Auras (334)

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10% chance to steal 2 beneficial effects from a random ally, refills the turn bar of this ally by 5% and steal 2 beneficial effects from a random enemy at the end of own turn.


Heroic upgrade

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

All the martial arts in the battle (allies and enemies) have 5% decreased attack. For EACH martial art gains 2% increased attack and 2% increased defense.


Heroic upgrade

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

All human allies have 3% increased attack. Sanctuary or flying enemies have 3% less attack.


Heroic upgrade

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

10% increased attack for all martial art allies in the team.


Heroic upgrade

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

10% permanent increased healing effects to all allies. For EACH enemy without harmful or beneficial effect, self gains 2% increased speed and 2% increased attack. For EACH ally without harmful or beneficial effect, self gains 2% increased critical chance, 2% increased critical damage and 2% increased accuracy.


Heroic upgrade

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

10% chance to give 1 Concentration point to all allies and 10% chance to give 1 Focus point to all enemies at the end of own turn.


Heroic upgrade

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

Immune to freeze. When a Martial Art ally attacks a frozen enemy it has 10% chance to increase their cooldowns by 1 and increase the duration of own beneficial effects by 1 .


Heroic upgrade

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

Immune to freeze. 3% increased critical damage and 3% increased attack to all water allies. All allies have 3% increased damage against frozen enemies.


Heroic upgrade

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

Immune to freeze. Human allies are immune to confuse. All humans have 2% increased defense when they are affected by a harmful effect.


Heroic upgrade

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

Immune to freeze and taunt. All enemies are immune to mirror, increased defense and increased speed. 5% chance to refill own turn bar by 5% at the end of own turn(s).


Heroic upgrade

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

All fire allies have 2% increased accuracy. All allies are immune to decreased speed.


Heroic upgrade

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

All water allies are immune to lower turn bar. Spirit allies have 2% increased damage against water enemies.


Heroic upgrade

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

All air allies have 2% increased defense. All spirit allies are immune to decreased defense.


Heroic upgrade

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

Allies are immune to decreased resistance and decreased accuracy. 10% chance to increase all allies' defense for 1 turn(s) at the beginning of each wave.


Heroic upgrade

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

All the inferno allies gains 30% increased defense and 15% increased resistance.


Heroic upgrade

  • 2. Defense +5%
  • 3. Resistance +5%
  • 4. Defense +15%
  • 5. Resistance +10%

All the inferno allies gains 30% increased HP and 15% increased resistance.


Heroic upgrade

  • 2. HP +5%
  • 3. Resistance +5%
  • 4. HP +10%
  • 5. Resistance +10%

At the beginning of each wave, 10% chances to prevent all enemies from receiving turn bar boost for 2 turns.


Heroic upgrade

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

At the beginning of each wave, 10% chances to prevent all enemies from being revived for 3 turns. This effect cannot be resisted.


Heroic upgrade

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

Self has 20% damage reduction from water enemies. 5% chance to increase by 1 the turns of all harmful effects from one random enemy at the end of each turn.


Heroic upgrade

  • 2. Decreased Damage +5%
  • 3. Decreased Damage +5%
  • 4. Effect Probability +2%
  • 5. Effect Probability +3%

Immune to poison and bleed. If own HP is lower than 20%, has 5% chances to put avoid death on all allies minus self for 1 turn and sacrifice 20% of all allies' HP in order to recover 70% of own HP.


Heroic upgrade

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

At the start of each wave, 40% chance to put Increase Resistance to all Spirit or Necropolis allies for 2 turns and 75% chance to put Poison and Paralize for 2 turns to all Flying enemies. Undead allies are immune to Confuse.


Heroic upgrade

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

Immune to Blind and Confuse. For EACH Necropolis ally on the team, self has 1% increased Resistance. Every time self receives a harmful effect, 10% chances to put Mirror on all Necropolis allies for 1 turn.


Heroic upgrade

  • 2. Resistance +1%
  • 3. Resistance +1%
  • 4. Resistance +2%
  • 5. Effect turns +1