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Units are considered adjacent if they are occupying a tile orthogonally adjacent to each other.

Example[ | ]

The red spaces are adjacent to Anna Commander Face FC Anna: Commander.

Anna Commander Face FC

Sources of adjacent[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Adult (Armored)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Adult (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Adult (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Adult (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Apotheosis Spear
Grants Spd+3. Unit can move to a space adjacent to an ally within 2 spaces. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
Arcane Nihility
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and Atk/Spd/Def/Res+X to unit, inflicts Atk/Spd/Def/Res-X on foe (X = current bonus on each of foe's stats; calculates each stat bonus and penalty independently), and deals damage = 15% of unit's Spd during combat (including when dealing damage with a Special triggered before combat), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Ardent Service+
At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Ardent Service
Asclepius
Grants Res+3. Calculates damage from staff like other weapons. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 and status preventing counterattacks on that foe through its next action. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit and deals damage = total penalties on foe during combat. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.)
Astral Breath
Grants Spd+3. Unit can move to a space adjacent to support partner. If unit is within 3 spaces of support partner, grants Atk/Spd/Def/Res+5 to unit during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Aura
If unit initiates combat, restores 5 HP to adjacent allies after combat.
Aurgelmir
Grants Atk+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, unit makes a guaranteed follow-up attack, and also reduces damage from foe's first attack by 40% and unit's next attack deals damage equal to total damage reduced (by any source, including other skills). Resets at end of combat.
Aversa's Night
Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-3 on that foe and bonuses on that foe become penalties through its next action.
Aymr
Grants Atk+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and foe cannot make a follow-up attack.
Bat Fang
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Black Yule Lance
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% and unit initiates combat, applies【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 15 - number of adjacent allies × 2; min 6), grants Special cooldown count-Y to unit before unit's first attack (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if foe is in a space where allied 【Divine Vein (Flame)】is applied, then the value is treated as 3), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = 100 - number of allies adjacent to unit × 30 during combat, and also, if unit has weapon-triangle advantage or if foe is in a space where allied【Divine Vein (Flame)】is applied, neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat.

【Divine Vein (Flame)】
Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
Blackfire Breath+
If unit is not adjacent to an ally, inflicts Atk/Res-5 on foe during combat and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Blackfire Breath
Blárblooms+
If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Blárblooms
Blárlion+
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Blárlion
Blárowl+
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Blárowl
Book of Dreams
Grants Atk+3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Book of Shadows
Grants Spd+3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Bow of Verdane
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.
Brazen Cat Fang
Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bride's Fang
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, inflicts Atk/Spd/Def-5 on foe during combat, and if Special triggers before or during combat and unit attacked, grants Special cooldown count-1 after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Brightmare Horn
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of combat, if unit's HP ≥ 25% while transformed, neutralizes effects that prevent unit's follow-up attacks during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bunny Fang
Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP ≤ 75%, grants Special cooldown count-2.
Effect:【Beast (Cavalry)】

【Beast (Cavalry)】
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Býleistr
At start of odd-numbered turns, grants Atk/Spd/Def/Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Captain's Sword
Accelerates Special trigger (cooldown count-1). Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, restores 7 HP to unit after combat, and also, if foe initiates combat and unit's Spd > foe's Spd, unit can counterattack before foe's first attack.
Carnage Amatsu
Grants Spd+3. Unit can counterattack regardless of foe's range. If unit is not adjacent to an ally and unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Corsair Cleaver
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, grants Atk/Def+6 and "unit can move to a space adjacent to any ally within 2 spaces" to unit and allies within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Covert Cat Fang
Grants Def+3. If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit and allies within 2 spaces of unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Crossbones Claw
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts Spd/Def-6 on foe and neutralizes effects that prevent unit's follow-up attacks during combat.

If unit is not adjacent to an ally and unit initiates combat while transformed, unit can make a follow-up attack before foe can counterattack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space (that turn only; does not stack). If unit transforms, grants Atk+2.
Cute Paper Crane
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X (X = unit's max Special cooldown count value × 2, + 5), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 25% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Cymbeline
If unit initiates combat, grants Atk+4 to adjacent allies for 1 turn after combat.
Dancer's Fan+
If unit initiates combat, restores 7 HP to adjacent allies after combat. After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
Dancer's Fan
If unit initiates combat, restores 7 HP to adjacent allies after combat. After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
Dancer's Ring+
If unit initiates combat, restores 7 HP to adjacent allies after combat.
Dancer's Ring
Dancer's Score+
Dancer's Score
Dancing Flames
Grants Atk+3. If Sing or Dance is used, grants Atk/Spd/Def/Res+6 to adjacent allies for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.
Dark Aura
At start of turn, if adjacent allies use sword, axe, lance, dragonstone, or beast damage, grants Atk+6 to those allies for 1 turn.
Dark Scripture
Grants Atk+3. If unit is not adjacent to an ally, inflicts Atk/Res-6 on foe during combat, and if foe does not have "effective against dragons," unit makes a guaranteed follow-up attack.
Deck Swabber+
If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Deck Swabber
Dignified Bow
Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Dosing Fang
Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, inflicts Atk/Def-7 and【Sabotage】on foes within 3 rows or 3 columns centered on unit through their next actions. At start of combat, if unit's HP ≥ 25%, deals 8 damage to foe as combat begins (only highest value applied; does not stack with other "deals X damage to foe as combat begins" effects; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 20% of unit's Def at start of combat + 6), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), deals damage = 30% of foe's max HP (excluding area-of-effect Specials), and reduces damage from foe's attacks by Y, and also, if foe's attack triggers foe's Special, reduces damage by an additional Y (Y = total damage dealt to foe; max 20; excluding area-of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Double Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat and unit can counterattack regardless of foe's range.
Dream Horn
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 50% of highest total bonuses among unit and allies within 3 spaces of unit +6), unit makes a guaranteed follow-up attack during combat, and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Ebon-Pirate Claw
Grants Res+3. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Def/Res-7 on that foe through their next actions.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Res+5 to unit during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Elise's Staff
Grants Spd+3. Calculates damage from staff like other weapons. After combat, if unit attacked, inflicts 【Gravity】on target and foes within 1 space of target.

