Onmyoji Arena Shikigami

What you need to know about the Onmyoji Arena shikigamis abilities, story, skins, item builds and more from Onmyoji Arena Central.

ShikigamiPosition
AoandonMage
AobozuSamurai
ChinMarksman
DodomekiMarksman
EbisuSupport
EnenraMage
FutakuchiMarksman
HakuroMarksman
HanaSupport/Mage
HanganMage
HannyaSamurai
HiganbanaMage
HiyoribouSupport
Hone OnnaNinja
HouougaTank
Ibaraki DojiSamurai
IchimokurenSupport
InugamiSamurai/Ninja
InuyashaSamurai
ItsumadeNinja
Ittan-momenNinja/Mage
JikikaeruMarksman
JorogumoSamurai/Ninja
KaguyaSupport
KamaitachiSamurai
KankoMarksman
Karasu TenguSamurai/Tank
KikyoMarksman
KingyoMage
KiyohimeMage
KomatsuMarksman
KosodenoteNinja
KubinashiMarksman
KuroTank/Samurai
Kuro MujouSamurai
KusaSupport
Kyonshi AniTank
Kyonshi ImotoNinja
Kyuumei NekoNinja
Lord ArakawaMage
MaestroMage
MannendakeNinja
MenreikiMage
MiketsuMarksman
MomijiMage
MomoSupport
MoubaTank
OitsukiMage
OnikiriSamurai/Ninja
OotenguMage
PuppeteerSamurai
RyomenSamurai
Samurai XTank
SatoriSamurai
SesshomaruNinja
ShiroMage
Shiro MujouMage
ShishioSamurai
Shuten DojiSamurai
SusabiMage
TamamonomaeMage
TanukiTank
UbumeNinja
UmibozuTank/Support
VampiraTank
YamakazeNinja
YamausagiSupport
YamawaroTank
YashaNinja
Yoto HimeSamurai/Ninja
YoukoMarksman
YukiSamurai
Yuki OnnaMage
YumekuiTank
EnmaMarksman/Mage
TessoMarksman
Yoh AsakuraSamurai
Anna KyoyamaMage
AsuraSamurai
IzayaMage
EnmusubiSupport
UngaikyoMage
KidomaruMarksman/Ninja
Rukia KuchikiSamurai/Ninja
Ichigo KurosakiSamurai
Suzuka GozenMarksman
Takiyasha HimeSamurai
KujiraSamurai
KaininNinja
Dai ShimeiMage
AoriMage
BakekujiraSupport
Kani HimeTank
OotakemaruSamurai
ShiranuiMage/Ninja
MushishiSupport
ZashikiTank
NekomataMarksman
Hako ShoujoSupport
HakuzosuNinja
ShouzuSupport
KiseiMage
KamimaiNinja
FuriNinja/Samurai
KinnaraMarksman

Aoandon

Lantern Support (Passive)

Passive effect: For every 1 MP lost, Aoandon’s MP recovery effects are increased by 0.8%(+0.05%*Level).

Butterfly Shadow (1)

Aoandon enters Butterfly Shadow state and attack range increases up to 675 yards. Each basic attack will cost 30+17% of current MP and deal 20(+10.5% (Every 80Ability Power increases 1%)Current MP) magic damage to target and enemies around the target.

When attacking non-shikigami units, used MP will be decreased to 9+6% of current MP. Damage decreases down to 60% when attacking minions.

Ghostly Light (2)

Aoandon opens a portal of ghostly light at the designated position for 4 seconds. When enemies pass through the portal, they take 75(+40% Ability Power) magic damage and a 20% decrease in Movement Speed which lasts for 2 seconds. When allies pass through the portal, Movement Speed is increased by 40% for 2 seconds.

Soul Drain (3)

Aoandon lights up her Soul Drain to attack towards the specified direction, dealing 75(+40% Ability Power) magic damage to enemy shikigami within range while restoring 25(+1%Max MP) MP for ally shikigami within range. If it hits an enemy shikigami, it will restore (+25% (Every 16.67Ability Power increases 1%)MP Lost) MP for herself, while if it hits minions or monsters, her MP will be restored 50%.

Ghost Story Lantern (Ultimate)

Aoandon summons Lantern Support on the specified location to drain the souls of nearby enemy shikigami for 2 seconds. It can deal up to 400(+110% Ability Power) magic damage and decrease target’s Movement Speed by 20%. When the lantern fades out, enemies within the attack range will be stunned for 1.25 seconds.

Aobozu

Buddha’s Image (Passive)

Passive effect: If Aobozu takes damage greater than or equal to 35% of his Max HP within 5 seconds, all control effects are removed from him. Lasts for 1 seconds.

Meditation (1)

Aobozu chants Buddhist scripture, continuously recovering Zen. During this time, he receives a damage reduction effect of 8% for up to 4 seconds. When the chanting ends or when he uses this ability a second time, he deals 50(+40% Bonus Attack) physical damage to surrounding enemies and adds another damage reduction effect of 8% to himself for 4 seconds.

Each point of Aobozu’s Zen increases the damage dealt by this ability by 1% and extends the duration of the damage reduction effect by 0.01 seconds.

Buddha’s Heart Form: Increases speed at which Zen is gained.

Demonbane Form: Aobozu will continuously recover Corruption. Using other abilities during this period will end accumulation and deal damage. After an ability is used, he will gain a Haste effect.

Divine Greatness (2)

Aobozu waves his staff in the designated direction, dealing 50(+50% Bonus Attack) (+4%BonusMax HP) physical damage and a 40% Slow for 1.5 seconds to enemies within range. Also adds a Buddha’s Heart mark that lasts for 5 seconds. When this mark stacks 2 times, Aobozu will automatically trigger the mark upon dealing damage to the target, dealing an additional 80(+80% Bonus Attack) (+8%BonusMax HP) physical damage and restoring 20(+60% Bonus Attack) (+6% HP Lost) HP to himself.

Every point of Zen increases the damage dealt by this ability by 1%.

Buddha’s Heart Form: When Zen exceeds 125.0, enemies hit by this ability will directly gain the No. 2 stack of Buddha’s Heart mark.

Demonbane Form: Increases the damage dealt by this ability and decreases cooldown time.

Fortification (3)

Aobozu charges in the designated direction in the designated direction, dealing 50(+50% Bonus Attack) (+7% Target Max HP) physical damage to enemies along the way. If he hits an enemy shikigami, he will stop charging and fling the enemy behind him.

Every point of Zen increases charge distance and knockup time by 0.004 seconds.

Demonbane Form: Increases damage dealt by this ability and significantly decreases cooldown time. Changes fling effect to knockup effect.

Everything is Empty (Ultimate)

Passive trigger: The first time Aobozu learns this ability, he must choose between Buddha’s Heart Form and Demonbane Form.

While in Buddha’s Heart Form, Aobozu’s upper Zen limit will be increased from 100 to 150.

While in Demonbane Form, Zen will be changed to Corruption. Corruption will not decrease over time; using Divine Greatness and Fortification will consume Corruption.

Active effect:

Buddha’s Heart Form: Aobozu summons a magic circle in the designated area, dealing magic damage to enemies inside. Also inflicts Stun on targets in the magic circle’s center and a Slow effect on targets at the outer edge.

Demonbane Form: Aobozu jumps to the designated area, dealing physical damage to enemies within range. If this ability manages to KO an enemy shikigami, then it will immediately and fully restore Corruption and refresh this ability.

Chin

Chin Poison (Passive)

Passive effect: Chin shoots 2 feathers on the 5th basic attack, with each feather dealing (+65% Attack) of basic attack damage.

Corrosive Poison (1)

Passive Trigger: Chin’s basic attack will add a layer of [Corrosive Poison] to the target, under which the target will receive 1(+0.3*Level) true damage. After stacking 4 layers of Corrosive Poison, the target will instantly receive (+3% Target Max HP) physical damage. Can deal up to200 physical damage to monsters.

Poison Feathers (2)

Chin summons feathers that surround her, increasing Attack Speed by 20% for 7 seconds. For the duration of the effect, each of Chin’s basic attacks inflict 1 additional feather attack on the target, dealing additional 30(+20% Bonus Attack) physical damage.

Mass Poison (3)

Chin throws a poison feather in the designated direction. This releases poison when it hits an enemy, dealing 60(+40% Bonus Attack) physical damage and a 30% Armor reduction for 4 seconds to the target and nearby enemies.

Flower of Poison (Ultimate)

Chin leaps backward and shoots feathers forward while in mid-air, inflicting 250(+100% Bonus Attack) physical damage and a 40% Slow for 2 seconds on all enemies in an 800-yard cone. Afterward, Chin lands in the direction indicated by the joystick. Chin is immune to all damage while airborne.

Dodomeki

Ghost Eye (Passive)

Passive trigger: When Dodomeki uses abilities to deal damage once to enemy shikigami or uses basic attacks to deal damage 3 times to any enemy, 1 Ghost Eye will be opened. If 5 Ghost Eyes are opened at the same time, she will enter the Evil Light state for 4 seconds, during which if she attacks an enemy with basic attacks, 5 Ghost Eyes will attack the target in turn with each one dealing (8(+1.5*Level) /14(+3*Level) /{20(+4.5*Level) /26(+6.5*Level) /32(+8*Level) } magic damage. (Damage will be increased when Dodomeki’s Attack Speed reaches 130%/160%/195%/225%.) During the duration time of Evil Light, if Dodomeki seals an enemy shikigami, Evil Light will be extended by 2.5 seconds.

Dodomeki can’t launch critical strikes, every 1% of Crit Rate will be converted to 0.4% Spell Vampire. Limit: 15%.

Flaming Eye (1)

Dodomeki releases 3 Flaming Eyes in the specified direction to deal 80(+60% Bonus Attack) magic damage to enemies in their path and leave marks on the ground. The marks will explode after a short delay and deal 40(+30% Bonus Attack) magic damage to enemies on the marks.

Gaze (2)

Dodomeki releases a Haunting Eye to the specified enemy to deal 50(+40% Bonus Attack) magic damage and create a gaze area to the target position to deal 10(+15% Bonus Attack) magic damage to enemies within the range every 0.5 seconds and restore 8(+1% HP Lost) HP while also decreasing enemy’s Armor and Magic Resist by 10% over 5.0 seconds.

Deadly Gaze (3)

Dodomeki releases a Haunting Eye in the specified direction to deal 70(+50% Bonus Attack) magic damage to enemies in its path. If she uses the ability again within the duration time when the Haunting Eye is flying, she will quickly dash to the current position of the Haunting Eye.

Cursed Eye (Ultimate)

Dodomeki releases Cursed Eye in the specified direction. Cursed Eye will create a Cursed Realm lasting for 3.0 seconds after a short delay when arriving at its destination and inflict a Fear effect on enemies within its range for 0.8 seconds while also dealing 60(+50% Bonus Attack) magic damage every 0.5 seconds.

If she uses the ability again during the time when the Cursed Eye is flying, the latter effect can be triggered instantly.

Ebisu

Karmic Reward (Passive)

Passive: For every 1% MP Ebisu loses, he gains 2% MP Regen.

Fivefold Blessing (1)

Ebisu conjures good fortune, healing himself and nearby allied units, restoring 19(+10% Ability Power) HP every 0.5 seconds for 3 seconds. He also increases his Movement Speed by 30% for 3 seconds. This Movement Speed bonus gradually weakens over time.

Casting the Hook (2)

Ebisu casts his fishing line at the designated position. If an enemy shikigami is hit, he will pull on it two times. If he doesn’t hit anything, he enters the Fishing state (which can be interrupted by moving or casting spells).
Tap again to reel in the fishing line, and pull the enemy shikigami towards Ebisu, dealing 120(+50% Ability Power) Magic Damage.

Fickle Fortune (3)

Ebisu deals 100(+50% Ability Power) Magic Damage and a 0.5 second Stun to enemies in a small forward area.

Carp Banner (Ultimate)

Ebisu summons forth a lucky Carp Banner to protect allied shikigami in the surrounding area. Friendly shikigami that enter this area receive a (+5% Max HP) heal and are purified. An additional 30(+10% Ability Power) HP is regenerated per second. Ability lasts for 6.5 seconds.

Enenra

Ghostly Shield (Passive)

When Enenra’s HP drops below 30%, Stealth will be activated for 0.8 seconds. When Stealth ends, an avatar is summoned, confusing enemies.

Greedy Spirit (1)

Enenra release a greedy smoke spirit in the specified direction. The greedy spirit swallows the first enemy shikigami it meets along the way for 1.1 seconds. The swallowed shikigami will take 100(+40% Ability Power) Magic Damage.

Naughty Spirit (2)

Enenra throws a naughty smoke spirit in the designated direction. The naughty spirit explodes when it comes in contact with an enemy, dealing 120(+75% Ability Power) Magic Damage to enemies in range.

Shadow Maze (3)

Enenra summons three spirits in the designated position. The spirits will be on alert for 4 seconds. If they discover an enemy during this period, they will automatically chase the enemy and explode when nearby, inflicting 50(+30% Ability Power) magic damage and 20% Slow for 1 seconds. When more than one spirit hits the same unit, the subsequent damage will be reduced by 40%.

Irritable Spirit (Ultimate)

Enenra summons an irritable smoke spirit in the designated position. The irritable spirit continuously stores energy, inflicting 40% Slow on nearby enemies during this period. After storing energy, it deals 260(+60% Ability Power) magic damage to enemies within range. For every 1 second more the irritable spirit stores energy, damage will increase by 30%. The maximum time for storing energy is 3 seconds.

Tapping the ability button again will immediately detonate the irritable spirit.

Futakuchi

Gonna Blow (Passive)

Passive effect: Using ability increases Futakuchi’s Attack Speed by 15%(+4.25%*Level) for 5 seconds. Effect cannot be stacked.

Scary (1)

Futakuchi is scared of her enemies. When she hits, the enemy’s Armor and Magic Resist are reduced by 2.3% for 5 seconds. Effect can be stacked up to 5 layers.

Surprise! (2)

The demonic spirit on Futakuchi’s head launches a sneak attack, dealing 90(+100% Attack) magic damage to enemies in a rectangle in the designated direction.

Don’t Go! (3)

Futakuchi jumps towards the designated position. When she lands, she inflicts 90(+50% Ability Power) magic damage and 60% Slow for 1 seconds.

I’m Sorry! (Ultimate)

When Futakuchi apologizes, the malicious entity on the back of her head grows in strength and perception, enabling her to shoot energy bullets 3 times to enemies within a radius of 2000 yards. Each bullet can deal 180(+90% Bonus Attack) (+6% Target HP Lost) physical damage to the target and surrounding enemies. Other shikigami can block the bullet on the way it flies. Can deal up to 800 physical damage to monsters.

Hakuro

Perfect Shot (Passive)

Passive Effect: Hakuro’s range increases as she levels up, with every level adding 7 yards.

Swift (1)

Hakuro stops attacking and enters Swift state, gradually gaining a Movement Speed bonus of 20%. This state is ended when damage is taken or dealt.

Passive trigger: Hakuro’s Crit Rate is increased by 6%.

Scatter (2)

Hakuro shoots multiple arrows in the designated direction, dealing 100(+100% Bonus Attack) physical damage to enemies they hit.

Mind’s Eye (3)

Active effect: Hakuro focuses her ki. Each basic attack in the 8 seconds that follows deals an additional (+4% Target Max HP) magic damage. Deals a maximum of 60 damage to monsters.

Non-Self (Ultimate)

Hakuro has penetrated the illusion of self, channeling all her energy into a single, powerful arrow that deals 200(+100% Bonus Attack) Physical Damage and Knockback to all targets that are hit along its flight path. With each unit hit, damage is reduced by 10%, to a minimum of 50%.

Hana

Nectar (Passive)

Passive effect: Hana will form a Nectar realm 500 yards around her continuously. When she uses abilities to deal damage, the Vigor of the realm will increase. At maximum Vigor stacks, if there are ally shikigami within the Nectar realm that do not have full HP, Hana will restore 60 HP to both herself and the ally shikigami with the lowest HP.

If there are no ally shikigami within the Nectar realm that do not have full HP, Hana will automatically restore health when Vigor is fully stacked next, or after 2.5 seconds.

Loyal Flock (1)

Hana releases all flying birds around her in the designated direction to deal 120(+60% Ability Power) magic damage to any hit targets and inflicts a 30% slow effect for 1.5 seconds. Flying birds will scatter after hitting an enemy shikigami or monster, then will fly toward an ally shikigami within the Nectar realm after a short delay, giving them a shield that can absorb 20(+6*Level) (+30% Ability Power) damage and dealing 60(+30% Ability Power) magic damage to any enemies hit on the way. The same target will only take damage once.

Painting Realm (2)

Hana enters the painting for 5 seconds, during which her movement speed will be increased by 40% and 4 flying birds will be sent out and fly around her. If a flying bird touches an enemy, it will deal 45(+40% Ability Power) magic damage to the enemy. If Hana uses an ability or launches a basic attack, she will leave the painting in advance and lose her movement speed increase.

Flower Realm (3)

Hana forms a flower realm at the designated position to deal 50(+40% Ability Power) magic damage to enemies within the range. When Hana’s ability or an ally shikigami’s basic attack hits enemy shikigami within range, it will immobilize them for 0.6 seconds. This effect has a 1.0-second cooldown against the same target.

Fragrant Flowers (Ultimate)

Hana activates the Nectar realm to deal 50(+25% Ability Power) magic damage to enemies within range. After 2 seconds, she will pull all enemies within the realm towards herself to deal an additional 150(+75% Ability Power) magic damage, while restoring 250(+50% Ability Power) HP for herself.

Hangan

Book of Life (Passive)

Passive effect: Hangan is in charge of the Book of Life and grants Aegis for dying ally shikigami for 2.5 seconds. Shikigami under protection can’t perform any operations. It also takes effect on Hangan.

Every time Hangan defeats an enemy, the enemy’s soul will be absorbed into the Book of Life. Can absorb up to 40 souls. If he is slain, 10 souls will be lost.

Soul Devour (1)

Passive trigger: Every 1 soul in the Book of Life increases his Ability Power by 3.

Bind (2)

Hangan fires a magic charm in the designated direction, inflicting 110(+60% Ability Power) magic damage and a 1.25-second Stun on the first enemy it hits. After that, it continues flying for a certain distance, inflicting damage and Stun on all enemies it hits.

Death Writ (3)

Brush in hand, Hangan marks the passage from life to death. After a short delay, all enemy units in the designated area take 90(+45% Ability Power) magic damage, and are slowed by 30% for 1 seconds.

Death Penalty (Ultimate)

Brandishing his brush, Hangan hands down judgement in the designated direction, dealing 360(+90% Ability Power) Magic Damage to all enemies caught in his path.

Hannya

Two-faced Devil (Passive)

Passive Effect: When making a ranged attack, this ability deals additional damage to enemies with more than 50% HP. In the Melee state, it deals additional damage to enemies with less than 50% HP.

Heart of Jealousy (1)

Passive trigger: After Hannya hits an enemy with an ability, he will use Inner Demon to mark that enemy. Dealing damage to the target again will detonate the Inner Demon and deal 20(+16% Attack) physical damage. Melee state will cause an additional 20% Slow effect for 2 seconds.

Ghoul Mask (2)

Hannya fires a ghoul mask in the designated direction and pulls it back after a certain distance. Enemies hit by the mask take 10(+55% Attack) Physical Damage.

Blood Grenade (3)

Hannya lobs a Blood Grenade at the designated position. After a short delay, it deals 10(+5.5% Max HP) physical damage and a 30% Slow effect for 2 seconds. If it hits an enemy shikigami, Hannya will receive a 20% Haste that lasts for 2 seconds.

Inner Demon (Ultimate)

Hannya releases his inner demon and charges in the designated direction, knocking back the enemies it hits a short distance and dealing 200(+20% Bonus Attack) physical damage. At the same time Hannya enters the Melee state and receives 400 HP, 25 Armor, 20 Magic Resist, 20 Attack Damage, and 10% Haste for 15 seconds.

