Monster Sanctuary Wiki

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[]

These effects are checked at the start of the action. For additional hits, they are added to the damage queue right after all hits from the base action trigger. The priority for these effects is as follows:

On-start effects
Skill Effect
Deep Freeze
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
Poison Eater
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
Shield Burst
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
Thunder Strike
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

On-start effects
Skill Effect
Attack Mastery Every physical attack triggers an additional hit equal to 50% of Attack value.
Attack Proc Every attack triggers an additional hit equal to 35% of Attack value.
Auto Heal When attacking, also heal the Monster with the lowest Health in the party by 200% of Magic.
Auto Restore When attacking, also remove 2 Debuffs from the Monster with the most Debuffs in the party.
Chain Reaction When attacking a single target, trigger Shock (Debuff) damage on all enemies.
Combo Initiator If this Monster acts first in the turn, it deals 30% more damage with its attack and deals an additional 30% damage hit.
Defense Proc Every attack triggers an additional hit equal to 50% of Defense value.
Demonic Theft Aura: Whenever an Occult Monster in your party attacks an enemy, it steals one Buff from the enemy.
Double Impact When exploiting an enemy's weakness with an attack, trigger an additional 50% damage hit.
First Impact 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)
Glorious Spark Unique Aura: Allied Monsters with Glory trigger an additional 40% damage hit. Additional stacks of Glory increase the damage by an additional 20%.
Health Proc Every attack triggers an additional hit equal to 5% of Max Health.
Magic Proc Every attack triggers an additional hit equal to 35% of Magic value.
Mana Proc Every attack triggers an additional hit equal to 50% of Max Mana.
Pecking Order Aura: Every attack of a Bird triggers an additional hit equal to 30% of Attack or Magic value. (Depending on the attack)
Spell Mastery Every magical attack triggers an additional hit equal to 50% of Magic value.
Volatile Shield Every attack consumes 50% of the current shield to do an additional hit equal to 150% of that value.

On-start effects
Shift Passive
 Shadow Proc
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.

On-start effects

Sidekick
Each attack triggers an additional 40% damage hit.

Weapons[]

On-start effects
Item Description

{{#if:Bow|

Bow


+35
+30
Each attack triggers an additional 20% damage hit.

{{#if:Bow|

Bow+1


+55
+45
Each attack triggers an additional 22% damage hit.

{{#if:Bow|

Bow+2


+80
+70
Each attack triggers an additional 24% damage hit.

{{#if:Bow|

Bow+3


+115
+100
Each attack triggers an additional 26% damage hit.

{{#if:Bow|

Bow+4


+165
+150
Each attack triggers an additional 28% damage hit.

{{#if:Bow|

Bow+5


+230
+210
Each attack triggers an additional 30% damage hit.

{{#if:Abyssal Sword|

Abyssal Sword


+40
+40
When attacking or getting attacked, 50% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+1


+60
+60
When attacking or getting attacked, 60% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+2


+90
+90
When attacking or getting attacked, 70% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+3


+135
+135
When attacking or getting attacked, 80% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+4


+185
+185
When attacking or getting attacked, 90% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+5


+250
+250
When attacking or getting attacked, gain a random Buff or apply a random Debuff.

{{#if:Arch Bow|

Arch Bow


+35
+30
-20
+5%
+10%
Each attack triggers 3 additional 10% damage hits.

{{#if:Arch Bow|

Arch Bow+1


+55
+50
-24
+6%
+12%
Each attack triggers 3 additional 12% damage hits.

{{#if:Arch Bow|

Arch Bow+2


+80
+70
-28
+7%
+14%
Each attack triggers 3 additional 14% damage hits.

{{#if:Arch Bow|

Arch Bow+3


+115
+105
-34
+8%
+16%
Each attack triggers 3 additional 16% damage hits.

{{#if:Arch Bow|

Arch Bow+4


+160
+150
-41
+9%
+18%
Each attack triggers 3 additional 18% damage hits.

{{#if:Arch Bow|

Arch Bow+5


+225
+210
-50
+10%
+20%
Each attack triggers 3 additional 20% damage hits.