【Gravity】
Restricts target's movement to 1 space through its next action.
Enclosing Claw
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, inflicts penalty on foe's Atk/Spd/Def during combat = number of foes within 3 columns or 3 rows centered on unit × 3 (max: 9), neutralizes effects that inflict "Special cooldown charge -X" on unit, and also, if the number of foes within 3 columns or 3 rows centered on unit ≥ 2, neutralizes effects that guarantee foe's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Enclosing Dark
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and the following effects will occur during combat based on the number of foes within 2 spaces of target (excluding target): if = 1, inflicts Spd/Res-4 on foe; if ≥ 2, inflicts Spd/Res-8 on foe and foe cannot counterattack. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Faithful Axe+
If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Faithful Axe
Fang of Closure
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat. Unit's first attack during combat deals damage = X% of unit's Spd (X = the number of foes within 3 spaces × 10; max 30%). Reduces damage from foe's first attack during combat by X% (X = the number of foes within 3 spaces × 20; max 60%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Fang of Finality
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, deals damage = X% of unit's Spd (X = the number of foes within 3 spaces of target, including target, × 10) during combat (Excluding area-of-effect Specials; max 30%.), and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = the number of foes within 3 spaces of target, including target, × 20 (max 60%). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Fell Flambeau
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Spd/Def/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Festive Siegmund
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Fiery Bolganone
Grants Res+3. At start of turn, if unit is within 4 spaces of a foe, grants【Dominance】 to unit and inflicts Atk/Res-6 on nearest foes through their next actions. If unit initiates combat or is not adjacent to an ally, grants Atk/Res+6 to unit during combat.

【Dominance】
Unit deals additional damage = total penalties on foe for 1 turn.
Fiery Fang
Grants Def+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+6 to unit during combat, inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat, and foe cannot make a follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Fireman's Hook
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that inflict "Special cooldown charge -X" on unit, and grants unit Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Fledgling (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Flower Hauteclere
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, unit can move 1 extra space (that turn only; does not stack) and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat.
Flowing Lance+
If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Flowing Lance
Fortune Bow+
Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Fortune Bow
Foxkit Fang
Grants Res+3. At start of combat, if unit's Res > foe's Res, and if foe uses sword, lance, axe, dragonstone, or beast damage, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Fresh Bouquet+
At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Fresh Bouquet
Fruit of Iðunn
Grants Spd+3. If unit's HP ≥ 50%, allies within 2 spaces can move to a space adjacent to unit.
Fuming Freikugel
Accelerates Special trigger (cooldown count-1). At start of combat for allies within 2 spaces of unit, if the ally has Def > unit's Def or if unit has not entered combat during the current phase, grants Atk/Spd/Def/Res+3 and "reduces damage from foe's first attack by 20%" to those allies during combat. At start of unit's combat, if unit is not within 2 spaces of any allies with Def > unit's Def or if unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, reduces damage from foe's first attack by 40% during combat, and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value × 10, + 20; excludes area-of-effect Specials).
Gate-Anchor Axe
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Def/Res+5 to unit and inflicts Def/Res-5 on foe during combat and unit makes a guaranteed follow-up attack.
Goddess Temari
Accelerates Special trigger (cooldown count-1). On turn 2 onward, enables Canto (1). At start of turn, if unit's HP ≥ 25%, grants Atk/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and the following effects to unit during combat: Atk/Spd/Def/Res+X (X = turn number × 2, max 8); on turn 3 onward, unit deals +Y damage (Y = highest total bonuses among unit and allies within 2 spaces of unit; excluding area-of-effect Specials); on turn 4 onward, if unit initiates combat and unit's Res ≥ foe's Res+5, unit attacks twice (if【Time's Gate】is active on unit or if【Time's Grip】is active on target or on foes within 2 spaces of target, turn number is treated as a minimum of 4).

【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).

【Time's Grip】
Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
Gravity+
After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions.
Grim Brokkr
Grants Atk+3. Enables【Canto (2)】during turns 1 through 4. If unit initiates combat or is not adjacent to an ally, inflicts Atk/Res-6 on foe during combat and unit makes a guaranteed follow-up attack.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Grimoire
If unit's HP ≥ 50%, unit can move to a space adjacent to an ally within 2 spaces.
Gronnblooms+
If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Gronnblooms
Gronnowl+
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Gronnowl
Gronnvulture+
If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Gronnvulture
Groom's Wing
Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Guardian Fang
Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Hatchling (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hawk King Claw
Grants Atk+3. If foe's HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Heart's Blade+
If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Heart's Blade
Heartbroker Bow
Enables【Canto (Ally 2)】.

Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit (X = 5 + number of times unit has been enhanced using Dragonflowers, max 10), deals damage = 15% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat.

【Canto (Ally 2)】
After an attack, Assist skill, or structure destruction, unit can move to a space adjacent to any ally within 2 spaces.

(Once per turn. Cannot attack or assist. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Granted movement treated as Warp movement.)
Helm Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Helm Bow
Heralding Horn
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also grants the following effects based on the number of allies within 3 spaces: if ≥ 1 ally, if unit has weapon-triangle advantage or if foe initiates combat, unit attacks twice; and if ≥ 2 allies, reduces damage from foe's first attack during combat by 40%; and if ≥ 3 allies, foe cannot make a follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Heron Wing
Grants Spd+3. At start of turn, restores 7 HP to allies within 2 spaces of unit. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Horn of Opening
Accelerates Special trigger (cooldown count-1).

If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies, unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Horn of the Land
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X during combat (X = unit's max Special cooldown count value × 2, + 5), grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Hreiðmarr
Grants Def+3. Enables【Canto (3)】during turns 1 through 4. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and after combat, if unit attacked, inflicts【Guard】on target and foes within 2 spaces of target.

【Canto (3)】
After an attack, Assist skill, or structure destruction, unit can move 3 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Hvítrvulture+
If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Hvítrvulture
Iago's Tome
Grants Res+3. At start of odd-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is not adjacent to another foe, inflicts Atk/Spd-4 and【Guard】on that foe. At start of even-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Def/Res-4 and【Panic】on that foe.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Panic】
Converts bonuses on target into penalties through its next action.
Ilian Merc Lance
Accelerates Special trigger (cooldown count-1). At start of turn, if number of allies adjacent to unit ≤ 2, grants【Dodge】and "neutralizes foe's bonuses during combat" to unit and support partners within 2 spaces of unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = 15% of foe's Atk, including when dealing damage with a Special triggered before combat.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Illuminating Horn
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def (excluding area- of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Inseverable Spear
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants the following effects to unit and allies within 2 spaces of unit for 1 turn: "unit can move to a space adjacent to an ally within 2 spaces" and【Dual Strike】. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 and Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)