Higanbana

Blooming Earth (Passive)

Passive trigger: When Higanbana’s abilities hit an enemy, she restores 20(+35% Ability Power) (+10*Level) HP to self.

Deadly Blooms (1)

Higanbana releases Deadly Blooms to specified enemies. After hitting a target, it will explode and deal 80(+45% Ability Power) magic damage to the target and enemies around the target, deals 1.25 times damage to minions and absorbs 20 flower souls.

If hitting a target marked with the Flower Seal, the explosion range of Deadly Blooms will be increased and a shield that can absorb 50(+12*Level) (+30% Ability Power) damage will be added.

Bloom Shadow (2)

Higanbana releases flower seeds in the designated direction to deal 60(+30% Ability Power) magic damage to enemies on the way and increase movement speed by 50% over 1.5 seconds. If it hits an enemy shikigami, it can absorb 30 flower souls. After the flower seed flies its max distance, it will fly back to Higanbana. On the way it flies back, it will deal 60(+30% Ability Power) magic damage to enemies on the way. If it hits an enemy shikigami, it will explode and inflict a Stun effect on enemies within the range for 1.2 seconds.

Blood-soaked Flowers (3)

Higanbana summons a sea of flowers lasting for 4 seconds in the specified area. Sea of flowers will expand gradually to inflict a 16% Slow effect and deal 15(+10% Ability Power) magic damage per second and add a Flower Seal mark on any enemy shikigami who haven’t left the sea of flower within 1 seconds. During the duration of the mark, if she hits the target with Deadly Blooms or Bloom Shadow, the mark will be ignited and deal 70(+55% Ability Power) magic damage.

If an enemy shikigami within the sea of flower moves or uses different abilities, Higanbana will gain a number of flower souls.

Higanbana can regen 1 layer of Blood-soaked Flowers every 11 seconds. Can store up to 3 layers.

Underworld Flowers (Ultimate)

Higanbana summons Underworld Flowers at the specified location for 3 seconds to deal 25(+12% Ability Power) magic damage every 0.5 seconds to enemies within the range. When summoning the Underworld Flowers, the more flower souls she possesses, the higher the damage will be. Can be increased by up to 1.8 times. If there are enough flower souls, all flower souls will be used to deal 150(+60% Ability Power) extra magic damage to enemy shikigami on the edge of the Underworld Flowers and inflict a 95% Slow effect for 1.5 seconds.

Hiyoribou

Pray for Sunshine (Passive)

Passive effect: While Hiyoribou’s sunshine doll is following an allied shikigami, it will provide them with 20(+2*Level) Armor and Magic Resist while also assisting the target with basic attacks. Once the sunshine doll is 1200 yards away from Hiyoribou, it will no longer follow the allied shikigami.

Warm Day (1)

Hiyoribou casts Warm Day at the designated position. After a short delay, Warm Day will advance in the opposite direction of Hiyoribou, dealing 45(+30% Ability Power) Magic Damage and inflicting a 35% Slow effect to all enemies in its path, lasting 1 seconds. After Warm Day flies its max distance, it will fly back to the sunshine doll, dealing 90(+50% Ability Power) Magic Damage to enemies on the way.

If Warm Day hits an enemy shikigami while flying, it will restore 30(+45% Ability Power) (+6% Target HP Lost) HP to allied shikigami it meets afterward.

Sunny Companion (2)

Hiyoribou makes the sunshine doll follow a designated allied shikigami. The sunshine doll will assist the target with basic attacks, dealing 25(+30% Ability Power) Magic Damage to the enemy.

Scorching Sunlight (3)

Hiyoribou makes the sun rise for 2 seconds and shine in the designated direction, dealing 20(+12% Ability Power) magic damage to enemy shikigami it shines upon. If an enemy shikigami in range is facing Hiyoribou, then 1 stack of Burning Eyes will be added every second for up to 5 stacks, gradually reducing their range of vision.

If the Sunshine Doll is in its following state, then it will also cast Scorching Sunlight in the same direction.

Noontime Sun (Ultimate)

Hiyoribou makes the sunshine doll follow a designated allied shikigami. If the followed shikigami takes fatal damage within 5 seconds of being followed, the sunshine doll will make them immune to all damage for 2.5 seconds.

Hone Onna

Resentment (Passive)

Passive effect: When Hone Onna attacks a target with HP lower than 50%, she will deal extra magic damage equal to 8%-12% of target’s Max HP. Extra damage increases as level increases.

This effect can only take effect once on the same target within 8 seconds. Can deal up to 600 magic damage to monsters.

Bone Birth (1)

Passive trigger: Hone Onna is reborn after using this ability and her next attack inflicts 3 lots of physical damage to enemies in range, with each strike dealing 17(+40% Attack) damage. Attack effects may be triggered.

Bone Sword (2)

Hone Onna swings her weapon, dealing 90(+80% Bonus Attack) physical damage to enemies in a 300-yard radius, and decreasing their Movement Speed by 30% for 0.5 seconds.

Glimmer Bone (3)

Hone Onna flashes to the designated position, dealing 75(+40% Bonus Attack) Physical Damage to all enemies within range.

Triple Slash (Ultimate)

Active effect: Silent as the grave, Hone Onna enters the Stealth state. In the Stealth state, all collisions are ignored and Movement Speed is increased by 20% with 25% damage reduction for at most 2 seconds. Attacking or using abilities will immediately cancel the effect. This ability can be used once every 1 seconds, with a maximum of 3 uses in 16 seconds.

Passive trigger: Defeating or assisting to defeat an enemy shikigami resets the cooldown of Hone Onna’s other abilities.

Hououga

Nether Fire (Passive)

Passive effect: Hououga’s abilities add the Nether Fire effect to targets, dealing (+0.6% (Every 12.5*Level increases 1%)TargetMax HP) magic damage per second and reducing HP Regen by 25% for 3 seconds. Can’t be stacked but duration can be refreshed. Damage dealt to monsters can’t exceed its limit.

Chaos Firespark (1)

Passive trigger: Every level of Firespark enhances one ability.

Lv. 1 – [Flame Wing] increases Movement Speed by 40% for 2 seconds.

Lv. 2 – [Prison of Flames] increases Shield by 50(+10% Max HP) for 2 seconds.

Lv. 3 – [Nether Fire] increases Damage by 20%.

Lv. 4 – [Phoenix Resurrection] increases Slow effect to 50%.

Lv. 5 – [Phoenix Resurrection] increases Damage by 20%.

Flame Wing (2)

Hououga summons a phoenix that flies forwards, inflicting 90(+50% Ability Power) magic damage and a 30% Slow for 1.5 seconds on enemies in its path.

Prison of Flames (3)

Hououga attacks adjacent nearby with her sash, dealing 75(+40% Ability Power) Magic Damage. Once the sash is fully extended, Hououga pulls her enemy back to the center.

Phoenix Resurrection (Ultimate)

Hououga sacrifices herself to transform into phoenix fire to deal 90(+20% Ability Power) magic damage and inflict a 40% Slow effect to surrounding enemies. Phoenix fire possesses 40% of her Max HP and (80+50% of her Armor and Magic Resist) and will be destroyed after receiving a certain amount of damage. If it is not destroyed in 2.5 seconds, Hououga will explode the fire to deal 150(+15% Target Max HP) magic damage with restoring (+25% Max HP) HP for herself. Can deal up to 1000 magic damage to monsters.

Ibaraki Doji

Demonic Might (Passive)

Passive effect: 3% of Ibaraki Doji’s HP bonus will be converted into Armor.

Rashomon (1)

Passive trigger: Ibaraki Doji suppresses all enemy shikigami in a 400-yard radius, lowering their Attack Speed by 10%.

Fearless Fire (2)

After using an ability, Ibaraki Doji receives a 30% Movement Speed bonus. His next basic attack deals 25(+70% Attack) 2-stage physical damage and Knock Up effect. The ability state lasts for 4.5 seconds.

Six Realms of Hell (3)

Ibaraki Doji summons up Pandemonium, dealing 20(+14% Attack) physical damage to nearby enemies every 0.49 seconds for 5 seconds. 12.5% of damage dealt is restored to Ibaraki Doji as HP, up to a maximum of 80 HP each time.

Infernal Hand (Ultimate)

Ibaraki Doji summons Infernal Hand to attack the designated enemy shikigami, inflicting 280(+30% Target HP Lost) magic damage and Immobilize for 1 seconds.

Whenever this ability KO’s an enemy shikigami, AoE damage is triggered, dealing 280(+30% Target HP Lost) magic damage to enemies within range.

Ichimokuren

Wind Amulet: Dash (Passive)

Ichimokuren increases the Movement Speed of ally shikigami in a 800-yard range by 7%.

Wind Amulet: Damage (1)

Ichimokuren shoots tracking wind amulets at up to two nearby enemies, inflicting 80(+50% Ability Power) magic damage and 40% Slow for 2 seconds. Slow Effect decreases along time.

Wind Amulet: Reprimand (2)

Ichimokuren releases a whirlwind, dealing 100(+60% Ability Power) magic damage and a 0.8-second Knockup to enemies caught within.

Wind Amulet: Proof (3)

Ichimokuren releases a wind amulet in the designated direction, giving himself and the ally shikigami it hits a shield that can absorb 80(+50% Ability Power) damage for 4 seconds, and a 30% Haste for 1.5 seconds.

Fujin’s Blessings (Ultimate)

Ichimokuren releases a protective shield that lasts for 3 seconds in the designated direction, blocking all enemy projectile attacks during this period (does not include attacks from defensive buildings). He also gains a 10% damage reduction effect.

Inugami

Heart Blade (Passive)

Passive effect: After Inugami uses this ability, his next 3 basic attacks become Heart Blade, Attack Speed is greatly increased, and damage becomes AoE. Heart Blade deals 68% of Inugami’s Attack Damage to all enemies in range and heals Inugami by 0.6% of his Max HP, increasing with Inugami’s level (Attack Damage increases by 4.5% every 4 levels to a maximum of 86% and Healed HP increases by 0.15% every 4 levels to a maximum of 1.2%). Every time Inugami hits an enemy, he recovers 10 Energy.

Loyal Heart (1)

Passive trigger: Inugami’s basic attacks are imbued with 20(+22.5% Bonus Attack) true damage as he directs strong hostility towards the enemy shikigami who KO’d the most of his allies. Inugami pays special attention to this shikigami in the ensuing fight, dealing an additional 50% true damage to this unit.

Sky Slash (2)

Inugami attacks in the designated direction, dealing 60(+100% Bonus Attack) physical damage to all enemies within range and lowering their Movement Speed by 40% for 2 seconds.

Rising Wind (3)

Holding down the ability button makes Inugami enter a continuous Charge state, which greatly increases his Movement Speed and gives him a Control-immune effect. The Charge state can be lifted at any time. When the state is lifted, Inugami slashes at the space in front of him, dealing 60(+80% Bonus Attack) physical damage to all enemies within range. These targets are knocked up and their Movement Speed is reduced by 50% for 1.5 seconds. This Slow effect gradually decreases over time.

Burning Rage (Ultimate)

Inugami gets all fired up, entering the Burning Soul state for 8 seconds. In this state, his basic attack is upgraded to Heart Blade, and his Movement Speed is increased by 20% for 8 seconds.

Using other abilities while Burning Soul is in effect can extend its duration by 1.5 seconds per ability.

Inuyasha

Half-breeds (Passive)

Passive effect: When Inuyasha’s HP is lower than 50%, his armor and magic resist will be increased by 10(+5*Level). When his HP is lower than 20%, a restore effect will be triggered, restoring his HP by 220(+30*Level) (+120% Bonus Attack) for the next 5 seconds. (the restore effect can be triggered every 140 seconds.)

Wind Scar (1)

The third basic attack of the Inuyasha will inflict Wind Scar, which deals 60(+50% Bonus Attack) physical damage to enemies in range. Each basic attack will also improve its attack speed by 4%(+0.65%*Level) , lasting 6 seconds. Stacks up to 6 layers and the duration of each layer is calculated independently.

When the Tessaiga is upgraded to Dragon-Scaled Tessaiga, the damage range is extended.

Backlash Wave (2)

Inuyasha wields his Tessaiga in a specified direction, knocking back the enemies in a rectangular area as well as dealing 120(+60% Bonus Attack) physical damage.

When the Tessaiga is upgraded to Diamond Tessaiga, ability damage will upgraded to true damage.

Iron Rever Soul Stealer (3)

Inuyasha charges in a specified direction, dealing 80(+40% Bonus Attack) physical damage to enemies along the way.

Red Tessaiga (Ultimate)

Active: Inuyasha wields his Tessaiga in the designated direction. It deals 80(+40% Bonus Attack) physical damage to enemies in range every 0.1 seconds and lowers their Movement Speed by 20% for 2 seconds. Each enemy can be hit a maximum of 6 times.
Passive trigger: Upgrade Tessaiga for enhanced effects.

Red Tessaiga: Permanently gains 12% Armor Penetration.

Diamond Tessaiga: Improves the effect of Backlash Wave, enabling this ability to deal true damage.

Dragon-Scaled Tessaiga: Permanently gains 7% Life Steal. Increases the range of Wind Scar.

Meido Tessaiga: Permanently gains 35 attack and enhances ultimate ability. Enemies in range will be pulled to the center after the ability has been performed.

Itsumade

Golden Feather (Passive)

Passive effect: Itsumade gains 1 Golden Feather whenever she uses an ability or otherwise every 8 seconds. She can hold up to 3 feathers at any one time. Basic attacks consume all her feathers, with each feather increasing basic attack by 6(+6*Level) (+12% Bonus Attack) physical damage.

Hunter Repellent (1)

Itsumade shoots out a circle of feathers, dealing 105(+80% Bonus Attack) physical damage to nearby enemies and temporarily increasing her own Movement Speed.

Invisible Edge (2)

Itsumade fires feathers in the designated direction, inflicting 80(+75% Bonus Attack) physical damage and inflicting 30% Slow on enemies in range for 2 seconds.

Homesick Bird (3)

Itsumade rushes in the designated direction, dealing 90(+50% Bonus Attack) physical damage to enemies along her path.

Ability cooldown is refreshed when Itsumade KO’s or assists to KO an enemy shikigami.

Feather Dance (Ultimate)

Itsumade jumps in the air then dashes at the designated target, inflicting 180(+110% Bonus Attack) physical damage and a Knockup effect on nearby enemies. The target takes 1.5x damage.

Ittan-momen

Entanglement (Passive)

Passive effect: When attacking the enemy from behind, Ittan-momen’s attacks ignore (10 + 2 x Level) Magic Resist and add 1 Wrap mark. Once the marks reach 3 stacks, they will immediately explode, dealing 20(+12*Level) (+50% Ability Power) (+12% (Every 125.00Ability Power increases 1%)TargetHP Lost) Magic Damage to the target.

If an enemy shikigami’s Wrap marks explode, Ittan-momen will receive 1 Cotton Rope. If this damage results in a seal, then a short period of time later, enemies surrounding the target will be inflicted with Fear for 1.2 seconds.

Tangle Strike (1)

Active effect: Ittan-momen’s next basic attack is a charge toward the target, dealing 80(+50% Ability Power) magic damage to enemies along the way and recovering 20(+15% Ability Power) HP. If an enemy shikigami is hit, HP recovered increases to 250%.

Passive trigger: Each of Ittan-momen’s basic attacks deals an additional 30(+20% Ability Power) magic damage.

Woven Snow (2)

Ittan-momen releases 2 entwined cotton strips in the designated direction, dealing 100(+55% Ability Power) Magic Damage to enemies in their path and inflicting a 1.5-second 20% Slow effect. If the same target is hit by both cotton strips, the latter’s damage will be decreased to 40%, but the target will receive two times the Slow effect.

Nocturnal (3)

Ittan-momen releases a cotton rope in the designated direction. If it hits an enemy shikigami, Ittan-momen will slide toward them and pull the target over with their back facing her, while also dealing 50(+20% Ability Power) magic damage to surrounding enemies. The pull effect has a 4.0-second cooldown per shikigami.

If it hits terrain, Ittan-momen will slide to the area. Afterwards, she will continue to slide a short distance in the direction of the joystick, dealing 50(+20% Ability Power) magic damage to surrounding enemies.

Ittan-momen can store up to 3 cotton ropes.

Scattering in the Night (Ultimate)

Ittan-momen lights three groups of flames beside her, granting her a 60% Movement Speed bonus while they are near and making her immune to control abilities. If she attacks or 3 seconds pass, Ittan-momen will retrieve the flames, dealing 160(+60% Ability Power) Magic Damage to enemies in their path and adding 1 Wrap mark.

Latter damage dealt by multiple flames to the same target will be decreased to 40%.

Jikikaeru

Change of Luck (Passive)

Passive effect: When Jikikaeru dies, his Movement Speed vastly increase and he shakes his dice for 4 seconds. He explodes when the dice stop shaking, inflicting a 0.7-second Stun on targets in range. At the same time, he summons 5 mahjong tiles, each dealing 120(+30*Level) x (1.1 to 1.6) physical damage to nearby enemies.

If the dice lands on a 6, the damage dealt becomes true damage.

Tile Fling (1)

Active effect: Jikikaeru throws mahjong tiles, dealing 120(+155% Bonus Attack) physical damage to enemies along the way. When he has 2 tiles, the target suffers a 30% Slow for 0.6 seconds. When he has 3 tiles, the target suffers true damage and a 0.6-second Stun.

Passive trigger: Jikikaeru receives 1 tile whenever he hits an enemy with his basic attack, up to a maximum of 2 tiles.

Mahjong Bluff (2)

Tricky Jikikaeru conceals himself, leaving behind a double and gaining 30% Movement Speed for 1.5 seconds. The double disappears after 1.5 seconds, dealing 150(+30% Attack) physical damage to nearby enemies when it does.

Tile Boost (3)

Active effect: When Jikikaeru has 2 of the same mahjong tile, he has a chance of getting a third mahjong tile.

Passive trigger: Jikikaeru’s Attack Speed is permanently increased by 10%.

Dice of Destiny (Ultimate)

Jikikaeru rolls Dice of Destiny and gains blessings from Lady Luck for 10 seconds.

If he rolls 1 to 5, his Attack will be increased by 40+4*(dice-1).

If he rolls a 6, his Attack will be increased by 60 and basic attack will deal 90 true damage.

Jorogumo

Spider Queen (Passive)

Jorogumo is accompanied by 3 tarantula servants that attack whenever she performs a basic attack, dealing 10/24/42/60 magic damage (damage increases at levels 1/5/10/15).

Venom Claw (1)

Jorogumo pounces in the designated direction, dealing 100(+50% Bonus Attack) (+3% (Every 60.00BonusAttack increases 1%)TargetHP Lost) physical damage to enemies she hits. Also immediately resets basic attack. (Maximum of 500 damage to monsters).

If the enemy is sealed within 4 seconds, a tarantula is upgraded to a poisonous tarantula, which inflicts an additional stackable 3% Slow for 2 second on enemies when it attacks. Stacks up to 25 layers.

Web Coil (2)

Jorogumo creates a spider web in the designated position. She is healed by 200%, Attack Speed is increased by 15% and Movement Speed by 10% when inside the web. There can be a maximum of 2 spider webs on the battlefield at the same time.

Spider Symbol (3)

Jorogumo adds a Spider Symbol to nearby enemies. Tarantulas deal an additional 8 (+40% Ability Power) magic damage to targets bearing the Spider Symbol, and Jorogumo recovers 10(+40% Bonus Attack) HP. The recovery effect for non-shikigami units is 30%.

Arachnid Swarm (Ultimate)

Jorogumo summons tarantulas to rush in the designated direction. Each tarantula deals 210(+100% Bonus Attack) magic damage to the first enemy unit it touches. Poisonous tarantulas explode upon contact with an enemy and inflict an additional 1.5-second Stun effect.