{{#if:Assisting Bow|

Assisting Bow


+15
+25
+100
+10
Each attack triggers 3 additional 10% damage hits.

{{#if:Assisting Bow|

Assisting Bow+1


+25
+40
+150
+13
Each attack triggers 3 additional 12% damage hits.

{{#if:Assisting Bow|

Assisting Bow+2


+40
+60
+220
+15
Each attack triggers 3 additional 14% damage hits.

{{#if:Assisting Bow|

Assisting Bow+3


+55
+85
+325
+18
Each attack triggers 3 additional 16% damage hits.

{{#if:Assisting Bow|

Assisting Bow+4


+80
+120
+475
+21
Each attack triggers 3 additional 18% damage hits.

{{#if:Assisting Bow|

Assisting Bow+5


+100
+150
+700
+25
Each attack triggers 3 additional 20% damage hits.

{{#if:Projectile Sphere|

Projectile Sphere


+30
+35
-8
Increases damage, healing and shielding by 15%. Each attack triggers 2 additional 20% damage hits.

{{#if:Projectile Sphere|

Projectile Sphere+1


+45
+55
-10
Increases damage, healing and shielding by 16%. Each attack triggers 2 additional 24% damage hits.

{{#if:Projectile Sphere|

Projectile Sphere+2


+70
+85
-12
Increases damage, healing and shielding by 17%. Each attack triggers 2 additional 28% damage hits.

{{#if:Projectile Sphere|

Projectile Sphere+3


+100
+120
-14
Increases damage, healing and shielding by 18%. Each attack triggers 2 additional 32% damage hits.

{{#if:Projectile Sphere|

Projectile Sphere+4


+140
+170
-17
Increases damage, healing and shielding by 19%. Each attack triggers 2 additional 36% damage hits.

{{#if:Projectile Sphere|

Projectile Sphere+5


+200
+230
-20
Increases damage, healing and shielding by 20%. Each attack triggers 2 additional 40% damage hits.

Accessories[]

On-start effects
Item Description

{{#if:Gold Feather|

Gold Feather


+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|

Gold Feather+1


+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|

Gold Feather+2


+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|

Gold Feather+3


+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|

Gold Feather+4


+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|

Gold Feather+5


+45
+15%
When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters.

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.

Post-start effects
Skill Effect
Adaptive Evolution Whenever an attack of this Monster gets resisted, gain Might and apply Armor Break on the enemy.
Brawler When exploiting an enemy's weakness with an attack, gain Might (Buff) and shield self by 75% of this Monster's Attack value.
Center of Mass 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.
Double Strike On each hit, there's a 10% chance to trigger another hit with the same base damage. (Cannot trigger again on Double Strike hits)
Exploit When exploiting an enemy's weakness with an attack, gain a random Buff and shield self by 10% of Max Health.
Exploit Party 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.
Sorcerer 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.

On-getting-attacked effects
Skill Effect
Path to Ascension 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.
Path to Knowledge 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.
Path to Valhalla 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[]

On-getting-attacked effects
Item Description

{{#if:Abyssal Sword|

Abyssal Sword


+40
+40
When attacking or getting attacked, 50% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+1


+60
+60
When attacking or getting attacked, 60% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+2


+90
+90
When attacking or getting attacked, 70% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+3


+135
+135
When attacking or getting attacked, 80% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+4


+185
+185
When attacking or getting attacked, 90% chance to gain a random Buff or apply a random Debuff.

{{#if:Abyssal Sword|

Abyssal Sword+5


+250
+250
When attacking or getting attacked, gain a random Buff or apply a random Debuff.

{{#if:Thorn Tendril|

Thorn Tendril


+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|

Thorn Tendril+1


+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|

Thorn Tendril+2


+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|

Thorn Tendril+3


+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|

Thorn Tendril+4


+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|

Thorn Tendril+5


+230
+230
+20%
Apply a Bleed stack on attackers equal to 500% of this Monster's Crit Damage. (halved in Keeper Battles)

Accessories[]

On-getting-attacked effects
Item Description

{{#if:Slime Skin|

Slime Skin


+120
When getting attacked, 25% chance to apply Weakness on the attacker.

{{#if:Slime Skin|

Slime Skin+1


+200
When getting attacked, 27% chance to apply Weakness on the attacker.

