An effect that pushes units or structures away from the source of the effect upon impact.

An effect that forces enemy units to target the taunting unit, diverting their attention from other units or structures.

An effect that creates new units or structures on the battlefield, often used to overwhelm opponents or reinforce defenses.

An effect that allows certain units to return to the battlefield after being defeated, often with a delay.

An effect that deals damage to enemy units or structures upon the spawning of a unit or structure.

An effect that deals damage to enemy units or structures when a unit is defeated.

An effect that allows units to switch lanes on the battlefield, often used to surprise opponents or avoid threats.

An effect that applies a negative status to enemy units, reducing their effectiveness or causing damage over time.

An effect that triggers additional effects or actions after the initial effect is activated, often used to create complex interactions on the battlefield.

An effect that temporarily increases the stats or abilities of friendly units, enhancing their performance on the battlefield.

An effect that allows units to build up energy or power over time, often leading to a powerful attack or ability when fully charged.

An effect that allows units to quickly move a short distance, often used to dodge attacks or close the gap between units.

An effect that provides a protective barrier to units, absorbing damage and reducing harm from enemy attacks.

An effect that emits a powerful beam of fire, dealing continuous damage to enemy units or structures in its path.

An effect that temporarily disables enemy units, preventing them from taking actions or moving.

An effect that allows units to deflect incoming attacks, reducing or negating damage from enemy projectiles or melee strikes.

An effect that applies a damaging status to enemy units, causing them to take damage over time and potentially reducing their effectiveness.

An effect that temporarily prevents units from moving or taking actions, effectively immobilizing them on the battlefield.

An effect that reduces the movement speed or action speed of enemy units, hindering their ability to respond quickly on the battlefield.

An effect that allows units to become unseen by enemy units, often until they attack or take an action.

An effect that restores health to units over time, helping them recover from damage sustained in battle.