If the tarantulas hit the same enemy, the subsequent damage is reduced to 50%.

Kaguya

Fire Rat Robe (Passive)

Passive effect: Kaguya puts on the Fire Rat Robe, giving herself and her allies nearby a chance of recovering MP when using abilities.

Horai Branch (1)

Passive trigger: Kaguya attacks with her Horai Branch, increasing the damage of her next basic attack and the next basic attack of nearby allies by 30(+15%Current MP) (+30% Ability Power) magic damage, and inflicting a 15% Slow for 1 seconds. Effect can be triggered once every 10 seconds.

Moonlight Echo (2)

Kaguya summons a ray of moonlight in the designated direction. When the moonlight hits an enemy it disperses, dealing 100(+40% Ability Power) magic damage to nearby targets.

Bamboo Illusion (3)

Kaguya summons Bamboo Illusion at the specified location to stun enemies who touch the bamboo within range for 1 seconds.
When the bamboo disappears, the stunning effect will stop.

Dragon Jewel (Ultimate)

Kaguya holds aloft a dragon jewel, conjuring a phantasmal realm around her for 5 seconds. Friendly shikigami inside the realm gain a 10% damage reduction, gradually increasing to 40% over 4 seconds.

Kamaitachi

Beat Down (Passive)

Passive effect: If the target’s current HP percentage is lower than that of Kamaitachi, Kamaitachi’s next 3 Basic Attacks turn into 2-stage damage with each stage dealing (+70% Attack) Physical Damage. Cooldown: 8 seconds.

Bond Power (1)

The next 3 Basic Attacks will be enhanced with a 20% Attack Speed Bonus and additional 40(+60% Bonus Attack) Physical Damage within 5 seconds.

United (2)

Tap this ability to select a weapon and tap again to confirm. A random weapon will be selected after 5 seconds if no weapon is selected.

After selecting a weapon, tap this ability again to throw the weapon at enemies, dealing 70(+60% Ability Power) (+9%TargetCurrent HP) Physical Damage. Different weapons have different effects.

Ichitaro’s Stick: Inflicts a Stun effect for 0.9 seconds.

Nitaro’s Halberd: Deals 15(+15% Bonus Attack) (+3%TargetCurrent HP) Physical Damage per second for 2 seconds.

Santaro’s Axe: Recovers 30(+10% HP Lost) HP.

Underground Travel (3)

Kamaitachi burrows into the ground and ignores obstacles, recovering (+2% HP Lost) HP per second and gaining a 20% Haste effect and 20% Damage Reduction for 8 seconds. Cannot use United in this state.

Kamaitachi will immediately return to the surface when using Underground Travel again, when hitting a target with Basic Attack or when using United.

The cooldown of Underground Travel is reduced by 1/1.5 seconds every time a Normal or Enhanced Beat Down is triggered when attacking enemy shikigami.

Brotherly Bond (Ultimate)

Kamaitachi evokes the bond among the three brothers and becomes immune to controlling effects for 5 seconds, gaining a 20% Haste effect and 30 Armor & Magic Resist. Beat Down will be enhanced and its cooldown will immediately be reset. Basic Attack turns into 3-stage damage, dealing (+60% Attack) Physical Damage which ignores the target’s HP percentage limit.

Kanko

Bamboo Shelter (Passive)

Passive effect: When badly hurt, Kanko will take shelter in his bamboo pipe. If the pipe is not destroyed within 5 seconds, Kanko will be reborn with HP equal to 0.6 of the bamboo pipe’s remaining HP.

Fire Bomb (1)

Passive trigger: Every 13 seconds, Kanko’s next Basic Attack will include projectiles that deal an additional 44(+40% Attack) physical damage. Basic attack hits on enemies reduce cooldown by 1 seconds.

Bamboo Missiles (2)

Kanko throws 5 bamboo bombs at the designated area, which lock onto enemies in range. Each bomb deals 14(+40% Attack) physical damage and reduces subsequent damage from targets to 35%.

Pipe Throw (3)

Kanko spins his pipe and flings it in the designated direction. It explodes when it hits an enemy or at maximum range, dealing 80(+60% Attack) Physical Damage and 25% Slow for 3 seconds.

Bamboo Blast (Ultimate)

Kanko triggers a Bamboo Blast, sending 12 conical waves of bullets at the enemy, with each wave dealing 50(+37.5% Attack) physical damage. Kanko can move while using this ability, but his orientation cannot be changed.

Karasu Tengu

Purification Wings (Passive)

Passive efect: Karasu Tengu deals true damage equal to 0.5% of Max HP to all enemies within a range of 300 yards, increasing to 1% at Lv. 6, and 1.5% at Lv. 11.

Wiry Feathers (1)

Passive Trigger: Karasu Tengu’s feathers are made tougher through training, reducing Basic Attack Damage by 8%.

Nightmare Crow (2)

Karasu Tengu releases a nightmare crow in the designated direction, dealing 110(+90% Bonus Attack) physical damage to all enemies in its path.

If the shikigami hit by the crow tries to escape, it will suffer 40% Slow for 3 seconds.

Blade of Justice (3)

In the name of justice, Karasu Tengu leaps in the designated direction, slashing downwards to deal 110(+100% Bonus Attack) physical damage and knocking targets up for 1 second.

Deadly Flock (Ultimate)

Karasu Tengu summons a flock of crows to harass his enemies, dealing 30(+12% Bonus Attack) (+2%BonusMax HP) physical damage per attack for 15 seconds. For the duration of the effect, any enemy deaths near Karasu Tengu will increase the crow’s Attack Damage.

Kikyo

Sealing Arrow (Passive)

Passive effect: When Kikyo uses normal attack, she will shoot a Sealing Arrow to enemy shikigami under Control effect within 600 yards to knock back target and deal (+45% Bonus Attack) (+8*Level) physical damage and (+45% Ability Power) (+8*Level) magic damage.

Soul Collector (1)

If Kikyo’s basic attack hits an enemy, she will summon a Soul Collector. When summoned Soul Collectors reach 5, Kikyo will absorb the souls and enhance the coming 5 basic attacks, each one dealing 15(+60% Bonus Attack) physical damage and 20(+55% Ability Power) magic damage, increasing damage dealt to minions up to 120% and increasing attack speed by 25%. When withdrawing from battle, every 2 seconds, Kikyo will summon a Soul Collector and restores 1 attempt of enhancing basic attack.

If Kikyo’s Crit Rate reaches 50%, attempts of enhancing basic attack will be increased up to 8 times.

Basic attack damage and attack speed of this skill will be increased through enhancing Sacred Realm. Armor Penetration will be triggered as well.

Sacred Arrow (2)

Kikyo shoots a Sacred Arrow to the specific direction. Arrow will explode when hitting the first enemy, dealing 60(+120% Bonus Attack) physical damage and 90(+87.5% Ability Power) magic damage to enemies within 200 yards.
If Kikyo’s Ability Power reaches 200, attack animation time of this ability will be decreased. Cooldown will be decreased down to 2.5 seconds.

By enhancing Sacred Realm, attack range of this skill will be increased and Sacred Arrow will be granted penetrating effect.

Soul Burst (3)

Kikyo releases soul power to the specific direction to deal 40(+60% Bonus Attack) physical damage and 40(+40% Ability Power) magic damage to enemies within the range and knock back the closest enemy shikigami.
If Kikyo’s extra Attack reaches 160, she will trigger the Invisibility effect for 1 seconds when using the ability.

By enhancing Sacred Realm, the attack range of this ability will be increased and movement speed will be increased as well.

Sacred Realm (Ultimate)

Passive trigger: Every time when upgrading Sacred Realm, Kikyo can choose to enhance one of the other abilities.

Enhance Soul Collector: Increases basic attack damage and attack speed. Armor Penetration will be triggered as well.

Enhance Sacred Arrow: Increases attack range and grants penetrating effect to Sacred Arrow.

Enhance Soul Burst: Increases attack range and increases movement speed after use.

Active: Kikyo forms a realm with a radius of 350 yards that lasts for 3 seconds. At the moment of forming the realm, all enemies will be expelled out of the realm and her movement speed will be increased by 30% over 2 seconds. When realm disappears, it will deal 100(+100% Bonus Attack) physical damage and 200(+150% Ability Power) magic damage to enemies within the range and stun them for 0.8 seconds.

Kingyo

Drift (Passive)

When Kingyo is in the river, she will receive a 30% Haste effect if she does not attack, use abilities or receive damage for 2 consecutive seconds.

Fan Dance: Water Code (1)

Passive trigger: Increases Kingyo’s Magic Penetration by 5%.

Fan Dance: Water Blast (2)

Kingyo commands her goldfish to shoot a water blast at the designated position, dealing 140(+60% Ability Power) magic damage to enemies within range.

Fan Dance: Water Wave (3)

Kingyo sends a wave in the designated direction, inflicting 80(+40% Ability Power) magic damage and a 1.25-second Stun on all enemies along the way.

Goldfish Sentinel (Ultimate)

Kingyo summons a goldfish to appear in the designated position, immediately inflicting 200(+70% Ability Power) magic damage and a 60% Slow on all enemies within range for 1.5 seconds.

The summoned goldfish cannot move, but will actively attack enemies within 600 yards, inflicting 90(+40% Ability Power) magic damage and a temporary 30% Slow on the target and nearby enemies. The goldfish exists for 6.5 seconds.

Kiyohime

Fiery Poison (Passive)

Passive effect: When Kiyohime damages an opponent with an ability, she inflicts a Fiery Poison effect on the target, dealing 3(+0.3*Level) magic damage per second for 3 seconds. Fiery Poison can be stacked up to 3 layers.

Toxic Cloud (1)

Kiyohime summons a toxic cloud in the designated area that lasts for 3 seconds. Shikigami in the cloud take 45(+10% Ability Power) magic damage every second and suffer 20% Slow.

Serpent’s Shackle (2)

Kiyohime releases a chain of serpent souls in the designated direction, inflicting 60(+20% Ability Power) magic damage on the first enemy shikigami it hits and establishing a link. After this, casting Sacrificial Fire will cause it to track the enemy and attack, with each attack inflicting (+3.5% Target Max HP) magic damage and restoring 30(+25% Ability Power) HP to Kiyohime. Enemies must be a certain distance away before they can remove the chains.

Sacrificial Fire (3)

Kiyohime casts flames at the designated target, dealing 60(+30% Ability Power) magic damage. If Sacrificial Fire hits an enemy bound by Serpent’s Shackle, it will deal bonus damage and restore a certain amount of Kiyohime’s HP.

Star Evolution (Ultimate)

In the next 8 seconds, Kiyohime will get a 50% Reduce Control effect and a 30% Movement Speed bonus. Using Sacrificial Fire will release 2 flames continuously and attack different enemy shikigami preferentially. If there is only 1 target within range, 2 flames will hit the target with the effect of the second flame decreased to 30%.

Komatsu

Curiosity (Passive)

Passive effect: Komatsu gains a 15% Movement Speed increase if there is any enemy shikigami within 800 yards in front of Komatsu.

Pine Cone Clap (1)

Komatsu enhances her pine cone bullets, making basic attack split after hitting their target within the next 6 second(s) to deal 30(+60% Bonus Attack) physical damage to enemies within 275 yards surrounding the hit target.

Splash damage can trigger a critical strike or attack special effect but damage dealt to the main target will be decreased by 35%.

Pine Cone Bomb (2)

Komatsu buries a Pine Cone Bomb that lasts up to 30 seconds at a specific position. The bomb will become invisible to enemies after a short period of time and will explode if an enemy steps within 150 yards of it. The explosion deals 60(+80% Bonus Attack) (+6% (Every 40BonusAttack increases 1%)TargetHP Lost) physical damage and inflicts a 50% slow effect to enemies within the range with a radius of 400 yards for 2 seconds.

Komatsu can stockpile a new bomb every 12 seconds and can store up to 3 bombs.

Within 3seconds, each single target will only receive damage from the Pine Cone Bomb once. Deals up to 500 physical damage to monsters.

Dependence (3)

Passive trigger: Komatsu establishes a dependency with the closest ally shikigami within the range to increase attack speed by 5% for the both of them.

Active effect: Komatsu jumps towards a specific direction or the closest ally shikigami by default and establishes a dependency with him/her to increase movement speed by 30% for the both of them over 1.5 seconds. Komatsu will also leave a Pine Cone Bomb of the same level as Ability 2 at her original location. Movement speed bonus will be weakened over time.

Raining Pine Cones (Ultimate)

Komatsu throws a giant Pine Cone Bomb to a specified range to deal 250(+140% Bonus Attack) physical damage to surrounding enemies with the range with a radius of 250 yards and shatter into tiny pieces to fly upward. After 1 seconds, tiny pieces will deal 25(+15% Bonus Attack) physical damage and inflict a 40% slow effect to enemies with the range with a radius of 400 yards for 2 seconds.

Kosodenote

Sting Rain (Passive)

Passive effect: After Kosodenote seals an enemy shikigami, she will summon a rain of needles from the position of the target to the surrounding area, dealing 50(+25*Level) (+100% Bonus Attack) physical damage to enemies within the range.

Hidden Sting (1)

Passive trigger: During the duration time of Thread, if Kosodenote seals her target while connected via the thread, the ability will be refreshed.

Active: Kosodenote shoots a needle in the specified direction to deal 30(+35% Bonus Attack) physical damage to enemies hit along the way. If it hits an enemy shikigami or monster, they will be connected by the thread and their weakness of a random direction will be revealed. While connected via the thread, her movement speed will be increased by 20%.

Kosodenote launches a basic attack at the target’s weakness to deal 10(+35% Bonus Attack) (+2% (Every 80BonusAttack increases 1%)TargetMax HP) extra physical damage and inflicts a 70% Slow effect for 0.5 seconds to target while refreshing the weakness direction. She also restores 8(+20% Bonus Attack) HP and increases movement speed by 45% within 1 seconds. The thread will last for 8 seconds. Every time refreshing the weakness direction, the thread duration time will be extended by 2 seconds. It can last for up to 15 seconds.

Critical Sting (2)

Kosodenote kicks towards the specific direction and shoots needles to deal 70(+55% Bonus Attack) physical damage to enemies on the way. She also inflicts a 40% Slow effect to enemies close to her for 1.5 seconds, and a Stun effect to enemies far from her for 0.7 seconds.

If it hits the weak point connected by the thread of Hidden Sting, weakness direction will be refreshed.

Flying Sting (3)

Kosodenote charges towards the specified direction to deal 50(+30% Bonus Attack) physical damage to enemies on the way. She can charge with this ability again within 6 seconds to deal 50(+30% Bonus Attack) physical damage to enemies on the way.

Flawless Sting (Ultimate)

Passive trigger: If this ability seals an enemy shikigami, the ability will be refreshed instantly.

Passive effect: Every time Kosodenote refreshes the weakness direction, she will add a layer of Thread mark. The mark can be stacked up to 3 layers.

Active: Kosodenote selects a specific direction and teleports to the position to inflict a Stun effect on the target for 0.7 seconds and launches (2 + amount of target’s mark layers) continuous attacks with each attack dealing 60(+30% Bonus Attack) physical damage. The last attack will deal 120(+60% Bonus Attack) physical damage to all surrounding enemies when landing. If it hits a target who has the max layers of Thread, she will form an extra shield that can absorb 400(+300% Bonus Attack) damage. Kosodenote will take 75% less damage when she is casting abilities.

Kubinashi

Leverage (Passive)

Kubinashi’s Attack Speed is increased by 0.53%/0.69%/0.85%/1% for every 1% HP the target shikigami has already lost, up to a max increase of 35%/45%/55%/65%. This increases when Kubinashi reaches level 1/6/11/16.

The Attack Speed bonus disappears 2 seconds after Kubinashi changes targets.

Thrash (1)

Every 4.5 seconds, Kubinashi lashes out with his powerful whip as the next basic attack, dealing 40(+120% Attack) physical damage to a line of enemies in front. This basic attack has attack effects and can critical strike. When it hits 2 or more enemies, cooldown will be reduced by 1 seconds.

Swift Strike (2)

Kubinashi strikes in the designated direction. The next 2 basic attacks within 5 seconds deal an additional (+50% Attack) physical damage.

Fire Net (3)

Kubinashi casts a fire web in the designated position, dealing continuous 55(+30% Ability Power) magic damage to enemies in the web. The web also decreases the healing effects of enemies by 50% and inflicts a 30% Slow on them. The fire web will last for up to 2 seconds.

Driven (Ultimate)

Kubinashi shoots amulets of emptiness to specific direction to deal magic damage equal to 31% of his current HP (+0.03% Attack) (deals at lease 200) to the enemy shikigami hit and continuously acquires the vision of the target.
50% of the damage dealt by the ability will be gradually returned to target within 4 seconds.

Kuro

Angry Soul (Passive)

Passive effect: Kuro gets a 1% Damage Reduction for every 6% of HP lost.

Vengeful Cut (1)

Passive trigger: Kuro is obsessed with taking revenge, and has at least a 40% chance of countering after taking damage. Counters deal 60(+2.75%BonusMax HP) (+60% Bonus Attack) physical damage to all enemies in a 325-yard radius.
Every 1% HP Kuro loses increases the chance of countering by 0.5%, up to a maximum of 40%.

Scythe of Punishment (2)

Brandishing the Scythe of Punishment, Kuro sweeps two times in the designated direction, with each sweep dealing 50(+35% Bonus Attack) (+5.5%BonusMax HP) physical damage to enemies within range, and decreasing their Movement Speed by 36% for 1 second. The first sweep has a temporary Knock-up effect.

Battle Cry (3)

Kuro roars defiantly during battle, dealing 90(+50% Ability Power) Magic Damage to nearby enemies and forcing them to attack him for 0.8 second. At the same time, Kuro gets a 18% Damage Reduction that lasts for 2 seconds.

Soul Chaser (Ultimate)

Eager to claim more souls, Kuro hurls his scythe in the designated direction. The scythe deals 225(+100% Bonus Attack) physical damage to enemies in its path. Kuro can reactivate this ability within 4 seconds by rushing to the position of the scythe and triggering 1 Vengeful Cut.

Kuro Mujou

Soul Slayer (Passive)

Kuro Mujou’s attacks or abilities will add 1 Departing Soul mark to enemy shikigami he hits. When 4 Departing Soul marks have been added to a single shikigami, Kuro Mujou enters the Soul Slayer state.

In this state, he gains 25%~40% Armor Penetration (levels up at Lv.6/11/16), lasting 5 seconds. His abilities also deal an additional 2(+7*Level) (+5% Target Max HP) physical damage to enemy shikigami.

Soul Eater (1)

Passive: At regular intervals, Kuro Mujou’s basic attack will deal (+122% Attack) physical damage to enemies in a rectangle range and inflict a 70% slow debuff, lasting 1 seconds.

If more than 1 enemy is hit, a shield that can absorb (+8% Max HP) damage will be granted.

This attack can trigger Soul Slayer, dealing additional damage.

Punishment (2)

Kuro Mujou wields his scythe twice in the designated direction, dealing 50(+75% Bonus Attack) physical damage to enemies within range.

Necrotic Scythe (3)

Kuro Mujou wields his scythe in the designated direction, pulling the enemies in a rectangle range struck towards him as well as dealing 80(+100% Bonus Attack) physical damage.

Fickle Doom (Ultimate)

Kuro Mujou spins around with his scythe, attacking nearby enemies. Enemies with less than 400(+100% Bonus Attack) HP take 400(+100% Bonus Attack) true damage; enemies with more than 400(+100% Bonus Attack) HP take 250(+40% Bonus Attack) physical damage.

If any enemy shikigami is KO’d as a result, the cooldown of the ability is reduced to 1.25 seconds, and Kuro Mujou gains a 40% Movement Speed bonus, lasting 3 seconds.

