Auras Unique Auras
The order is: - Congeal (needs to trigger before mana gained) - Mana regen - Skills (Supply and the likes) - Regen Buff - Dot Debuffs - Bleed - Equipment effects (Shield Generator + Charging sphere)
Chronological Trigger of Effects[]
Start of each turn & Start of combat
On-start Damaging Actions[]
- Shield Burst shield consumption or condition check for Deep Freeze, Poison Eater, and Thunder Strike.
- Sidekick added to damage queue. Since the Sidekick check is higher than all other effects, Sidekick applied mid-attack will not trigger.
- Equipment, based on the slot position. Additional hits from equipment added to damage queue.
- Non-Aura passive skills, starting from the oldest learned skill to the most recent. Additional hits added to damage queue. Attack Proc, Magic Proc, Defense Proc, Health Proc, Mana Proc, Attack Mastery, and Spell Mastery are excluded from this priority bracket.
- The aforementioned additional hits and Aura passive skills, starting from the frontmost Monster (and then the oldest learned skill to the most recent) to the most back. Additional hits added to damage queue.
Skill | ![]() |
Effect | |||||
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160 | 4 x 85% (340%) damage + deals an additional 40% hit for every Chill on target | |||||
lv2 | 210 | 4 x 110% (440%) damage + deals an additional 40% hit for every Chill on target | |||||
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160 | 4 x 85% (340%) damage + Heal self for 50% damage dealt, deals an additional 20% hit for every Poison on target | |||||
lv2 | 210 | 5 x 85% (425%) damage + Heal self for 50% damage dealt, deals an additional 20% hit for every Poison on target | |||||
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160 | Expends 90% of all Shield; deal 140% of the Shield strength as damage + Cannot be dodged, cannot crit | |||||
lv2 | 220 | Expends 90% of all Shield; deal 175% of the Shield strength as damage + Cannot be dodged, cannot crit | |||||
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160 | 1 x 370% damage + Deals additional 3 x 20% (60%) damage if target has Shock | |||||
lv2 | 210 | 1 x 460% damage + Deals additional 4 x 20% (80%) damage if target has Shock | |||||
Skill | Effect | |
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Every physical attack triggers an additional hit equal to 50% of Attack value. | |
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Every attack triggers an additional hit equal to 35% of Attack value. | |
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When attacking, also heal the Monster with the lowest Health in the party by 200% of Magic. | |
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When attacking, also remove 2 Debuffs from the Monster with the most Debuffs in the party. | |
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When attacking a single target, trigger Shock (Debuff) damage on all enemies. | |
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If this Monster acts first in the turn, it deals 30% more damage with its attack and deals an additional 30% damage hit. | |
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Every attack triggers an additional hit equal to 50% of Defense value. | |
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Aura: Whenever an Occult Monster in your party attacks an enemy, it steals one Buff from the enemy. | |
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When exploiting an enemy's weakness with an attack, trigger an additional 50% damage hit. | |
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Increases the base damage of the first hit of an attack by an additional 40% of Attack (physical) or Magic (magical). (25% for mass attacks) | |
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Unique Aura: Allied Monsters with Glory trigger an additional 40% damage hit. Additional stacks of Glory increase the damage by an additional 20%. | |
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Every attack triggers an additional hit equal to 5% of Max Health. | |
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Every attack triggers an additional hit equal to 35% of Magic value. | |
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Every attack triggers an additional hit equal to 50% of Max Mana. | |
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Aura: Every attack of a Bird triggers an additional hit equal to 30% of Attack or Magic value. (Depending on the attack) | |
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Every magical attack triggers an additional hit equal to 50% of Magic value. | |
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Every attack consumes 50% of the current shield to do an additional hit equal to 150% of that value. | |
Shift Passive | ||
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Every action applies a damage hit (75% Attack or Magic), shield (75% Defense), heal (7.5% Max Health) or a random Buff, depending on action type.
