Passive skills are skills that cannot be used directly in battle. Instead, they provide additional effects, abilities, and stats to the Monster, party, or enemy. Typically, passives only impact the Monster that learns them, unless they are an Aura or Unique Aura. Multiple instances of the same passive can stack, except for Unique Aura passives.
Stat Boost Passives[]
These passives affect a Monster's stats, equipment, elemental damage, weaknesses, and resistances, as well as modify the properties of their active skills.
Skill | Effect | |
---|---|---|
Attack Plus | Improve rating by 1 | |
Magic Plus | Improve rating by 1 | |
Defense Plus | Improve rating by 1 | |
Health Plus | Improve rating by 1 | |
Mana Plus | Improve rating by 1 | |
Crit Chance Plus | +5% Critical Chance | |
Crit Damage Plus | +15% Critical Damage | |
Improved Mana Regen | +20% Mana Regeneration | |
Skill | Effect | |
---|---|---|
Crit Chance Focus | Critical Chance values from equipment increased by 25%. | |
Crit Damage Focus | Critical Damage values from equipment increased by 50%. | |
Defense Focus | Defense from equipment increased by 25%. | |
Health Focus | Health values from equipment increased by 25%. | |
Mana Focus | Mana and Mana Regeneration values from equipment increased by 30%. | |
Ring Focus | Ring equipment values are increased by 80%. | |
Stick Focus | When this Monster has a Wooden Stick equipped, it gains 300 Attack, 60 Defense, and it Shields all allies for 600 at start of combat. | |
Critical Base | Increases Critical Chance by 15% while wearing no equipment that increases Critical Chance. | |
Aegis Chord | Shielding skills (active and passive) are increased by 10% for every instrument equipped. | |
Patron Chord | Damage taken is reduced by 5% for every instrument equipped. | |
Power Chord | Damage dealt is increased by 10% for every instrument equipped. | |
Support Chord | When applying a Buff, there is a 5% for every instrument equipped to apply an additional random Buff. | |
Skill | Effect | |
---|---|---|
Fire Affinity | Fire attacks deal 10% increased damage. | |
Critical Flames | Fire attacks have 10% increased Critical Chance. | |
Water Affinity | Water attacks deal 10% increased damage. | |
Water Allegiance | Converts the element of all attacks to . attacks ignore . | |
Critical Liquid | Water attacks have 10% increased Critical Chance. | |
Wind Affinity | Wind attacks deal 10% increased damage. | |
Wind Allegiance | Converts the element of all attacks to . attacks ignore . | |
Critical Current | Wind attacks have 10% increased Critical Chance. | |
Earth Affinity | Earth attacks deal 10% increased damage. | |
Earth Allegiance | Converts the element of all attacks to . attacks ignore . | |
Critical Ground | Earth attacks have 10% increased Critical Chance. | |
Neutral Affinity | Neutral attacks deal 10% increased damage. | |
Critical Essence | Neutral attacks have 10% increased Critical Chance. | |
Skill | Effect | |
---|---|---|
Ballistics | This Monster deals 25% more damage, but has a 10% chance to miss each hit. | |
Critical Consistency | +10% Critical Damage. Critical Damage also increases non-Critical hits by 10% of the amount. | |
Critical Defense | Reduces damage taken by 10% of own Critical Damage value. | |
Defense Overload | Increases Attack and Magic by 15% of this Monster's Defense. | |
Dodging | Increases chance to dodge enemy hits by 8%. | |
Evasion | Critical Chance also increases the chance to dodge enemy hits by 20% of the value. | |
Heavy Hitter | Increases Critical Damage by 1% for every 20 Defense. | |
Hybrid Mastery | Increases Attack by 10% of this Monster's Magic and increases Magic by 10% of this Monster's Attack. | |
Life Overload | Increases Attack and Magic by 1.5% of this Monster's Max Health. | |
Life Stability | Increases Defense by 1.5% of this Monster's Max Health. | |
Mana Overload | Increases Attack and Magic by 15% of this Monster's Max Mana. | |
Mana Stability | Increases Defense by 15% of this Monster's Max Mana. | |
Overcast | Increases the Mana Cost of all attacks, healing and shielding actions by 10% and the power by 15%. | |
Static | Non-critical hits deal 20% more damage. | |
Thick Skin | This Monster takes 10% more damage from the element it's weak to. Other damage is reduced by 20%. | |
Aura Passives[]
These passives are labeled as Aura or Unique Aura. These passives affect each Monster in the player's or the enemy's party. Unique Aura passives do not stack when multiple instances of the same passive are present. Monster type Auras exclusively affect Monsters of the corresponding Monster type.