{{#if:Slime Skin|

Slime Skin+2


+280
When getting attacked, 29% chance to apply Weakness on the attacker.

{{#if:Slime Skin|

Slime Skin+3


+400
When getting attacked, 31% chance to apply Weakness on the attacker.

{{#if:Slime Skin|

Slime Skin+4


+550
When getting attacked, 33% chance to apply Weakness on the attacker.

{{#if:Slime Skin|

Slime Skin+5


+750
When getting attacked, 35% chance to apply Weakness on the attacker.

{{#if:Spark|

Spark


+10
+8
When getting attacked, 40% chance to apply Burn on the attacker.

{{#if:Spark|

Spark+1


+15
+12
When getting attacked, 44% chance to apply Burn on the attacker.

{{#if:Spark|

Spark+2


+20
+16
When getting attacked, 48% chance to apply Burn on the attacker.

{{#if:Spark|

Spark+3


+26
+20
When getting attacked, 52% chance to apply Burn on the attacker.

{{#if:Spark|

Spark+4


+35
+25
When getting attacked, 56% chance to apply Burn on the attacker.

{{#if:Spark|

Spark+5


+45
+30
When getting attacked, 60% chance to apply Burn on the attacker.

{{#if:Gold Feather|

Gold Feather


+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|

Gold Feather+1


+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|

Gold Feather+2


+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|

Gold Feather+3


+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|

Gold Feather+4


+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|

Gold Feather+5


+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|

Sharp Fin


+200
+20%
When getting attacked, 70% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters.

{{#if:Sharp Fin|

Sharp Fin+1


+300
+23%
When getting attacked, 75% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters.

{{#if:Sharp Fin|

Sharp Fin+2


+450
+26%
When getting attacked, 80% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters.

{{#if:Sharp Fin|

Sharp Fin+3


+650
+29%
When getting attacked, 85% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters.

{{#if:Sharp Fin|

Sharp Fin+4


+900
+32%
When getting attacked, 90% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters.

{{#if:Sharp Fin|

Sharp Fin+5


+1200
+35%
When getting attacked, 100% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters.

On-hit Damaging Actions[]

These effects are checked on a per-hit basis and before damage calculation of the outgoing hit is finalized. The priority for these effects is as follows:
  • 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.

On-hit effects
Skill Effect
Scald
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]
Burning Charge
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]
Lava Wave
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]
Slime Volley
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]
Sonic Wave
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]

