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Explore AniGame cards, skins, stats, and talents.
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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 Electric damage.
Overload [PSV]: When the battle starts, increase the SPD by 55% of all allied familiars. Your SPD decreases by 8% every turn after that.
Amplifier: Increase the DEF 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%.
Time Attack: Deal 5% of your base ATK as Electric damage. The damage increases by 50% for every turn passed.
Regeneration: Every time this ability is cast, heal 7.5% of your HP, and add 1 stack of Regeneration (max 3 stacks), healing them for 7.5% HP per stack every turn.
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.
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).
Lucky Coin: Roll a 20 sided dice. Your allied familiars gain the amount rolled x 3 HP/ATK/DEF/SPD at random.
Protector [PSV]: When your health drops below 30%, restore the HP of all allied familiars by 20%, raise their DEF by 35%, and decrease all damage taken by 5%.
Celestial Influence [PSV]: Start off the battle with 40% increased Mana Regen, while decreasing enemy familiars' Mana Regen by 14%.
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).
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.
Vengeance: Deal True damage to all enemy familiars equal to 11% of their ATK.
Trick Room: If the enemy familiars' DEF is higher than yours, your allies gain DEF equal to 60% of the difference between the two DEF's, and simultaneously reduce their DEF by the same amount.
Lethal Clarity [PSV]: Increase your CRIT and ATK by 12%. Every turn after that, increase your CRIT by 2%. Whenever you inflict a CRIT, heal for 45% of the damage dealt.
Double-edged Strike: Deal Dark damage equal to 15% of your ATK, and take 1/4 of the damage dealt to yourself.
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 Electric 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).
Foul Play [PSV]: Whenever enemy familiars increase their basic stats or heal, increase your stats by 30% of the amount as well. Only 1 'Foul Play' effect can be active per team.
Final Verdict [PSV]: At the beginning of battle, at the start of your turn, place the enemy team under Judgement. Compare both teams' base HP, ATK, DEF, and SPD. For each stat where the enemy team is higher, gain 1 Judgement counter, reduce that matching enemy stat by 6%, and if more than 1 Judgement counter is placed, reduce their Mana Regen by 10%. After 3 rounds, deliver the verdict, dealing True damage equal to 10% of the enemy team's max HP for each Judgement counter. This damage is unaffected by damage caps. This talent can only activate once per battle, and only 1 Final Verdict can be active per team.
Pain For Power: Sacrifice 7% of your allies current HP to increase the ATK and SPD of all allied familiars by 30%.