More ability ideas!
Invisible strike (100sec): hits one opponent; deals moderate damage; if the opponent is in overwatch, this skill does not trigger the overwatch
Perfect alignment (100sec): targets one teammate; both the user and selected teammate are healed to full HP, and get a 40% attack boost; this ability can ONLY be used if the selected teammate and the user have the EXACT same HP remaining.
Righteous banish (100sec): targets one monster; if the target monster has the same name through all stages (Bastia, Bastia, Bastia), this attack does lethal damage, ignores ability affects, ignores shield and invulnerability, and makes the target unable to be revived; this skill fully heals the user
Comfort witness (80sec): targets one monster on the field; if the selected monster was on the field when the user made their first kill, the target is purified and healed 50% of their max HP
Tranq witness (80sec): targets one monster on the field; if the selected monster was on the field when the user made their first kill, the target has a 100% chance to go to sleep
Blame witness (80sec): targets one monster on the field; if the selected monster was on the field when the user made their first kill, the target gains one kill
Flee the crime ( - ) (single use): switch place with the next in line of reinforcements; if 2 or more monsters on the field were on the field when this monster made its first kill, fully heal the user and set its kill count to zero
Mime (160sec): targets one monster on the field; gains the abilities of the selected monster; abilities like āstunning entranceā are not triggered
Null field (passive): all monsters on the field have no abilities except this one
Eyes of justice (passive): Whenever a monster gains a kill, that monster has a 300 second death sentence placed on it (a kill with this ability counts as a kill for the user)
Stupidity (passive): if this monster has full HP, its attack is boosted by 100%, but it performs a random action each turn until its HP drops
Karma (passive): all monsters on the field lose/gain 10% of the damage the deal/heal
Cautiousness (passive): all monsters on the field deal 40% less damage, but do not recieve knockback from their own attacks
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UNION (category): can only be used if more than half of the friendly monsters are a certain type
(LINK is the version for element)