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Weapons[]
Item | Description
{{#if:Bow| | ||||
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+35 +30 Each attack triggers an additional 20% damage hit. {{#if:Bow| | ||||
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+55 +45 Each attack triggers an additional 22% damage hit. {{#if:Bow| | ||||
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+80 +70 Each attack triggers an additional 24% damage hit. {{#if:Bow| | ||||
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+115 +100 Each attack triggers an additional 26% damage hit. {{#if:Bow| | ||||
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+165 +150 Each attack triggers an additional 28% damage hit. {{#if:Bow| | ||||
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+230 +210 Each attack triggers an additional 30% damage hit. {{#if:Abyssal Sword| | ||||
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+40 +40 When attacking or getting attacked, 50% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+60 +60 When attacking or getting attacked, 60% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+90 +90 When attacking or getting attacked, 70% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+135 +135 When attacking or getting attacked, 80% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+185 +185 When attacking or getting attacked, 90% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+250 +250 When attacking or getting attacked, gain a random Buff or apply a random Debuff. {{#if:Arch Bow| | ||||
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+35 +30 -20 +5% +10% Each attack triggers 3 additional 10% damage hits. {{#if:Arch Bow| | ||||
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+55 +50 -24 +6% +12% Each attack triggers 3 additional 12% damage hits. {{#if:Arch Bow| | ||||
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+80 +70 -28 +7% +14% Each attack triggers 3 additional 14% damage hits. {{#if:Arch Bow| | ||||
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+115 +105 -34 +8% +16% Each attack triggers 3 additional 16% damage hits. {{#if:Arch Bow| | ||||
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+160 +150 -41 +9% +18% Each attack triggers 3 additional 18% damage hits. {{#if:Arch Bow| | ||||
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+225 +210 -50 +10% +20% Each attack triggers 3 additional 20% damage hits. {{#if:Assisting Bow| | ||||
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+15 +25 +100 +10 Each attack triggers 3 additional 10% damage hits. {{#if:Assisting Bow| | ||||
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+25 +40 +150 +13 Each attack triggers 3 additional 12% damage hits. {{#if:Assisting Bow| | ||||
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+40 +60 +220 +15 Each attack triggers 3 additional 14% damage hits. {{#if:Assisting Bow| | ||||
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+55 +85 +325 +18 Each attack triggers 3 additional 16% damage hits. {{#if:Assisting Bow| | ||||
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+80 +120 +475 +21 Each attack triggers 3 additional 18% damage hits. {{#if:Assisting Bow| | ||||
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+100 +150 +700 +25 Each attack triggers 3 additional 20% damage hits. {{#if:Projectile Sphere| | ||||
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+30 +35 -8 Increases damage, healing and shielding by 15%. Each attack triggers 2 additional 20% damage hits. {{#if:Projectile Sphere| | ||||
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+45 +55 -10 Increases damage, healing and shielding by 16%. Each attack triggers 2 additional 24% damage hits. {{#if:Projectile Sphere| | ||||
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+70 +85 -12 Increases damage, healing and shielding by 17%. Each attack triggers 2 additional 28% damage hits. {{#if:Projectile Sphere| | ||||
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+100 +120 -14 Increases damage, healing and shielding by 18%. Each attack triggers 2 additional 32% damage hits. {{#if:Projectile Sphere| | ||||
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+140 +170 -17 Increases damage, healing and shielding by 19%. Each attack triggers 2 additional 36% damage hits. {{#if:Projectile Sphere| | ||||
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+200 +230 -20 Increases damage, healing and shielding by 20%. Each attack triggers 2 additional 40% damage hits.
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Accessories[]
Item | Description
{{#if:Gold Feather| | ||||
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+12 +10% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+16 +11% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+21 +12% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+27 +13% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+35 +14% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+45 +15% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters.
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Shock Check[]
After On-start effects, Shock is checked and then added to the damage queue. Since the Shock check is higher than all other effects, Shock applied mid-attack will not trigger. However, Shock applied through Abyssal Sword or Gold Feather will trigger as these equipment have a higher priority in the check sequence (On-start effect).
Post-start Damaging Actions[]
These effects are checked after the Shock check and before the outgoing attack hit starts. Exploit, Exploit Party, Brawler, and Sorcerer are checked at this stage but the effect is added at the end of the attack. Charge stacks are also removed at this moment.
Skill | Effect | |
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Whenever an attack of this Monster gets resisted, gain Might and apply Armor Break on the enemy. | |
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When exploiting an enemy's weakness with an attack, gain Might (Buff) and shield self by 75% of this Monster's Attack value. | |
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Multi-Target-Attacks deal 30% extra damage to the enemy with the highest Health. Multi-Target-Heals heal the ally with the lowest Health by 30% more. | |
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On each hit, there's a 10% chance to trigger another hit with the same base damage. (Cannot trigger again on Double Strike hits) | |
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When exploiting an enemy's weakness with an attack, gain a random Buff and shield self by 10% of Max Health. | |
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Aura: Whenever a Monster in the party exploits an enemy's weakness with an attack, it gains a random Buff and shields by 5% of its Max Health. | |
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When exploiting an enemy's weakness with an attack, gain Sorcery (Buff) and shield self by 75% of this Monster's Magic value. | |
On-getting-attacked[]
These effects are checked at the beginning, after Post-start effects, and before the incoming attack hit starts. Not to be confused with "after-being-attacked" effects, which are checked at the end after the attack.