On-hit effects
Skill Effect
Acid Spit 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.
Armor Shred Every hit has a 10% chance to apply Armor Break.
Backstab Hits against enemies with 70% or more Health deal 35% more damage and have 15% increased Critical Hit Chance.
Blinding Sunlight Every Fire and every Wind hit has a 20% chance to apply a stack of Blind. (Stacks don't count as Debuffs)
Breaking Spells Every magical attack hit has a 15% chance to apply Armor Break.
Burning Heat Every Fire attack hit has a 15% chance to apply Burn.
Cascade The power of every consecutive hit during an ability is increased by 5% continuously. (For a 4 hit attack: +0%, +5%, +10%, +15%)
Chilling Cold Every Water attack hit has a 15% chance to apply Chill.
Cleanse Every hit has a 25% chance to remove a Buff from the target.
Cleansing Sidekick Unique Aura: Sidekick hits also remove a Buff from the target.
Cooling Every hit has a 10% chance to apply Chill.
Critical Boon On Critical Hit, 50% chance to grant a random Buff to another random Monster in the party.
Critical Break The first critical hit of an ability applies Armor Break (Debuff).
Critical Consistency +10% Critical Damage. Critical Damage also increases non-Critical hits by 10% of the amount.
Critical Freeze The first critical hit of an ability applies Chill (Debuff).
Critical Heat The first critical hit of an ability applies Burn (Debuff).
Critical Hex The first critical hit of an ability applies a random Debuff.
Critical Hybridization The first critical hit of a physical attack triggers an additional hit equal to 60% of Magic value and vice versa.
Critical Mass 50% chance to gain a random Buff when landing a Critical Hit.
Critical Poison The first critical hit of an ability applies Poison (Debuff).
Darken Every hit has a 15% chance to apply a stack of Blind. (Stacks don't count as Debuffs)
Death Blow Deals 5% increased damage for each Debuff on the target.
Dominance Aura: Enemies receive 3% increased damage for each Debuff on them.
Earth Affinity Earth attacks deal 10% increased damage.
Electrify Every hit has a 10% chance to apply Shock.
Fire Affinity Fire attacks deal 10% increased damage.
Giantsbane This Monster deals 5% more damage. Against enemies with a Health rating of 7 or higher, damage is increased by 20% instead.
Hex Every hit has a 7.5% chance to apply a random Debuff.
Icy Fists Every critical hit has a 50% chance to apply Chill on enemies. This Monster can apply an additional stack of Chill.
Infernal Roar Aura: Critical Hits of allied Monsters have a 7.5% chance to apply Burn or Shock.
Kindle Every hit has a 10% chance to apply Burn.
Lucky Hit Critical Hits have a 17% chance to deal 77% more damage.
Mana Shielding When attacking an enemy, generate a Shield equal to 20% of Max Mana for each hit.
Maneki Critical Hits have a 30% chance to grant Glory to a random ally. This Monster can apply Glory an additional time.
Neutral Affinity Neutral attacks deal 10% increased damage.
Poisoning Soil Every Earth attack hit has a 15% chance to apply Poison.
Prehistoric Screech Aura: Aerial and Reptile Monsters deal 7.5% increased damage and additional 15% against shielded enemies.
Primal Hex 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.
Recuperate Critical Hits regenerate 7 Mana.
Seismic Shocks Every Earth attack hit has a 15% chance to apply Shock.
Sensitivity Unique Aura: Weakness causes enemies to take 10% increased damage.
Shield Crush Unique Aura: Might also increases damage done against shielded enemies by 20%.
Shocking Current Every Wind attack hit has a 15% chance to apply Shock.
Stampede 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.
Static Non-critical hits deal 20% more damage.
Static Glory Aura: Glory (Buff) also increases non-Critical damage by 15%.
Static Mass 30% chance to gain a random Buff when landing a non-Critical Hit during attacks.
Sticky Impact Every hit has a 15% chance to apply a stack of Tether. (Stacks don't count as Debuffs)
Sub Zero Unique Aura: Chill causes enemies affected by it to take 10% increased damage.
Toxin Every hit has a 10% chance to apply Poison.
Variety Every attack deals 15% increased damage when used for the first time during combat. (Different levels count as same attack)
Venomous Fangs Every physical attack hit has a 15% chance to apply Weakness or Poison. This Monster can stack these Debuffs one additional time.
Water Affinity Water attacks deal 10% increased damage.
Weaken Every hit has a 10% chance to apply Weakness.
Weakening Crush Every physical attack hit has a 15% chance to apply Weakness.
Wind Affinity Wind attacks deal 10% increased damage.

On-hit effects
Skill
Ball Lightning 230
8 x 70% (560%)
damage - Triggers Shock (Debuff) damage on all enemies
Every hit has a 15% chance to apply Shock
Blizzard 240
3 x 100% (300%)
damage to all enemies
Every hit has a 20% chance to apply Chill
Boiling Tide 230
3 x 100% (300%)
damage to all enemies
Every hit has a 20% chnace to apply Burn
Electrocute 240
3 x 100% (300%)
damage to all enemies
Every hit has a 20% chance to apply Shock
Frost Pierce 230
8 x 65% (520%)
damage - Critical Damage +75%
Every hit has a 15% chance to apply Chill
Hades 240
3 x 95% (285%)
damage to all enemies
Every hit has a 20% chance to apply Poison or Burn
Inferno 240
3 x 100% (300%)
damage to all enemies
Every hit has a 20% chance to apply Burn
Ion Beam 240
9 x 60% (540%)
damage
Every hit has a 15% chance to apply a random Debuff
Lava Stream 230
7 x 75% (525%)
damage - Cannot be dodged
Every hit has a 15% chance to apply Armor Break
Rocket Launch 240
3 x 110% (330%)
damage to all enemies
Every hit has a 20% chance to apply Burn or Shock
Spore Nebula 230
3 x 95% (285%)
damage to all enemies
Every hit has a 20% chance to apply Weakness

