Auras (402)

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Self lose 5% HP for EACH undead ally and gains 3% increased speed for EACH necropolis ally in the team.


Heroic upgrade

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

Every undead ally in the team lose 10% HP and have 3% increased speed.


Heroic upgrade

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

Self lose 5% HP for EACH undead ally and grants them 3% increased speed.


Heroic upgrade

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

Every necropolis ally heals by 5% HP when another necropolis ally is defeated.


Heroic upgrade

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

10% chance to gain increase defense for 1 turn(s) whenever an ally attacks with the first skill.


Heroic upgrade

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

10% chance to gain elemental defense for 1 turn(s) whenever an ally attacks with the first skill.


Heroic upgrade

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

10% chance to heal by 10% HP whenever an ally attacks with the first skill.


Heroic upgrade

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

10% chance to gain increase attack for 1 turn(s) whenever an ally attacks with the first skill.


Heroic upgrade

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

All enemies have 3% attack reduced.


Heroic upgrade

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

All enemies have 3% resistance reduced.


Heroic upgrade

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

All enemies have 3% HP reduced.


Heroic upgrade

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

All enemies have 3% defense reduced.


Heroic upgrade

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

Grants 5% attack and 5% defense to all allies. When self is defeated, heals all allies by 15% of spider based HP and fills their turn bar by 10%.


Heroic upgrade

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

The holder has 1% increased speed for each beastman in the team.


Heroic upgrade

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

The holder has 1% increased critical damage for each beastman in the team.


Heroic upgrade

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

Grants 1% increased resistance to each beastman of the team.


Heroic upgrade

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

Grants 1% increased critical chance to each beastman of the team.


Heroic upgrade

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

If the targeted enemy is Blind, 70% chance for all allies to obtain increased Defense for 1 turn(s).


Heroic upgrade

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

If the targeted enemy has a harmful effect active, 70% chance of giving Increased Accuracy to all allies for 1 turn(s).


Heroic upgrade

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

At the start of the wave, all goblin allies have 10% chance of obtaining increased attack for 1 turn(s).


Heroic upgrade

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

At the start of the wave, all goblin allies have 10% chance of obtaining reflecting damage for 1 turn(s).


Heroic upgrade

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

1% increased accuracy for each goblin in the team.


Heroic upgrade

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

1% increased HP for each goblin alive in the team, at the start of the wave.


Heroic upgrade

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

Stronghold allies have 10% chance to gain poison mail for 1 turn(s) every time they resist a harmful effect.


Heroic upgrade

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