Onmyoji Arena Spells

Spells are the Onmyoji Arena player skills. Two can be used at one time. They are unlocked following player leveling.

Subdue: Deal 425 (+43*Level) true damage to monsters of minions. If the target is a monster, also recover 150 (+10% Max HP) HP.

Cleanse: Cleanse misfortune by imediately removing all control effects and granting immunity to all control effects for the next 2 seconds.

Barrier: Protect yourself and allied shikigami who are near death by creating a shield that can obsorb 125 (+25*Level) damage for 3 seconds. The effects of the shield will be reduced by half if it is cast again within 15 seconds.

Flash: Instantaneously disapear and reapear at the selected location.

Bind: Sacrifice your attack damage to bind the targeted enemy shikigami. Reduce your damage dealt by 20% to lower the target’s damage dealt by 40% and movement speed by 40%. This last for 3 seconds or until the target is more than 1200 yards away.

Pace: Increase movement speed by 30% for the next 10 seconds.

Corrode: Corrode the enemy shikigami, dealing 40 (+15*Level) true damage and exposing their vision for the next 4 seconds, dealing a cumulative amount of 40 (+15*Level) true damage.

Heal: Active the shikigami’s potential. Immediately recover 125 (+25*Level) HP and reduce damage taken by 15% for the next 3 seconds.

Seeker: Summon two ghost spirits to automatically search for enemies. After the targets are found, their vision is exposed and their movement speed is reduced by 25% for 2 to 6 seconds (extended according to the time the spirits have to search).

Shift: Chant to 4 seconds before teleporting to the location of the specified turret or minion. The spell may be canceled by casting the ability again. At the same time, recover 50% of the CD time.