Skill | Effect | |
---|---|---|
Anti Curse | Aura: All Debuffs are 20% less effective on Monsters in your party. | |
Buff Celebration | Aura: As long as a Monster in your party has 4 or more Buffs at the beginning of a turn, it gains 3 Charge stacks. | |
Charge Amplifier | Aura: All Charge stacks in the party are 33% stronger. | |
Charged Banner | Aura: Whenever an allied Monster gains a Charge stack, it has a 5% chance to also gain Glory, Spellshield or Regeneration. | |
Charged Chant | Aura: Whenever an allied Monster gains a Charge stack, it has a 5% chance to also gain Sorcery, Barrier or Channel. | |
Charged Reflexes | Aura: Whenever an allied Monster gains a Charge stack, it has a 5% chance to also gain Might, Agility or Sidekick. | |
Charged Anomaly | Aura: For every 12 Charge stacks spent by an ally, it applies Chill, Shock or Weakness to a random enemy. | |
Charged Destruction | Aura: For every 12 Charge stacks spent by an ally, it applies Burn, Weakness or Armor Break to a random enemy. | |
Charged Hazard | Aura: For every 12 Charge stacks spent by an ally, it applies Burn, Poison or Shock to a random enemy. | |
Deep Wounds | Aura: Bleed damage on enemies is increased by 40%. | |
Devour | Aura: Whenever an ally knocks out an enemy Monster, it is healed by 25% of that Monster's Max Health. | |
Dominance | Aura: Enemies receive 3% increased damage for each Debuff on them. | |
Duality | Aura: Whenever a Monster in the party gets Might, 50% chance it also gets Sorcery, and vice versa. (Does not trigger with itself) | |
Empower | Aura: All Monsters in the party deal 5% more damage. | |
Energy Conversion | Aura: Whenever a Monster in the party consumes a Charge stack, it is healed by 1% of its 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. | |
Exposed | Aura: Your Monsters deal 15% more damage when attacking an enemy with Blind stacks. | |
Extra Channel | Aura: Whenever a Monster in the party gains a non-Channel Buff, 15% chance they also gain Channel. | |
Fatal Upkeep | Aura: Poison, Burn and Congeal damage dealt to enemies is increased by 20%. | |
Feast | Aura: Whenever an enemy takes Bleed damage, heal all Monsters in the party by 15% of that amount. | |
Golden Age | Aura: Whenever a Monster in the party receives an Age stack, remove a Debuff from it. | |
Heroic Party | Aura: Every Monster in the party deals 1% increased damage for each Buff on it. | |
Hunt | Aura: Increases the Critical Chance of the whole party by 4%. | |
Improved Assault | Aura: Every Monster in the party deals 3% increased damage for each Might, Sorcery and Glory Buff on them. | |
Infernal Roar | Aura: Critical Hits of allied Monsters have a 7.5% chance to apply Burn or Shock. | |
Jolly Spirit | Aura: For each Monster in the party, the first time they use a non-damaging action in combat, the skill costs 50% less Mana and grants a random Buff. | |
Mana Upkeep | Aura: Increases Mana Regeneration of the whole party by 10%. | |
Mass Mana Charging | Aura: For every 60 Mana regenerated by this Monster, apply a Charge stack to the whole party. | |
Mass Protector | Aura: All Monsters in the party receive 15% less damage from Multi-Target-Attacks. | |
Multi Barrier | Aura: Barrier (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Bulk | Aura: Barrier (Buff) and Channel (Buff) can be stacked one additional time. Additional stacks are only half as strong. | |
Multi Channel | Aura: Channel (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Glory | Aura: Glory (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Hybrid | Aura: Might (Buff) and Sorcery (Buff) can be stacked one additional time. Additional stacks are only half as strong. | |
Multi Life | Aura: Regeneration (Buff) and Glory (Buff) can be stacked one additional time. Additional stacks are only half as strong. | |
Multi Might | Aura: Might (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Offense | Aura: Sidekick (Buff) and Glory (Buff) can be stacked one additional time. Additional stacks of Sidekick have only a 50% chance to trigger. | |
Multi Regeneration | Aura: Regeneration (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Sidekick | Aura: Sidekick (Buff) can be stacked two additional times. Additional stacks have only a 50% chance to trigger. | |
Multi Sorcery | Aura: Sorcery (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Armor Break | Aura: Armor Break (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Multi Burn | Aura: Burn (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Multi Chill | Aura: Chill (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Multi Poison | Aura: Poison (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Multi Shock | Aura: Shock (Debuff) can be stacked two additional times on enemies. Additional stacks have only a 50% chance to trigger. | |
Multi Weakness | Aura: Weakness (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Potion Mastery | Aura: Potion heal effects are increased by 25%. | |
Preemptive Shield | Aura: At the start of combat, apply a Shield equal to 75% of this Monster's Defense value to the whole party. | |
Preparation | Aura: Every Monster in the party starts the combat with a random Buff. | |
Protected Offense | Aura: While under the effect of a Shield, Monsters in the party deal 10% increased damage. | |