【Dual Strike】
If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)
Keen Rabbit Fang
Accelerates Special trigger (cooldown count-1). Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack by 40%, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kitsune Fang
Grants Def+3. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kumo Naginata+
Unit can move to a space adjacent to any ally within 2 spaces. If unit initiates combat, unit attacks twice. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat.
Kumo Naginata
Kumo Yumi+
Effective against flying foes. Unit can move to a space adjacent to any ally within 2 spaces. If unit initiates combat, unit attacks twice. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat.
Kumo Yumi
Lance of Heroics
If an ally's HP ≤ 80%, unit can move to a space adjacent to that ally. At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res during combat = 4 + X (X = number of spaces from start position to end position of whoever initiated combat × 2; max 8).
Light Breath+
If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat.
Light Breath
Lion King Fang
Grants Atk+3. If foe initiates combat, grants Atk/Spd/Def/Res+4 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Lone Wolf
Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 25% at start of turn, grants the following effect to unit at start of turn, or if unit's HP ≥ 25% at start of combat, grants the following effect to unit after combat: if unit's Special cooldown count is at its maximum value, grants Special cooldown count-2 to unit; if unit's Special cooldown count is at its maximum value - 1, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%, and also, if unit is not adjacent to an ally, inflicts Atk/Spd/Def-5 on foe during combat.
Loyal Wreath+
If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Loyal Wreath
Mareeta's Sword
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
New Foxkit Fang
Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
New-Height Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's HP ≤ 60%, allies can move to a space adjacent to unit. Allies within 2 spaces can move to a space within 2 spaces of unit. If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = 15% of unit's Spd.
Nidhogg
Effective against flying foes. During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Niðavellir Sprig
Grants Spd+3. Enables【Canto (2)】during turns 1 through 4. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Effect:【Dagger 7】

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Nightmare Horn
Grants Spd+3. Unit can counterattack regardless of foe's range. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Nóatún
If unit's HP ≤ 40%, unit can move to a space adjacent to any ally.
Obsidian Lance
Grants Def+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.
Ovoid Staff+
At start of turn, restores 7 HP to unit and adjacent allies.
Ovoid Staff
At start of turn, restores 5 HP to unit and adjacent allies.
Plegian Axe+
If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Plegian Axe
Plegian Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Plegian Bow
Plegian Torch+
If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Plegian Torch
Polished Fang
Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+6 to unit during combat, and also, if unit's Def > foe's Def, grants Special cooldown charge +1 per foe's attack (only highest value applied; does not stack) and deals +5 damage per unit's attack, including when dealing damage with a Special triggered before combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Pure-Wing Spear
Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces for 1 turn: "unit can move to a space adjacent to any ally within 2 spaces." If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = number of allies within 3 spaces of unit × 3, + 5 (max 14), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from attacks by 30% (excluding area-of-effect Specials), and also, if unit deals damage to foe during combat, restores X HP to unit (if foe is armored or cavalry, X = 14; otherwise, X = 7; triggers even if 0 damage is dealt).
Quieting Claw
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Exposure】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on nearest foe and foes within 2 spaces of them through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def-X on foe (X = number of foes within 2 spaces of target with Bonuses or Penalties active on them, excluding target, × 3, + 4; max 10), deals Y damage (Y = total number of Bonuses and Penalties active on foe and any foe within 2 spaces of foe, excluding stat bonuses and stat penalties, x 3; excluding when dealing damage with an area-of-effect Special), reduces damage from attacks by 40%, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space (that turn only; does not stack) and grants Atk+2 to unit.

【Exposure】
Foe's attacks deal +10 damage.
Rauðrlion+
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Rauðrlion
Rauðrowl+
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Rauðrowl
Rauðrvulture+
If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Rauðrvulture
Ravager
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Special cooldown charge -1 per attack on foe and Atk/Def-6 on foe during combat (only highest value applied; does not stack), and also, if unit is transformed, grants Special cooldown charge +1 per attack to unit during combat (only highest value applied; does not stack). If unit's HP ≥ 25% at start of combat and foe initiates combat, reduces damage from foe's follow-up attack by 80% during combat ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if foe initiates combat, unit can counterattack regardless of foe's range.
Raven King Beak
Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Raydream Horn
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Reese's Tome
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Refreshed Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Spd+5 to unit, inflicts Spd-5 on foe during combat, and then, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and also, if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Renewed Fang
Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of support partner, inflicts Atk/Spd-6 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) Grants Special cooldown charge +1 per attack to support partners within 2 spaces. (Only highest value applied. Does not stack.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Resolved Fang
Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit, inflicts Def-5 on foe during combat, and then, if unit's Def > foe's Def, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Royal Hatari Fang
Enables【Canto (Rem. +1)】while transformed.

Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Sabertooth Fang
Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces of unit and target through their next actions after movement. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Sable Lance
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Sanngriðr
Foe cannot counterattack. If unit initiates combat, grants Atk/Spd+3 during combat. After combat, if unit attacked, inflicts【Gravity】on target and foes within 1 space of target.

【Gravity】
Restricts target's movement to 1 space through its next action.
Scalding Breath
Grants Spd+3. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit is not adjacent to an ally, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Seafoam Splitter
Accelerates Special trigger (cooldown count-1). At start of turn, if number of allies adjacent to unit ≤ 2, grants "unit can move 1 extra space" to unit (that turn only; does not stack). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat.
Sieglinde
At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Siegmund
Silent Yule Knife
Enables【Canto (Dist.; Max 3)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd = 9 - number of allies adjacent to unit × 2 (min 0), neutralizes effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit initiates combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = X × 30 and reduces damage from foe's first attack by percentage = X × 30 during combat (X = number of spaces from start position to end position of whoever initiated combat, max 3; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 3; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

【Canto (Dist.; Max 3)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Sky-Pirate Claw
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and unit makes a guaranteed follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Soothing Scent
Enables【Canto (Ally 2)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, foe cannot counterattack. If unit's HP ≥ 25% at start of combat and unit attacks, after combat, deals 10 damage to target and foes within 2 spaces of target.

【Canto (Ally 2)】
After an attack, Assist skill, or structure destruction, unit can move to a space adjacent to any ally within 2 spaces.

(Once per turn. Cannot attack or assist. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Granted movement treated as Warp movement.)
Sparkling Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack (only highest value applied; does not stack) and deals +5 damage to foe per unit's attack, including when dealing damage with a Special triggered before combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Springtime Staff
Grants Atk+3. Foe cannot counterattack. After combat, if unit attacked, inflicts 【Gravity】on target and foes within 1 space of target.