On-hit effects
Shift Passive
 Charged Up
Boosts damage dealt, reduces damage taken and Mana Cost by 1% for every Charge stack. Caps at 15 stacks.
 Debuff Variety
Aura: For every different type of Debuff on an enemy Monster, it deals 3% less damage and takes 3% more damage.
 Mana Potential
Reduces damage taken and increases the damage dealt by 1% for every 20 current Mana. (Calculated before the Mana is spent for an attack)

Weapons[]

On-hit effects
Item Description

{{#if:Heavy Mace|

Heavy Mace


+45
Non critical damage increased by 10%.

{{#if:Heavy Mace|

Heavy Mace+1


+65
Non critical damage increased by 11%.

{{#if:Heavy Mace|

Heavy Mace+2


+100
Non critical damage increased by 12%.

{{#if:Heavy Mace|

Heavy Mace+3


+140
Non critical damage increased by 13%.

{{#if:Heavy Mace|

Heavy Mace+4


+190
Non critical damage increased by 14%.

{{#if:Heavy Mace|

Heavy Mace+5


+265
Non critical damage increased by 15%.

{{#if:Summoned Sword|

Summoned Sword


+45
Non critical damage increased by 10%.

{{#if:Summoned Sword|

Summoned Sword+1


+65
Non critical damage increased by 11%.

{{#if:Summoned Sword|

Summoned Sword+2


+100
Non critical damage increased by 12%.

{{#if:Summoned Sword|

Summoned Sword+3


+140
Non critical damage increased by 13%.

{{#if:Summoned Sword|

Summoned Sword+4


+190
Non critical damage increased by 14%.

{{#if:Summoned Sword|

Summoned Sword+5


+265
Non critical damage increased by 15%.

{{#if:Swallow|

Swallow


+35
+35
Non critical damage increased by 10%.

{{#if:Swallow|

Swallow+1


+55
+55
Non critical damage increased by 11%.

{{#if:Swallow|

Swallow+2


+85
+85
Non critical damage increased by 12%.

{{#if:Swallow|

Swallow+3


+120
+120
Non critical damage increased by 13%.

{{#if:Swallow|

Swallow+4


+170
+170
Non critical damage increased by 14%.

{{#if:Swallow|

Swallow+5


+240
+240
Non critical damage increased by 15%.

{{#if:One Punch Fist|

One Punch Fist


+45
+35
-50
+10%
Increases damage of the first hit by 20%.

{{#if:One Punch Fist|

One Punch Fist+1


+65
+55
-75
+11%
Increases damage of the first hit by 22%.

{{#if:One Punch Fist|

One Punch Fist+2


+90
+75
-110
+12%
Increases damage of the first hit by 24%.

{{#if:One Punch Fist|

One Punch Fist+3


+130
+110
-170
+13%
Increases damage of the first hit by 26%.

{{#if:One Punch Fist|

One Punch Fist+4


+180
+160
-260
+14%
Increases damage of the first hit by 28%.

{{#if:One Punch Fist|

One Punch Fist+5


+250
+230
-400
+15%
Increases damage of the first hit by 30%.

{{#if:Staff of Doom|

Staff of Doom


+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|

Staff of Doom+1


+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|

Staff of Doom+2


+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|

Staff of Doom+3


+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|

Staff of Doom+4


+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|

Staff of Doom+5


+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[]

On-hit effects
Item Description

{{#if:Poisoned Dart|

Poisoned Dart


+12
Every hit has a 2.5% chance to apply Poison or Weakness.

{{#if:Poisoned Dart|

Poisoned Dart+1


+20
Every hit has a 3% chance to apply Poison or Weakness.

{{#if:Poisoned Dart|

Poisoned Dart+2


+30
Every hit has a 3.5% chance to apply Poison or Weakness.

{{#if:Poisoned Dart|

Poisoned Dart+3


+42
Every hit has a 4% chance to apply Poison or Weakness.

{{#if:Poisoned Dart|

Poisoned Dart+4


+55
Every hit has a 4.5% chance to apply Poison or Weakness.

