Each time an enemy receives a harmful effect, refills own turn bar by 10% and gets increased defense for 1 turn(s).
Heroic upgrade
2% increased defense for each defeated enemy. Every time that defeats an enemy, increase the turn of the beneficial effects of all allies minus self by 1 .
Heroic upgrade
+5% critical chance and +5% HP to all Construct allies. If the holder's HP is below 40%, the holder has +10% critical damage.
Heroic upgrade
Self gains 5% increased defense for EACH ally without harmful effects and 5% increased speed for EACH enemy with harmful effects.
Heroic upgrade
Cast decrease defense for 1 turn(s) over a random enemy when attacks a human, spirit or sanctuary enemy. 10% chance to cast divine shield over self for 1 turn(s) when receive an attack.
Heroic upgrade
Each time an ally deals a critical attack they obtain increase speed for 1 turn(s), and have 20% chance to decrease their active cooldowns by 1 .
Heroic upgrade
All enemies have 5% increased chance to receive a critical hit.
Heroic upgrade
All chimera allies have 20% chance to poison an enemy attacker once they are attacked. If an enemy is poisoned has 5% decreased speed.
Heroic upgrade
At the start of each turn, 15% chances of casting an electric field around all Dark enemies, dealing 1.5 times the caster's attack after 1 turn(s). If self dies, 50% chance of casting Phoenix Soul on all Light allies for 1 turn(s), reviving them with 50% HP.
Heroic upgrade
At the start of each wave, 50% chance of casting Salvation on all allies for 1 turn(s).
Heroic upgrade
Each time a Necropolis ally performs a critical attack, they drain the HP of the target. Drain is 20% of their attack. This aura doesn't affect other Necropolis or Undead enemies.
Heroic upgrade
All Necropolis allies are immune to Blind, Confuse and Corruption. Each time a Necropolis ally kills a creature, 20% chance of reviving a Necropolis or Undead ally with 50% HP.
Heroic upgrade
The holder is immune to Blind, and their attacks cannot be dodged. All Dark enemies receive +15% damage from incoming attacks, and all other enemies receive +5% damage from incoming attacks. If the targeted enemy has less than 50% HP, increases the incoming damage by 40% for 1 turn(s).
Heroic upgrade
At the start of each wave, 30% chances of casting immunity on all Haven and Flying allies for 1 turn(s), and 50% chances of applying Dodge on all Haven and Human allies for 2 turn(s).
Heroic upgrade
+2% HP to all Academy or Materia allies. If an Academy ally defeats an enemy, they obtain Heroism for 1 turn, and they fill their turn bar by 25%.
Heroic upgrade
All Dark allies have a protective veil, bouncing back harmful effects with a 50% chance. At the end of each turn, 10% chance for the holder to cast regen to all allies healing 10% of their HP for 1 turn(s).
Heroic upgrade
Magic allies have 60% chance to get invisibility for 1 turn(s) and increased attack for 1 turn(s) every time they receive a harmful effect.
Heroic upgrade
2% decreased attack for all enemies.
Heroic upgrade
5% increased hp and 5% increased accuracy for all undead allies. Undead allies gains invisibility for 1 turn at the beginning of each wave.
Heroic upgrade
5% chance to deactivate the auras of the enemies at the beginning of each wave.
Heroic upgrade
Decrease own cooldowns by 1 when an ally is defeated. If own HP is below 30% gets 10% chance to get invisibility for 1 turn(s) if receive a critical attack.
Heroic upgrade
All allies are immune to fear. Each time a harmful effect is resisted gets 10% chance to increase own critical chance for 1 turn(s) and increase own defense for 1 turn(s).
Heroic upgrade
10% chance to taunt all enemies for 1 turn(s) and 10% chance to get elemental defense for 1 turn(s) at the beginning of each wave.
Heroic upgrade
10% chance to attack first at the beginning of each wave. Gets invisibility for 1 turn(s) at the end of the turn if own HP is below 30%.
Heroic upgrade