【Gravity】
Restricts target's movement to 1 space through its next action.
Staff of Tribute
If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat and restores 5 HP to unit and adjacent allies after combat.
Sunshade Staff
Calculates damage from staff like other weapons. Grants Atk+6 to allies within 2 spaces during combat. Grants Special cooldown charge +1 per foe's attack to allies within 2 spaces during their combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat.
Survivalist Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat, and also, if foe's HP ≥ 80% at start of combat, foe cannot counterattack.
Taguel Fang
Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+3 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Temari+
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Temari
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Troubling Blade
Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 40%, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). For each foe within 4 spaces of unit, unit can move to any of the nearest spaces adjacent to that foe (unless space is impassable terrain).
Twin-Crest Power
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.
Unbound Axe+
If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Unbound Axe
Unbound Blade+
Unbound Blade
Unbound Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Unbound Bow
Unbound Lance+
If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Unbound Lance
Vengeful Lance
Grants Atk+3. If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Atk > foe's Def during combat and unit cannot make a follow-up attack, deals damage = 50% of unit's Atk minus foe's Def.
Vulture Axe+
If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Vulture Axe
Vulture Blade+
Vulture Blade
Vulture Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts Atk/Def-X on foe during combat (X = 5 + any current penalty on each of those stats; example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat; calculates each stat penalty independently).
Vulture Bow
Vulture Lance+
If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Vulture Lance
War-God Mjölnir
Accelerates Special trigger (cooldown count-1). Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit is not adjacent to an ally, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Wary Rabbit Fang
Grants Spd+3. Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Spd at start of combat, and also, after combat, if unit's HP ≤ 90%, grants Special cooldown count-2. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Wedding-Bell Axe
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit can move to a space adjacent to an ally within 2 spaces" and【Triangle Attack】to unit and allies within 2 spaces. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat.

【Triangle Attack】
If unit initiates combat and 2 or more allies (excluding unit) with Triangle Attack are within 2 spaces of unit, unit attacks twice. (That turn only. Does not stack.)
Whelp (Armored)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Whelp (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Whelp (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Winds of Silesse
Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat.
Wolf Queen Fang
Accelerates Special trigger (cooldown count-1).
During combat, boosts unit's Atk/Spd by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wolfskin Fang
Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
World-Tree Tail
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 9, - 3 × number of allies with HP ≤ 40%; min 0), grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Yearling (Arm.)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Yearling (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Yearling (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

List of Refined Weapons

Weapon Refined Description
Aura
At start of turn, grants Atk+6 to adjacent magic and staff allies for 1 turn.
Aversa's Night
Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-4 on that foe and bonuses on that foe become penalties through its next action. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-4 on foe during combat.
Aymr
Grants Atk+3. If unit is not adjacent to an ally or if foe initiates combat, inflicts Atk/Def-6 on foe, foe cannot make a follow-up attack, and reduces damage from foe's first attack by 30% during combat.
Brazen Cat Fang
Grants Spd+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and deals +10 damage when Special triggers. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bride's Fang
Accelerates Special trigger (cooldown count-1). At start of turn, grants Special cooldown count-1. If unit initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def-5 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if Special triggers before or during combat, grants Special cooldown count-2 after combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Brutal Breath
Grants Spd+3. Grants Atk/Spd/Def/Res+X (calculates X based on number of allies adjacent to unit: if 0 allies, X = 11; if 1 ally, X = 9; if 2 allies, X = 7; if 3 allies, X = 5, and if allies ≥ 4, X = 4) and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). Restores 7 HP to unit after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Bunny Fang
Grants Spd+3. Effective against cavalry foes. If unit is not adjacent to an ally or unit's HP ≤ 90% at start of combat, grants Atk/Spd+5 to unit during combat. After combat, if unit's HP ≤ 90%, grants Special cooldown count-2. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Covert Cat Fang
Grants Def+3. If unit initiates combat or is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat. Grants Atk/Def+4 to allies within 3 spaces during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Dancer's Fan+
If unit initiates combat, restores 7 HP to adjacent allies after combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Dark Scripture
Grants Atk+3. At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Res-7,【Sabotage】, 【Deep Wounds】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on those foes through their next actions. If foe initiates combat or if unit is not adjacent to an ally, inflicts Atk/Res-6 and Spd-4 on foe and unit makes a guaranteed follow-up attack during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Dracofalchion
Effective against dragon foes. Grants Atk+3. At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit during combat.
Festive Siegmund
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or if unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 to unit during combat and restores 7 HP to unit after combat.
Flame Siegmund
Grants Atk+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Def+4 to unit during combat and unit makes a guaranteed follow-up attack.
Foxkit Fang
Grants Res+3. At start of combat, if unit's Res > foe's Res, grants Atk/Spd/Def/Res+4 to unit during combat and also grants bonus to Atk/Spd/Def/Res to unit during combat = 80% of difference between stats at start of combat (min: 0, max: 8). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Freikugel
Grants Spd+3. At start of combat for allies within 2 spaces of unit, if the ally has Def > unit's Def or if unit has not entered combat during the current phase, grants Atk/Spd/Def/Res+4 to those allies during combat and foe cannot make a follow-up attack. At start of unit's combat, if unit is not within 2 spaces of any allies with Def > unit's Def or if unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat and deals damage = 10% of unit's Spd (excluding area-of-effect Specials).
Guardian Fang
Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Hawk King Claw
Grants Atk+3. If unit is transformed or foe's HP ≥ 75% at start of combat, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Iago's Tome
Grants Res+3. At start of odd-numbered turns, if any foe's HP ≤ unit's HP-1 and that foe is not adjacent to another foe, inflicts Atk/Spd-6 and【Guard】on that foe through its next action. At start of even-numbered turns, if any foe's HP < unit's HP and that foe is adjacent to another foe, inflicts Def/Res-6 and【Panic】on that foe through its next action. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Panic】
Converts bonuses on target into penalties through its next action.
Imhullu
Grants Res+3. At the start of turn 3, deals 7 damage to non-magic foes within 5 columns centered on unit and inflicts status on those foes preventing counterattacks through their next actions. If unit initiates combat or unit is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.
Kitsune Fang
Grants Def+3. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Lion King Fang
Grants Atk+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. If foe initiates combat, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) and foe's follow-up attack by 70% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.
Mareeta's Sword
Accelerates Special trigger (cooldown count-1). If unit initiates combat or the number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+4 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Mjölnir
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Spd+6 during combat.
New Foxkit Fang
Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats (max +7 damage) and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Nightmare Horn
Grants Spd+3. Unit can counterattack regardless of foe's range. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit during combat. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Nóatún
If unit's HP ≤ 50%, unit can move to a space adjacent to any ally.
Raven King Beak
Grants Spd+3. If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit during combat and deals damage = 15% of unit's Spd.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Sabertooth Fang
Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit and target through their next actions after movement. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+5 to unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Sable Lance
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Sanngriðr
Foe cannot counterattack. If unit initiates combat, grants Atk/Spd+4 during combat. After combat, if unit attacked, inflicts【Gravity】 on target and foes within 1 space of target.