Skill | Effect | |
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Unique Aura: When an allied Spirit gets attacked, it has a 75% chance to gain Channel or Regeneration. They can gain an additional stack of those Buffs. | |
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Unique Aura: When an allied Mage gets attacked, it has a 75% chance to gain Sorcery or Barrier. They can gain an additional stack of those Buffs. | |
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Unique Aura: When an allied Warrior gets attacked, it has a 75% chance to gain Might or Glory. They can gain an additional stack of those Buffs. | |
Weapons[]
Item | Description
{{#if:Abyssal Sword| | ||||
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+40 +40 When attacking or getting attacked, 50% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+60 +60 When attacking or getting attacked, 60% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+90 +90 When attacking or getting attacked, 70% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+135 +135 When attacking or getting attacked, 80% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+185 +185 When attacking or getting attacked, 90% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword| | ||||
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+250 +250 When attacking or getting attacked, gain a random Buff or apply a random Debuff. {{#if:Thorn Tendril| | ||||
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+35 +35 +15% Apply a Bleed stack on attackers equal to 200% of this Monster's Crit Damage. (halved in Keeper Battles) {{#if:Thorn Tendril| | ||||
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+55 +55 +16% Apply a Bleed stack on attackers equal to 260% of this Monster's Crit Damage. (halved in Keeper Battles) {{#if:Thorn Tendril| | ||||
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+85 +85 +17% Apply a Bleed stack on attackers equal to 320% of this Monster's Crit Damage. (halved in Keeper Battles) {{#if:Thorn Tendril| | ||||
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+120 +120 +18% Apply a Bleed stack on attackers equal to 380% of this Monster's Crit Damage. (halved in Keeper Battles) {{#if:Thorn Tendril| | ||||
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+165 +165 +19% Apply a Bleed stack on attackers equal to 440% of this Monster's Crit Damage. (halved in Keeper Battles) {{#if:Thorn Tendril| | ||||
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+230 +230 +20% Apply a Bleed stack on attackers equal to 500% of this Monster's Crit Damage. (halved in Keeper Battles)
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Accessories[]
Item | Description
{{#if:Slime Skin| | ||||
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+120 When getting attacked, 25% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
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+200 When getting attacked, 27% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
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+280 When getting attacked, 29% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
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+400 When getting attacked, 31% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
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+550 When getting attacked, 33% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
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+750 When getting attacked, 35% chance to apply Weakness on the attacker. {{#if:Spark| | ||||
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+10 +8 When getting attacked, 40% chance to apply Burn on the attacker. {{#if:Spark| | ||||
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+15 +12 When getting attacked, 44% chance to apply Burn on the attacker. {{#if:Spark| | ||||
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+20 +16 When getting attacked, 48% chance to apply Burn on the attacker. {{#if:Spark| | ||||
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+26 +20 When getting attacked, 52% chance to apply Burn on the attacker. {{#if:Spark| | ||||
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+35 +25 When getting attacked, 56% chance to apply Burn on the attacker. {{#if:Spark| | ||||
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+45 +30 When getting attacked, 60% chance to apply Burn on the attacker. {{#if:Gold Feather| | ||||
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+12 +10% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+16 +11% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+21 +12% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+27 +13% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+35 +14% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather| | ||||
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+45 +15% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Sharp Fin| | ||||
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+200 +20% When getting attacked, 70% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
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+300 +23% When getting attacked, 75% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
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+450 +26% When getting attacked, 80% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
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+650 +29% When getting attacked, 85% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
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+900 +32% When getting attacked, 90% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
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+1200 +35% When getting attacked, 100% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters.
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On-hit Damaging Actions[]
- Non-Aura passive skills, starting from the oldest learned skill to the most recent.
- Equipment, based on the slot position.
- Aura passive skills, starting from the frontmost Monster (and then the oldest learned skill to the most recent) to the most back.
- Debuff-applying effects from active skills.
Skill | ![]() |
Effect | |||
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50 | 4 x 40% (160%) damage + Applies Burn (Debuff) [20% per hit] | |||
lv2 | 80 | 4 x 55% (220%) damage + Applies Burn (Debuff) [20% per hit] | |||
lv3 | 120 | 5 x 55% (275%) damage + Applies Burn (Debuff) [20% per hit] | |||
lv4 | 160 | 5 x 70% (350%) damage + Applies Burn (Debuff) [20% per hit] | |||
lv5 | 220 | 6 x 75% (450%) damage + Applies Burn (Debuff) [20% per hit] | |||
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80 | 1 x 125% damage to all + Applies Burn (Debuff) [15% per hit] | |||
lv2 | 120 | 2 x 75% (150%) damage to all + Applies Burn (Debuff) [15% per hit] | |||
lv3 | 160 | 2 x 95% (190%) damage to all + Applies Burn (Debuff) [15% per hit] | |||
lv4 | 200 | 2 x 120% (240%) damage to all + Applies Burn (Debuff) [15% per hit] | |||
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85 | 2 x 55% (110%) damage to all + Applies Armor Break (Debuff) [20% per hit] | |||
lv2 | 125 | 2 x 75% (150%) damage to all + Applies Armor Break (Debuff) [20% per hit] | |||
lv3 | 175 | 2 x 100% (200%) damage to all + Applies Armor Break (Debuff) [20% per hit] | |||
lv4 | 230 | 2 x 130% (260%) damage to all + Applies Armor Break (Debuff) [20% per hit] | |||
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90 | 2 x 50% (100%) damage to all + Applies Poison (Debuff) [20% per hit] | |||
lv2 | 130 | 2 x 75% (150%) damage to all + Applies Poison (Debuff) [20% per hit] | |||
lv3 | 170 | 2 x 95% (190%) damage to all + Applies Poison (Debuff) [20% per hit] | |||
lv4 | 220 | 2 x 125% (250%) damage to all + Applies Poison (Debuff) [20% per hit] | |||
