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Explore AniGame cards, skins, stats, and talents.
1363 of 1363 cards · Page 1 of 55
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 Fire 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).
Breaker: Decrease the DEF of all enemy familiars by 20%, and deal True damage equal to 10% of the DEF reduced.
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.
Precision: Increase the CRIT of ally familiars by 16%, and increase CRIT DMG by 25%.
Reversion [PSV]: Once your health drops below 20%, revert the stats and HP of all allied and enemy familiars back to their base stats. Your allied familiars also increase their DEF/SPD by 12% after the reversion.
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%.
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.
Rising Resolve [PSV]: While your total stats (HP, ATK, DEF, SPD) are below your opponents' total stats, increase all your stats by 8% (max HP is increased instead of HP). The first time your total stats exceed your opponents' total stats, restore 10% of your max HP.
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.
Time Attack: Deal 5% of your base ATK as Light damage. The damage increases by 50% for every turn passed.
Soul Reservoir [PSV]: At the start of your first turn, increase all allied familiars' SPELLVAMP by 15%. For each cumulative 25% of the team's max HP restored through SPELLVAMP, gain 1 Shield. Only 1 Soul Reservoir effect can be active per team.
Copycat [PSV]: On your first turn, copy one random enemy passive at 75% effectiveness (this only affects underlined modifiers). This ability becomes that ability, and applies it on the following turn.
Vengeance: Deal True damage to all enemy familiars equal to 11% of their SPD.
Overload [PSV]: When the battle starts, increase the DEF by 55% of all allied familiars. Your DEF decreases by 8% every turn after that.
Breaker: Decrease the ATK of all enemy familiars by 20%, and deal True damage equal to 10% of the ATK reduced.
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%.
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 Dark damage. If SPD is equal, the damage goes to the enemy team. Only 1 'Atmospheric Acceleration' 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.
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%.
Elemental Manipulation [PSV]: At the beginning of the battle, at the start of your turn, change the element of all familiars to Neutral 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.