Protector | Aura: All Monsters in the party receive 7.5% less damage. | |
Scent of Blood | Aura: Your Monsters deal 10% more damage when attacking an enemy with Bleed stacks. | |
Severe Infection | Aura: Debuffs are 10% more effective against Wounded enemies. | |
Shield Aura | Aura: All Shield effects of Monsters in the party are increased by 10%. | |
Splatter | Aura: When an enemy is knocked out, spread half of their Bleed stacks to the remaining enemies. (rounded up) | |
Static Glory | Aura: Glory (Buff) also increases non-Critical damage by 15%. | |
Stuck Tight | Aura: Attacks that target Tethered enemies have 5% increased Critical Chance for each stack of Tether on the enemy. | |
Supply | Aura: Heal all Monsters in the party by 4% of this Monster's Max Health at the start of every turn. | |
True Darkness | Aura: Whenever a Monster in the party applies a Blind stack on an enemy, 35% chance to apply a random Debuff on them. | |
Wonder Potion | Aura: Potions also remove 3 Debuffs from the target and add 3 random Buffs. (1 for Multi-Target Items) | |
Skill | Effect | |
---|---|---|
Age of Purification | Unique Aura: Whenever an ally gets an Age stack, remove a harmful Stack from all allies. (Bleed, Wound, Blind, Tether) | |
Armor Crush | Unique Aura: When a Monster in the party applies Armor Break on an enemy, 40% chance to spread it to another enemy. | |
Blinding Sparks | Unique Aura: There is a chance to apply Blind to enemies when they take Burn damage (40%) or Shock damage (20%). | |
Blood Drive | Unique Aura: Whenever an enemy takes Poison, Burn or Congeal damage, there is a 70% chance to apply a Bleed stack equal to that damage. | |
Broken Immunity | Unique Aura: Armor Break on enemies also increases chances to apply Debuffs on them by 20%. | |
Buff Corruption | Unique Aura: Weakness reduces the strength of Buffs and beneficial Stacks on enemies by 6%. | |
Buff Steal | Unique Aura: Whenever an allied Monster removes a Buff from an enemy, it steals that Buff instead. | |
Burn Down | Unique Aura: Burn (Debuff) damage dealt to enemies is increased by 50%. | |
Burning Desire | Unique Aura: Apply Shield to the party when an enemy receives Burn (Debuff) damage equal to 3% of each Monster's Max Health. | |
Chain Lightning | Unique Aura: When a Monster in the party applies Shock on an enemy, 40% chance to spread it to another enemy. | |
Channeling Balance | Unique Aura: Channel Buff also increases the damage dealt by 7.5% and reduces the damage taken by 7.5%. | |
Channeling Support | Unique Aura: Channel also improves all healing and shielding skills (active and passive) by 15%. | |
Channeling Sustain | Unique Aura: Channel also heals your Monsters by 100% of this Monster's Max Mana at the start of every turn. | |
Cleansing Burn | Unique Aura: When an ally applies Burn on an enemy or when an enemy takes Burn damage, 75% chance to remove a Buff from them. | |
Cleansing Sidekick | Unique Aura: Sidekick hits also remove a Buff from the target. | |
Combat Guard | Unique Aura: Sidekick (Buff) and Glory (Buff) also reduce the damage taken by 7.5%. | |
Congeal | Unique Aura: Chill (Debuff) deals damage to enemies at the start of their turn based on their missing Mana. | |
Corrosion | Unique Aura: Armor Break increases the Poison, Burn, Shock and Congeal damage enemies take by 20%. | |
Critical Sorcery | Unique Aura: Sorcery also increases Critical Chance by 6%. | |
Curse of Weakness | Unique Aura: When a Monster in the party applies Weakness on an enemy, 35% chance to also apply a random Debuff. | |
Demotivate | Unique Aura: Weakness (Debuff) reduces enemies' healing and shielding by 20%. | |
Disoriented | Unique Aura: Weakness (Debuff) causes enemies affected by it to have a 7.5% chance to miss each hit. | |
Electrolytes | Unique Aura: Monsters in the party have a 75% chance to remove a Debuff from themselves when they trigger Shock damage. | |
Elemental Break | Unique Aura: Armor Break (Debuff) increases enemies' weaknesses by an additional 10% and decreases their resistances by 10%. | |
Energize | Unique Aura: Monsters in the party recover 7.5% of Max Health when they trigger Shock damage. | |
Forceful Might | Unique Aura: Might also makes all attacks ignore 10% of enemy's damage reduction. | |
Forceful Sorcery | Unique Aura: Sorcery also makes all attacks ignore 10% of enemy's overall damage reduction value. | |
Frostbite | Unique Aura: When a Monster in the party applies Chill on an enemy, 50% chance to also apply Armor Break. | |
Fuel | Unique Aura: Whenever an enemy takes Burn damage, each Monster in your party gains a Charge stack. | |
Glitter | Unique Aura: For each instance of "Gold Sense" in the party, every Monster in the party deals 6% more damage and receives 6% less damage. | |
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%. | |
Igniting Gas | Unique Aura: When an enemy takes Poison (Debuff) damage, 40% chance to apply Burn. | |
Impactful Shock | Unique Aura: Shock hits have a 40% increased Critical Chance and do 10% increased base damage. | |
Improved Barrier | Unique Aura: Barrier (Buff) reduces damage received by an additional 7.5%. | |
Improved Glory | Unique Aura: Glory (Buff) increases Critical Damage by an additional 20%. | |