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80 | 2 x 60% (120%) damage to all + Applies Weakness (Debuff) [15% per hit] | |||
lv2 | 120 | 2 x 80% (160%) damage to all + Applies Weakness (Debuff) [15% per hit] | |||
lv3 | 170 | 2 x 110% (220%) damage to all + Applies Weakness (Debuff) [15% per hit] | |||
lv4 | 220 | 2 x 140% (280%) damage to all + Applies Weakness (Debuff) [15% per hit] | |||
Skill | Effect | |
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Aura: Reptiles in the party have a 7.5% chance on hit to apply Poison or Burn and can stack those an additional time. Additional stacks are only half as strong. | |
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Every hit has a 10% chance to apply Armor Break. | |
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Hits against enemies with 70% or more Health deal 35% more damage and have 15% increased Critical Hit Chance. | |
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Every Fire and every Wind hit has a 20% chance to apply a stack of Blind. (Stacks don't count as Debuffs) | |
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Every magical attack hit has a 15% chance to apply Armor Break. | |
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Every Fire attack hit has a 15% chance to apply Burn. | |
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The power of every consecutive hit during an ability is increased by 5% continuously. (For a 4 hit attack: +0%, +5%, +10%, +15%) | |
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Every Water attack hit has a 15% chance to apply Chill. | |
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Every hit has a 25% chance to remove a Buff from the target. | |
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Unique Aura: Sidekick hits also remove a Buff from the target. | |
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Every hit has a 10% chance to apply Chill. | |
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On Critical Hit, 50% chance to grant a random Buff to another random Monster in the party. | |
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The first critical hit of an ability applies Armor Break (Debuff). | |
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+10% Critical Damage. Critical Damage also increases non-Critical hits by 10% of the amount. | |
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The first critical hit of an ability applies Chill (Debuff). | |
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The first critical hit of an ability applies Burn (Debuff). | |
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The first critical hit of an ability applies a random Debuff. | |
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The first critical hit of a physical attack triggers an additional hit equal to 60% of Magic value and vice versa. | |
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50% chance to gain a random Buff when landing a Critical Hit. | |
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The first critical hit of an ability applies Poison (Debuff). | |
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Every hit has a 15% chance to apply a stack of Blind. (Stacks don't count as Debuffs) | |
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Deals 5% increased damage for each Debuff on the target. | |
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Aura: Enemies receive 3% increased damage for each Debuff on them. | |
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Earth attacks deal 10% increased damage. | |
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Every hit has a 10% chance to apply Shock. | |
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Fire attacks deal 10% increased damage. | |
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This Monster deals 5% more damage. Against enemies with a Health rating of 7 or higher, damage is increased by 20% instead. | |
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Every hit has a 7.5% chance to apply a random Debuff. | |
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Every critical hit has a 50% chance to apply Chill on enemies. This Monster can apply an additional stack of Chill. | |
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Aura: Critical Hits of allied Monsters have a 7.5% chance to apply Burn or Shock. | |
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Every hit has a 10% chance to apply Burn. | |
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Critical Hits have a 17% chance to deal 77% more damage. | |
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When attacking an enemy, generate a Shield equal to 20% of Max Mana for each hit. | |
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Critical Hits have a 30% chance to grant Glory to a random ally. This Monster can apply Glory an additional time. | |
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Neutral attacks deal 10% increased damage. | |
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Every Earth attack hit has a 15% chance to apply Poison. | |
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Aura: Aerial and Reptile Monsters deal 7.5% increased damage and additional 15% against shielded enemies. | |
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Aura: Every damaging hit, heal and shield by Nature and Mage Monsters in the party has a 4% chance to apply a random Debuff on an enemy. | |
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Critical Hits regenerate 7 Mana. | |
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Every Earth attack hit has a 15% chance to apply Shock. | |
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Unique Aura: Weakness causes enemies to take 10% increased damage. | |
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Unique Aura: Might also increases damage done against shielded enemies by 20%. | |
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Every Wind attack hit has a 15% chance to apply Shock. | |
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Aura: When a Beast Monster in your party attacks, it deals 10% more damage for each other Beast Monster that acted before it during that turn. | |
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Non-critical hits deal 20% more damage. | |
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Aura: Glory (Buff) also increases non-Critical damage by 15%. | |
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30% chance to gain a random Buff when landing a non-Critical Hit during attacks. | |
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Every hit has a 15% chance to apply a stack of Tether. (Stacks don't count as Debuffs) | |
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Unique Aura: Chill causes enemies affected by it to take 10% increased damage. | |
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Every hit has a 10% chance to apply Poison. | |
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Every attack deals 15% increased damage when used for the first time during combat. (Different levels count as same attack) | |
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Every physical attack hit has a 15% chance to apply Weakness or Poison. This Monster can stack these Debuffs one additional time. | |
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Water attacks deal 10% increased damage. | |
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Every hit has a 10% chance to apply Weakness. | |
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Every physical attack hit has a 15% chance to apply Weakness. | |
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Wind attacks deal 10% increased damage. | |
Skill | |||
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230 | ||
8 x 70% (560%) damage - Triggers Shock (Debuff) damage on all enemies Every hit has a 15% chance to apply Shock | |||
