Note: Passives have been normalized across all rarities. Bear with me as I update this. Please help if you are comfortable editing/correcting. All passives start at level 1. Leveling currently adds 2% PER LEVEL to all modifiers for older passives (additive). If the passive is one of the new passives such as Champion or Gladiator, it will add 4% to each skill or 8% if it only has one attribute such as Lethal.
Passives (Level 1)
Name | Effect |
---|---|
Lethal | 55% attack when three other matching zodiac on team |
Protector | 55% health when three other matching zodiac on team |
Priest | 55% recovery when three other matching zodiac on team |
Champion | 35% attack & 20% Recovery when three other matching zodiac on team |
Gladiator | 35% attack & 20% health when three other matching zodiac on team |
Knight | 35% health & 20% Recover when three other matching zodiac on team |
Shaman | 35% Recovery & 20% Attack when three other monsters match this monster's Zodiac |
Bruiser | 35% Health and 20% Attack when three other monsters match this monster's Zodiac |
Cleric |
35% recovery & 20% health for each matching zodiac on team |
Barbarian | 60% Attack, 50% Defense |
Brawler | 50% Attack |
Confident | 60% Attack when health is above 75% |
Crusader | 50% Attack, 50% Defense, 50% Health |
Deadly | 50% Attack, 40% Chance to deal Double Damage. |
Defender | 50% Defense, 115% Health |
Defensive | 50% Defense |
Favored | 40% Chance to deal Double Damage and 60% Attack when Health is above 75% |
Glass | 75% Attack at the cost of 25% decreased Health |
Guard | 65% Defense and 100% Recovery when Health is above 75% |
Guardian | 65% Defense, 100% Recovery |
Gutsy | 60% Attack when Health is below 25% |
Healer | 150% Recovery |
Healthy | 115% Health at the cost of 25% decreased Attack |
Holy | 75% Attack, 100% Recovery |
Juggernaut | 60% Attack, 75% Health, 100% Recovery |
Lucky | 40% Chance to deal Double Damage when Health is above 75% |
Paladin | 50% Health, 100% Increased Recovery, 50% Defense |
Precise | 40% Chance to deal Double Damage |
Resist(All) | 70% Resist |
Restorative | 150% Increased Recovery when Health is below 25% |
Robust | 75% Health |
Savage | 75% Attack and 50% Health |
Scrapper | 60% Attack and 100% Recovery when Health is below 25% |
Spirited | 65% Defense when Health is below 25% |
Starter | 60% Attack and 100% Recovery when Health is above 75%. |
Striker | 40% Chance to deal Double Damage when Health is below 25% |
Strong | 65% Defense when Health is above 75% |
Survivor | 65% Defense and 100% Recovery when Health is below 25% |
Underdog | 40% Chance to deal Double Damage and 60% Attack when Health is below 25% |
Warrior | 50% Attack, 40% Chance to deal Double Damage, 50% Defense |
Rogue | 65% Attack, lose 10% Health |
Bulwark | 65% Health, lose 10% Attack |
Mender | 65% Recovery, lose 10% Attack |
Special Passives
Potent | Double Experience when using this monster to fuse |
Charged | Triple XP when using this monster to fuse. |
Energized | Five times Experience when using this monster to fuse |
☝☝☝ How to Level Passive Abilities ☝☝☝
Feed a monster with the same passive. The level/element/zodiac is irrelevant. The percentage chance to level a passive is based on rarity:
- Same Rarity = 100% chance to level (Grey to Grey, Super to Super, Ultra to Ultra, Epic to Epic, Legendary to Legendary)
- one rarity lower = 25%
- two rarity lower = 6%
- three rarity lower = 2%
- four rarity lower = 0%
☝☝☝ Passive Ability Boost ☝☝☝
Each additional level adds 2% to all stats.
A level 11 Warrior would have 70% Attack, 60% Chance to Double, and 70% Defense
*** New Passive - Each additional level adds 8%
Lethal , Protecter , Priest
Ex: Lethal level 4 - 79% attack when three other matching zodiac on team
*** New Passive - Each additional level adds 4% to all stats.
Champion , Gladiator , Knight , Shaman , Bruiser , Cleric
Ex: Gladiator level 2 - 39% attack & 24% health when three other matching zodiac on team
Special Note: Thanks! To everyone who is helping to contribute. Big Thanks to ForTeaSticks for the footwork on leveling.