Improved Regeneration | Unique Aura: Regeneration (Buff) regenerates an additional 7.5% of Max Health. | |
Improved Sidekick | Unique Aura: Sidekick (Buff) damage increased by an additional 50%. | |
Incinerate | Unique Aura: When an enemy takes Burn (Debuff) damage, 40% chance to apply Armor Break. | |
Magnetize | Unique Aura: Shock on enemies causes their attacks to have a 15% chance to be redirected to the Monster in your party with the highest Defense value. | |
Mana Bolster | Unique Aura: Regeneration (Buff) and Barrier (Buff) also increase Mana Regeneration by 10%. | |
Mana Syphon | Unique Aura: Whenever an enemy takes Poison (Debuff) damage, each Monster in the party regenerates 5 Mana. | |
Martial Prowess | Unique Aura: Whenever a Monster in the party evades a hit (either by dodging or by Blind), 70% chance that they gain a random Buff. | |
Mighty Boost | Unique Aura: When an allied Monster gains Might, they gain a shield equal to 100% of their Attack and 1 harmful Stack is removed. | |
Necromancy | Unique Aura: Whenever a Monster in the party is revived, it additionally heals 25% of its Max Health, gains 3 random Debuffs and 3 Age stacks. | |
Outlast | Unique Aura: When an allied Monster gains their first, second, or third Age stack, they also gain a shield equal to 15% of their Max Health. | |
Plague | Unique Aura: Whenever an enemy takes Poison damage, 40% chance that the Poison spreads to another enemy. | |
Poisoned Nerves | Unique Aura: Poison (Debuff) also reduces enemy's Mana Regeneration by 10%. | |
Punishment | Unique Aura: Whenever an allied Monster removes a Buff from an enemy with an attack, there is 50% chance the attack deals an additional 30% damage hit. | |
Reckless Mending | Unique Aura: When an ally applies Armor Break or Chill, it regains 3% of Max Health and Max Mana. | |
Regeneration Shield | Unique Aura: Regeneration (Buff) also shields the Monster by 7.5% of its Max Health at the start of turn. | |
Renewal | Unique Aura: Whenever a Debuff or harmful Stack is removed from an ally, also Heal and Shield them by 100. | |
Restoration | Unique Aura: Regeneration (Buff) also has a 50% chance to remove a Debuff at the start of the turn. | |
Sensitivity | Unique Aura: Weakness causes enemies to take 10% increased damage. | |
Severe Cold | Unique Aura: Whenever an enemy takes Congeal damage, 65% chance to inflict a Wound stack on them. | |
Severe Upkeep | Unique Aura: Whenever an enemy takes Poison or Burn (Debuff) damage, 50% chance to inflict a Wound stack on them. | |
Shatter | Unique Aura: Chill causes attacks against enemies affected by it to have 10% increased Critical Chance. | |
Shield Crush | Unique Aura: Might also increases damage done against shielded enemies by 20%. | |
Shock Charging | Unique Aura: Whenever a Monster in the party triggers Shock damage, it gets 2 Charge stacks. | |
Sidekick Support | Unique Aura: Healing, Shield and Buffing actions are now also affected by Sidekick Buff - triggering additional heals (40% Magic), shields (40% Defense) or Buffs. | |
Sorcerous Boost | Unique Aura: When an allied Monster gains Sorcery, they gain a Shield equal to 100% of their Magic and 1 Debuff is removed. | |
Stunned | Unique Aura: Shock (Debuff) also reduces enemy's Dodge chance by 10% and their Critical Chance by 7%. | |
Sub Zero | Unique Aura: Chill causes enemies affected by it to take 10% increased damage. | |
Tenacious Barrier | Unique Aura: Barrier also makes all Debuffs 10% less effective. | |
Toxic Reaction | Unique Aura: When an enemy receives Shock damage, there is a 40% chance to apply Poison. | |
Weapon Break | Unique Aura: Enemies with Armor Break (Debuff) get their Critical Chance decreased by 10%. | |
Wildfire | Unique Aura: When a Monster in the party applies Burn on an enemy, 40% chance to spread it to another enemy. | |
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. | |
Aerial Maneuvers | Aura: Aerial Monsters in the party have an additional 8% chance to dodge enemy hits. | |
Ancient Nectar | Aura: Heal all allied Insects and Ancients by 7% of their own Max Health at the start of every turn. They start combat with Age. | |
Ancient Nurture | Aura: Healing and shielding skills (active and passive) of Ancients in your party are increased by 15%. They start combat with Age. | |
Ancient Predation | Aura: Allied Ancient Monsters start combat with a Predation and an Age stack. | |
Ancient Restoration | Aura: At the beginning of each turn, remove a random Debuff from Ancients in the party. They start combat with Age. | |
Aquatic Predator | Aura: Increases the Critical Chance of Aquatic Monsters in the party by 5% and the Critical Damage by 15%. | |
Armory | Aura: Increases the stats gained from accessories by 15% for allied Warrior Monsters. | |
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. | |
Carapace | Aura: Healing and shielding skills (active and passive) of Reptiles in your party are increased by 20%. | |
Cave Dwellers | Aura: Heal all Beast and Occult Monsters in the party by 10% of their own Max Health at the start of every turn. | |
Demonic Theft | Aura: Whenever an Occult Monster in your party attacks an enemy, it steals one Buff from the enemy. | |
Draconic Lineage | Aura: Each Dragon in the party may receive an additional stack of any Buff. Additional stacks are only half as strong. | |