Kusa

Mending (Passive)

Passive effect: When Kusa heals a unit with less than 50% HP, the unit gains an additional (+3*Level) (+1% Target Max HP) HP per second for 3 seconds. This effect can only be triggered once every 8 seconds for the same target.

Flower Power (1)

Kusa adds a Seed of Life for 4 seconds to the designated ally shikigami. During this period, the Seed of Life will bloom when the target receives damage, restoring the target’s 75(+50% Ability Power) HP. Afterward, the seed will be passed to the nearest ally shikigami within 725 yards, up to a maximum of 2 times.

Absorb (2)

Active: Kusa casts spells in specified direction to deal 30(+60% Ability Power) (+5% Target Max HP) magic damage to up to 3 enemies within range. Within 7 seconds, if the ability hits the same target again, it will deal 30% extra damage. Its effect can’t be stacked. Can deal up to 500 magic damage to monsters.

Every time the ability hits an enemy shikigami, it will restore 30(+20% Ability Power) HP for Kusa while if it hits a non-shikigami unit, it will restore 15%*30(+20% Ability Power). Can restore up to 200%*30(+20% Ability Power).

Passive Trigger: Every time using Flower Power will heal an ally unit and decrease ability cooldown by 0.5 seconds.

Tangle Root (3)

Kusa summons a vine from the ground at the designated position that deals 100(+50% Ability Power) magic damage and Immobilize on enemies within range for 0.75 seconds.

Healing Light (Ultimate)

Kusa amasses the power of plants and restores 250(+55% Ability Power) HP to every ally shikigami on the battlefield.

Kyonshi Ani

Resurrection (Passive)

Passive effect: After being sealed, Kyonshi Ani leaves a coffin at the spot and resurrects from the coffin after a short delay. When he resurrects, he summons a coffin circle and enters Living Dead state, during which he will lose 25% of his Max HP every second and recover HP when the chain deals damage.

Kyonshi Amulets (1)

Kyonshi Ani launches burning amulets at nearby enemies, dealing 75(+50% Ability Power) magic damage and restoring 10(+8% HP Lost) HP.

Coffin Smash (2)

Kyonshi Ani lifts his coffin up and smashes it to the ground, dealing 100(+50% Ability Power) magic damage and a Knockup effect for 1 second to enemies within range.

Coffin Circle (3)

Active effect: Kyonshi Ani summons a coffin circle at the designated position that lasts for 8 seconds and accumulates Kyonshi Force when there are enemies within the circle. Ability 1 (Kyonshi Amulets) will use up all Kyonshi Force to increase the ability damage and healing effect, gaining the maximum enhancement when the circle is full of Kyonshi Force.

Passive trigger: Kyonshi Ani connects himself to the coffin with a chain, increasing his Movement Speed by 25%. The chain deals 20(+12% Ability Power) (+1.5%BonusMax HP) magic damage every 0.5 seconds and a 24% Slow effect to enemies it penetrates, and accelerates the accumulation of Kyonshi Force.

If the coffins is summoned within the range of turrets, its duration will be reduced by 50%. The chain appears 0.45 seconds after the coffin circle is summoned.

Master of Coffins (Ultimate)

When the chain exists, Kyonshi Ani can jump to the coffin along the chain and increase the damage of the chain for 8 seconds. During that period, the enemies penetrated by the chain will be restrained for 1.2 seconds. Each enemy can only be restrained once every 6 seconds.

2 seconds after Kyonshi Ani jumps to the coffin, the ability can be used again to dive in the designated direction and inflict a Knockup effect for 0.5 seconds to enemies along the way.

This ability cannot be used if there is no coffin circle on the battlefield.

Kyonshi Imoto

Let’s Play (Passive)

Passive Effect: Kyonshi Imoto does a little jump whenever she uses an ability or her beloved pet Tomato returns to her side, dealing 55(+40% Ability Power) (+15*Level) Magic Damage# to nearby enemies when she lands.

Baddies Begone (1)

Passive Trigger: Kyonshi Imoto adds 1 layer of Hex to all enemies that she hits. 1 or 2 layers of Hex inflict a 1.5-second 35% Slow; 3 levels of Hex deal 60(+80% Ability Power) Magic Damage on enemies and stuns them for 1 seconds. A 5 seconds CD applies for targets that have triggered this effect.

Sic ’em! (2)

Doing Kyonshi Imoto’s bidding, Tomato pounces in the designated direction, dealing 100(+60% Ability Power) Magic Damage to enemies along the way, and returning to Kyonshi Imoto’s side once maximum range is reached.

Here I Am! (3)

Kyonshi Imoto hops to the designated position, dealing 40(+25% Ability Power) Magic Damage to all enemies within a certain range of the spot where she lands, and gains a shield that can absorb 120(+70% Ability Power) (+12%BonusMax HP) damage. When Kyonshi Imoto’s natural passive Jump deals damage to enemy shikigami, the cooldown of this ability will be decreased by 1.25 seconds.

Dog Attack (Ultimate)

Kyonshi Imoto commands Tomato to chase after the designated enemy shikigami. Tomato runs back and forth between Kyonshi Imoto and the target, dealing 70(+25% Ability Power) magic damage each time. This damage does not trigger amulet effects.

Tomato stops running once he has run more than 5000 yards or run back and forth 5 times. Enemies who manage to get more than 1800 yards away from Tomato also shake his pursuit.

Kyuumei Neko

Revenge (Passive)

Passive effect: Kyuumei Neko’s basic attack inflicts a double-hit every 10 seconds.

Her initial Crit Rate is 150% (normally 200%).

Nine Lives (1)

Passive trigger: Kyuumei Neko’s Crit Rate is permanently increased by 10%.

Every time she crits, she gains 1 Tail mark, which can be stacked up to 6 layers. Each layer increases Movement Speed by 3%. In the event that Kyuumei Neko sustains fatal damage, if she has more than 4 layers of Tail mark, all Tail marks will be consumed and she will resurrect on the same spot 2 seconds later, with [(+4% Max HP) x number of Tail marks] HP. Effect has a cooldown of 200 seconds.

Razor Claws (2)

Kyuumei Neko summons a phantom to launch 3 claw attacks in the designated direction. The 1st claw deals 10(+45% Attack) physical damage and 60% Slow for 0.6 seconds, the 2nd claw deals 10(+45% Attack) physical damage, and the 3rd claw deals 20(+80% Attack) physical damage. Claws have basic attack effects and can crit.

Under Explosive Fur state, Attack Speed and range will increase. The 1st claw will immobilize the enemy, and the 3rd claw will crit.

Pounce (3)

Kyuumei Neko pounces in the designated direction, dealing 120(+60% Bonus Attack) physical damage to enemies along the way. This attack has basic attack effects.

In the Explosive Fur state, the speed and distance of the pounce are increased.

Explosive Fur (Ultimate)

Kyuumei Neko enters the Explosive Fur state, increasing Movement Speed by 25%, Attack Speed by 30% and Armor and Magic Resist by 15 for 10 seconds. When in the Explosive Fur state, Kyuumei Neko is unaffected by Slow.

Lord Arakawa

Empowering Flow (Passive)

Passive trigger: Every time after Lord Arakawa uses an ability, the range of his next basic attack will be increased to 650 yards, deal 10(+25% Ability Power) (+4*Level) extra magic damage and form a water ball behind the target. If the basic attack hits an enemy shikigami, 20 Surge Power will be restored.

Passing Tide (1)

Lord Arakawa releases 3 water balls in the specified direction, dealing 90(+40% Ability Power) magic damage to enemies in their path, any water balls touched will be pushed to the endpoint. If the identical target is hit by multiple water balls, the latter damage will be decreased down to 15%.

Fish Strike (2)

Lord Arakawa summons Fish Strike to specified position. The fish will deal 40(+15% Ability Power) magic damage and inflict a 30% Slow effect for 1 seconds when jumping out. Enemies hit by the fish will be dealt 40(+15% Ability Power) magic damage and inflicted with a 1-second Stun effect and the fish will form into a water ball.

Flow Force (3)

Lord Arakawa recovers all water balls. Water balls will deal 55(+22.5% Ability Power) magic damage to enemies in their path. Each water ball will restore 2#c39b54a (+0.1% HP Lost) HP for him. If the water ball hits an enemy shikigami, HP restored will be increased by 500%.

Flowing Stream (4)

Lord Arakawa charges toward the specified position, dealing 100(+50% Ability Power) magic damage to enemies along the way while forming a water ball at both the start and end points. If it hits the same target multiple times within 6 seconds, the latter damage will be decreased down to 50%.

Each Charge will use (5+12*Dash Distance/100) Surge Power. If he doesn’t use this ability within 10 seconds, after which 5 Surge Power will be restored every second. When current Surge Power is less than 20, this ability can’t be used.

Maestro

Echo (Passive)

When Maestro uses shikigami abilities or basic attacks against isolated shikigami or monsters, the damage dealt will be increased by 10%.

Arpeggio (1)

Maestro plays three notes in the designated direction that explode in succession, dealing 70(+60% Ability Power) magic damage to enemies they hit. If the same enemy is hit by multiple notes, the damage by the subsequent music notes is reduced to 30%.

Sonic Blast (2)

Maestro releases a sound wave in the designated direction, knocking back enemies it hits and dealing 60(+60% Ability Power) magic damage.

Lingering Sound (3)

Maestro rushes towards the designated location while leaving behind a lingering sound. If the ability is used again within 4 seconds, Maestro will return to the position of the lingering sound.

Phantom Zither (Ultimate)

Maestro casts a zither over the designated enemy shikigami, continuously exposing their vision for 3 seconds. During this period, Maestro charges the zither when he attacks this target. After being charged 4 times or at the end of its duration, the zither will deal at least 90(+20% Ability Power) magic damage to the target. Each charge increases the damage by 100%, up to a maximum of 500% damage.

Mannendake

Bamboo Whisper: Breath (Passive)

Passive Effect: Mannendake recovers ki while moving around. Once ki is full, his next attack will deal an additional 10(+10*Level) (+70% Bonus Attack) Physical Damage and restore his HP by 10(+5*Level) (+100% Bonus Attack).

Bamboo Sword: Split (1)

Passive trigger: Mannendake ignores 10% Armor of any targets he hits for 4 seconds. This effect cannot be stacked.

Bamboo: Penetrate (2)

Mannendake lunges forwards with his sword, dealing 24(+70% Attack) physical damage and a 20% Slow effect on enemies within range for 1 seconds. The ability is enhanced for 7 seconds when a target is hit.

First enhancement: Casting distance is increased to 500 yards and damage is increased to 34.5(+103% Attack).

Second enhancement: Casting distance is increased to 550 yards and damage is increased to 45(+130% Attack). Hit enemies are stunned for 0.75 seconds.

Bamboo wind: Dash (3)

Mannendake rushes forwards for a short distance, dealing 40(+40% Bonus Attack) physical damage to enemies along the way.

If an enemy shikigami is hit, ability cooldown is reduced to 0.5 seconds. If other units are hit, cooldown is reduced to 1 seconds.

Bamboo Flurry (Ultimate)

If Mannendake does not receive or deal damage to a shikigami for 5 secs, he climbs the wall and moves on top of it. He also receives a Movement Speed bonus. On the wall, he receives a shield that can absorb 300(+100% Attack) damage. He is immune to control effects while the shield is active.

When this ability is used again, he attacks at the designated position, dealing 300(+100% Bonus Attack) physical damage to all enemies in range and a 30% Slow effect for 1.5 seconds. Invisibility will be dispelled if he is near an enemy for 2 secs when invisible.

This ability must be used near a wall.

Menreiki

Spirit Infusion (Passive)

Passive effect: Menreiki’s Basic attack and abilities will infuse her masks’ magic power onto enemy shikigami, directly dealing (+40% Ability Power) (+12*Level) magic damage to enemy shikigami when the magic power stacks to 4 layers.

Spirit of Kawakatsu (1)

Menreiki releases 4 blasts of magic power in the designated direction, the magic power explodes when hitting enemies, dealing 50(+20% Ability Power) magic damage to enemies within range.
Deals 130% damage to minions.

False Face (2)

Menreiki summons Komote at the designated position and deals 90(+60% Ability Power) magic damage to enemies within range, then Charms them for 1.1 seconds.

Forbidden Face (3)

Passive trigger: A mask will be filled with magic power every 7 seconds, 5 masks at most. 3 masks will be charged once her natural passive Spirit Infusion is triggered.

Active effect: Menreiki releases all masks to attack a target enemy shikigami with each mask dealing 30(+15% Ability Power) magic damage. This damage cannot trigger Spirit Infusion.

Seven Masks (Ultimate)

Menreiki absorbs strength from all of her masks to enhance her abilities for 12 seconds.

The damage of Spirit of Kawakatsu is enhanced to penetrating continuous damage.

False Face inflicts an extra Slow effect on targets.

When the Passive of Forbidden Face is triggered, Menreiki can charge up to 7 masks and the cast distance is increased.

Miketsu

Grain Spike (Passive)

Passive effect: Miketsu adds 1 layer of Grain Spike mark on enemies when attacking them with basic attack or abilities. If the Grain Spike mark stacks to 5 layers, the target immediately receives (+12*Level) (+20% Target HP Lost) Magic Damage (monsters receive at most 600 Magic Damage).

Divine Arrow (1)

Miketsu shoots a Divine Arrow in the designated direction, dealing 110(+160% Bonus Attack) Physical Damage to enemies in its path and adding 2 layers of Grain Spike mark on enemies hit.
Damage to non-shikigami units is reduced to 80%.

Fox Realm (2)

Miketsu casts a Fox Realm, increasing the attack speed of teammate shikigami within range by 15% and adding a 38% Haste Effect to herself for 2 seconds.

Rain of Arrows (3)

Miketsu shoots Rain of Arrows at the designated area, dealing 70(+50% Bonus Attack) Physical Damage to enemies within range and adding 1 layer of Grain Spike mark on enemies hit.

The arrows will generate a realm at the spot for 2 seconds, inflicting a 30% Slow Effect to enemies within the realm.

Ignite: Magic Arrow (Ultimate)

If the Grain Spike mark on enemy shikigami stacks to 5 layers, Miketsu’s amulets will be activated and her ultimate ability Ignite: Magic Arrow will be unlocked in 8 seconds.

Miketsu ignites her amulets and shoots a magic arrow at a designated target, dealing 150(+80% Bonus Attack) Physical Damage and a Stun effect for 1 seconds.

Momiji

Blushing Beauty (Passive)

Passive effect: When Momiji’s HP falls to 30%, all control debuffs are lifted and her Movement Speed increases by 30% for 2 seconds. Momiji gains immunity to all control effects for the duration of the effect.

Maple Puppet (1)

Passive trigger: When Momiji uses an ability to hit an enemy shikigami on the screen, she attaches a maple leaf doll to the unit that lasts for 3 seconds. If one of Momiji’s abilities hits an enemy shikigami with a maple leaf doll on the screen, the doll will explode, dealing 100(+40% Ability Power) magic damage.

Maple Note (2)

Momiji throws a maple leaf note at the enemy shikigami. The note is transmitted between enemies within range, dealing 80(+40% Ability Power) magic damage (the damage received by non-shikigami units is increased by 150%). The notes transmit a maximum of 5 times, and will return to Momiji when it hits an enemy shikigami.

Each hit on an enemy shikigami will grant Momiji a 30(+20% Ability Power) shield for 6 seconds.

Falling Maple (3)

Momiji summons a maple leaf in the designated position. The maple leaf detonates two times, up close and far away, with each explosion dealing 50(+30% Ability Power) magic damage to enemies in range. The first explosion inflicts a 1-second Stun and the second explosion inflicts a 40% Slow for 2 seconds.

Maple Dance (Ultimate)

Momiji dances and maple leaves float down onto the battlefield. The leaves attack all enemy shikigami in turn after 1.5 seconds, dealing at least 100(+30% Ability Power) magic damage. The damage dealt is increased according to the percentage of HP that the target has lost, up to a maximum of 2.5 times base damage.

Momo

Blooming Flower (Passive)

Passive effect: Momo will use 1 peach blossom when using an ability, restoring 10(+50% Ability Power) (+6% Target HP Lost) HP to herself or a surrounding ally with the lowest HP. Every 19 seconds, Momo gains 1 peach blossom. Time interval will be decreased down to 15/11/7 seconds when reaching Lv 6/11/16.

Flower Fragrance (1)

Momo adds a Healing Blossom that can last for 4 seconds for a specified ally shikigami, during which if the ally or Momo uses basic attacks, Healing Blossom will stack 1 layers of energy. If she hits enemy shikigami with an ability, it will stack 2 layers of energy. If the energy of Healing Blossom has been stacked up to 9 layers or its duration ends, the ally will restore 45(+25% Ability Power) HP. Each layer of energy will increase HP regen by 25%.

Flower Dance (2)

Momo summons a peach blossom in an area to send 5 peach petals to attack enemies within range, each petal deals 60(+50% Ability Power) magic damage and inflicts a 12% Slow effect for 1.5 seconds to targets. If multiple petals hits the same target, damage dealt by latter petals will be decreased by 30%.

Blossom Illusion (3)

Momo releases a peach blossom in the specified direction. If it hits an enemy shikigami, the enemy will enter [Blossom Illusion] state for 5 seconds, during which the target will form an emotional connection with the closest shikigami of the same faction and deal 10(+6% Ability Power) magic damage to both sides under connection every 0.5 seconds. Under the emotional connection, if either of them receives damage, the connected shikigami will receive 20% of the damage. Passed damage can’t be passed on again. If the connection range exceeds the limit, the connection will be interrupted and the enemy target will form a new one.

Revival Blossom (Ultimate)

Momo creates a realm in a specified location for 6 seconds and forms blossom seals in 1, 3, 5 seconds after the realm is created. During the realm duration, if ally shikigami in the realm is sealed, 1 seal will be used to revive the sealed ally instantly with restoring 200(+60% Ability Power) (+15% (Every 40Ability Power increases 1%)TargetMax HP) HP.

Mouba

Demon Bowl (Passive)

Passive Effect: Under bowl spirit Bitey’s protection, Mouba gains Armor and Magic Resist as well as an Movement Speed bonus.

Tea of Forgetting (1)

Mouba tosses a bowl of tea of forgetting into the designated area, dealing 100(+65% Ability Power) Magic Damage to her enemies and a 25% Slow effect for 1.5 seconds.

Netherworld Tune (2)

Plucking her shamisen, Mouba leaves behind a trail of deadly vibrations. Enemies caught up in them take 30(+32% Ability Power) (+1.5% Target Max HP) Magic Damage per second for 8 seconds.

Godspeed (3)

Active effect: Mouba gets a chance to boost her speed. A maximum of 3 speed boosts can be stored at any one time. Bowl Barrage supercharges this ability, providing Mouba with massive acceleration for a short time.

Passive trigger: Basic attacks on Mouba increase her healing by 60% for 10 seconds.

Bowl Barrage (Ultimate)

Mouba shifts Bitey the bowl spirit into overdrive, increasing Movement Speed continuously for 13 seconds. Once Movement Speed reaches 200, Bitey will inflict 300(+50% Ability Power) magic damage on enemies it hits along the way. Every collision thereafter inflicts 100(+20% Ability Power) magic damage on enemies and knocks them up for 0.5 seconds (effective every 6 seconds per target).

While in overdrive, Mouba cannot use basic attacks and is immune to control abilities. Friendly shikigami can hitch a ride on Bitey.

Oitsuki

Bright Moon (Passive)

When Oitsuki’s abilities and basic attack hit a target, her [Moon Might] will be increased. When Moon Might reaches 100, her next ability will use up all her [Moon Might] to restore 20(+12% Ability Power) (+3*Level) HP per second over 3 seconds.

Inviting Moon (1)

Oitsuki summons 3 Moon Shadows around herself that auto-chase the surrounding enemies to deal 50(+45% Ability Power) magic damage to hit targets and surrounding enemies. If multiple Moon Shadows hit the same target, latter damage will be decreased down to 50%.