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240 | ||
3 x 100% (300%) damage to all enemies Every hit has a 20% chance to apply Chill | |||
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230 | ||
3 x 100% (300%) damage to all enemies Every hit has a 20% chnace to apply Burn | |||
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240 | ||
3 x 100% (300%) damage to all enemies Every hit has a 20% chance to apply Shock | |||
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230 | ||
8 x 65% (520%) damage - Critical Damage +75% Every hit has a 15% chance to apply Chill | |||
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240 | ||
3 x 95% (285%) damage to all enemies Every hit has a 20% chance to apply Poison or Burn | |||
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240 | ||
3 x 100% (300%) damage to all enemies Every hit has a 20% chance to apply Burn | |||
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240 | ||
9 x 60% (540%) damage Every hit has a 15% chance to apply a random Debuff | |||
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230 | ||
7 x 75% (525%) damage - Cannot be dodged Every hit has a 15% chance to apply Armor Break | |||
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240 | ||
3 x 110% (330%) damage to all enemies Every hit has a 20% chance to apply Burn or Shock | |||
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230 | ||
3 x 95% (285%) damage to all enemies Every hit has a 20% chance to apply Weakness | |||
Shift Passive | ||
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Boosts damage dealt, reduces damage taken and Mana Cost by 1% for every Charge stack. Caps at 15 stacks. | ||
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Aura: For every different type of Debuff on an enemy Monster, it deals 3% less damage and takes 3% more damage. | ||
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Reduces damage taken and increases the damage dealt by 1% for every 20 current Mana. (Calculated before the Mana is spent for an attack)
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Weapons[]
Item | Description
{{#if:Heavy Mace| | ||||
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+45 Non critical damage increased by 10%. {{#if:Heavy Mace| | ||||
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+65 Non critical damage increased by 11%. {{#if:Heavy Mace| | ||||
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+100 Non critical damage increased by 12%. {{#if:Heavy Mace| | ||||
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+140 Non critical damage increased by 13%. {{#if:Heavy Mace| | ||||
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+190 Non critical damage increased by 14%. {{#if:Heavy Mace| | ||||
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+265 Non critical damage increased by 15%. {{#if:Summoned Sword| | ||||
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+45 Non critical damage increased by 10%. {{#if:Summoned Sword| | ||||
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+65 Non critical damage increased by 11%. {{#if:Summoned Sword| | ||||
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+100 Non critical damage increased by 12%. {{#if:Summoned Sword| | ||||
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+140 Non critical damage increased by 13%. {{#if:Summoned Sword| | ||||
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+190 Non critical damage increased by 14%. {{#if:Summoned Sword| | ||||
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+265 Non critical damage increased by 15%. {{#if:Swallow| | ||||
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+35 +35 Non critical damage increased by 10%. {{#if:Swallow| | ||||
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+55 +55 Non critical damage increased by 11%. {{#if:Swallow| | ||||
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+85 +85 Non critical damage increased by 12%. {{#if:Swallow| | ||||
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+120 +120 Non critical damage increased by 13%. {{#if:Swallow| | ||||
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+170 +170 Non critical damage increased by 14%. {{#if:Swallow| | ||||
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+240 +240 Non critical damage increased by 15%. {{#if:One Punch Fist| | ||||
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+45 +35 -50 +10% Increases damage of the first hit by 20%. {{#if:One Punch Fist| | ||||
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+65 +55 -75 +11% Increases damage of the first hit by 22%. {{#if:One Punch Fist| | ||||
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+90 +75 -110 +12% Increases damage of the first hit by 24%. {{#if:One Punch Fist| | ||||
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+130 +110 -170 +13% Increases damage of the first hit by 26%. {{#if:One Punch Fist| | ||||
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+180 +160 -260 +14% Increases damage of the first hit by 28%. {{#if:One Punch Fist| | ||||
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+250 +230 -400 +15% Increases damage of the first hit by 30%. {{#if:Staff of Doom| | ||||
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+30 +45 +100 +5% Every hit and heal has a 5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
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+45 +65 +150 +6% Every hit and heal has a 5.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
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+65 +90 +220 +7% Every hit and heal has a 6% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
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+95 +130 +325 +8% Every hit and heal has a 6.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
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+140 +180 +475 +9% Every hit and heal has a 7% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
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+200 +250 +700 +10% Every hit and heal has a 7.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters.
|
Accessories[]
Item | Description
{{#if:Poisoned Dart| | ||||
---|---|---|---|---|---|
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+12 Every hit has a 2.5% chance to apply Poison or Weakness. {{#if:Poisoned Dart| | ||||
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+20 Every hit has a 3% chance to apply Poison or Weakness. {{#if:Poisoned Dart| | ||||
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+30 Every hit has a 3.5% chance to apply Poison or Weakness. {{#if:Poisoned Dart| | ||||
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+42 Every hit has a 4% chance to apply Poison or Weakness. {{#if:Poisoned Dart| | ||||
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+55 Every hit has a 4.5% chance to apply Poison or Weakness. {{#if:Poisoned Dart| | ||||
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+75 Every hit has a 5% chance to apply Poison or Weakness. {{#if:Lightning Sphere| | ||||
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+12 Every hit has a 2.5% chance to apply Shock or Armor Break. {{#if:Lightning Sphere| | ||||
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+20 Every hit has a 3% chance to apply Shock or Armor Break. {{#if:Lightning Sphere| | ||||
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+30 Every hit has a 3.5% chance to apply Shock or Armor Break. {{#if:Lightning Sphere| | ||||
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+42 Every hit has a 4% chance to apply Shock or Armor Break. {{#if:Lightning Sphere| | ||||
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+55 Every hit has a 4.5% chance to apply Shock or Armor Break. {{#if:Lightning Sphere| | ||||
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+75 Every hit has a 5% chance to apply Shock or Armor Break. {{#if:Thermal Reactor| | ||||