Dragon Blood | Aura: Dragons in the party regenerate 9% of their Max Health each turn and have +9% Mana Regeneration. | |
Dragon Mastery | Aura: Actions by Dragons apply a Debuff to all enemies based on element. Burn, Chill, Shock, Poison, Armor Break, Support: Weakness. |
|
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) | |
Goblin Defense | Aura: All Goblins in the party receive 10% less damage and gain a random Buff at the start of every turn. | |
Goblin Offense | Aura: All Goblins in the party deal 10% more damage and gain a random Buff at the start of every turn. | |
Goblin Provisions | Aura: Heal all Goblins in the party by 10% of their own Max Health at the start of every turn and apply a random Buff. | |
Goblin Recovery | Aura: All Goblins have 15% increased Mana Regeneration and gain a random Buff at the start of every turn. | |
Goblin Science | Aura: Every Goblin gains 2 Charge stacks at the end of their turn for every Goblin in the party. | |
Goblin Smith | Aura: Increases Defense, Health, Mana, Mana Regeneration, Critical Chance and Critical Damage from equipment by 15% for allied Goblins. | |
Gorgeous Plumage | Aura: Buffs on allies and Debuffs on enemies are 8% more effective for every Bird in the party. | |
Hard Shell | Aura: All Insects and Warriors in the party receive 5% less damage and have a 15% reduced chance to receive Critical Hits. | |
Insect Charge | Aura: All Insect Monsters in your party start combat with 8 Charge stacks. | |
Intelligent Swarm | Aura: Whenever an Insect or Construct Monster in the party applies a Buff or a Debuff, it gains a Charge stack. | |
King of Beasts | Aura: Increases this Monster's damage by 5% for each Beast in the party. All Debuffs are 15% less effective on Beasts in your party. | |
Lord of the Deep | Aura: Critical Hits of Aquatic Monsters apply Bleed stacks equal to 20% of the damage dealt. | |
Magic Barrier | Aura: All Mage Monsters in the party start the combat with a shield equal to 150% of their Max Mana and receive 1% less damage for every 100 Max Mana. | |
Magic Penetration | Aura: Mage Monsters in the party ignore 20% of the target's Defense damage reduction value. | |
Master of Time | Aura: Ancients and Monsters with Aging start combat with an Age stack. | |
Nature's Wrath | Aura: All Nature Monsters in the party deal 15% more damage. | |
Occult Control | Aura: Occult Monsters in the party receive 3.5% reduced damage from a debuffed enemy for each Debuff on them. | |
Optimal Performance | Aura: While under the effect of a Shield, Constructs in your party receive 10% less damage and are 10% more resistant to Debuffs. | |
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. | |
Pecking Order | Aura: Every attack of a Bird triggers an additional hit equal to 30% of Attack or Magic value. (Depending on the attack) | |
Phoenix Heritage | Aura: Each Aerial and Bird Monster in your party applies Burn on a random enemy after each action. | |
Polluted Water | Aura: Debuffs are 10% more effective against enemies for every Aquatic Monster in the party. | |
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. | |
Rampage | Aura: Increases the Critical Chance and Critical Damage of Beast Monsters in the party by 10%. | |
Sheltered Nature | Aura: All Nature Monsters in the party start the combat with a shield equal to 25% of their Max Health and receive 1% less damage for every 1000 Max Health. | |
Skirmish | Aura: When allied Beasts or Reptiles spend a turn without attacking, apply Bleed on enemies equal to 5% of their current Health. (2% vs. Champions, Infinity Arena) | |
Slime Infestation | Aura: Each Slime in your party applies Armor Break on a random enemy after each action. | |
Slimy Support | Aura: Healing and shielding skills (active and passive) of Slimes in your party are increased by 20%. | |
Spawn of Champions | Aura: Aquatic and Warrior Monsters in the party start with Might, Glory, or Regeneration. They can gain an additional stack of those Buffs. | |
Spirit Strength | Aura: Buffs are 20% more effective on Spirit Monsters in the party. | |
Spirit World | Aura: Spirit Monsters in the party have an additional 8% chance to dodge enemy hits. | |
Sprawl | Aura: Each Nature Monster in the party gains a random Buff after each action. Non-damaging actions also apply a random Debuff on an enemy. | |
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. | |
Steampunk | Aura: Each Construct in your party applies Shock on a random enemy after each action. | |
Tailwind | Aura: Increases the Critical Chance of Aerial Monsters in the party by 7%. | |
Tranquility | Aura: Each Nature and Spirit Monster in your party applies Weakness on a random enemy after each action. | |
Trickster Spirit | Aura: Whenever a Spirit Monster in the party applies a Buff or a Debuff, it is shielded by 4% of its Max Health. | |
Weaponry | Aura: Increases the stats gained from weapons by 25% for allied Warrior Monsters. | |
Wildlife Conservation | Aura: All Bird and Beast Monsters in the party receive 10% less damage. | |
Worm Troop | Aura: Worms in the party regenerate 20% of their Max Health each turn and have +20% Mana Regeneration. | |
Combo Passives[]
These passives always increase the Combo everytime it triggers.