Crescent Moon (2)

Oitsuki releases Crescent Moon to the specified location, Crescent Moon will sweep along the specified path to deal 80(+45% Ability Power) magic damage to enemies hit. If it hits an enemy shikigami, a Rabbit Soul will appear between the target and Oitsuki. After picking up Rabbit Souls, a light chain will be formed to inflict a 30% Slow effect for 0.5 while Oitsuki gains a shield that can absorb 20(+40% Ability Power) (+10*Level) damage for 2 seconds. If it hits minions, it will inflict 1.4 times
magic damage. Light chain will break once the distance exceeds 950 yards. If a target fails to get rid of the light chain within 1.75 seconds, that target will receive 50(+85% Ability Power) magic damage, be Silenced for 1.2 seconds and receive a 80% Slow effect. The effect has a cooldown of 8 seconds on each shikigami.

Moonchaser (3)

Oitsuki quickly moves towards the specified direction and within 4 seconds, her next basic attack will deal 30(+40% Ability Power) magic damage and inflict a 35% Slow effect to target for 2 seconds.

Clear Moon (Ultimate)

Oitsuki jumps into the sky to get a 20% Haste effect over 2.13 seconds, during which she can’t be selected. After 2 seconds, she will fall back to the ground and deal 250(+65% Ability Power) magic damage to surrounding enemies.

Onikiri

Blade Vibration (Passive)

Passive effect: When Onikiri uses Soul Slash, Light Vanquisher or Blade Flash, the next basic attack within 8 seconds will use 1 of 3 blades to attack, each with a corresponding bonus effect, and slightly increases his attack range and Attack Speed.

Soul Slash: Onikiri pulls out Tomokiri and attacks. The basic attack will restore 10(+60% Attack) (+2% HP Lost) HP.

Light Vanquisher: Onikiri pulls out Shishi no Ko and attacks. The basic attack will deal (+25% Attack) more damage.

Blade Flash: Onikiri pulls out Higekiri and attacks. The basic attack will inflict a 16% Break on the target.

Soul Slash (1)

Onikiri slashes once horizontally in the designated direction, dealing 60(+50% Bonus Attack) physical damage to enemies hit. At the same time, he transforms into a blade spirit for 1.5 seconds, during which he cannot be selected and he cannot move. Casting the ability again will cancel this state early.

If Onikiri uses this ability when under control, he will immediately turn into a blade spirit.

Light Vanquisher (2)

Onikiri slashes three blade gleams in the designated direction, dealing 70(+50% Bonus Attack) Physical Damage and a temporary Knockup on enemies hit, also inflicting a 50% Slow to them for 1.2 seconds. If the three blade gleams hit the same target, latter damage will be decreased to 50%.

If this ability is used again within 5 seconds, Onikiri will slash in the designated direction, dealing 20(+20% Attack) Physical Damage to enemies within range. At the same time, Onikiri starts energizing, and he will slash again in the same direction after 1.05 seconds, dealing 150(+160% Attack) Physical Damage and a small Knockback to enemies hit.

Blade Flash (3)

Onikiri dashes towards the designated direction and deals 60(+50% Bonus Attack) Physical Damage to enemies on the way. If the ability is used again within 4 seconds, Onikiri will quickly slash once, dealing 90(+60% Bonus Attack) Physical Damage to surrounding enemies and granting himself a Haste effect of 40% for 1.2 seconds.

Elegant Sword (Ultimate)

Onikiri rushes through the designated enemy shikigami, granting himself a Movement Speed increase of 300% for 0.8 seconds, and dealing a 1-second Stun plus three slashes to the target. The first two slashes deal 10(+10% Bonus Attack) Physical Damage, and the third slash deals 240(+120% Bonus Attack) Physical Damage.

If either the target or Onikiri has less than 50% remaining HP at this time, Physical Damage will be converted to true damage.

Ootengu

Tengu Path (Passive)

Passive effect: Every time one of Ootengu’s abilities hits an enemy shikigami, 1 layer of Tengu Path is added to the target. Each layer of Tengu Path lowers the target’s Magic Resist by 5% for 5 seconds.
When Tengu Path stacks up to 3 layers, the target shikigami immediately takes 22.5(+18*Level) (+60% Ability Power) magic damage and 90% Slow for 1 seconds. At the same time, the target’s Magic Resist is also reduced by 20% for 4 seconds.

Immaculate Wing (1)

Ootengu gains a shield that can resist against enemy shikigami ability once for 2 seconds. During the duration of shield resistance, cooldown of Feather Shot and Gale Force Wind will be decreased down to 1.0 seconds with movement speed being increased by 50% over 2 seconds.

Feather Shot (2)

Ootengu fires a Feather Shot in the designated direction, dealing 120(+55% Ability Power) magic damage to enemies caught in its path. If an enemy shikigami is hit, a spell circle forms on the ground beneath it. After a short delay, all enemies within the spell circle take 40(+15% Ability Power) magic damage. An enemy can only take damage from a spell circle one time. Can deal 130% damage to soldiers.

Gale Force Wind (3)

Ootengu casts Gale Force Wind at the designated target, dealing 60(+40% Ability Power) magic damage and a 0.7-second Knockup to the target and nearby enemies.

Blade Storm (Ultimate)

Ootengu casts a 3-second Blade Storm in the designated area. Blade Storm deals 90(+40% Ability Power) magic damage to enemies once every 0.5 seconds and at the same time slows them by 20%.

The Blade Storm expands over the duration of the effect and gradually moves in the direction it was cast in.

Puppeteer

Unity (Passive)

Passive effect: Every time after Puppeteer switches forms, her Movement Speed will be increased by 20% over 2.5 seconds, during which her next basic attack will deal (+35% Bonus Attack) (+4*Level) (+4% Target Max HP) extra physical damage. Can deal up to 450 physical damage to monsters.

In melee form, Puppeteer’s Physical Resist and Magic Resist will be increased by 6(+4*Level).

Puppet Arousal (1)

Passive trigger: In Melee Form, Puppeteer will gain a shield that can absorb 80(+110% Bonus Attack) damage per 10 seconds.

In Ranged Form, Puppeteer strengthens her puppet per 12 seconds, increasing attack speed by 130% in the next 3 basic attacks.

Occult Flurry (2)

Puppeteer controls her puppet to strike the enemies within 300 yards 4 times, dealing 20(+30% Bonus Attack) physical damage and lowering their movement speed by 15% for 1 seconds.

Occult Thread (3)

Puppeteer releases her thread in designated direction, drawing herself to the enemy on hit and dealing (+100% Bonus Attack) (+6% Target Max HP) physical damage. This damage has a maximum damage limit on monsters.

Puppet Pounce (Ultimate)

Puppeteer switches to Ranged Form and controls her puppet to attack further enemy.

Ryomen

Eyes of Wrath (Passive)

After Ryomen uses an ability, the next basic attack will deal an additional 15(+60% Bonus Attack) (+5*Level) (+ 10% bonus HP) physical damage. Raijin or Fujin effects will be randomly added if the target is an enemy shikigami.

Raijin effect: Inflicts Stun on the enemy shikigami for 0.5/0.75/1/1.25 seconds. The effect is strengthened when Ryomen reaches level 6/11/16. If the same shikigami is hit again within 6 seconds, the second Stun will be reduced to 0.15 seconds.

Fujin effect: Restores HP by 10 (+ 5% of Max HP) within 0.48 seconds.

Godly Might (1)

Passive trigger: Each enemy shikigami in a 600-yard radius from Ryomen increases his Armor and Magic Resist by 4. Stacks up to 5 layers.

Thunderous Wind (2)

Ryomen inflicts 100(+80% Bonus Attack) physical damage and a 20% Slow effect on enemies within a rectangle in front of him for 1 seconds.

Thundering Windrunner (3)

Ryomen charges in the designated direction and gains a shield that can block 90(+12%BonusMax HP) damage.

Divine Combo (Ultimate)

Ryomen spins around on the spot and increases Movement Speed by 20% for 4 seconds. While spinning, 130(+60% Bonus Attack) physical damage is dealt to nearby enemies every 0.5 seconds for 3 seconds.

If an enemy shikigami is hit, Raijin or Fujin effects will be randomly added.

Samurai X

Bushido (Passive)

Passive effect: Samurai X enters the Harden state after using an ability, increasing his Armor by 8% and providing immunity to Slow for 4 seconds. This effect can only be triggered once every 15 seconds. For every 10% HP lost, the effect is increased by base effectiveness.

Bushido Cut (1)

Samurai X slashes in the designated direction, inflicting 90(+40% Bonus Attack) (+30%BonusArmor) physical damage and 40% Slow on enemies in his path for 2 seconds. The next 3 basic attacks within 5 seconds deal an additional 15(+15%BonusArmor) physical damage.

The damage of this ability receives a bonus according to Samurai X’s Armor.

Tomb Dust (2)

Samurai X draws on ancient power, inflicting 60(+40% Bonus Attack) physical damage and a 15% Slow on nearby enemies. Enemies hit twice in a row within 5 seconds will be Petrified for 1 second.

Stronghold (3)

Active effect: Samurai X makes a pact with designated allied units, agreeing to share 15% of damage taken. The Movement Speed of allied units is also increased by 14% for 4 seconds.

Passive trigger: Samurai X automatically deploys Tomb Dust after he has taken a certain amount of damage. Protected allies also trigger this effect.

Hagakure (Ultimate)

Samurai X starts to energize and increases movement speed by 20% with decreasing damage received by 10%. After a short delay, he taunts surrounding enemies for 2 seconds and deals 200(+60% Bonus Attack) physical damage.

Satori

Club Bomb (Passive)

Passive effect: When Satori hits an enemy with Club Bomb, she can get 1 layer of [Blasting] mark, each layer can increase her ability damage by 2.5%. When 4 layers of mark have been stacked, Club Bomb will deal (+6*Level) (+3%BonusMax HP) extra true damage and inflict a 35% Slow effect for 0.6 seconds to enemies. [Dash Attack] will also be refreshed instantly. Restores (3(+2.5% HP Lost) /10(+3% HP Lost) /20(+3.5% HP Lost) /30(+4% HP Lost)) HP according to the level of [Home Run].

Club Smash (1)

Satori swings her spiked club in the specific direction and creates a shock wave to deal 100(+65% Bonus Attack) physical damage to enemies within range and inflicts a Knockback effect to enemies hit by the spiked club within the inner circle for 0.2 seconds. Inflicts a 55% Slow effect to enemies hit by the shock wave in the outer circle for 1.5 seconds.

Pitch (2)

Satori throws Club Bomb to the specific direction to deal 60(+60% Bonus Attack) physical damage to the first target hit. After hitting the target, Club Bomb will reflect towards the drop point. You can use [Home Run] at the drop point to release the Club Bomb.

Dash Attack (3)

Satori swings her spiked club and charges towards the specific direction to deal 80(+50% Bonus Attack) physical damage to enemies along the path. If the spiked club hits the Club Bomb on the charging path, it will be judged as a [Home Run].

Home Run (Ultimate)

Satori swings her spiked club to hit the target. If she swings at the perfect moment at the drop point of the Club Bomb, the Club Bomb will be released and it will auto-attack the enemy with the least HP within range (shikigami first) to deal 32(+70% Bonus Attack) (+2%TargetMax HP) physical damage and trigger the special effect of basic attack. The better the swing timing is, the greater the damage dealt by Club Bomb will be. Ability damage can be increased by up to 10%.

If she doesn’t swing at the perfect moment or within the drop point of the Club Bomb, the spiked club will directly deal 16(+35% Bonus Attack) (+1% Target Max HP) physical damage to surrounding enemies.

Sesshomaru

Barrier: Tenseiga (Passive)

When Sesshomaru takes lethal damage, Tenseiga creates a barrier to protect Sesshomaru from this damage. The barrier also protects Sesshomaru from any damage when the barrier is active, increasing his movement speed by 20% for 1.5 seconds.

Full-blooded (1)

Passive trigger: Sesshomaru uses his basic attack or ability to hit the same target 3 times, inflicting an additional 55(+90% Bonus Attack) physical damage to the target and gains a 55% Movement Speed bonus for 1.5 seconds.

Passive trigger: Sesshomaru can sense the position and direction of all enemies within a certain range around him.

Light Whip (2)

Sesshomaru cracks his light whip in the designated direction to deal 50(+60% Bonus Attack) physical damage to enemies within a rectangular area and mark the first enemy shikigami or monster he hits for 4 seconds.

If this ability is used while the mark is active, Sesshomaru can teleport behind the marked enemy and deal 50(+60% Bonus Attack) physical damage to the enemies in range.

Immense Demonic Power (3)

Sesshomaru releases demonic power to deal 90(+90% Bonus Attack) physical damage to all enemies in range and silences the enemies for 0.75 seconds, inflicting 40% Slow on them for 1.25 seconds.

Dragon Strike (Ultimate)

After energizing, Sesshomaru charges in the designated direction, dealing 240(+112.5% Bonus Attack) physical damage to all enemies in his path, stunning them for 0.5 seconds. Damage will be increased if the charge time increases. Can be increased by up to 75%. When charging, Sesshomaru can knock back all enemy minions and monsters that are hit along his path.

Shiro

Empty Soul (Passive)

Passive Effect: When Shiro hits an enemy shikigami with his abilities or basic attack, he can stack 1 layer of the Empty Soul mark. The marks will be triggered when stacked up to 4 layers, dealing (+55% Ability Power) (+12*Level) magic damage to the target and restoring (+35% Ability Power) (+8*Level) HP for himself.

Soul-sapping Banner (1)

Shiro summons a Soul-sapping Banner at the specified location to deal 70(+50% Ability Power) magic damage to enemies within a radius of 180 yards and gains the vision of the location for 6 seconds. Only 1 Soul-sapping Banner can exist on the battlefield.

Soul Curse (2)

Active: When the Soul-sapping Banner is on the battlefield, Shiro can switch positions with the banner, gaining a 35% Haste effect over 1 seconds.

Passive trigger: When Shiro launches basic attacks upon enemies within the attack range of the Soul-sapping Banner, the banner will release souls at the same time to deal 5(+25% Ability Power) magic damage to the targets.

Soul Array (3)

Shiro releases souls to the surrounding area to deal 60(+50% Ability Power) magic damage and inflict a 40% Slow effect over 1.5 seconds to enemies within the range.

If the Soul-sapping Banner is on the battlefield, it can release souls to surrounding area at the same time to deal 60(+50% Ability Power) magic damage to enemies within the range and inflict a 40% Slow effect for 1.5 seconds. If it hits the same target as Shiro does, latter damage will be decreased down to 75%.

Wandering Soul (Ultimate)

Shiro summons souls to fly towards himself within the Soul-sapping Banner to knockup enemies on the path and deal 260(+80% Ability Power) magic damage.

Shiro Mujou

Soul Hunt (Passive)

Passive effect: When Shiro Mujou KO’s an enemy, he summons an imp at the enemy’s location. The imp deals 26(+40% Ability Power) (+13*Level) magic damage in the surrounding area when it explodes. This effect can trigger once every 5 seconds.

Soul Reap (1)

Shiro Mujou releases an imp in the designated direction, which lures the target’s soul out of its body if it hits an enemy shikigami. Attacking the soul will cause equivalent damage to the enemy shikigami.

The soul has a Max HP of 100(+20% Target Max HP). When the soul is 1000 yards away from the original host, it will disappear and deal damage equal to its remaining HP and Stun the enemy for 1.5 seconds.

Immolation (2)

Shiro Mujou summons Hellfire in the designated direction, dealing 20(+16% Ability Power) magic damage to enemies in a rectangular area every 0.5 seconds for 4 seconds.

Ghost Shield (3)

Shiro Mujou transforms into his spirit form, raising a control-immune shield and receiving a 20% Haste effect. The shield disappears after taking 100(+70% Ability Power) magic damage.

Hands of Hell (Ultimate)

Shiro Mujou summons a soul-sapping banner in the designated location, dealing 70(+25% Ability Power) magic damage every 0.5 seconds and a 50% reduction of healing effects to enemies in range for 5 seconds.

When Shiro Mujou moves, the soul banner follows him, maintaining the same distance.

Shishio

Bolster (Passive)

When an enemy is slain within 1000 yards of Shishio, his Ability Damage is enhanced, up to a max of a 20%, 5% for each non-shikigami unit slain and 20% for each enemy shikigami slain. The enhancement slowly decreases over time.

Antler Gore (1)

Shishio dashes forwards and gains a 60% Movement Speed bonus that gradually reduces over 3 seconds. Enemies hit during this duration will receive 90(+110% Bonus Attack) physical damage and a 55% Slow Effect for 2.5 seconds.

Fury of the Forest (2)

Shishio launches a barrage of 15 random explosions over 4.5 seconds within a certain range, each explosion deals 5(+8% Bonus Attack) (+1.4% Target Max HP) physical damage to enemies they hit. This skill has a damage limit to monsters.

Circle of Life (3)

Shishio creates a shield that can absorb 20(+7% Max HP) damage and lasts for 3 seconds. The shield explodes when it disappears, dealing 20(+6% Target Max HP) physical damage to surrounding enemies. (500 max damage to monsters).

Deer Stampede (Ultimate)

Shishio charges in the designated direction, dealing 180(+120% Bonus Attack) physical damage to enemies hit and knocks them up to the sides.

Shuten Doji

Madness (Passive)

Shuten Doji has a chance of gaining 1 Madness every time he attacks enemies or is attacked. He gets 1 Madness when an ability hits an enemy shikigami.

Accumulate 4 Madness to enter the Rage state, which adds bonus effects when using Lament and Demonic Punch.

Lament (1)

5(+30% Bonus Attack) (+2.5% Max HP) HP is restored to Shuten Doji, and the next 2 basic attacks will be more powerful, dealing 50(+100% Attack) (+30% Bonus Attack) physical damage and increasing attack range by 50 yards.

When in the Rage state, 10(+60% Bonus Attack) (+3.75% Max HP) HP is restored, and the next 3 basic attacks will be more powerful, dealing 50(+100% Attack) (+40% Bonus Attack) physical damage. The third basic attack will also inflict a 34% Slow effect.

Demonic Punch (2)

Shuten Doji throws a demonic punch in the designated direction, dealing 15(+140% Attack) physical damage. When in the Rage state, he will throw a rage punch after a moment’s delay, dealing 90(+180% Attack) physical damage and inflicting a 14% armor penetration effect for 4 seconds.

Rampage (3)

After Shuten Doji dodges an attack, he dashes in the designated direction, causing 75(+60% Bonus Attack) physical damage and a brief Knockup effect to enemies in range.

New Boss in Town (Ultimate)

Shuten Doji transforms into the king of spirits, and increases Max HP by 375. He summons a calabash to attack the enemy, with each attack dealing 80(+15% Bonus Attack) magic damage. The transformation lasts for 12 seconds. Shuten Doji receives 1 Madness for every 2 seconds this lasts.

Susabi

Celestial Body (Passive)

Passive effect: Every time Susabi hits an enemy shikigami with an ability, he accumulates 1 celestial energy. Once he has 5 celestial energy, he receives a shield that lasts for 3 seconds. If no new celestial energy is acquired in 15 seconds, the remaining celestial energy dissipates.

Falling Star (1)

Susabi fires three beams of starlight at the designated position, each dealing 45(+35% Ability Power) magic damage to impacted enemies. Every beam that hits its target provides Susabi with 1 celestial energy.

Celestial Chain (2)

Susabi throws a celestial chain in the designated direction, stunning the first enemy it touches for 1.5 seconds and dealing 75(+40% Ability Power) magic damage. The hit provides him with one celestial energy.

Heavenly Spheres (3)

Susabi teleports in the designated direction and summons two Star Orbs to attack nearby enemies after reappearing. Each star orb deals 45(+30% Ability Power) magic damage and provides Susabi with 1 celestial energy.