{{#if:Poisoned Dart|

Poisoned Dart+5


+75
Every hit has a 5% chance to apply Poison or Weakness.

{{#if:Lightning Sphere|

Lightning Sphere


+12
Every hit has a 2.5% chance to apply Shock or Armor Break.

{{#if:Lightning Sphere|

Lightning Sphere+1


+20
Every hit has a 3% chance to apply Shock or Armor Break.

{{#if:Lightning Sphere|

Lightning Sphere+2


+30
Every hit has a 3.5% chance to apply Shock or Armor Break.

{{#if:Lightning Sphere|

Lightning Sphere+3


+42
Every hit has a 4% chance to apply Shock or Armor Break.

{{#if:Lightning Sphere|

Lightning Sphere+4


+55
Every hit has a 4.5% chance to apply Shock or Armor Break.

{{#if:Lightning Sphere|

Lightning Sphere+5


+75
Every hit has a 5% chance to apply Shock or Armor Break.

{{#if:Thermal Reactor|

Thermal Reactor


+2%
+10%
Every hit has a 2.5% chance to apply Burn or Chill.

{{#if:Thermal Reactor|

Thermal Reactor+1


+3%
+11%
Every hit has a 3% chance to apply Burn or Chill.

{{#if:Thermal Reactor|

Thermal Reactor+2


+4%
+12%
Every hit has a 3.5% chance to apply Burn or Chill.

{{#if:Thermal Reactor|

Thermal Reactor+3


+5%
+13%
Every hit has a 4% chance to apply Burn or Chill.

{{#if:Thermal Reactor|

Thermal Reactor+4


+6%
+14%
Every hit has a 4.5% chance to apply Burn or Chill.

{{#if:Thermal Reactor|

Thermal Reactor+5


+7%
+15%
Every hit has a 5% chance to apply Burn or Chill.

{{#if:Earth Symbol|

Earth Symbol


+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|

Earth Symbol+1


+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|

Earth Symbol+2


+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|

Earth Symbol+3


+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|

Earth Symbol+4


+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|

Earth Symbol+5


+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|

Fire Symbol


+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|

Fire Symbol+1


+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|

Fire Symbol+2


+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|

Fire Symbol+3


+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|

Fire Symbol+4


+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|

Fire Symbol+5


+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|

Heavy Greaves


-10
-10
+10
+80
+10
Every hit has a 5% chance to apply Weakness or Armor Break.

{{#if:Heavy Greaves|

Heavy Greaves+1


-12
-12
+16
+130
+15
Every hit has a 6% chance to apply Weakness or Armor Break.

{{#if:Heavy Greaves|

Heavy Greaves+2


-15
-15
+24
+200
+20
Every hit has a 7% chance to apply Weakness or Armor Break.

{{#if:Heavy Greaves|

Heavy Greaves+3


-20
-20
+35
+280
+26
Every hit has a 8% chance to apply Weakness or Armor Break.

{{#if:Heavy Greaves|

Heavy Greaves+4


-25
-25
+47
+380
+32
Every hit has a 9% chance to apply Weakness or Armor Break.

{{#if:Heavy Greaves|

Heavy Greaves+5


-30
-30
+60
+500
+40
Every hit has a 10% chance to apply Weakness or Armor Break.

{{#if:Static Loop|

Static Loop


+20
+20
+10
+20
-10%
Non-critical damage increased by 10%.

{{#if:Static Loop|

Static Loop+1


+30
+30
+16
+25
-12%
Non-critical damage increased by 12%.

{{#if:Static Loop|

Static Loop+2


+45
+45
+24
+32
-14%
Non-critical damage increased by 14%.

{{#if:Static Loop|

Static Loop+3


+60
+60
+35
+39
-16%
Non-critical damage increased by 16%.

{{#if:Static Loop|

Static Loop+4


+80
+80
+47
+49
-18%
Non-critical damage increased by 18%.

{{#if:Static Loop|

Static Loop+5


+100
+100
+60
+60
-20%
Non-critical damage increased by 20%.

