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
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
All human allies have 3% increased attack. Sanctuary or flying enemies have 3% less attack.
Heroic upgrade
10% increased attack for all martial art allies in the team.
Heroic upgrade
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
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
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
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
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
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
All fire allies have 2% increased accuracy. All allies are immune to decreased speed harmful effect.
Heroic upgrade
All water allies are immune to lower turn bar. Spirit allies have 2% increased damage against water enemies.
Heroic upgrade
All air allies have 2% increased defense. All spirit allies are immune to decreased defense harmful effect.
Heroic upgrade
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
All the inferno allies gains 30% increased defense and 15% increased resistance.
Heroic upgrade
All the Inferno allies gain +30% HP and +15% accuracy.
Heroic upgrade
At the beginning of each wave, 10% chances to prevent all enemies from receiving turn bar boost for 2 turns.
Heroic upgrade
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
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
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
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
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
At the beginning of each wave, 20% chance to plant a bomb on all enemies that deals 1.5 times the holder's attack after a 1 turn timer. If the attacked target has less than 70% resistance and has a bomb, the holder explodes them.
Heroic upgrade
The holder gains 30% attack and 10% accuracy.
Heroic upgrade