Stellar Justice (Ultimate)

Susabi is an instrument of divine justice, raining asteroids down on enemies in his vicinity. Each attack deals 90(+25% Ability Power) magic damage and each enemy can only be hit (3 + number of celestial energy) times.

If Retribution is summoned with 5 celestial energy, this will trigger Astronomical Boundary, doubling the entry speed of asteroids and increasing Susabi’s Movement Speed by 30%.

Tamamonomae

Sessho-seki (Passive)

Passive effect: Tamamonomae will transform into Sessho-seki for a certain period after being sealed and deal (+7.5% Target Max HP) magic damage and inflict a Slow effect that can gradually strengthen to surrounding enemies every 0.5 seconds. Deals up to 350 magic damage to monsters.

Soul Burst (1)

Tamamonomae casts Soul Burst towards the specified direction to deal 50(+15% Ability Power) magic damage to enemies on the way. After hitting the first enemy shikigami or reaching the most distant point, it will split all around to the nearby area and deal 100(+60% Ability Power) magic damage to enemies on the way again. During the duration of Soul Burst, if the ability is used again, it will split up all to the surrounding area.

Fox Fire (2)

Tamamonomae releases Fox Fire in the specified direction to deal 130(+60% Ability Power) magic damage to the first hit target and inflict a Slow effect that gradually strengthens. In 3 seconds, he will inflict a Immobilize effect on the target and enemies around the target for 1.4 seconds. During the duration of Slow, if Tamamonomae hits the target with other abilities, Immobilize will be triggered in advance.

Demon Wrath (3)

Tamamonomae bursts demon force to the surrounding area which knocks back enemies within range and deals 80(+40% Ability Power) magic damage.

Falling Might (Ultimate)

Tamamonomae selects an area within a wide range around himself and summons Falling Might in 1.75 seconds to deal 400(+85% Ability Power) magic damage to all enemy shikigami within the range.

After selecting the area, all enemy shikigami around Tamamonomae will receive a warning. The ability will be refreshed instantly if it hits an enemy shikigami.

Tanuki

Wine Power (Passive)

Passive effect: Tanuki will jump towards the location of the target with the next basic attack, dealing 15(+100% Attack) (+15*Level) physical damage and inflicting a 45% Slow effect for 2 seconds on enemies within range when he lands.

This effect has a cooldown of 12 seconds, which will reduce by 2 seconds for every 6 shikigami levels, to a minimum of 8 seconds.

Drunken Stupor (1)

Tanuki guzzles strong liquor, continuously enhancing his defensive capabilities, increasing his Armor and Magic Resist by 16 for each layer, to a maximum of 5 layers. Tanuki falls to the ground in a drunken stupor after using the ability a second time or after 2 seconds, dealing 140(+40% Ability Power) magic damage and inflicting a 1.3 seconds Stun on nearby enemies.

When under the effect of Century Brew, the resistance increase is tripled, and Movement Speed is increased by 30%.

Fiery Moonshine (2)

Tanuki spits fire in the designated direction after drinking alcohol, dealing 40(+40% Ability Power) (+4% Target Max HP) magic damage to all enemies in an arc area.

When under the effect of Century Brew, the fire he spits will continue to burn on the ground, inflicting 5(+10% Ability Power) (+1% Target Max HP) magic damage and a 35% Slow effect on enemies in the fire per second. The damage dealt will have a limit on monsters.

Century Brew (3)

Active effect: The alcohol in Tanuki’s jug ages into Century Brew, strengthening the next ability that includes the Century Brew effect within 8 seconds.

Passive trigger: Whenever Tanuki drinks liquor, he recovers (+1.6% Max HP) HP per second for 5 seconds.

Terrifying Guest (Ultimate)

Tanuki leaps to the designated area, inflicting 300(+80% Ability Power) magic damage and a temporary Knockup on enemies within range.

Ubume

Co-op (Passive)

Passive effect: When basic attacks by allied units hit and damage enemy shikigami within 900 yards of Ubume, she will immediately launch 1 Umbrella Sword attack on the same target, dealing (+50% Attack) damage.

Nocturnal Hunt (1)

Passive trigger: Every time Ubume uses an ability, she gains 1 layer of Shadow Wing, which can be stacked up to 4 layers. Each layer adds 2% HP Steal to basic attacks and increases Vision.

Umbrella Sword (2)

Ubume sends an apparition in the designated direction, dealing 65(+80% Attack) physical damage to enemies along the way, and inflicting a 60% Slow for 1 seconds on the first enemy shikigami it hits. After hitting a shikigami, the apparition returns to Ubume. This ability has basic attack effects.

Night Visitor (3)

Ubume charges in the designated direction, dealing 105(+90% Bonus Attack) physical damage to enemies in her path. After a moment, the apparition that Ubume leaves in the original position will charge forward along the same path, inflicting 30(+40% Bonus Attack) physical damage and 65% Slow for 2 seconds on enemies in its path.

Hack and Slash (Ultimate)

Ubume hacks at the designated area three times in quick succession, with each onslaught dealing 120(+40% Bonus Attack) physical damage to enemies within range. Ubume then slashes at the center of the area, inflicting a small Knockback effect and 120(+40% Bonus Attack) (+12% Target HP Lost) physical damage on enemies.

Umibozu

Big Catch (Passive)

Passive effect: Every time Umibozu uses an ability that deals damage to enemy shikigami, a fish appears. Swallowing the fish restores Umibozu’s HP by (+4% Max HP).

Sashimi Snack (1)

Umibozu swallows a fresh fish, instantly recovering 75(+40% Ability Power) (+15% HP Lost) HP, and gaining 40 Armor and Magic Resist for 5 seconds.

Waterspout (2)

Umibozu summons a subterranean waterspout at the designated position, which deals 90(+40% Ability Power) magic damage after a short delay to enemies that are hit, and knocks them up for 1 second.

Deadly Surge (3)

Umibozu stirs up the undercurrents, unleashing three waves on nearby targets. Each wave deals 80(+40% Ability Power) magic damage to enemies that are hit, and inflicts a 30% Slow effect on them for 2 seconds.

Tsunami (Ultimate)

Umibozu uses his special Tsunami ability to send out three enormous waves in the specified direction. Each wave deals 150(+40% Ability Power) Magic Damage to enemies in its path and inflicts a temporary Knockback effect. A 30% Slow effect is experienced in areas the waves pass through.

Vampira

Bloodline (Passive)

Passive effect: Vampira’s Attack Damage increases by 0.2% for every 1% HP lost.

Blood Bats (1)

Passive trigger: When Vampira takes damage from an enemy shikigami or a monster, she summons bats to attack her attacker, dealing 36(+4% HP Lost) (+16% Ability Power) magic damage per second for 2 seconds. During this period, Vampira recovers 18(+3% HP Lost) (+10% Ability Power) HP per second.

Blood Boost (2)

Vampire bats summoned by Vampira fly in the designated direction, dealing 80(+60% Ability Power) magic damage to enemies in their path. 10(+5% Ability Power) HP is recovered for each hit on an enemy. This effect is multiplied by 3 if an enemy shikigami is hit.

Blood Blight (3)

Vampira surrounds herself with Blood Blights, dealing 35(+22.5% Ability Power) magic damage every 0.5 seconds to nearby enemies and increasing her Movement Speed by 20% for 4 seconds. Basic attacks extend the duration of Blood Blight by 0.5 seconds, up to 6 seconds.

Blood Embrace (Ultimate)

Vampira transforms into a swarm of vampire bats at the target’s position, dealing 350(+65% Ability Power) magic damage to enemies within range, and gaining a 15% HP Steal effect. The HP Steal effect increases by 3% for each enemy shikigami hit. Lasts for 12 seconds.

Yamakaze

Haze (Passive)

Passive effect: When Yamakaze leaves his current target’s vision, he will trigger an Invincible effect for a short time and his HP will be restored by 18% of the damage received over 2 seconds (at Lv 5/10/15, HP restoring rate increases to 24%/30%/36%.) Next basic attack will deal 5(+25% Bonus Attack) (+10*Level) physical damage and inflict a 40% slow effect.

Violent (1)

Yamakaze dispels any Control effects for himself and enters Invisibility state for 0.75 seconds.

Wind (2)

Yamakaze throws rotating flying blades towards the specified direction and adds a Tear mark on enemies on the way, dealing 40(+55% Bonus Attack) physical damage and inflicting a 30% slow effect for 1.5 seconds.

Slash (3)

Yamakaze jumps towards the specified position and slashes to deal 40(+50% Bonus Attack) physical damage to hit enemies on the way and basic attacks will have a special effect. If an enemy with a [Tear] mark is hit, Tear effect will be triggered and deal 25(+20% Bonus Attack) physical damage and greatly decrease the cooldown of Slash.

If Yamakaze uses Slash while in the jungle, he will add a [Tear] mark on the hit enemy and trigger its effect instantly.

King of the Forest (Ultimate)

Passive trigger: If Yamakaze uses Slash when entering the jungle or thorn bush, the cooldown of Slash will be greatly decreased.

Active effect: Yamakaze keeps creating thorns that can last for 10.0 seconds in the specified direction, during which his movement speed in the jungle or thorn bush will be increased by 30%. He will become invisible to enemies without vision in the thorn bush.

Yamausagi

Cute Justice (Passive)

Passive effect: Every 15 seconds, Yamausagi will not spend any MP to cast abilities, and casting will increase ability level by 1.

Bunny Dance (1)

Passive Trigger: Yamausagi dances to boost team morale, increasing the Movement Speed of all allied shikigami in range by 26% every time the ability is used, lasting 1.5 seconds.

Be Good (2)

Yamausagi pulls out a fan to teach her enemies a lesson, sending a powerful blast of wind in the designated direction, dealing 90(+60% Ability Power) magic damage to enemies that are hit, and lowering their Movement Speed by 40% for 1.5 seconds.

Bless (3)

Yamausagi blesses her teammates, adding a shield to all allied shikigami within range. The shield can absorb 80(+50% Ability Power) damage and lasts for 4 seconds.

Ring Toss (Ultimate)

Yamausagi tosses Lucky Rings in a cone, dealing 225(+65% Ability Power) magic damage to all enemy units within the area and turning them into harmless paper dolls for 1.5 seconds.

Yamawaro

Mountain Shelter (Passive)

Passive effect: Yamawaro’s defensive capabilities continually increase if he is within 280 yards of the wall, up to a maximum of 30% additional Armor and Magic Resist.

Hammer Smash (1)

Yamawaro smashes the ground in the designated direction, dealing 120(+40% Bonus Attack) physical damage to enemies along the way and forming a wall that inflicts a 25% Slow effect on enemies near the wall for 3 seconds.

Quake (2)

Yamawaro stomps the ground to deal 90(+75% Bonus Attack) (+8% (Every 125.00BonusArmor increases 1%)TargetMax HP) physical damage and inflict a 40% Slow effect to surrounding enemies. Deals up to 900 physical damage to monsters.

Hammer Charge (3)

Yamawaro rushes in the designated direction, inflicting 100(+50% Bonus Attack) physical damage and a Knockup effect on enemies in a small range after hitting an enemy shikigami. 100(+50% Bonus Attack) physical damage is also dealt to non-shikigami units along the way.

Heavy Bludgeon (Ultimate)

Yamawaro swings his mighty hammer in the designated direction. This ability can be used three times in quick succession. The first two attacks inflict 120(+90% Bonus Attack) physical damage and a 50% Slow effect. The third attack has a longer attack range, which can knock up the enemy and deal 120(+90% Bonus Attack) physical damage.

Yasha

Deadly Pursuit (Passive)

Passive effect: When Yasha deals damage to enemy shikigami with his ability, his Attack will be increased by (+5% Bonus Attack). Attack can be increased up to 5 times. After exceeding the limit, he will gain 15%(+0.8%*Level) Armor Penetration for 4 seconds.

Shura (1)

Yasha launches an attack in the specified direction, dealing 20(+30% Bonus Attack) physical damage and adding a [Shura] mark. If he attacks the same target again, the mark will be triggered, dealing 65(+55% Bonus Attack) physical damage and decreasing the cooldown of [Shura] to 1.5 seconds while also instantly refreshing [Phantom].

Phantom (2)

Yasha rotates towards the specified direction to deal 30(+30% Bonus Attack) physical damage and forms a shield that can absorb 30(+45% Bonus Attack) damage for 3 seconds.

Bloodbath (3)

Yasha waves his long spear to deal 60(+60% Bonus Attack) physical damage and inflicts a 40% slow effect to surrounding enemies for 1.5 seconds. Enemies hit will also receive a [Shura] mark.

Underworld Sea (Ultimate)

Yasha summons Underworld Water in the specified direction to knock up the first enemy shikigami hit dealing 50(+35% Bonus Attack) physical damage and forms a long spear above the enemy shikigami. The long spear will fall down and attack the target in 3 seconds, dealing 200(+120% Bonus Attack) physical damage. Damage will be increased according to a certain ratio of the target’s lost HP. When the target’s HP is less than 35%, damage will be increased by up to 2 times.

Yoto Hime

Morale (Passive)

If she uses basic attacks to strike the same shikigami 3 times in 4 seconds, her Movement Speed increases by 15% and she gains 50% Slow-immunity for 3 seconds.

En Garde! (1)

Active effect: Yoto Hime enters the En Garde! state, becoming invincible for 0.75 seconds. If Yoto Hime blocks a control ability while in En Garde! state, she will counter-attack, stunning the enemy for 1 seconds and dealing 120(+100% Ability Power) magic damage with refreshing Saber Strike.

Passive effect: Every 3 attacks of Yoto Hime will deal 30(+35% Attack) extra physical damage and restore 15(+30% Bonus Attack) HP. If the target is an enemy shikigami, HP restoring amount will be increased by 150%.

Devourer (2)

Active effect: Yoto Hime’s Attack Speed is increased by 20% for 5 seconds after using the ability. Each of the following three strikes only inflicts 60% of Base Damage, but each deals an additional 10(+10% Bonus Attack) physical damage. The first strike also inflicts a 30% Slow that lasts 1 seconds.

Passive effect: Yoto Hime’s Attack Damage is permanently increased by 10.

Saber Strike (3)

Yoto Hime charges forward in the designated direction, dealing 90(+80% Bonus Attack) physical damage to enemies in her path.

If this ability KO’s an enemy, it will be reset and 35#c39b54a MP will be restored.

Ominous Blade (Ultimate)

Yoto Hime attacks the designated target, repeatedly slashing at the target and nearby enemy shikigami. Each slash deals 140(+80% Attack) physical damage, with subsequent damage on the same shikigami being restricted to 40%. Maximum of 6 slashes.

Youko

Ki Focus (Passive)

Passive effect: Every time one of Youko’s abilities hits an enemy unit, he gains one layer of Demon Force, increasing his Attack Damage by 1.5% and Attack Speed by 5%. Every layer of Demon Force lasts 8 seconds, and a new layer resets the timer. A maximum of 5 layers of Demon Force can be stacked at one time.

Harmful Wind (1)

Passive trigger: Every 3 basic attacks, Youko transforms into a devastating cyclone, attacking the target and 3 nearby enemy units to deal an additional 5 physical damage. Also reduces the cooldown of all his own abilities by 1 second.

Deals 50% damage to hit enemies.

Wind Blade (2)

Youko shoots an energy blade from his fan, dealing 50(+70% Attack) Physical Damage to the first enemy unit it comes into contact with. If an enemy shikigami is hit, a follow-up blade automatically shoots out, dealing 10(+60% Attack) Physical Damage with an additional Basic Attack special effect.

Wind Rider (3)

Youko moves with the wind, becoming a blur and teleporting to the designated position. His Attack Speed is increased by 15% for 4 seconds and another layer of Demon Force is added.

Blade Cyclone (Ultimate)

Youko activates the Demon Force that enshrouds his body, unleashing a flurry of Wind Blades, comprising 4/9/13/20 blades of N/R/SR/SSR rarities. Each Wind Blade deals (+45% Attack) physical damage and triggers basic attack special effect. # Each level of Demon Force raises the chance of getting an SSR by 1%.

Yuki

Snow Chaser (Passive)

Passive Effect: Every 10 second(s), Yuki’s next basic attack will make him dask towards the target for a certain distance and deal (+130% Attack) (+8*Level) Physical Damage to all enemies within a rectangular range. When Yuki reaches Lv 7/12, cooldown time will be decreased to 8.5/7 second(s).

Every time Yuki uses an ability to deal damage to enemy shikigami, cooldown time of this attack will be decreased by 0.75 second(s).

Snow Weaver (1)

Passive trigger: When Yuki deals damage to enemy shikigami or monsters with Basic Attack or abilities, it will trigger 1 layer of [Frost]. If a single target has 4 layers of [Frost], target will be frozen for 0.9 seconds.

After a target is under Freeze for 6 seconds, Yuki can’t stack any more layers of [Frost] on shikigami or monsters.

Yuki will mark enemy shikigami under Freeze state within 1200 yards for 4 seconds and when Yuki uses a basic attack on them, Yuki will jump towards the target and deal 40(+65% Attack) (+6% Target Max HP) Magic Damage to the target.

Icebreak (2)

Yuki dashes towards the designated direction and deals 20(+40% Attack) physical damage to enemies on the way.

Yuki can use the ability again within 4 seconds to deal 70(+100% Attack) physical damage and inflict a Freeze Effect to enemies within a fan-shaped area to the front for 0.4 seconds.

Falling Snow (3)

Yuki purifies himself with Warm Wind, dispelling controlling effect and restoring 60(+10% HP Lost) (+60% Bonus Attack) HP.

December Snow (Ultimate)

After a short period of energizing, Yuki pulls out snow, charges towards the target enemy shikigami and attacks 3 times. The first attack deals 60(+70% Bonus Attack) Physical Damage and Freezes target for 1 seconds. The second attack deals 60(+70% Bonus Attack) Physical Damage and the third attack deals 120(+150% Bonus Attack) Physical Damage.

The 3 attacks won’t stack [Frost]. Yuki receives a 60% damage reduction while using this ability.

Yuki Onna

Dusk Snows (Passive)

Passive effect: Yuki Onna’s abilities deal an additional 10% magic damage to slowed enemies.

Snow Maiden (1)

Passive trigger: Every time Yuki Onna uses an ability, she gains 1 Snowflake. When 3 Snowflakes are collected, she gains a snow shield which will break after blocking 105(+45% Ability Power) damage. When the shield shatters, it deals 100(+35% Ability Power) magic damage and a 1.25-second Immobilize to nearby enemies.

If no damage is taken for 8 seconds, the shield is reset.

Marshmallow (2)

Yuki Onna throws a snowball in the designated direction. The snowball deals 80(+55% Ability Power) magic damage to enemies it hits. When an enemy shikigami is hit or the snowball has traveled the maximum distance, it explodes, dealing up to 100(+80% Ability Power) magic damage to the target and nearby enemies.

Frost Breath (3)

Yuki Onna sends a blast of icy air in the designated direction, knocking back targets within range as well as dealing 80(+60% Ability Power) magic damage and slowing them by 35% for 1.5 seconds.

White Out (Ultimate)

Yuki Onna summons a powerful blizzard at the designated position that launches 5 attacks on enemies in range, dealing 130(+30% Ability Power) magic damage and a 30% Slow with each attack. Enemies damaged 3 times will be frozen for 1.5 seconds.

Yumekui

Dream Devourer (Passive)

Yumekui’s first basic attack puts the target to sleep. This effect is effective against the same target once every 10 seconds.

Speedy Spin (1)

Yumekui curls up to roll and gradually gains a 100% Haste effect over 5 seconds. Yumekui stops rolling upon hitting an enemy and inflicts an AoE Knockback effect, dealing 70(+50% Ability Power) Magic Damage to enemies.

Basic attack cannot be used while rolling.