{{#if:Water Symbol|

Water Symbol


+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|

Water Symbol+1


+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|

Water Symbol+2


+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|

Water Symbol+3


+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|

Water Symbol+4


+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|

Water Symbol+5


+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|

Wind Symbol


+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|

Wind Symbol+1


+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|

Wind Symbol+2


+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|

Wind Symbol+3


+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|

Wind Symbol+4


+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|

Wind Symbol+5


+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.

On-being-hit effects
Skill Effect
Anti Cascade Reduces enemy damage by 3% for every consecutive hit. (1st hit: 0% reduction, 2nd hit: 3% reduction, 3rd hit: 6% reduction)
Disease Control Receive 4% reduced damage from a debuffed enemy for each Debuff on them.
Fish Scales 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)
Mana Generator Regenerate 4 Mana for every hit this Monster receives.
Occult Control Aura: Occult Monsters in the party receive 3.5% reduced damage from a debuffed enemy for each Debuff on them.
Reflect When getting attacked, reflect 40% (20% in Keeper Battles) of the damage back to the attacker. (Reflected damage isn't affected by any modifiers)
Revenge Every time this Monster takes a hit, it gains a Charge stack.
Sheltered While under the effect of a Shield, reduce all incoming damage by 15%.
Taunt When an ally would be attacked, 25% chance to redirect the attack to this Monster. (In PvP, redirecting Monster takes 15% increased damage)
Thick Skin This Monster takes 10% more damage from the element it's weak to. Other damage is reduced by 20%.
Thorns 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)

On-being-hit effects
Shift Passive
 Debuff Variety
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.

On-Critical-Hit effects
Item Description

{{#if:Pirate Hook|

Pirate Hook


+30
+25
+5%
Heal self for 250 on the first critical hit of an ability.

{{#if:Pirate Hook|

Pirate Hook+1


+50
+45
+6%
Heal self for 300 on the first critical hit of an ability.

{{#if:Pirate Hook|

Pirate Hook+2


+80
+70
+7%
Heal self for 400 on the first critical hit of an ability.

{{#if:Pirate Hook|

Pirate Hook+3


+110
+100
+8%
Heal self for 500 on the first critical hit of an ability.

{{#if:Pirate Hook|

Pirate Hook+4


+160
+145
+9%
Heal self for 700 on the first critical hit of an ability.

{{#if:Pirate Hook|

Pirate Hook+5


+230
+210
+10%
Heal self for 1000 on the first critical hit of an ability.

On-Critical-Hit effects
Item Description

{{#if:Lucky Clover|

Lucky Clover


+5
+4%
10% chance to gain a random Buff when landing a Critical Hit.

{{#if:Lucky Clover|

Lucky Clover+1


+7
+5%
11% chance to gain a random Buff when landing a Critical Hit.

{{#if:Lucky Clover|

Lucky Clover+2


+10
+6%
12% chance to gain a random Buff when landing a Critical Hit.

{{#if:Lucky Clover|

Lucky Clover+3


+13
+7%
13% chance to gain a random Buff when landing a Critical Hit.

{{#if:Lucky Clover|

Lucky Clover+4


+16
+8%
14% chance to gain a random Buff when landing a Critical Hit.

{{#if:Lucky Clover|

Lucky Clover+5


+20
+9%
15% chance to gain a random Buff when landing a Critical Hit.

{{#if:Spirit Blaze|

Spirit Blaze


+120
+7%
15% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters.

{{#if:Spirit Blaze|

Spirit Blaze+1


+180
+8%
17% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters.

{{#if:Spirit Blaze|

Spirit Blaze+2


+260
+9%
19% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters.

{{#if:Spirit Blaze|

Spirit Blaze+3


+375
+10%
21% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters.

{{#if:Spirit Blaze|

Spirit Blaze+4


+550
+11%
23% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters.

{{#if:Spirit Blaze|

Spirit Blaze+5


+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.