Skill | Effect | |
---|---|---|
Antipode | When applying Chill or Burn (Debuffs) while the target already has the other Debuff, trigger an additional 125% damage hit. | |
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. | |
Chain Reaction | When attacking a single target, trigger Shock (Debuff) damage on all enemies. | |
Combo Buffing | Every Buff action applies one additional random Buff. | |
Combo Healing | Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 30% of Magic value. | |
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. | |
Combo Shielding | Upon using a Shield action, additionally Shield an ally with the lowest Shield by 50% of this Monster's Defense. | |
Critical Hybridization | The first critical hit of a physical attack triggers an additional hit equal to 60% of Magic value and vice versa. | |
Defense Healing | Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 50% of Defense value. | |
Defense Proc | Every attack triggers an additional hit equal to 50% of Defense value. | |
Double Impact | When exploiting an enemy's weakness with an attack, trigger an additional 50% damage hit. | |
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) | |
Flash Freeze | Trigger an additional 100% damage hit when applying Chill with an attack. | |
Healing Echo | When using a single-target healing action, also heal another ally with the lowest Health by 40% that ability's total healing amount. | |
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 Healing | Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 50% of Max Mana value. | |
Mana Proc | Every attack triggers an additional hit equal to 50% of Max Mana. | |
Power Healing | Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 50% of Attack value. | |
Proliferate | When applying a Debuff, trigger an additional 30% damage hit. | |
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. | |
Special Passives[]
Other passives that do not fall in any of the previous sections, are grouped in this section.
Skill | Effect | |
---|---|---|
Adaptive Evolution | Whenever an attack of this Monster gets resisted, gain Might and apply Armor Break on the enemy. | |
Aeons | At the start of the turn, heal 3% of this Monster's Max HP for every Age stack. (Capped at 7 stacks) | |
Aging | At the end of its turn, this Monster gains an Age stack. | |
Anti Cascade | Reduces enemy damage by 3% for every consecutive hit. (1st hit: 0% reduction, 2nd hit: 3% reduction, 3rd hit: 6% reduction) | |
Antitoxins | At the beginning of each turn, heal a random Debuff from this Monster. | |
Armor Bypass | This Monster's attacks ignore 20% of the target's Defense damage reduction value. | |
Armor Shred | Every hit has a 10% chance to apply Armor Break. | |
Assault Mastery | This Monster can receive an additional stack of Might, Sorcery and Glory. Additional stacks are only half as strong. | |
Assistance | Every heal that comes from this Monster (active and passive) has a 10% chance to apply Sidekick (Buff). | |
Attack Powered Shield | At the start of combat, apply a Shield equal to 150% of Attack value. | |
Augmented Shielding | Every shield that comes from this Monster (active and passive) has a 7.5% chance to apply a random Buff. | |
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. | |
Backstab | Hits against enemies with 70% or more Health deal 35% more damage and have 15% increased Critical Hit Chance. | |
Barricade | Every shield that comes from this Monster (active and passive) has a 4% chance to apply Barrier (Buff). | |
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. | |
Blinding Sunlight | Every Fire and every Wind hit has a 20% chance to apply a stack of Blind. (Stacks don't count as Debuffs) | |
Bolster | Healing actions apply two random Buffs to the target. (Multi-Target-Heals apply one random Buff to each target) | |
Bounty | This Monster gets 2 random Buffs when an enemy Monster is knocked out. | |
Brains over Brawn | If this Monster would gain Might (Buff), it gains Sorcery (Buff) instead. | |
Brawler | When exploiting an enemy's weakness with an attack, gain Might (Buff) and shield self by 75% of this Monster's Attack value. | |
Brawn over Brains | If this Monster would gain Sorcery (Buff), it gains Might (Buff) instead. | |
Breaking Spells | Every magical attack hit has a 15% chance to apply Armor Break. | |
Breaking Support | Every heal applied by this Monster has a 10% chance to apply Armor Break on a random enemy. This Monster can apply an additional stack of Armor Break. | |
Buff Catalyst | Buffs are 20% more effective on this Monster. | |
Buff Charging | When this Monster applies a Buff, it gains a Charge stack. | |
Buffing Heal | When applying a Buff, also heal the target by 50% of this Monster's Magic. | |
Buffing Restore | When applying a Buff, 50% chance that a Debuff is removed. | |
Buffing Shield | When applying a Buff, also apply a Shield equal to 30% of this Monster's Defense. | |
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%) | |
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. | |
Charged Healing | This Monster's healing actions are affected by Charge stacks as if they were attacks. | |
Charged Rebirth | When this Monster is knocked out for the first time in combat, consume all Charge stacks to revive it with 1% of its Max Health for every stack. | |
Charged Start | This Monster starts combat with 7 Charge stacks. | |
Charging Shield | Shield self for 60 when receiving a Charge stack. | |
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. | |
Concealed | During its first round, this Monster has an additional 25% chance to dodge enemy hits. | |
Cooling | Every hit has a 10% chance to apply Chill. | |
Copy Shield | When Shielding yourself, also apply 20% of that Shield to allies. | |
