ally is defeated. Each time an undead ally is defeated, gains increase attack for 2 turn and refills own turn bar by 5%.


Heroic upgrade

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

Immune to frost. At the end of own turn, 10% chance to decrease defense for 1 turn(s) and hunting mark a random enemy for 1 turns.


Heroic upgrade

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

Grants to all haven allies 1% increased damage against: undead, inferno or necropolis enemies. Gains invisibility for 1 turn(s) when self receives a harmful effect.


Heroic upgrade

  • 2. Increased Damage +1%
  • 3. Increased Damage +2%
  • 4. Increased Damage +2%
  • 5. Increased Damage +4%

2% decreased resistance and 2% decreased defense to all undead, inferno or necropolis enemies. Self heals 5% HP each time defeats an enemy.


Heroic upgrade

  • 2. Heal +2%
  • 3. Decreased Resistance +3%
  • 4. Decreased Defense +3%
  • 5. Heal +3%

All swordman allies gains 2% increased HP and 2% increased speed for each undead, inferno or necropolis enemy. Also, all swordman have 3% decreased HP and 3% decreased speed for each undead, inferno or necropoly ally in the team.


Heroic upgrade

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

If own HP is below 30% gets 2% increased resistance. If own HP is below 20% gets 2% increased defense. If own HP is below 10% gains immunity to all harmful effects.


Heroic upgrade

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

3% increased damage against water enemies. 2% increased Resistance and 2% increased Defense to EACH spirit or air ally. Refills own turn bar by 5% each time an ally resist a harmful effect.


Heroic upgrade

  • 2. Increased Damage +2%
  • 3. Resistance +3%
  • 4. Defense +3%
  • 5. Turn bar increment +5%

3% increased damage against water enemies. 2% increased attack and 2% increased resistance for EACH might enemy or ally.


Heroic upgrade

  • 2. Attack +3%
  • 3. Increased Damage +2%
  • 4. Resistance +3%
  • 5. Increased Damage +5%

3% increased damage against water enemies. 3% increased attack for EACH spirit or air ally. Refills own turn bar by 5% each time an enemy resist a harmful effect.


Heroic upgrade

  • 2. Increased Damage +2%
  • 3. Turn bar increment +2%
  • 4. Attack +2%
  • 5. Turn bar increment +3%

3% increased damage against water enemies. Refills own turn bar by 5% each time an ally uses the first skill. Academy allies are immune to mute.


Heroic upgrade

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

At the end of own turn, 10% chance to clean all harmful effects and 10% chance to cast immune for 1 turns(s) to a random ally.


Heroic upgrade

  • 2. 1st Effect Probability +5%
  • 3. 2nd Effect Probability +5%
  • 4. 1st Effect Probability +10%
  • 5. 2nd Effect Probability +10%

10% chance to grant mirror to all stronghold allies for 1 turn(s) at the beginning of own turn. If is critically hit cast a shield by 5% of own maxHP for 1 turn(s).


Heroic upgrade

  • 2. Shield +2%
  • 3. Effect Probability +5%
  • 4. Shield +3%
  • 5. Effect Probability +10%

Each time a stronghold ally is defeated has 10% chance to decrease the cooldown of all stronghold allies by 1 and grants all magic allies 25% increased healing effects for 1 turn(s).


Heroic upgrade

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

Magic allies have 3% increased attack. 10% chance to increase all the cooldowns of all enemies by 1 every time a stronghold ally resist a harmful effect.


Heroic upgrade

  • 2. Attack +2%
  • 3. Effect Probability +5%
  • 4. Attack +5%
  • 5. Effect Probability +10%

At each end of turn heals self by 5% and lowers by 5% the turn bar of all enemies for EACH construct ally in the team.


Heroic upgrade

  • 2. Heal +2%
  • 3. Turn bar reduction +2%
  • 4. Heal +3%
  • 5. Turn bar reduction +3%

Immune to bombs. Every end of turn has 5% chance to explode the bombs of the enemies.


Heroic upgrade

  • 2. Effect Probability +5%
  • 3. Effect Probability +5%
  • 4. Effect Probability +5%
  • 5. Effect Probability +10%

10% chance to refill own turn bar by 85% every time an ally use the first skill.


Heroic upgrade

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

All allies have +3% attack for each Construct or Fortress ally creature in the team. The holder has +3% damage against Magic enemies, and +5% critical chance.


Heroic upgrade

  • 2. Attack +2%
  • 3. Attack +3%
  • 4. Increased Damage +5%
  • 5. Critical Chance +15%