On-post-hit effects
Skill Effect
Fiery Stabs
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]
Impale
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]
Lightning Slash
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]
Slash
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]
Ice Spears
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]
Long Slash
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]
Ice Spear Volley
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]
Lightning Assault
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]
Poison Eater
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

On-post-hit effects
Skill Effect
Berserk If a single hit deals more than 25% of the enemy's Max HP (10% against Champions), gain 8 Charge stacks. (Once per attack)
Bleed Critical Hits apply Bleed stacks equal to 20% of the damage dealt.
Blood Magic Aura: Whenever an allied Occult or Mage Monster hits an enemy, 40% chance to inflict a Bleed stack equal to 40% of that damage.
Critical Edge Each Critical Hit grants this Monster a Charge stack.
Lifesteal Heal by 15% of the damage dealt to enemies.
Lord of the Deep Aura: Critical Hits of Aquatic Monsters apply Bleed stacks equal to 20% of the damage dealt.
Severe Hit 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.
Shocking Hit 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.

On-post-hit effects
Skill
Fatal Cut 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
Ice Spear Barrage 230
3 x 100% (300%)
damage to all enemies
Critical Hits apply Bleed stacks equal to 20% of the damage dealt
Tectonic Spikes 230
3 x 100% (300%)
damage to all enemies
Critical Hits apply Bleed stacks equal to 20% of damage dealt

On-post-hit effects
Shift Passive
 Lifelink
When landing a critical hit, heal the whole party by 20% of the damage dealt. Increases Critical Chance by 7%.
 Assault Shield
Shield by 30% of the damage dealt to enemies by critical hits. Increases Critical Chance by 7%.

Weapons[]

On-post-hit effects
Item Description

{{#if:Grim Ripper|

Grim Ripper


+40
+35
+2%
+20%
Increases damage taken by 10%. Heals by 10% of the damage done.

{{#if:Grim Ripper|

Grim Ripper+1


+60
+55
+3%
+24%
Increases damage taken by 10%. Heals by 12% of the damage done.

{{#if:Grim Ripper|

Grim Ripper+2


+85
+75
+4%
+28%
Increases damage taken by 10%. Heals by 14% of the damage done.

{{#if:Grim Ripper|

Grim Ripper+3


+120
+110
+5%
+32%
Increases damage taken by 10%. Heals by 16% of the damage done.

{{#if:Grim Ripper|

Grim Ripper+4


+170
+155
+6%
+36%
Increases damage taken by 10%. Heals by 18% of the damage done.

{{#if:Grim Ripper|

Grim Ripper+5


+240
+220
+7%
+40%
Increases damage taken by 10%. Heals by 20% of the damage done.

{{#if:Tiny Pin|

Tiny Pin


+1
+1
+15%
Increases damage by 20%. Reduces damage taken by 5%. Heals by 20% of the damage done.

{{#if:Tiny Pin|

Tiny Pin+1


+2
+2
+16%
Increases damage by 22%. Reduces damage taken by 6%. Heals by 22% of the damage done.

{{#if:Tiny Pin|

Tiny Pin+2


+3
+3
+17%
Increases damage by 24%. Reduces damage taken by 7%. Heals by 24% of the damage done.

{{#if:Tiny Pin|

Tiny Pin+3


+4
+4
+18%
Increases damage by 26%. Reduces damage taken by 8%. Heals by 26% of the damage done.

{{#if:Tiny Pin|

Tiny Pin+4


+5
+5
+19%
Increases damage by 28%. Reduces damage taken by 9%. Heals by 28% of the damage done.

{{#if:Tiny Pin|

Tiny Pin+5


+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.

After-being-attacked effects
Skill Effect
Counter Attack When getting attacked, hit the attacker for 1 x 200% Attack. Hit can't be dodged and has 20% increased Critical Chance.
Electric Field When this Monster gets attacked, 50% chance to apply Shock on the attacker.
Glare When this Monster gets attacked, apply a stack of Blind on the attacker.
Hexed Touch When this Monster gets attacked, 50% chance to apply a random Debuff on the attacker.
Hot to the Touch When this Monster gets attacked, 50% chance to apply Burn on the attacker.
Icy Skin When this Monster gets attacked, 50% chance to apply Chill on the attacker.
Poison Glands When this Monster gets attacked, 50% chance to apply Poison on the attacker.
Riposte 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.
Spiky Defense When this Monster gets attacked, 50% chance to apply Armor Break on the attacker.
Sticky Trap When this Monster gets attacked, apply a stack of Tether on the attacker.