【Gravity】
Restricts target's movement to 1 space through its next action.
Sieglinde
At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Siegmund
Storm Sieglinde
Grants Atk+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+4 and Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
Taguel Fang
Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit during combat, and also, if foe is not a beast or dragon foe, grants an additional Atk/Spd/Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Weirding Tome
Grants Spd+3. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd/Res-5 on that foe through its next action.
Winds of Silesse
Grants Spd+3. If unit initiates combat or the number of allies adjacent to unit ≤ 1, grants Atk/Spd+6 during combat to unit and inflicts penalty on foe's Spd/Res during combat = 20% of unit's Spd at start of combat.
Wolf Berg
Grants Def+3. At start of turn, if unit is within 4 spaces of a foe, grants Atk/Spd/Def/Res+6 for 1 turn. If unit initiates combat or unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Wolf Queen Fang
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Wolfskin Fang
Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

List of Skill Refined Weapons

Icon Weapon Refined Description
Athame W Athame
If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat. After combat, if unit initiated combat and attacked, deals 5 damage to target and foes within 2 spaces of unit, and inflicts【Exposure】 on those foes through their next actions.

【Exposure】
Foe's attacks deal +10 damage.
Aymr W Aymr
At start of combat, if foe's HP ≥ 75% or unit is not adjacent to an ally, inflicts Atk/Def-5 on foe, deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Brutal Breath W Brutal Breath
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6,【Dodge】, and "neutralizes foe's bonuses during combat" to unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Dark Greatsword W Dark Greatsword
If unit is not adjacent to an ally, grants Atk/Spd+5 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Dark Spikes Tau W Dark Spikes Τ
Accelerates Special trigger (cooldown count-1). At start of turn, grants the following status to unit for 1 turn and deals 1 damage to unit: "Unit can move to a space adjacent to any ally within 2 spaces." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Falchion Awakening W Falchion
If unit is adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Spd Def Bond W Fensalir
If unit is adjacent to an ally, grants Spd/Def+5 during combat.
Flower Lance W Flower Lance
Enables【Canto (2)】.

If an ally's HP ≤ 80%, unit can move to a space adjacent to that ally. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Flower of Plenty W Flower of Plenty
At start of combat, if unit's HP ≥ 25%, grants Atk/Res+5 to unit and unit makes a guaranteed follow-up attack during combat, and also, after combat, if unit attacked, inflicts【Gravity】 on target and foes within 1 space of target.

【Gravity】
Restricts target's movement to 1 space through its next action.
Follow W Fujin Yumi
If unit's HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.
Hermits Tome W Hermit's Tome
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Hinokas Spear W Hinoka's Spear
Infantry and flying allies within 2 spaces can move to a space adjacent to unit.
Even Atk Wave W Iris's Tome
At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Loptous W Loptous
At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-5 on that foe through its next action. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat.
Masking Axe W Masking Axe
If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat. At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn.
Mjölnir W Mjölnir
If unit initiates combat or if unit is not adjacent to an ally, grants Atk/Spd+5 during combat and neutralizes effects that prevent unit's follow-up attacks.
Follow W Nóatún
If unit's HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.
Thokk W Thökk
At start of turn, inflicts【Guard】on foes on the enemy team with the lowest Spd and any foes within 1 space of those foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+4 during combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Tome of Favors W Tome of Favors
Unit can move to a space adjacent to a beast ally that can equip Sing or Dance. If unit is within 3 spaces of a beast ally that can equip Sing or Dance, grants Atk/Res+5 to unit during combat.
Atk Def Bond W Tyrfing
If unit is adjacent to an ally, grants Atk/Def+5 during combat.
Vedrfolnirs Egg W Veðrfölnir's Egg
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces for 1 turn: "unit can move to a space adjacent to any ally within 2 spaces." If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat.
Venin Edge W Venin Edge
If number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 30% during combat, and also, after combat, if unit attacked, inflicts 【Discord】on target and foes within 2 spaces of target.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Sabotage Atk W Veteran Lance
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Victorious Axe W Victorious Axe
If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 10% of unit's Atk (including when dealing damage with a Special triggered before combat). If unit initiates combat and unit is not adjacent to any ally after combat, grants another action to unit (once per turn; if a skill effect moves unit after combat, this effect occurs based on unit's final placement after that movement).
Vouge W Vouge
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat, reduces damage from foe's first attack during combat by 30%, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat), and restores 7 HP to unit after combat.
Wind's Brand W Wind's Brand
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.

List of Assists

Assist Description
Gentle Dream
Grants another action to target ally. Grants Atk/Spd/Def/Res+3 and the following status to target ally and allies in cardinal directions of unit and target (excluding unit): "Unit can move to a space adjacent to any ally within 2 spaces." (That turn only. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)
Gentle Dream+
Grants another action to target ally. Grants Atk/Spd/Def/Res+4 and the following statuses to target ally and allies in cardinal directions of unit and target (excluding unit): "unit can move to a space adjacent to any ally within 2 spaces" and "neutralizes penalties on unit during combat." (That turn only. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)
Gold Serpent
Grants the following effects to unit and target ally for 1 turn: from turn 1 on, grants Atk/Spd+X (X = number of turns × 2; max 8); from turn 2 on, enables【Canto (1)】; from turn 3 on, grants【Treachery】; and from turn 4 on, grants【Dual Strike】. Grants another action to unit. (Additional action and effects other than stat bonuses granted once per turn only. This skill treated as a Rally Assist skill.)

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Dual Strike】
If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)
Tender Dream
Grants another action to target ally. Grants Atk/Spd/Def/Res+4, "unit can move to a space adjacent to any ally within 2 spaces," and 【Canto (1)】to target ally and allies in cardinal directions of unit and target ally (excluding unit) for 1 turn. (Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

List of Specials

Special Description
Blue Flame
Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.
Buckler
Reduces damage from an adjacent foe's attack by 30%.
Escutcheon
Holy Pressure
If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 45% of foe's Res. (Calculates damage from staff after combat damage is added.) If this Special is triggered during combat, inflicts【Gravity】on target and adjacent foes after combat.

【Gravity】
Restricts target's movement to 1 space through its next action.
Light Is Time
Boosts damage by 60% of foe's Atk when Special triggers. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit initiates combat, unit's Special triggered, and unit survives, grants one of the following two effects after combat (once per turn): if there is only one ally with the highest HP among allies within 2 spaces of unit who have already acted, grants another action to that ally (allies with Sing or Dance can be granted this effect as well), and also, if that ally's or their Pair Up cohort's Range = 2, inflicts "restricts movement to 1 space" on that ally or that Pair Up cohort through their next action; otherwise, grants【Time's Gate】 to unit.

【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).
Pavise
Reduces damage from an adjacent foe's attack by 50%.