Dreamy Foam (2)

Yumekui releases foam in the designated direction which disperses upon hitting an enemy. The foam deals 50(+60% Ability Power) (+5% Target Max HP) Magic Damage to the target and nearby enemies, also slows them by 20% for 1.5 seconds and acquires their vision for 3 seconds.

The damage of this ability to monsters is increased to 150%.

Nightmare (3)

Yumekui sends out a spreading hypnotic wave, dealing 80(+45% Ability Power) (+6%BonusMax HP) Magic Damage to enemies and putting them to sleep for 0.9 seconds.

Dream Invader (Ultimate)

When an enemy is affected by Sleep effect or has been affected within 2 seconds, Yumekui can enter the enemy’s dreams, dealing 40(+15% Ability Power) (+3% Target Max HP) Magic Damage to the enemy every 0.5 seconds and slowing the enemy by 30% while restoring 50(+25% Ability Power) (+5% HP Lost) HP for himself. After 2 seconds at most, Yumekui leaves the target’s dream. The direction in which Yumekui emerges from the dream can be manually selected.

Enma

Soul Plunder (Passive)

Passive effect: When Enma hits enemy shikigami with her abilities, she gains 1 Spirit. When there are enemy shikigami sealed near Enma, she gains 2 Spirit. Enma automatically gains 1 Spirit at regualar intervals.

Spirit Command (1)

Enma commands a soul to fly in the designated direction, dealing 90/145/200/255/310 (+60% Bonus Attack) (+65% Ability Power) (+6/7/8/9/10% (Every 100 Ability Power increases 1%) Target HP Lost) Magic Damage to enemies caught in its path. If an enemy shikigami is hit, the soul will scatter in all directions, dealing 90/145/200/255/310 (+60% Bonus Attack) (+65% Ability Power) (+6/7/8/9/10% (Every 100 Ability Power increases 1%) Target HP Lost) Magic Damage to other enemies within range.

Demon Realm (2)

Enma summons a Demon Realm at the designated position that inflicts a Silence effect on enemies within range for 0.7/0.78/0.85/0.93/1 seconds. The Demon Realm lasts for 3 seconds, inflicting 20/35/50/65/80 (+20% Bonus Attack) (+20% Ability Power) Magic Damage every 0.6 seconds and a 25/32.5/40/47.5/55% Slow effect on all enemies within range.

Meditation (3)

Enma gains a shield that can absorb 60/120/180/240/300 (+60% Bonus Attack) (+50% Ability Power) damage and a 60/70/80/90/100% Haste effect for a 1.5 seconds.

Crushed Grievances (Ultimate)

When Enma’s Spirit count reaches 5, she enters the Pressured state. In this state, Enma will not be able to change the direction she is facing. Each basic attack will consume 1 Spirit to release three souls in that direction, dealing 8/12/16/20 (+43% Attack) (+14% Ability Power) (+0.3/0.6/0.9/1.2% (Every 400 Ability Power increases 1%) Target Max HP) Magic Damage to the first enemy they hits. Spirit Command and Demon Realm can only be used in the direction faced. If Enma doesn’t use a basic attack within 3 seconds, 1 Spirit would be automatically consumed.

Tesso

Prosperity Growth (Passive)

Passive effect: Tesso gets Incense Money whenever he participates in a seal. Every 10 Incense Money gives Tesso additional coins.

Jingle Jangle (1)

Deals damage to the first enemy in the designated direction and deals splash damage to nearby enemies.

When Incense Money reaches a certain number, the number of enemies the splash can hit increases.

Plentiful Fortunes (2)

Deals damage overtime to enemies in the designated range. At the same time, Incense Money is obtained from the enemies.

Rolling in Money (3)

Gains Haste and leaves behind an area that decreases the Movement Speed of enemy shikigami. The effects of the Movement Speed increase and Slow are increased based on the number of Incense Money he has.

Insurance Policy (Ultimate)

Releases 5 coins that automatically chase down nearby shikigami and deal damage. The number of coins is increased based on the number of Incense Money he has.

Yoh Asakura

Amida-Style: Halo Blade (Traits)

Use abilities to hit enemies to accumulate Furyoku. When there are three stacks of Furyoku, the next basic attacks will be a charge to the front, dealing damage to enemies in his path.

Amida-Style: Vaccuum Buddha Slash (1)

Use Amida-Style: Vaccuum Buddha Slash, dealing physical damage and inflicting Slow to enemies in front of him. After a short delay, will deal 2nd stage damage to enemies within a fan-shaped area in front.

Shaman Shield (2)

Summons a shield to protect himself, gainning a Haste effect and blocking part of the damage from the front. Enemies who touch the shield will take damage and get knocked back.

Air Slash (3)

Leaps and slashes toward the designated direction, dealing physical damage to enemies in his path and at the target destination.

Spirit of Sword: White Swan (Ultimate)

After summoning Spirit of Sword: White Swan, basic attacks and abilities deal additional damage and Amida-Style: Grand Halo Blade is unlocked.

Amida-Style: Grand Halo Blade: Uses Amida-Style: Grand Halo Blade to slash in the designated direction, dealing damage to enemies within ability range.

Anna Kyoyama

Possession – Seance (Passive)

When out of battle, Anna Kyoyama can choose a nearby ally shikigami as medium, providing the shikigami and herself Fire Wheel Power and Lightning Drum Power.

This ability can only be used some time after the battle starts.

Passive: Basic attacks from Anna Kyoyama, Zenki and Goki will add a stack of Spirit Binding to the enemy shikigami. When enemy shikigami receive 4 stacks of Spirit Binding, they will be inflict with Slow and Zenki and Goki will enter the Wrestle state, gaining an Attack Speed increase.

Zenki and Goki (1)

Anna Kyoyama summons Zenki and Goki from both sides to rush in the designated direction. After Zenki and Goki knock into the enemy, they stop rushing and dealing magic damage to nearby enemies. After Zenki and Goki stop rushing, they will continue to attack nearby enemies.

Casting the ability again will make Zenki and Goki towards Anna Kyoyama’s current position, providing Anna Kyoyama with a Haste effect and dealing magic damage to enemies in their path.

Charging Spirits (2)

Anna Kyoyama orders Zenki and Goki to rush to the designated location, dealing magic damage and inflicting Slow to enemies in their path.

Rosary Beads (3)

Anna Kyoyama throws out her rosary beads. The beads stay on the enemy shikigami hit and after a short delay, pulls enemies within range to that enemy shikigami, dealing magic damage and restraining them.

Spiritual Power (Ultimate)

Anna Kyoyama releases the power of Zenki and Goki and enters the Spiritual Power state. Zenki and Goki gain an Attack Speed increase. While in the Spiritual Power state, enemies will get knocked up when Zenki and Goki rush into them. This effect only takes effect one on each unit.

Asura

Son of Darkness (Passive)

Consumes Rationality when casting abilities. When Rationality reaches 0, he will be enhanced but unable to use abilities. Rationality can by recovered from basic attacks.

Lotus Extermination (1)

Locks on to surrounding enemies and slashes five times continously, dealing AoE damage and restoring a certain amount of HP.

Demon Oppression (2)

Shoots his bone whip in the designated direction, dealing damage and moving in the direction of the left joystick. After that, switches back to Bone Whip form to attack at long range.

Uninterrup Massacre (3)

Charges in the designated direction, dealing damage to enemies around his destination. After that, switches back to Bond Sword form to attack at short range and gain additional Armor and Magic Resist.

Purgatory Massacre (Ultimate)

Leaps into the air and bombards the designated area, dealing damage and inflicting a Knockup effect. Then forms a realm that deals continous damage and rebounds any enemy shikigami who touches the edge of the realm for the first time.

Izaya

Shuttle of Heaven (Passive)

Passive effect: Gains 1 stack of Shuttel of Heaven when her abilities hit an enemy. Upon reaching 3 stacks, the next ability will be enhanced.

Shrill Shutter: Increase the number of shuttles cast to 5.

Brocade: Restores a certain amount of HP based on the damage.

Different Paths: Grants allies who were transported a shield and inflicts Slow enemies.

Shrill Shutter (1)

Shoots out three small shuttles at the designated position, dealing damage and adding Seal of Corrosion to units hit. Izaya’s other damage can trigger Seal of Corrosion, dealing bonus damage and decreasing the cooldown of Ability 2 Brocade.

Brocade (2)

Commands a shuttle to fly through the designated area, dealing damage to enemies within range and knocking them back.

The greater the number of enemies within range, the higher the damage.

Different Paths (3)

Creates a circle of shuttles at the designated location. Using this ability again creates another circle of shuttles. After a short delay, both magic circles will transport all units from one magic circle to the other, except monsters.

Ceaseless Cycle (Ultimate)

Casts a Disaster in the designated direction that deals damage to enemies in range and pulls them to the center. After a brief delay, Disaster will explode, dealing damage and inflicting Stun to all enemies.

Enmusubi

Fate Realized (Passive)

Passive effect: Ability Power and Armor and Magic Resist can be increased by picking up Fate Cards in the surrounding area.

Becomes a black cat that can move after being sealed. She will return to normal after resurrecting.

Flower Moon (1)

Deals magic damage to nearby enemies and grants a shield to teamates within range. Adds Fate Seal to all shikigami.

Passive: The next time an ability hits, it will trigger the Fate Seals, dealing higher damage to enemy shikigami and granting stronger buffs to ally shikigami.

Perfect Pair (2)

Throws a fate amulet at enemy shikigami, dealing damage and creating a born with the target.

The ability can be used again in the designated direction, dealing damage to the enemy hit. This target and the first target hit will be pulled together, inflicting Stun.

Soul Mate (3)

Bestows a blessing to the designated teamate, increasing the target’s Armor and Magic Resist and granting immunity to control effect one. When the blessing ends, restores HP to the target and casts Flower Moon with the target as the center.

Blessed Union (Ultimate)

Enmusubi no Kami creates a bond with a designated ally shikigami, during which other teammates can be choose to use Fateful Bond to fly to the target.

Ungaikyo

Yin and Yang (Passive)

Ungaikyo possesses the Yin and Yang Forms. Each Form has its own independent HP Bar (HP Bonusses will be reduced by a certain ration), and when his current Form is sealed, he will automatically swap to his other Form. The sealed Form can only be used after recovering a certain amount of HP.

When Ungaikyo deals damage to enemies, restore HP to his other Form.

Yang Form

Solar Rotaion (1)

Instantaneous Swap to Yin Form.

Passive effect: Gain Good Cause, when Ungaikyo deals damage to an enemy shikigami. After gaining a total of 6 stacks of Good Cause, Ungaikyo’s next 3 basic attacks gain Attack Speed bonus and Armor Penetration effect, and he deals magic damage to enemies caught in his path.

Lotus (2)

Ungaikyo casts a lostus illusion at a designated position in front of him, dealing AoE damage and slowing enemies. The illusion’s range and damage increase based on the charge time.

Dual Lotus Conversion (3)

Ungaikyo summons to lotuses, knocking enemies in a conical range in front of him up and into a central position, then dealing damage. If 2 of more enemies are knocked up, they will also be stunned.

A Life of Bitterness (Ultimate)

Ungaikyo records the state of himself and surrounding ally shikigami, leaving behind a mirror image of the recorded Shikigami.

Mirror Image State – Yang: During the ability, recorded shikigami will take addtionak damage. Upon taking fatal damage, recorded shikigami will return to the location in which they were initially recorded, and their HP will be restored to that of the recorded state.

Yin Form

Dawn Descends (1)

Instantaneous Swap to Yang Form.

Passive effect: Gain Bad Cause, when Ungaikyo deals damage to an enemy shikigami. After gaining a total of 6 stacks of Bad Cause, Ungaikyo’s next 3 basic attacks gain Attack Speed bonus and and he deals bonus damage to target enemy and enemies within range.

Reincarnation (2)

Ungaikyo summons 6 prayer beads that rotate around himself. Each prayer bead deals damage to enemies and inflicts them with a Slow effect. Charging this ability will expand its casting range.

Instant Lotus Creation (3)

Ungaikyo throws a lotus in the designated direction. Casting this ability again will teleport Ungaikyo to the position of the lotus while also dealing damage to nearby enemies and knocking them up. Ungaikyo will gain a Haste effect and shield after this ability hits an enemy.

A Mind of Emptimess (Ultimate)

Ungaikyo deals AoE damage to surrounding enemies, and records the state of the surrounding enemy shikigami, leaving behind a mirror image of the recorded shikigami.

Mirror State – Yin: During the duration of the ability, if the recorded shikigami steps out of a certain range from the mirror image, the shikigami will be dragged back to the recorded location and be Immobilized.

Kidomaru

Child of Shura (Passive)

Passive trigger: For every 3 times Kidomaru deals damage using basic attacks, he recovers HP and binds an imp. He also binds an imp when sealing enemy shikigami or monsters. He can bind up to 4 imps at a time.

Killing Satisfaction (1)

When 4 imps are bound at the same time, he selects an area and releases all imps in that area. Each imp deals physical damage to enemies in the area upon landing and automatically chases nearby enemies.

Skeletal Chain (2)

Throw his chain in the designated direction. It captures the firts enemy hit, dealing physical damage to them and inflicting a Slow effect on them.

Kidomaru can select a direction to use this ability again. If the direction of the captured enemy is selected, Kidomaru will rush on their position. If a direction away from the target is selected, Kidomaru will drag the target to himself.

Raiment of the Waning Moon (3)

Enters the Invisibility state and increases his Movement Speed. He also gains an imp. When the Invisibility state ends, Kidomaru’s Attack Speed is increased for a certain amount of time.

Soul Hunter (Ultimate)

Gains a shield and enters Shura state, during which his Armor Penetration increases and he gains Attack HP Steal. Imp Scouts will further increase his Attack Speed and Movement Speed. Additionally, each of Kidomaru’s basic attack wil deal additional physical damage to the target and nearby enemies.

Rukia Kuchiki

Sodenoshirayuki (Passive)

Passive effect: The next basic attack after Rukia casts abilities deal additional magic damage and restores HP to herself. This effect that enhances her basic attack can stack up to 3 times.

Sokatsui (1)

Rukia discharges Hado 33: Sokatsui in the designated direction, dealing magic damage and inflicting a Slow effect on enemies within range.

Passive effect: After Rukia makes a hit using her other abilities, using Sokatsui will deal additional magic damage to the target.

Somenomai Tsukishiro (2)

Rukia charges in the designated direction and creates an ice pillar along the way, dealing magic damage to enemies hit and continously freezing them for 1.1 seconds.

Sannomai, Shirafune (3)

Rukia charges in the designated direction, dealing magic damage and inflicting a Slow effect for 1.5 seconds to enemies in her path and at the target destination.

Tsuginomai Hakuren (Ultimate)

Rukia raise ice particles in the designated direction and begins charging. After charging has finished or when this ability is tapped again, she releases a blast of cold air in front of her which deals damage and inflicts a Slow effect. If she charges to a certain extent, this ability will event inflict a Freeze effect.

Ichigo Kurosaki

Zangetsu (Passive)

Passive effect: Attack Damage increases every time an abilities is used. Stacks up to 5 times.

Shikai State

Ultimate Reiatsu (1)

Deals damage to surrounding enemies and inflicts a Slow effect on them.

Getsugatensho (2)

Releases Getsuga Tensho in the designated direction, dealing damage to enemies along the way and restoring HP.

Flash Step (3)

Teleports in the designated direction and increases own Attack Speed.

Bankai (Ultimate)

Passive effect: While in the Shikai state, continuously recovers Energy. Recovers event more Energy while in battle.

Active use: Can active Bankai when his energy is full. Using this ability again in Bankai state will cause him to enter the Hollowfication state.

Hollowfication State

Kokuryu Hageki (1)

The next basic attack deals AoE damage, dealing damage and inflicting Slow to enemies hit.

Getsugatensho (2)

Releases Getsuga Tensho in the designated direction, dealing damage and decreasing Armor. He also recovers HP. Each basic attack reduces the cooldown of this ability.

Flash Step (3)

Teleports in the designated direction, increasing Attack Speed. 1 Flash can be stored at regular intervals, up to maximum of 2.

Hollowfication (Ultimate)

Enters the Hollowfication state in which cannot be taken, but nearby shikigami will be automatically attacked and immunity to fatal attacks will be granted. Upon ending, deals True Damage to enemies in a frontal range and returns to the Shikai state.

Suzuka Gozen

Sharp Weapon (Passive)

Passive trigger: Next basic attack after using the ability will deal additional penetration damage.

Mountain Spirit (1)

Releases a blade of light in the designated direction, dealing damage and inflicting Slow to enemies hit.

Valiant Cry (2)

Dashes towards the designated direction and deals damage and inflicts Slow to enemies nearby.

Use again to dash toward the designated direction, dealing damage and disarming nearby enemies.

Defensive Circle (3)

Activates a defensive circle that blocks damages 3 times and increases Movement Speed.

Feathered Surf (Ultimate)

Shoots her Shadow Bow in the designated direction, dealing damage over time and inflicting Slow to enemies within range.

Takiyasha Hime

Moon Slash (Passive)

Passive effect: When she hits enemies with abilities or basic attacks, she will gain 1 stack of the New Moon Blessing. At maximum stacks, she continously recovers HP, gains an Attack Damage Bonus effect, and her Attack Range is increased.

Whirlwind Moon (1)

Swings her Lunar Blade, slashing at nearby enemies after a short delay, dealing bonus damage to enemies on the outer circle within range of the blade.

If an enemies shikigami is hit by the balde while on the outer circle, Takiyasha Hime will additionally gain 1 stack of New Moon Blessing. When at maximum stacks, the damage dealt by Whirlwind Moon is increased.

Mountain Fog (2)

Charges in the designated direction and deals physical damage. At the end of the charge, she will perform a horizontal slash in the direction of the joystick which will knock up enemies.

Sleepless Moonrise (3)

Brandishes a Moonrise Slash in the designated direction, dealing physical damage to the first enemy hit, and adding a Lunar mark to them for a certain period of time. Dealing damage to the them again within the duration will trigger the mark, dealing additional physical damage and immobilizing them.

Shadowless Sundown (Ultimate)

Invokes the Profound Moon and summons 5 Demon Riders who attack, dealing physical damage to enemies in range and inflicting a Slow effect on them. During this time, the Demon Riders will charge in turn, dealing physical damage and inflicting a Slow effect to targets in their path.

Profound Moon may have 4 effects, which can be selected by dragging the ability icon.

Ivade: Increases her Attack Damage and Ability Damage.

Casade: Dispels control effects on herself when this is used and increases Control Reduction.

Tempest: Increases her Movement Speed. Inflicts an additional Slow effect on enemies that are hit with this ability.

Immovable: Increase her Armor and Magic Resist. Gains a stackable shield when enemies are hit with this ability.

Kujira

Bone Sword (Passive)

Passive effect: Enhances his next basic attack at regular intervals. The enhanced basic attack will deal damage to the target and enemies behind them.

When ability damage is dealt to enemy shikigami or monsters, they will be marked with Bone Sword, which triggers when dealing ability damage to the target again to deal bonus damage.

Whale Bone: Open (1)

Slashes towards the designated direction, dealing physical damage to enemies along the way and inflicting Slow.

Whale Bone: Coil (2)

Releases a bone chain in the designated direction, dealing damage to the first target hit, and inflicting a Slow effect. If there is terrain or other enemies behind the target hit, the bone chain will additionally inflict Stun.

Whale Bone: Station (3)

Charges in the designated direction and grants himself a bone shield that can block damage. Each time the Bone Sword mark is triggered, ability cooldown is reduced.

Surging Bones (Ultimate)

Summons whale bones and knocks up enemies within range, dealing physical damage to them.

Kainin

Solo Ninja Scroll (Passive)

Passive trigger: When there are no monsters or enemy shikigami nearby, she gains Solo Power, which increases the damage dealt by her next ability. When Solo Power is trigger and there are enemy shikigami nearby, she gains a Haste effect.

Flying Leaves (1)

Throws three shurikens in the designated direction, dealing damage to enemies hit and inflicting a Slow effect.