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+2% +10% Every hit has a 2.5% chance to apply Burn or Chill. {{#if:Thermal Reactor| | ||||
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+3% +11% Every hit has a 3% chance to apply Burn or Chill. {{#if:Thermal Reactor| | ||||
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+4% +12% Every hit has a 3.5% chance to apply Burn or Chill. {{#if:Thermal Reactor| | ||||
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+5% +13% Every hit has a 4% chance to apply Burn or Chill. {{#if:Thermal Reactor| | ||||
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+6% +14% Every hit has a 4.5% chance to apply Burn or Chill. {{#if:Thermal Reactor| | ||||
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+7% +15% Every hit has a 5% chance to apply Burn or Chill. {{#if:Earth Symbol| | ||||
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+20 Increases damage taken by 10%. Increases earth damage by 15%. Every Earth attack hit has a 5% chance to apply Poison. {{#if:Earth Symbol| | ||||
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+30 Increases damage taken by 10%. Increases earth damage by 16%. Every Earth attack hit has a 6% chance to apply Poison. {{#if:Earth Symbol| | ||||
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+40 Increases damage taken by 10%. Increases earth damage by 17%. Every Earth attack hit has a 7% chance to apply Poison. {{#if:Earth Symbol| | ||||
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+55 Increases damage taken by 10%. Increases earth damage by 18%. Every Earth attack hit has a 8% chance to apply Poison. {{#if:Earth Symbol| | ||||
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+75 Increases damage taken by 10%. Increases earth damage by 19%. Every Earth attack hit has a 9% chance to apply Poison. {{#if:Earth Symbol| | ||||
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+100 Increases damage taken by 10%. Increases earth damage by 20%. Every Earth attack hit has a 10% chance to apply Poison. {{#if:Fire Symbol| | ||||
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+35 Increases damage taken by 10%. Increases fire damage by 15%. Every Fire attack hit has a 5% chance to apply Burn. {{#if:Fire Symbol| | ||||
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+45 Increases damage taken by 10%. Increases fire damage by 16%. Every Fire attack hit has a 6% chance to apply Burn. {{#if:Fire Symbol| | ||||
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+60 Increases damage taken by 10%. Increases fire damage by 17%. Every Fire attack hit has a 7% chance to apply Burn. {{#if:Fire Symbol| | ||||
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+75 Increases damage taken by 10%. Increases fire damage by 18%. Every Fire attack hit has a 8% chance to apply Burn. {{#if:Fire Symbol| | ||||
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+95 Increases damage taken by 10%. Increases fire damage by 19%. Every Fire attack hit has a 9% chance to apply Burn. {{#if:Fire Symbol| | ||||
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+120 Increases damage taken by 10%. Increases fire damage by 20%. Every Fire attack hit has a 10% chance to apply Burn. {{#if:Heavy Greaves| | ||||
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-10 -10 +10 +80 +10 Every hit has a 5% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
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-12 -12 +16 +130 +15 Every hit has a 6% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
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-15 -15 +24 +200 +20 Every hit has a 7% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
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-20 -20 +35 +280 +26 Every hit has a 8% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
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-25 -25 +47 +380 +32 Every hit has a 9% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
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-30 -30 +60 +500 +40 Every hit has a 10% chance to apply Weakness or Armor Break. {{#if:Static Loop| | ||||
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+20 +20 +10 +20 -10% Non-critical damage increased by 10%. {{#if:Static Loop| | ||||
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+30 +30 +16 +25 -12% Non-critical damage increased by 12%. {{#if:Static Loop| | ||||
![]()
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+45 +45 +24 +32 -14% Non-critical damage increased by 14%. {{#if:Static Loop| | ||||
![]()
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+60 +60 +35 +39 -16% Non-critical damage increased by 16%. {{#if:Static Loop| | ||||
![]()
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+80 +80 +47 +49 -18% Non-critical damage increased by 18%. {{#if:Static Loop| | ||||
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+100 +100 +60 +60 -20% Non-critical damage increased by 20%. {{#if:Water Symbol| | ||||
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+160 Increases damage taken by 10%. Increases water damage by 15%. Every Water attack hit has a 5% chance to apply Chill. {{#if:Water Symbol| | ||||
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+235 Increases damage taken by 10%. Increases water damage by 16%. Every Water attack hit has a 6% chance to apply Chill. {{#if:Water Symbol| | ||||
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+335 Increases damage taken by 10%. Increases water damage by 17%. Every Water attack hit has a 7% chance to apply Chill. {{#if:Water Symbol| | ||||
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+485 Increases damage taken by 10%. Increases water damage by 18%. Every Water attack hit has a 8% chance to apply Chill. {{#if:Water Symbol| | ||||
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+695 Increases damage taken by 10%. Increases water damage by 19%. Every Water attack hit has a 9% chance to apply Chill. {{#if:Water Symbol| | ||||
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+1000 Increases damage taken by 10%. Increases water damage by 20%. Every Water attack hit has a 10% chance to apply Chill. {{#if:Wind Symbol| | ||||
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+15 +15 Increases damage taken by 10%. Increases wind damage by 15%. Every Wind attack hit has a 5% chance to apply Shock. {{#if:Wind Symbol| | ||||
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+20 +20 Increases damage taken by 10%. Increases wind damage by 16%. Every Wind attack hit has a 6% chance to apply Shock. {{#if:Wind Symbol| | ||||
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+30 +30 Increases damage taken by 10%. Increases wind damage by 17%. Every Wind attack hit has a 7% chance to apply Shock. {{#if:Wind Symbol| | ||||
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+45 +45 Increases damage taken by 10%. Increases wind damage by 18%. Every Wind attack hit has a 8% chance to apply Shock. {{#if:Wind Symbol| | ||||
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+60 +60 Increases damage taken by 10%. Increases wind damage by 19%. Every Wind attack hit has a 9% chance to apply Shock. {{#if:Wind Symbol| | ||||
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+80 +80 Increases damage taken by 10%. Increases wind damage by 20%. Every Wind attack hit has a 10% chance to apply Shock.
|
Since most non-Aura Debuff-applying passives, such as Hex and Critical Freeze, share the same priority as Death Blow, it is recommended to prioritize acquiring Debuff-applying passives in the Skill Tree first. This ensures the current hit is immediately affected by the Death Blow bonus. Debuffs applied through equipment Aura passives, and active skills do not affect the current hit's Death Blow bonus, as they trigger after Death Blow has been taken into account.