List of Passives

List of A Passives

Icon Passive Description
Asheras Chosen Ashera's Chosen
Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Def+6 during combat.
Asheras Chosen Plus Ashera's Chosen+
Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies, if unit is not adjacent to any ally, or if foe's HP ≥ 75% at start of combat, grants Atk/Def/Res+9 to unit during combat, and also, if unit's Res > foe's Res, deals damage = 70% of the difference between stats (max 7) and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Atk Def Bond 1 Atk/Def Bond 1
If unit is adjacent to an ally, grants Atk/Def+3 during combat.
Atk Def Bond 2 Atk/Def Bond 2
If unit is adjacent to an ally, grants Atk/Def+4 during combat.
Atk Def Bond 3 Atk/Def Bond 3
If unit is adjacent to an ally, grants Atk/Def+5 during combat.
Atk Def Bond 4 Atk/Def Bond 4
If unit is adjacent to an ally, grants Atk/Def+7 to unit and neutralizes unit's penalties to Atk/Def during combat.
Atk Def Solo 1 Atk/Def Solo 1
If unit is not adjacent to an ally, grants Atk/Def+2 during combat.
Atk Def Solo 2 Atk/Def Solo 2
If unit is not adjacent to an ally, grants Atk/Def+4 during combat.
Atk Def Solo 3 Atk/Def Solo 3
If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
Atk Def Solo 4 Atk/Def Solo 4
If unit is not adjacent to an ally, grants Atk/Def+7 during combat.
Atk Res Bond 1 Atk/Res Bond 1
If unit is adjacent to an ally, grants Atk/Res+3 during combat.
Atk Res Bond 2 Atk/Res Bond 2
If unit is adjacent to an ally, grants Atk/Res+4 during combat.
Atk Res Bond 3 Atk/Res Bond 3
If unit is adjacent to an ally, grants Atk/Res+5 during combat.
Atk Res Bond 4 Atk/Res Bond 4
If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat.
Atk Res Solo 1 Atk/Res Solo 1
If unit is not adjacent to an ally, grants Atk/Res+2 during combat.
Atk Res Solo 2 Atk/Res Solo 2
If unit is not adjacent to an ally, grants Atk/Res+4 during combat.
Atk Res Solo 3 Atk/Res Solo 3
If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
Atk Res Solo 4 Atk/Res Solo 4
If unit is not adjacent to an ally, grants Atk/Res+7 during combat.
Atk Spd Bond 1 Atk/Spd Bond 1
If unit is adjacent to an ally, grants Atk/Spd+3 during combat.
Atk Spd Bond 2 Atk/Spd Bond 2
If unit is adjacent to an ally, grants Atk/Spd+4 during combat.
Atk Spd Bond 3 Atk/Spd Bond 3
If unit is adjacent to an ally, grants Atk/Spd+5 during combat.
Atk Spd Bond 4 Atk/Spd Bond 4
If unit is adjacent to an ally, grants Atk/Spd+7 to unit and neutralizes unit's penalties to Atk/Spd during combat.
Atk Spd Solo 1 Atk/Spd Solo 1
If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.
Atk Spd Solo 2 Atk/Spd Solo 2
If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.
Atk Spd Solo 3 Atk/Spd Solo 3
If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
Atk Spd Solo 4 Atk/Spd Solo 4
If unit is not adjacent to an ally, grants Atk/Spd+7 during combat.
Atk Spd Wild Atk/Spd Wild
If number of adjacent allies other than beast or dragon allies ≤ 1, or if unit is transformed, grants Atk/Spd+7 to unit during combat and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat.
Def Res Bond 1 Def/Res Bond 1
If unit is adjacent to an ally, grants Def/Res+3 during combat.
Def Res Bond 2 Def/Res Bond 2
If unit is adjacent to an ally, grants Def/Res+4 during combat.
Def Res Bond 3 Def/Res Bond 3
If unit is adjacent to an ally, grants Def/Res+5 during combat.
Def Res Bond 4 Def/Res Bond 4
If unit is adjacent to an ally, grants Def/Res+7 to unit and neutralizes unit's penalties to Def/Res during combat.
Def Res Solo 1 Def/Res Solo 1
If unit is not adjacent to an ally, grants Def/Res+2 during combat.
Def Res Solo 2 Def/Res Solo 2
If unit is not adjacent to an ally, grants Def/Res+4 during combat.
Def Res Solo 3 Def/Res Solo 3
If unit is not adjacent to an ally, grants Def/Res+6 during combat.
Def Res Solo 4 Def/Res Solo 4
If unit is not adjacent to an ally, grants Def/Res+7 during combat.
Distant A S Solo Distant A/S Solo
Unit can counterattack regardless of foe's range. If unit is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.
Distant D R Solo Distant D/R Solo
Unit can counterattack regardless of foe's range. If unit is not adjacent to an ally, grants Def/Res+5 to unit during combat.
Power of Nihility Power of Nihility
If number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+9 to unit and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if unit deals damage to foe using a Special during combat, restores X% of unit's max HP to unit (X = unit's max Special cooldown count value × 20, + 10; max 100; triggers even if 0 damage is dealt).
Sorcery Blade 1 Sorcery Blade 1
At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Sorcery Blade 2 Sorcery Blade 2
At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Sorcery Blade 3 Sorcery Blade 3
At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Spd Def Bond 1 Spd/Def Bond 1
If unit is adjacent to an ally, grants Spd/Def+3 during combat.
Spd Def Bond 2 Spd/Def Bond 2
If unit is adjacent to an ally, grants Spd/Def+4 during combat.
Spd Def Bond 3 Spd/Def Bond 3
If unit is adjacent to an ally, grants Spd/Def+5 during combat.
Spd Def Bond 4 Spd/Def Bond 4
If unit is adjacent to an ally, grants Spd/Def+7 to unit and neutralizes unit's penalties to Spd/Def during combat.
Spd Def Solo 1 Spd/Def Solo 1
If unit is not adjacent to an ally, grants Spd/Def+2 during combat.
Spd Def Solo 2 Spd/Def Solo 2
If unit is not adjacent to an ally, grants Spd/Def+4 during combat.
Spd Def Solo 3 Spd/Def Solo 3
If unit is not adjacent to an ally, grants Spd/Def+6 during combat.
Spd Def Solo 4 Spd/Def Solo 4
If unit is not adjacent to an ally, grants Spd/Def+7 during combat.
Spd Res Bond 1 Spd/Res Bond 1
If unit is adjacent to an ally, grants Spd/Res+3 during combat.
Spd Res Bond 2 Spd/Res Bond 2
If unit is adjacent to an ally, grants Spd/Res+4 during combat.
Spd Res Bond 3 Spd/Res Bond 3
If unit is adjacent to an ally, grants Spd/Res+5 during combat.
Spd Res Bond 4 Spd/Res Bond 4
If unit is adjacent to an ally, grants Spd/Res+7 to unit and neutralizes unit's penalties to Spd/Res during combat.
Spd Res Solo 1 Spd/Res Solo 1
If unit is not adjacent to an ally, grants Spd/Res+2 during combat.
Spd Res Solo 2 Spd/Res Solo 2
If unit is not adjacent to an ally, grants Spd/Res+4 during combat.
Spd Res Solo 3 Spd/Res Solo 3
If unit is not adjacent to an ally, grants Spd/Res+6 during combat.
Spd Res Solo 4 Spd/Res Solo 4
If unit is not adjacent to an ally, grants Spd/Res+7 during combat.