Shadow Strike (2)

Charges in the designated direction, dealing damage to enemies along the way. She deals more damage to enemies at the end of her path and can cast this ability again within 4 seconds of hitting the target.

Back Stab (3)

Throws a throwing star in the designated direction, marking the first enemy it hits and dealing damage to them. Using this ability again will casuse her to teleport to behind the marked tarrget and deal damage to them.

Instant Needle (Ultimate)

Kainin deals damage to surrounding enemies and knocks them backs. At the same time, she gains a shield that can absord damage.

This ability can tack up to 2 times.

Dai Shimei

No Mistakes (Passive)

Passive effect: Ability damage will cause enemy shikigami and large monsters to expose their own Falsehood. Falsehood will be detonated by abilities and inflict additional status effects on enemies.

Dark Cloud (1)

Deals damage to enemies in a designated area. If this ability hits an enemy who has exposed Falsehood, follows up with another sword strike and refreshes this ability’s cooldown.

Blowing Winds (2)

Casts a series of compacted wind in the designated direction that deals damage and inflict Slow on enemies in range of the explosion.

If this ability hits an enemy show has exposed Falsehood, it will inflict Stun on them.

Young Death (3)

Deals damage over time to the designated enemy shikigami or monster and inflicts Slow on them.

Gains a shield if this ability hits an enemy who has exposed Falsehood.

Forbidden Tome – Death Sentence (Ultimate)

Creates a magic circle that deals damage over time in the designated area, deducting Shield value from enemies in the magic circle and dealing damage.

Aori

Bewilder (Passive)

Passive effect: Aori gains 6% Spell Vampire. This effect increases for every point of Ability Power she has or when she is within the range of Arachnean Cirle.

Galaxy Amulet (1)

Aori releases amulets to attack nearby enemies.

Meteor Spider (2)

Aori summons shadow spiders to attack the designated area, dealing damage to enemies hit and inflicting a Slow effect on them.

Arachnean Cirle (3)

Aori moves in the designated direction and creates an Arachnean Cirle in front of her final designation that deals damage to enemies within range and inflicts a Slow effect on them.

Arachnean Cirle: It records all damage dealt by Aori within the magic circle. When a unit leaves the magic circle or when the magic circle disappear, bonus damage is dealt.

This ability can be used again while the magic circle exits, and it will cause both Aori and the magic circle to move in the designated direction.

Final Red Star (Ultimate)

Aori releases a Red Star in the designated direction. When it hits an enemy shikigami or reaches maximum distance, it creates a Final Illusion that deals damage to enemies whithin range and prohibits them from using displacement abilities.

This ability can be used again while the illusion exits, and it will cause the magic circle to move in the designated direction.

Bakekujira

Remnant Sound (Passive)

Passive effect: Bakekujira gains a Remnant Sound stack for every enemy shikigami Bakekujira takes part in sealing or when enemy shikigami are sealed nearby. Eevery Remnant Sound stack will permanently increase Bakekujira’s Max HP and restores HP to himself and a nearby ally shikigami.

Whale Armor (1)

Unleashes the power of Whale Armor. This ability icon can be dragged to select aither of the following effects:

Body Armor: Nearby ally shikigami immediately gain a shield, and their Armor and Magic Resist will both be increased.

Teeth Armor: Nearby ally shikigami gain Movement Speed Bonus, and their next basic attack will deal bonus damage.

Water Strike (2)

Summons a tidal wave that crashes in the designated direction. Deals damage to enemies in range and inflicts a Slow effect on them. Hitting enemy shikigami in close range will reduce remaining cooldown by 50%.

Whale Spout (3)

Commands the whale to swim to the designated area, dealing damge to enemies in range and inflicting a Slow effect on them. When the whale reaches the end point, it will turn around, knocking back enemies in range. Hitting shikigami will reduce the remaining cooldown of Water Strike by 50%.

Conch Summoning (Ultimate)

Sounds the conch, suppressing the designated enemy shikigami, dealing damage over time, and restoring HP to himself. The suppression effect will be dispelled early if Bakekujira is too far away from the target.

Kani Hime

Crab Shell (Passive)

Passive effect: Receives a shield when controlled.

Conch Hammer (1)

Raises her Conch Hammer and inflicts damage and a Slow effect on enemies in the designated area, while restoring HP for herself.

Vice Grip! (2)

By focusing her power in the crab claw, whe gains a Movement Speed bonus and her next basic attacks will be enhanced. If she hits an enemy shikigami, she makes them anable to use displacement abilities.

Crab Pounce! (3)

Charges in the direction of the designated enemy and pushes enemies in her path to the final destination. If she pushes the enemy into terrain, the enemy will take bonus damage and will be stunned.

Conch Maelstrom (Ultimate)

Brandishes her Conch Hammer and charges before jumping and smashing it at the designated point, dealing damage to enemies in range and knocking them up in all directions.

Ootakemaru

Earth Magic (Passive)

Ootakemaru’s attack will cause the target to accumulate Ruin Lightning. When Ootakemaru’s attacks have accumulated 10 Ruin Lightning, the target will take bonus damage.

After each time Ootakemaru takes part in sealing an enemy shikigami, the area around the sealed shikigami will restore his HP and grant his an increase to Armor and Magic Resist.

Hillcry: Thunder (1)

Ootakemaru slashes the area before him. If the end of the AoE attack hits an enemy, he will gain a Haste effect, continously gain Energy, and be able to use this ability again.

Upon using again: Ootakemaru summons a thunderstorm that wraps around him, dealing damage to enemies within the designated range in multiple stages according to his Energy and restoring his own HP.

Hillcry: Heavenly Drum (2)

Ootakemaru casts Hillcry: Heavenly Drum at the designated position, dealing damage over time to enemies at the location inflicting Slow. Using this ability a second time will recall the Heavenly Drum early.

Hillcry: Swift Thunder

Ootakemaru rushes in the designated direction and enhances his next basic attack to deal AoE damage.

After an enhanced basic attack hits an enemy, some of the ability’s cooldown duration will be returned.

Unlimited Blade Prison (Ultimate)

Ootakemaru charges in the designated direction and unleashes the Unlimited Blade Prision, which banishes the first enemy hit and increases their Return Lightning points. While banished, enemy shikigami will be anable to take actions, lose Vision, and enter an Invincible state. Deals physical damage to the target when the Blade Prision closes.

Ootakemaru’s Attack Damage and Amor and Magic Resist will be increased according to the target’s stats for a period of time.

Shiranui

Departure from Pain (Passive)

Passive effect: When taking fatal damage, transforms into a butterfly that cannot selected and gradually recovers HP, then enter Departure from Pain state, during which she gains an additional Spell Vampire effect. Cooldown is 200 seconds.

Floating Fan Dance (1)

Throws a dance fan in the designated direction, which deals continous damage, inflicts Slow, and leaves a blazefly at its final designation.

The dance fasn will fly further if there are blazeflies in its flight path.

Ashen Night (2)

Inflicts damage and a Slow effect on enemies in the designated area. Hitting enemies will restore own HP.

Midnight Flutter (3)

Whenever there is a blazefly on the field, Shiranui can transform into a butterfly and fly to the nearest blazefly within a certain range of herself. When she lands, she will deal magic damage to enemies in the range, and the blazefly will disappear.

Blazing Stars (Ultimate)

Active effect: Unleashes a blazefly at the designated position, up to a maximum of 2 blazeflies. A blazefly will be immediately granted when she helps seal an an enemy shikigami.

Passive trigger: Midnight Flutter additionally deals magic damage.

Mushishi

Dream of Metamorphosis (Passive)

Passive efftect: In the Butterfly Dance, state, her Bonus HP will be converted into Ability Power at a certain ratio.

In the Self-actualization state, her Bonus Ability Power will be converted into HP at a certain ration.

Dormant Chrysalis (1)

Mushishi attaches onto a specified ally shikigami nearby and enters the Butterfly Dream state.

Among Flowers (2)

Mushishi rushes in the designated direction for a short distance and leaves a trail of pollen. After a short delay, deals damage to enemies within range and inflicts Sleep.

Insect Dance (3)

Mushishi gains a Movement Speed bonus, deals damage, inflicts a Slow effect to enemies she touches, and gains Shield.

Cleansing Dream (Ultimate)

Mushishi removes any debuffs from nearby ally shikigami and grants a high Movement Speed bonus to ally shikigami within range.

Zashiki

Soul Fire (Passive)

Passive effect: Gains 1 orb whenever she loses HP and recovers HP whenever she consumes an orb. She will also recover HP every time she seals a minion.

Indoor Cleansing (1)

Deals damage to her surrounding after a short delay, Damage dealt increases for every orb she has. When she has 6 orbs, this will additionally inflict a Slow effect on enemies.

Fortune Chain (2)

Launches an orb chain in the designated direction, linking her and the first enemy it hits, dealing dmaage and inflicting a Slow effect on them. When linked, her Movement Speed is increased, and she can gain more orbs over time whenever she is linked to an enemy shikigami.

Serendipity (3)

Consumes all her current orbs and gains a shield that blocks damage. The shield will be converted to HP at the end of its duration.

Trade-Off (Ultimate)

Enters the Fortune Guard state, during which she gains a damage bonus, immunity to Slow, and gains orbs over time. She can deal damage to enemies in a designated area by casting this ability again.

Nekomata

Sweet Brew (Passive)

Passive effect: Nekomata will sell varieties of buffing wine in her shop at regular intervals.

Sake: Increases Cooldown Reduction.

Plum Wine: Gain Max HP bonus.

Distilled Wine: At regular intervals, the next basic attack or ability deals bonus damage.

Kitty Assist (1)

selects one of the following kittes to assist in battle.

Chacha: Deals bonus damage after every 2 basic attacks.

Yuki Hime: Deals damage to enemies nearby the target and slightly decreases range.

Kuronosuke: Gains Basic Attack HP Steal and slightly increases range.

Scuffling Kitties (2)

Throws a dried fish at the designated area, turning it into a free-for-all area. The area’s effect can change any time according to the assisting kitty.

Chacha: Inflicts a Slow effect to enemies in the area.

Yuki Hime: Nekomata becomes invincible when within the area.

Kuronosuke: Continuously deals damage to enemies within the area.

Come in Kitties (3)

Cast the following ability according to the current assisting kitty.

Yuki Hime: Charges in the designated direction and attacks an enemy within range. Nekomata will be granted a shield and cooldown time will be returned.

Nekogassen (Ultimate)

Nekomata rides atop Kitsuno, charging over a long distance in the designated direction, during which she gains a shield, deals damage to enemies along the way, and knocks them back slightly.

If Nekomata uses the ability again during this period, she can jump off early.

Hako Shoujo

Cherish (Passive)

Passive effect: Hako Shoujo and ally shikigami nearby will gain a shield when they cast ability. This effect has a separate cooldown of 8 seconds for each target.

Glittering Light (1)

Releases a pearl toward the designated position, dealing damage and adding a Glittering mark to enemies in range.

A Glittering mark inflicts and additional Slow effect. If an ally shikigami hits an enemy with a Glittering mark with basic attack, they will recover HP.

Glittering Shield (2)

Throws a feather in the designated direction, linking herself and the enemy shikigami that was hit. When linked, she deals damage over time and inflicts a Slow effect. if the link is maintained for 2 seconds, the target is charmed, upon which they will enter the Infatuated state.

Retrace (3)

Uses her treasure box to record her own life, gaining a Movement Speed bonus. If she is not sealed when this effect ends, she will recover some of the HP she lost recently.

Treasure Box (Ultimate)

Collects one ally or one enemy shikigami in the Infatuated state into her box. If enemy shikigami is collected, her Movement Speed will be limited.

She can release the target forward after a certain amount of time or by casting the ability again. If the target is an enemy shikigami, she will deal damage to them.

Hakuzosu

Lord of Mt.Dream (Passive)

Passive effect: Hakuzosu becomes invincible and gains a Haste effect after hiding in the brush for 2 seconds.

Hakuzosu can sense the position and tracks of targets with Burning Shadow marks, and he gains a Haste effect when pursuing and attacking them.

Human Form

Mt.Dream: Red Flames (1)

Unleashes red flames in the designated direction, dealing damage to enemies hit and inflicting enemy shikigami and monsters with Burning Shadow marks.

Mt.Dream : Binding Seal (2)

Deals damage to enemies in the designated area and inflicts them with a Slow effect and Burning Shadow marks.

Mt.Dream: Eyes of Fire (3)

Passive trigger: Damage dealt is converted into Dream Fire.

Active effectL Consumes Dream Fire and recovers HP.

Mt.Dream: Fox Shadow (Ultimate)

Active effect: Transforms into a white fox and leaps to the designated position, dealing damage to nearby enemies.

Passive trigger: This ability’s cooldown is shortened when an enemy is inflicted with Burning Shadow marks.

White Fox Form

White Fox: Recollect (1)

Rushes in the designated direction, dealing damage and prioritizing striking enemy shikigami with Burning Shadow marks.

White Fox: Desperate Struggle (2)

Passive trigger: Dealing damge inflicts the Bite effect.

Active effect: Deals damage to the designated enemy and inflicts a Slow effect. Each Bite stack will increase damage dealt.

White Fox: Dream Fire (3)

Passive trigger: Damage dealt is converted into Dream Fire.

Active effect: Consumes Dream Fire and gains a shield.

White Fox: Pledged Name (Ultimate)

Active effect: Charges in the designated direction, dealing damage and changing into human form. Jumps backward if a unit is hit.

Passive trigger: While in White fox form, deals more damage to enemies marked with Burning Shadow and takes less damage from them.

Shouzu

Unheard Counter (Passive)

When abilities hit enemy shikigami, restores own HP and HP for a nearby ally shikigami.

Water Jet (1)

Shoot a water bomb in the designated direction, dealing damage to enemies hit. If the water bomb hits terrain or Tidal Wall, it will reflect to form multiple drops of water that will deal damage and inflict Slow to enemies hit.

Inciting Waves (2)

Sends a wave of water in the designated direction, dealing damage to enemy units hit and knocking back the first enemy shikigami hit. If the enemy shikigami is knocked back into terrain or Tidal Wall, they will be inflicted with Stun.

Tidal Wall (3)

Creates a wall of water at the designated position that deals damage to enemies passing through and inflicts a Slow effect on them.

Ocean Stream (Ultimate)

Summons a wave that expands outward, dealing damage to enemy shikigami, inflicting Slow, and knocking them back. Ally shikigami within the wave will recover HP and form a link with Shouzu. Damage taken by linked ally shikigami is partially shared by Shouzu, and Shouzu gains a certain Damage Reduction.

Kisei

Kiai (Passive)

Passive effect: Gains a higher angle of vision and recovers MP when he seals enemies.

Black Stone’s Flight (1)

Places a black stone in the designated position. If he places a second black stone in the surrounding area, damage is dealt to enemies within the square grid formed by the two black stones.

Stone of Duality (2)

Enhances his next normal ability.

Black Stone’s Flight: Deals bonus damage after exploding.

White Piece No-Eyes: Deals damage and inflicts a Stun effect.

White Piece No-Eyes (3)

Places a white stone at the designated position that deals damage to surrounding enemies and inflicts a Slow effect on them.

Masterful Move (Ultimate)

Unleashes a chessboard at the designated position and is immune to control effect. During this time, he can still cast his other abilities on the chessboard. Using this ability again will put away the chessboard and grant him a shield and a Haste effect.

Kamimai

Falling Paper (Passive)

After Kamimai casts any ability, her next basic attack will be enhanced, becoming ranged and dealing bonus damage to the target. When Kamimai’s enhanced basic attack hits an enemy shikigami or a monster, it inflicts the target with a mark stack. When marks reach 3 stacks, they will detonate and deal damage to the target.

Paper Blade (1)

Kamimai cuts nearby enemies with a paper blade, dealing damage based on the target’s lost HP percentage. When there are no enemy shikigami or monsters near Kamimai, the ability will automatically switch to Paper Fan.

Paper Fan (1)

Kamimai throws her paper fan in the designated direction, dealing damage and inflicting a Slow effect to the target hit and the enemies behind them. When there is an enemy shikigami or a monster near Kamimai, the ability will automatically switch to Paper Blade.

Paper Swallow (2)

Kamimai releases a paper swallow. After a brief delay, the paper swallow will fly toward the target and explode, dealing damage to enemies in range and inflicting a Slow effect that decreases over time. Kamimai gains a shield if she is within the range of the explosion.

Paper Edge (3)

Kamimai charges in the designated direction. This ability can be charged up to 2 stacks. When Kamimai’s enhanced basic attack hits the target, the charge time will be decreased.

Twirling Blade (Ultimate)

Kamimai creates a magic circle of encircling paper swallows. When Kamimai is within the magic circle, she gains a Haste effect, and after her basic attack hits an enemy, a paper swallow will fly toward the target and deal bonus damage.

Furi

Wind Guard (Passive)

Passive trigger: For every nearby enemy shikigami with Slow, Furi gains a stack of damage reduction effect.

Sticky Bombs (1)

Furi attaches bombs to enemies within an arc. They detonate after a certain amount of time, dealing AoE damage to and stunning enemies in range.

While casting the ability, Furi will roll in the direction of the left joystick.

Blade Whirl (2)

Furi throws a huge shuriken in the designated direction, damaging and slowing units in its path. The shuriken drops to the ground when it reaches the furthest distance. If it hits an enemy shikigami or monster, it will drop behind the unit hit.

Furi retrieving the dropped shuriken will strengthen the next basic attack for a certain amount of time, dealing AoE damage and restoring HP.

Hook Spin (3)

Furi swings a hook. After hitting a monster, his own double, or an enemy shikigami, he creates a link with it and starts spinning around the target in the designated direction of the left joystick.

Using this ability again will pull him toward the linked target and knock back all enemies that are in the path of the link.

Double Gust (Ultimate)

Furi summons a double to charge in the designated direction. After hitting an enemy shikigami or reaching the furthest distance, a gust of wind will form around the double, dealing DoT to and slowing enemies in range.

The double can be selected by Ability 3.

Kinnara

Trait: Tune

Kinnara plays one of five tones at random. Using her basic attack for the fifth time triggers a special effect. Kinnara dances forward a certain distance, releasing a radiating sound wave, accompanied by the current tone’s special effect. Kinnara plays the next tune after casting her special basic attack.

Radiating sound wave’s effect:

  • Do – Crimson Skies: Deals additional damage to buffeted enemy shikigami.
  • Re – Yellow Rose: Implicates and deals damage to the buffeted enemy shikigami and their surrounding enemies.
  • Mi – Glorious Shrine: Inflicts a Slow effect on buffeted enemy shikigami.
  • So – Zephyr: Continuously heals buffeted ally shikigami.
  • La – Clarity: Inflicts a Heal Down effect on buffeted enemy shikigami.

Ability 1: Prelude

Kinnara swiftly switches to the next tone. If an enemy is nearby, Kinnara plays an additional note, dealing damage to the target.

Ability 2: Crescendo

Kinnara casts her sound wave in the designated direction, accompanied by the current tone’s special effect. The sound wave propagates if the enemy is hit by the outermost wave.

Sound wave effect:

  • Do – Crimson Skies: Buffeted enemies take additional true damage.
  • Re – Yellow Rose: Buffeted enemies are tagged with a lingering sound, which dispels shortly and deals damage to surrounding enemies.
  • Mi – Glorious Shrine: Immobilizes buffeted enemies.
  • So – Zephyr: Restores HP for herself and surrounding ally shikigami.
  • La – Clarity: Inflicts a heal prohibiting effect on buffeted enemy shikigami.

Ability 3: Temper

Kinnara dances forward a certain distance and gains a shield.

Ultimate Ability: Flit

Kinnara plays the Itsukushima tune. She leans forward and whirls, periodically releasing a radiating sound wave. At the same time, she continuously launches mythical birds that attack an enemy in her range.