Counter Attack | When getting attacked, hit the attacker for 1 x 200% Attack. Hit can't be dodged and has 20% increased Critical Chance. | |
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 Buffs | When applying a Buff, there is a chance to also apply 2 Charge stacks, equal to this Monster's Critical Chance. | |
Critical Edge | Each Critical Hit grants this Monster a Charge stack. | |
Critical Exploit | Attacks that exploit an enemy's weakness have 10% increased Critical Chance. | |
Critical Freeze | The first critical hit of an ability applies Chill (Debuff). | |
Critical Healing | Healing actions can land a "Critical Heal" to heal for an increased amount, based on Critical Chance and Critical Damage. (Triggering any Crit-based skills) | |
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 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). | |
Curse Transfusion | For each Debuff this Monster has, it deals 5% increased damage and gains 5% Damage Reduction. | |
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. | |
Defensive Presence | At the beginning of your turn, a random Monster in the party gains Barrier (Buff). | |
Disarming Shielding | For every shield applied there is a 10% chance to apply Armor Break, Weakness or Chill to a random enemy. | |
Disease Control | Receive 4% reduced damage from a debuffed enemy for each Debuff on them. | |
Electric Field | When this Monster gets attacked, 50% chance to apply Shock on the attacker. | |
Electrify | Every hit has a 10% chance to apply Shock. | |
Emergency Channel | After an action, if this Monster has less than 30% of its mana left, gain Channel (Buff). | |
Exploit | When exploiting an enemy's weakness with an attack, gain a random Buff and shield self by 10% of Max Health. | |
Fiery Glands | For every shield applied there is a 3% chance to apply Burn (Debuff) on a random enemy. This Monster can apply an additional stack of Burn. | |
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) | |
Giantsbane | This Monster deals 5% more damage. Against enemies with a Health rating of 7 or higher, damage is increased by 20% instead. | |
Glare | When this Monster gets attacked, apply a stack of Blind on the attacker. | |
Gold Sense | Increases Gold gained after combat by 10%. (If this Monster is participating in combat) | |
Heal Mastery | Healing skills (active and passive) are increased by 20%. | |
Healing Link | Whenever another Monster in your party is healed, this Monster has a 25% chance to get healed by the same amount. | |
Healing Shield | Healing skills (active and passive) also apply a Shield equal to 20% of the amount healed. | |
Heroic Defense | Reduces damage taken by 2% for every Buff on this Monster. | |
Heroism | Deals 2% increased damage for every Buff on this Monster. | |
Hex | Every hit has a 7.5% chance to apply a random Debuff. | |
Hexed Touch | When this Monster gets attacked, 50% chance to apply a random Debuff on the attacker. | |
Hexing Support | Whenever this Monster spends a turn without attacking an enemy, apply a random Debuff on a random enemy. | |
Hibernate | If this Monster spends its turn without spending Mana, it regains 25% of its Max Health and gains Barrier (Buff). | |
Hot to the Touch | When this Monster gets attacked, 50% chance to apply Burn on the attacker. | |
Hybrid Shield | At the start of combat, apply a Shield equal to 100% of Attack and Magic value. | |
Icy Fists | Every critical hit has a 50% chance to apply Chill on enemies. This Monster can apply an additional stack of Chill. | |
Icy Skin | When this Monster gets attacked, 50% chance to apply Chill on the attacker. | |
Improved Attack | This Monster's basic attack is replaced by Improved Attack: 5 x 75% (375%) physical damage, gain a random Buff. | |
Initial Armor Break | Apply Armor Break (Debuff) on a random enemy at the start of combat. | |
Initial Burn | Apply Burn (Debuff) to a random enemy at the start of combat. | |
Initial Chill | Apply Chill (Debuff) to a random enemy at the start of combat. | |
Initial Darkness | Apply a stack of Blind on each enemy at the start of combat. | |
Initial Poison | Apply Poison (Debuff) on a random enemy at the start of combat. | |
Initial Shock | Apply Shock (Debuff) on a random enemy at the start of combat. | |
Initial Weakness | Apply Weakness (Debuff) To a random enemy at the start of combat. | |
Killing Dance | Whenever this Monster knocks an enemy out, it gains 3 Charge stacks and it regains half of the Charge stacks it used up during the attack. | |
Kindle | Every hit has a 10% chance to apply Burn. | |
Lifesteal | Heal by 15% of the damage dealt to enemies. | |
Load Up | Shield actions apply 1 Charge stack per shield. Passive shields have a 20% chance to apply 1 Charge stack. | |
Lucky Hit | Critical Hits have a 17% chance to deal 77% more damage. | |
Magic Attack | This Monster's basic attack is replaced by Magic Attack: 6 x 60% (360%) magical damage, gain a random Buff. | |
Magic Powered Shield | At the start of combat, apply a Shield equal to 150% of Magic value. | |
Mana Buffer | When consuming or losing Mana, shield self by 300% of that amount. | |
Mana Burn | Whenever an enemy takes Burn (Debuff) damage, regenerate 10 Mana. | |
Mana Charging | For every 40 Mana regenerated, gain a Charge stack. | |
Mana Funnel | Before an action, there is 10% chance for every 100 Max Mana to gain Might and Sorcery. This Monster can receive one additional stack of Might and Sorcery. | |
Mana Generator | Regenerate 4 Mana for every hit this Monster receives. | |
Mana Shielding | When attacking an enemy, generate a Shield equal to 20% of Max Mana for each hit. | |
Mana Symbiosis | Regenerate 5 Mana for each heal received. (Triggers on any Healing effect) | |