List of B Passives

Icon Passive Description
A D Bulwark 4 A/D Bulwark 4
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Def-4 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). Restores 7 HP to unit after combat.
Aerobatics 1 Aerobatics 1
If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Aerobatics 2 Aerobatics 2
If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Aerobatics 3 Aerobatics 3
Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Atk Def Bulwark 1 Atk/Def Bulwark 1
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat.
Atk Def Bulwark 2 Atk/Def Bulwark 2
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat.
Atk Def Bulwark 3 Atk/Def Bulwark 3
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat.
Atk Spd Bulwark 1 Atk/Spd Bulwark 1
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-2 on foe during combat. Restores 3 HP to unit after combat.
Atk Spd Bulwark 2 Atk/Spd Bulwark 2
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-3 on foe during combat. Restores 5 HP to unit after combat.
Atk Spd Bulwark 3 Atk/Spd Bulwark 3
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-4 on foe during combat. Restores 7 HP to unit after combat.
Binding Necklace Binding Necklace
If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+2 to unit and inflicts Atk/Spd/Def/Res-2 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently.
Binding Necklace Plus Binding Necklace+
Removes the condition to transform. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If foe initiates combat or number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+3 to unit, inflicts Atk/Spd/Def/Res-3 on foe, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently.
Dazzling Shift Dazzling Shift
Unit can move to a space adjacent to an ally within 2 spaces. Inflicts Spd-4 on foe during combat and foe cannot counterattack.
Deep Star Deep Star
Enables【Canto (1)】.

If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe and reduces damage from foe's first attack by X% during combat (if unit initiates combat, X = 80; otherwise, X = 30; stacks with other damage reduction effects, like that from【Deep Star】; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit initiates combat, grants【Deep Star】to unit and inflicts【Gravity】on target and foes within 1 space of target after combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Deep Star】
For 1 turn, if it is unit's first combat initiated by foe that turn, reduces damage from foe's first attack by 80% during combat (that turn only; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Gravity】
Restricts target's movement to 1 space through its next action.
Detailed Report Detailed Report
Foes with Range = 1 cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)

Foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.)

Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
Escape Route 1 Escape Route 1
If unit’s HP ≤ 30%, unit can move to a space adjacent to any ally.
Escape Route 2 Escape Route 2
If unit’s HP ≤ 40%, unit can move to a space adjacent to any ally.
Escape Route 3 Escape Route 3
If unit’s HP ≤ 50%, unit can move to a space adjacent to any ally.
Escape Route 4 Escape Route 4
When unit's HP ≤ 99%, enables【Canto (1)】 (also activates if conditions are met due to effects after combat).

Inflicts Atk/Spd-3 on foe during combat. If unit's HP ≤ 99%, unit can move to a space adjacent to any ally within 3 spaces. If unit's HP ≤ 60%, unit can move to a space adjacent to any ally.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Fallen Star Fallen Star
If unit initiates combat, reduces damage from foe's first attack by 80% during combat, and after combat, grants【Fallen Star】to unit and inflicts【Gravity】on target and foes within 1 space of target.

【Fallen Star】
For 1 turn, during unit's first combat in player phase and enemy phase, reduces damage from foe's first attack by 80%.

【Gravity】
Restricts target's movement to 1 space through its next action.
Flier Formation 1 Flier Formation 1
If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces.
Flier Formation 2 Flier Formation 2
If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces.
Flier Formation 3 Flier Formation 3
Unit can move to a space adjacent to a flying ally within 2 spaces.
Fruit of Life Fruit of Life
At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe during combat, reduces damage from foe's first attack by 40% during combat, and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat), and also, if number of allies adjacent to unit ≤ 1, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat and inflicts 【Gravity】on target and foes adjacent to target after combat.

【Gravity】
Restricts target's movement to 1 space through its next action.
Murderous Lion Murderous Lion
Enables【Canto (Rem. +1)】.

If unit is not adjacent to an ally, inflicts Spd/Def-3 on foe during combat and foe cannot counterattack.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Obstruct 1 Obstruct 1
If unit's HP ≥ 90%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
Obstruct 2 Obstruct 2
If unit's HP ≥ 70%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
Obstruct 3 Obstruct 3
If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
Raging Storm Raging Storm
If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat.
Raging Storm II Raging Storm II
If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) At start of combat, if unit's HP ≥ 25% or unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat, and also, if foe uses dragonstone or beast damage, neutralizes effects that prevent unit's follow-up attacks during combat.
Raging Tempest Raging Tempest
At start of turn, if unit's HP = 100% or if any foe is within 3 columns or 3 rows centered on unit, grants "unit can move 1 extra space (that turn only; does not stack)" and【Charge】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, inflicts Atk/Def-5 on foe during combat, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and if unit initiates combat, grants another action to unit after combat (once per turn; if a skill effect moves unit after combat, this effect occurs based on unit's final placement after that movement).

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
Sabotage A R 3 Sabotage A/R 3
At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Atk/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently).
Sabotage Atk 1 Sabotage Atk 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action.
Sabotage Atk 2 Sabotage Atk 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action.
Sabotage Atk 3 Sabotage Atk 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Sabotage Def 1 Sabotage Def 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action.
Sabotage Def 2 Sabotage Def 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action.
Sabotage Def 3 Sabotage Def 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action.
Sabotage Res 1 Sabotage Res 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action.
Sabotage Res 2 Sabotage Res 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action.
Sabotage Res 3 Sabotage Res 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action.
Sabotage Spd 1 Sabotage Spd 1
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action.
Sabotage Spd 2 Sabotage Spd 2
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action.
Sabotage Spd 3 Sabotage Spd 3
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action.
Sabotage S R 3 Sabotage S/R 3
At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Spd/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Spd/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently).
Spd Def Bulwark 1 Spd/Def Bulwark 1
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-2 on foe during combat. Restores 3 HP to unit after combat.
Spd Def Bulwark 2 Spd/Def Bulwark 2
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-3 on foe during combat. Restores 5 HP to unit after combat.
Spd Def Bulwark 3 Spd/Def Bulwark 3
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-4 on foe during combat. Restores 7 HP to unit after combat.
Spd Res Bulwark 1 Spd/Res Bulwark 1
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-2 on foe during combat. Restores 3 HP to unit after combat.
Spd Res Bulwark 2 Spd/Res Bulwark 2
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-3 on foe during combat. Restores 5 HP to unit after combat.
Spd Res Bulwark 3 Spd/Res Bulwark 3
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-4 on foe during combat. Restores 7 HP to unit after combat.
S R Bulwark 4 S/R Bulwark 4
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Spd/Res-4 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). Restores 7 HP to unit after combat.
Sudden Panic 1 Sudden Panic 1
At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sudden Panic 2 Sudden Panic 2
At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sudden Panic 3 Sudden Panic 3
At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sunlight Bangle Sunlight Bangle
If number of allies adjacent to unit ≤ 1, inflicts Atk/Def-X on foe during combat (X = 4 + number of spaces from start position to end position of whoever initiated combat; max 8), unit attacks twice, and when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt), but also, if unit initiates combat, foe can counterattack before unit's first attack.
Warp Powder Warp Powder
If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces.
Wings of Mercy 1 Wings of Mercy 1
If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally.
Wings of Mercy 2 Wings of Mercy 2
If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally.
Wings of Mercy 3 Wings of Mercy 3
If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally.
Wings of Mercy 4 Wings of Mercy 4
Inflicts Def/Res-3 on foe during combat. If unit is within 3 spaces of an ally and that ally's HP ≤ 99%, unit can move to a space adjacent to that ally. If an ally's HP ≤ 60%, unit can move to a space within 2 spaces of that ally.
Yunes Whispers Yune's Whispers
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action.