On-being-hit[]
These effects are checked on a per-hit basis, after On-hit effects, and before damage calculation of the incoming hit is finalized.
Skill | Effect | |
---|---|---|
![]() |
Reduces enemy damage by 3% for every consecutive hit. (1st hit: 0% reduction, 2nd hit: 3% reduction, 3rd hit: 6% reduction) | |
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Receive 4% reduced damage from a debuffed enemy for each Debuff on them. | |
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Aura: When an allied Aquatic Monster is hit, 35% chance to inflict a Bleed stack onto the attacker equal to damage received. (halved in Keeper Battles) | |
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Regenerate 4 Mana for every hit this Monster receives. | |
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Aura: Occult Monsters in the party receive 3.5% reduced damage from a debuffed enemy for each Debuff on them. | |
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When getting attacked, reflect 40% (20% in Keeper Battles) of the damage back to the attacker. (Reflected damage isn't affected by any modifiers) | |
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Every time this Monster takes a hit, it gains a Charge stack. | |
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While under the effect of a Shield, reduce all incoming damage by 15%. | |
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When an ally would be attacked, 25% chance to redirect the attack to this Monster. (In PvP, redirecting Monster takes 15% increased damage) | |
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This Monster takes 10% more damage from the element it's weak to. Other damage is reduced by 20%. | |
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When getting hit there is a 35% chance to apply a stack of Bleed onto the attacker equal to the damage received. (halved in Keeper Battles) | |
Shift Passive | ||
---|---|---|
![]() | ||
Aura: For every different type of Debuff on an enemy Monster, it deals 3% less damage and takes 3% more damage.
|
Equipment On-Critical-Hit[]
These effects are from equipment that are checked on a per-hit basis and after damage calculation of the outgoing hit is finalized.
Item | Description
{{#if:Pirate Hook| | ||||
---|---|---|---|---|---|
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+30 +25 +5% Heal self for 250 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
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+50 +45 +6% Heal self for 300 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
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+80 +70 +7% Heal self for 400 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
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+110 +100 +8% Heal self for 500 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
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+160 +145 +9% Heal self for 700 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
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+230 +210 +10% Heal self for 1000 on the first critical hit of an ability.
|
Item | Description
{{#if:Lucky Clover| | ||||
---|---|---|---|---|---|
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+5 +4% 10% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
![]()
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+7 +5% 11% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
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+10 +6% 12% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
![]()
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+13 +7% 13% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
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+16 +8% 14% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
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+20 +9% 15% chance to gain a random Buff when landing a Critical Hit. {{#if:Spirit Blaze| | ||||
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+120 +7% 15% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
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+180 +8% 17% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
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+260 +9% 19% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
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+375 +10% 21% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
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+550 +11% 23% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
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+800 +12% 25% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters.
|
On-post-hit Damaging Action[]
These effects are checked on a per-hit basis and after damage calculation of the outgoing hit is finalized.
Skill | ![]() |
Effect | |||||
---|---|---|---|---|---|---|---|
![]() |
50 | 4 x 35% (140%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv2 | 80 | 4 x 50% (200%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv3 | 110 | 5 x 50% (250%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv4 | 150 | 5 x 65% (325%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv5 | 210 | 5 x 85% (425%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
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50 | 4 x 40% (160%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv2 | 80 | 5 x 40% (200%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv3 | 110 | 5 x 55% (275%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv4 | 150 | 6 x 55% (330%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv5 | 190 | 6 x 70% (420%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
![]() |
40 | 2 x 85% (170%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv2 | 75 | 2 x 115% (230%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv3 | 110 | 3 x 95% (285%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv4 | 150 | 3 x 120% (360%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv5 | 190 | 4 x 110% (440%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