Maneki | Critical Hits have a 30% chance to grant Glory to a random ally. This Monster can apply Glory an additional time. | |
Meditation | Whenever this Monster spends a turn without attacking an enemy, it gains 6 Charge stacks. | |
Mentor | Whenever this Monster uses a single-target skill on an ally, they gain 2 random Buffs. | |
Mystify | When applying a Debuff, 50% chance to gain a random Buff. | |
Observe | Whenever this Monster spends a turn without attacking an enemy, shield all Monsters in the party by 50% of this Monster's Defense. | |
Phoenix Affinity | When this Monster is knocked out for the first time in combat, it is revived with 10% of its Max Health. | |
Poison Glands | When this Monster gets attacked, 50% chance to apply Poison on the attacker. | |
Poisoning Soil | Every Earth attack hit has a 15% chance to apply Poison. | |
Precision | First hit of an ability has a 20% increased Critical Chance. | |
Predation | When this Monster spends a turn without attacking, it gains a Predation stack. | |
Primal Rage | Increases the damage dealt by 5% and additional 5% for every Age stack. | |
Purify | Healing actions also remove 4 harmful Stacks (Bleed, Wound, Blind, Tether). Multi-Target-Heals remove 2. | |
Reborn from Ashes | When this Monster is revived or revives another Monster, it additionally heals 30% of its Max Health and gains 7 Charge stacks. | |
Recover | Heals 10% of this Monster's Max Health at the start of every turn. | |
Recuperate | Critical Hits regenerate 7 Mana. | |
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) | |
Remunerate | When applying a Debuff, 60% chance to gain Regeneration (Buff). | |
Revenge | Every time this Monster takes a hit, it gains a Charge stack. | |
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. | |
Saboteur's Shield | Apply Shield equal to 50% of own Defense when applying a Debuff. | |
Seismic Shocks | Every Earth attack hit has a 15% chance to apply Shock. | |
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. | |
Shared Barrier | Whenever this Monster gains Barrier (Buff), another random Monster in the party also gains Barrier. | |
Shared Glory | Whenever this Monster gains Glory (Buff), another random Monster in the party also gains Glory. | |
Shared Might | Whenever this Monster gains Might (Buff), another random Monster in the party also gains Might. | |
Shared Regeneration | Whenever this Monster gains Regeneration (Buff), another random Monster in the party also gains Regeneration. | |
Shared Sidekick | Whenever this Monster gain Sidekick (Buff), another random Monster in the party also gains Sidekick. | |
Shared Sorcery | Whenever this Monster gains Sorcery (Buff), another random Monster in the party also gains Sorcery. | |
Sheltered | While under the effect of a Shield, reduce all incoming damage by 15%. | |
Shock Support | Non-damaging actions apply Shock to 2 random enemies. | |
Shocking Current | Every Wind attack hit has a 15% chance to apply Shock. | |
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. | |
Single Strike | If this Monster is the last and only Monster during the turn to attack, it deals 25% increased damage. | |
Situational Support | When this Monster uses a non-damaging action for the first time in combat, apply a random Buff on all allies and shield them by 20% of their Max Health. | |
Smoke Screen | Non-damaging actions by this Monster apply a stack of Blind on all enemies. | |
Sorcerer | When exploiting an enemy's weakness with an attack, gain Sorcery (Buff) and shield self by 75% of this Monster's Magic value. | |
Spiky Defense | When this Monster gets attacked, 50% chance to apply Armor Break on the attacker. | |
Static Mass | 30% chance to gain a random Buff when landing a non-Critical Hit during attacks. | |
Static Strike | First hit of an ability cannot be dodged. Its base damage is also increased by 50% of Attack/Magic if it isn't critical. (30% for mass attacks) | |
Sticky Impact | Every hit has a 15% chance to apply a stack of Tether. (Stacks don't count as Debuffs) | |
Sticky Trap | When this Monster gets attacked, apply a stack of Tether on the attacker. | |
Strike Mastery | This Monster can receive an addtional stack of Might, Sorcery and Sidekick. Additional stacks are only half as strong. | |
Supercharged | As long as this Monster has 15 or more Charge stacks, its Magic is increased by 100% of its Attack. | |
Sure Strike | First hit of an ability has a 10% increased Critical Chance and cannot be dodged. | |
Taunt | When an ally would be attacked, 25% chance to redirect the attack to this Monster. (In PvP, redirecting Monster takes 15% increased damage) | |
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) | |
Toxic Feedback | Heal for 5% of Max Health at the start of each turn for each Poison on enemies. | |
Toxic Support | Every heal applied by this Monster has a 10% chance to apply Poison to a random enemy. This Monster can apply an additional stack of Poison. | |
Toxin | Every hit has a 10% chance to apply Poison. | |
Transfusion | Recover Health equal to 200% the amount of Mana regenerated. | |
Tri-Mage Healing | For every heal applied there is a 10% to apply Burn, Chill or Poison to a random enemy. | |
Trickster Buffing | For every Buff applied there is a 15% chance to apply Chill, Shock or Burn to a random enemy. | |
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. | |
Vicious | When applying a Debuff, 40% chance to gain Glory (Buff). | |
Warlock Healing | For every heal applied there is a 10% chance to apply Poison, Weakness or Armor Break on a random enemy. | |
Weaken | Every hit has a 10% chance to apply Weakness. | |
Weakening Crush | Every physical attack hit has a 15% chance to apply Weakness. | |