Aegis11 cards
Aegis: On cast, grant all allied familiars 1 Shield(s), and permanently decrease damage taken by 4%. Each Shield prevents 1 instance of damage after being consumed.
Explore AniGame cards, skins, stats, and talents.
64 of 64 talents
Aegis: On cast, grant all allied familiars 1 Shield(s), and permanently decrease damage taken by 4%. Each Shield prevents 1 instance of damage after being consumed.
Amplifier: Increase the ATK of all allied familiars by 14% for each allied familiar of the same type as the wielder. (This effect is doubled if your team only consists of 1 familiar) Every cast, increase the elemental effectiveness of this battle by 5%.
Arcane Affinity [PSV]: At the beginning of the battle, at the start of your turn, increase the elemental effectiveness of this battle by 17% (only 1 Arcane Affinity per team can use this effect). Every round, deal 3% of the enemy's max HP as Water damage.
Arcane Affinity [PSV]: At the beginning of the battle, at the start of your turn, increase the elemental effectiveness of this battle by 17% (only 1 Arcane Affinity per team can use this effect). Every round, deal 3% of the enemy's max HP as Dark damage.
Atmospheric Acceleration [PSV]: At the beginning of the battle, at the start of your turn, increase the SPD of all allied familiars by 15%. Every round, compare the SPD of all familiars in the battlefield. The team with the highest SPD will have their SPD increased further by 3%, and the opposing team take 15% of the difference between the two teams' SPD as Electric damage. If SPD is equal, the damage goes to the enemy team. Only 1 'Atmospheric Acceleration' can be active per team.
Balancing Strike: If your HP % is lower than the enemy's HP %, deal 15% of your base HP as True damage. Otherwise, this skill deals 5% of your base HP as True damage.
Berserker [PSV]: While your health is low, increase the ATK of all allied familiars by 30%. The first time this effect activates, permanently decrease your damage taken by 13%.
Blaze: Inflict a stack of Burn to enemy familiars, dealing 10% True damage per turn, as well as reducing all healing effects on them by 75%.
Blood Surge [PSV]: When your health becomes low, increase the LIFESTEAL of all allies by 45%.
Bloodthirster [PSV]: At the start of your first turn, increase your LIFESTEAL, restoring HP equal to 18% attack damage your allies deal, as well as increasing all healing effects by 23% (up to a maximum of 50%). Every turn after that, increase your LIFESTEAL by 5%.
Breaker: Decrease the ATK of all enemy familiars by 20%, and deal True damage equal to 10% of the ATK reduced.
Brutality [PSV]: All allied familiars are surrounded by an aura of rage, storing 33% of all damage dealt by enemy familiars. On every 3rd round, deal the accumulated damage as True damage to all enemy familiars (this damage is uncapped), heal for 20% of the damage dealt, and reset the accumulated damage. Only 1 'Brutality' effect can be active per team.
Celestial Blessing : Increase your max Mana (up to 500 total) and Mana Regeneration by 18%, and heal allied familiars equal to 2x your max Mana.
Celestial Influence [PSV]: Start off the battle with 40% increased Mana Regen, while decreasing enemy familiars' Mana Regen by 14%.
Cursed [PSV]: At the start of the battle, both teams are Silenced for 2 turns. Each time an active skill is cast, the team that cast the skill takes 15% of their max HP as True damage (this effect is not stackable with familiars on your own team).
Devour: Deal 5% of max HP as True damage, and increase your base HP by 8%. This damage is increased by a % based on the difference between your base HP and the enemy familiars' base HP.
Dexterity Drive: Deal Ground damage equal to 8% of your SPD, and deal additional damage according to the difference between your SPD and enemy's SPD.
Divine Blessing [PSV]: At the start of the battle, permanently increase your ATK/DEF/SPD by 10% and gain a stack of Divine Blessing, increasing your ATK/DEF/SPD by 25% for 5 turns.
Divine Fortune [PSV]: During battle, accumulate Gold that charges this talent's power. Start with 100 Gold. At the start of your turn, toss a coin: Heads doubles your Gold; Tails reduces it by 33% (min 100). Then deal Grass damage equal to 2% of the enemy's max HP multiplied by your Gold / 200 (Gold used for damage is capped at 1000). The first time you reach 500 Gold, restore 20% HP. The first time you reach 1000 Gold, fully restore your HP and permanently increase your damage dealt and reduce damage taken by 40% (Gold cap bonuses can only be activated once per team).
Divine Fortune [PSV]: During battle, accumulate Gold that charges this talent's power. Start with 100 Gold. At the start of your turn, toss a coin: Heads doubles your Gold; Tails reduces it by 33% (min 100). Then deal Dark damage equal to 2% of the enemy's max HP multiplied by your Gold / 200 (Gold used for damage is capped at 1000). The first time you reach 500 Gold, restore 20% HP. The first time you reach 1000 Gold, fully restore your HP and permanently increase your damage dealt and reduce damage taken by 40% (Gold cap bonuses can only be activated once per team).
Divine Fortune [PSV]: During battle, accumulate Gold that charges this talent's power. Start with 100 Gold. At the start of your turn, toss a coin: Heads doubles your Gold; Tails reduces it by 33% (min 100). Then deal Water damage equal to 2% of the enemy's max HP multiplied by your Gold / 200 (Gold used for damage is capped at 1000). The first time you reach 500 Gold, restore 20% HP. The first time you reach 1000 Gold, fully restore your HP and permanently increase your damage dealt and reduce damage taken by 40% (Gold cap bonuses can only be activated once per team).
Dominance [PSV]: While your HP % is greater than or equal to the enemy's HP %, increase the ATK of allies by 17% and deal 5% of the lower of the enemy's current/max HP as True damage.
Double-edged Strike: Deal Electric damage equal to 15% of your DEF, and take 1/4 of the damage dealt to yourself.
Double-edged Strike: Deal Grass damage equal to 15% of your DEF, and take 1/4 of the damage dealt to yourself.
Elemental Drain: Deal True damage to all enemy familiars equal to 5% of their max HP, plus 3% for each unique element present in the battle (multiplied by 1.5x if only 1 familiar is on your team, and unaffected by damage cap). Additionally, heal for 20% of the damage dealt.
Elemental Manipulation [PSV]: At the beginning of the battle, at the start of your turn, change the element of all familiars to Dark and equip a Elemental Manipulation buff to your team. While the buff is active, this ability temporarily decreases DMG taken and increases DMG dealt by 4% and heals yourself for 3% of the lower of the enemies' current/max HP per turn. This buff expires when the enemy team is below 30% of their max HP.
Elemental Strike: Deal Dark damage based on 10% of your ATK.
Endurance: Buff your allies with Endurance, taking 65% less damage from normal attacks and 25% less damage from skills for 3 turns.
Evasion: Increase your EVASION by 17%, allowing you to dodge enemy attacks.
1,342 of 1,342 cards