![]() |
40 | 1 x 210% damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv2 | 70 | 2 x 120% (240%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv3 | 100 | 2 x 155% (310%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv4 | 140 | 3 x 125% (375%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv5 | 180 | 3 x 155% (465%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
![]() |
110 | 3 x 90% (270%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv2 | 160 | 4 x 85% (340%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
lv3 | 210 | 5 x 85% (425%) damage + Critical Hits apply Bleed [20% damage dealt] | |||||
![]() |
100 | 1 x 160% damage to all + Critical Hits apply Bleed [20% damage dealt] | |||||
lv2 | 150 | 1 x 210% damage to all + Critical Hits apply Bleed [20% damage dealt] | |||||
lv3 | 200 | 2 x 140% (280%) damage to all + Critical Hits apply Bleed [20% damage dealt] | |||||
![]() |
170 | 2 x 95% (190%) damage to all + Critical Hits apply Bleed [20% damage dealt] | |||||
lv2 | 220 | 2 x 125% (250%) damage to all + Critical Hits apply Bleed [20% damage dealt] | |||||
![]() |
160 | 2 x 90% (180%) damage to all + Critical Hits apply Bleed [20% damage dealt] | |||||
lv2 | 210 | 2 x 120% (240%) damage to all + Critical Hits apply Bleed [20% damage dealt] | |||||
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160 | 4 x 85% (340%) damage + Heal self for 50% damage dealt, deals an additional 20% hit for every Poison on target | |||||
lv2 | 210 | 5 x 85% (425%) damage + Heal self for 50% damage dealt, deals an additional 20% hit for every Poison on target | |||||
Skill | Effect | |
---|---|---|
![]() |
If a single hit deals more than 25% of the enemy's Max HP (10% against Champions), gain 8 Charge stacks. (Once per attack) | |
![]() |
Critical Hits apply Bleed stacks equal to 20% of the damage dealt. | |
![]() |
Aura: Whenever an allied Occult or Mage Monster hits an enemy, 40% chance to inflict a Bleed stack equal to 40% of that damage. | |
![]() |
Each Critical Hit grants this Monster a Charge stack. | |
![]() |
Heal by 15% of the damage dealt to enemies. | |
![]() |
Aura: Critical Hits of Aquatic Monsters apply Bleed stacks equal to 20% of the damage dealt. | |
![]() |
If a single hit deals more than 20% of the enemy's Max HP (10% against Champions), the enemy is afflicted with Armor Break (Debuff) and a stack of Wound. | |
![]() |
If a single hit deals more than 20% of the enemy's Max HP (10% against Champions), the enemy is afflicted with Shock and a stack of Blind. | |
Skill | |||
---|---|---|---|
![]() |
230 | ||
2 x 160% (320%) damage to all enemies Critical Hits apply Bleed stacks equal to 20% of damage dealt - Applies a stack of Wound | |||
![]() |
230 | ||
3 x 100% (300%) damage to all enemies Critical Hits apply Bleed stacks equal to 20% of the damage dealt | |||
![]() |
230 | ||
3 x 100% (300%) damage to all enemies Critical Hits apply Bleed stacks equal to 20% of damage dealt | |||
Shift Passive | ||
---|---|---|
![]() | ||
When landing a critical hit, heal the whole party by 20% of the damage dealt. Increases Critical Chance by 7%. | ||
![]() | ||
Shield by 30% of the damage dealt to enemies by critical hits. Increases Critical Chance by 7%.
|
Weapons[]
Item | Description
{{#if:Grim Ripper| | ||||
---|---|---|---|---|---|
![]()
|
+40 +35 +2% +20% Increases damage taken by 10%. Heals by 10% of the damage done. {{#if:Grim Ripper| | ||||
![]()
|
+60 +55 +3% +24% Increases damage taken by 10%. Heals by 12% of the damage done. {{#if:Grim Ripper| | ||||
![]()
|
+85 +75 +4% +28% Increases damage taken by 10%. Heals by 14% of the damage done. {{#if:Grim Ripper| | ||||
![]()
|
+120 +110 +5% +32% Increases damage taken by 10%. Heals by 16% of the damage done. {{#if:Grim Ripper| | ||||
![]()
|
+170 +155 +6% +36% Increases damage taken by 10%. Heals by 18% of the damage done. {{#if:Grim Ripper| | ||||
![]()
|
+240 +220 +7% +40% Increases damage taken by 10%. Heals by 20% of the damage done. {{#if:Tiny Pin| | ||||
![]()
|
+1 +1 +15% Increases damage by 20%. Reduces damage taken by 5%. Heals by 20% of the damage done. {{#if:Tiny Pin| | ||||
![]()
|
+2 +2 +16% Increases damage by 22%. Reduces damage taken by 6%. Heals by 22% of the damage done. {{#if:Tiny Pin| | ||||
![]()
|
+3 +3 +17% Increases damage by 24%. Reduces damage taken by 7%. Heals by 24% of the damage done. {{#if:Tiny Pin| | ||||
![]()
|
+4 +4 +18% Increases damage by 26%. Reduces damage taken by 8%. Heals by 26% of the damage done. {{#if:Tiny Pin| | ||||
![]()
|
+5 +5 +19% Increases damage by 28%. Reduces damage taken by 9%. Heals by 28% of the damage done. {{#if:Tiny Pin| | ||||
![]()
|
+6 +6 +20% Increases damage by 30%. Reduces damage taken by 10%. Heals by 30% of the damage done.
|
After-being-attacked[]
These effects are checked at the end after the attack. Not to be confused with "On-getting-attacked" effects, which are checked at the beginning before the attack hit starts.
Skill | Effect | |
---|---|---|
![]() |
When getting attacked, hit the attacker for 1 x 200% Attack. Hit can't be dodged and has 20% increased Critical Chance. | |
![]() |
When this Monster gets attacked, 50% chance to apply Shock on the attacker. | |
![]() |
When this Monster gets attacked, apply a stack of Blind on the attacker. | |
![]() |
When this Monster gets attacked, 50% chance to apply a random Debuff on the attacker. | |
![]() |
When this Monster gets attacked, 50% chance to apply Burn on the attacker. | |
![]() |
When this Monster gets attacked, 50% chance to apply Chill on the attacker. | |
![]() |
When this Monster gets attacked, 50% chance to apply Poison on the attacker. | |
![]() |
When getting attacked, hit the attacker for 1 x 300% Defense. Hit can't be dodged and has 300% the chance of triggering On hit effects. | |
![]() |
When this Monster gets attacked, 50% chance to apply Armor Break on the attacker. | |
![]() |
When this Monster gets attacked, apply a stack of Tether on the attacker. | |