List of C Passives

Icon Passive Description
A D Far Save 1 A/D Far Save 1
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
A D Near Save 1 A/D Near Save 1
If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Air Orders 1 Air Orders 1
At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Air Orders 2 Air Orders 2
At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Air Orders 3 Air Orders 3
At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Alarm Atk Def Alarm Atk/Def
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Def+6 and【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Def+3 to unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Alarm Atk Spd Alarm Atk/Spd
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Alarm Def Res Alarm Def/Res
At start of turn, if number of allies adjacent to unit ≤ 2, grants Def/Res+6 and【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Def/Res+3 to unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Alarm Spd Def Alarm Spd/Def
At start of turn, if number of allies adjacent to unit ≤ 2, grants Spd/Def+6 and【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Spd/Def+3 to unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
A R Far Save 1 A/R Far Save 1
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
A R Near Save 1 A/R Near Save 1
If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Armor March 1 Armor March 1
At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Armor March 2 Armor March 2
At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Armor March 3 Armor March 3
At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Armored Stride 1 Armored Stride 1
At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
Armored Stride 2 Armored Stride 2
At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
Armored Stride 3 Armored Stride 3
At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
A S Far Save 1 A/S Far Save 1
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
A S Near Save 1 A/S Near Save 1
If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Atk Def Oath 1 Atk/Def Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.
Atk Def Oath 2 Atk/Def Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Atk Def Oath 3 Atk/Def Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.
Atk Def Oath 4 Atk/Def Oath 4
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit during combat.
Atk Res Oath 1 Atk/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn.
Atk Res Oath 2 Atk/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Atk Res Oath 3 Atk/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.
Atk Res Oath 4 Atk/Res Oath 4
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Res+3 to unit during combat.
Atk Spd Oath 1 Atk/Spd Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.
Atk Spd Oath 2 Atk/Spd Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Atk Spd Oath 3 Atk/Spd Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.
Atk Spd Oath 4 Atk/Spd Oath 4
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat.
Breath of Life 1 Breath of Life 1
If unit initiates combat, restores 3 HP to adjacent allies after combat.
Breath of Life 2 Breath of Life 2
If unit initiates combat, restores 5 HP to adjacent allies after combat.
Breath of Life 3 Breath of Life 3
If unit initiates combat, restores 7 HP to adjacent allies after combat.
Def Res Oath 1 Def/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Def/Res+3 to unit for 1 turn.
Def Res Oath 2 Def/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Def/Res+4 to unit for 1 turn.
Def Res Oath 3 Def/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn.
Divine Fang Divine Fang
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn.
Divine Fang Plus Divine Fang+
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces of unit for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack."
D R Far Save 1 D/R Far Save 1
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
D R Near Save 1 D/R Near Save 1
If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Even Atk Wave 1 Even Atk Wave 1
At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Atk Wave 2 Even Atk Wave 2
At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Atk Wave 3 Even Atk Wave 3
At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 1 Even Def Wave 1
At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 2 Even Def Wave 2
At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 3 Even Def Wave 3
At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Res Wave 1 Even Res Wave 1
At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Res Wave 2 Even Res Wave 2
At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Res Wave 3 Even Res Wave 3
At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Spd Wave 1 Even Spd Wave 1
At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Spd Wave 2 Even Spd Wave 2
At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Spd Wave 3 Even Spd Wave 3
At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Fatal Smoke 1 Fatal Smoke 1
If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Flier Guidance 1 Flier Guidance 1
If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit.
Flier Guidance 2 Flier Guidance 2
If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit.
Flier Guidance 3 Flier Guidance 3
Flying allies within 2 spaces can move to a space adjacent to unit.
Fortify Armor Fortify Armor
At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn.
Fortify Beasts Fortify Beasts
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn.
Fortify Cavalry Fortify Cavalry
At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn.
Fortify Def 1 Fortify Def 1
At start of turn, grants Def+2 to adjacent allies for 1 turn.
Fortify Def 2 Fortify Def 2
At start of turn, grants Def+3 to adjacent allies for 1 turn.
Fortify Def 3 Fortify Def 3
At start of turn, grants Def+4 to adjacent allies for 1 turn.
Fortify Def 4 Fortify Def 4
At start of turn, grants Def+7 to adjacent allies for 1 turn.
Fortify Dragons Fortify Dragons
At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn.
Fortify Fliers Fortify Fliers
At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn.
Fortify Res 1 Fortify Res 1
At start of turn, grants Res+2 to adjacent allies for 1 turn.
Fortify Res 2 Fortify Res 2
At start of turn, grants Res+3 to adjacent allies for 1 turn.
Fortify Res 3 Fortify Res 3
At start of turn, grants Res+4 to adjacent allies for 1 turn.
Fortify Res 4 Fortify Res 4
At start of turn, grants Res+7 to adjacent allies for 1 turn.
Glare Glare
After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions.
Goddess Bearer Goddess Bearer
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+7,【Null Follow-Up】, and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Ground Orders 1 Ground Orders 1
At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Ground Orders 2 Ground Orders 2
At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Ground Orders 3 Ground Orders 3
At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Guidance 1 Guidance 1
If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Guidance 2 Guidance 2
If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Guidance 3 Guidance 3
Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Hone Armor Hone Armor
At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn.
Hone Atk 1 Hone Atk 1
At start of turn, grants Atk+2 to adjacent allies for 1 turn.
Hone Atk 2 Hone Atk 2
At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Hone Atk 3 Hone Atk 3
At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Hone Atk 4 Hone Atk 4
At start of turn, grants Atk+7 to adjacent allies for 1 turn.
Hone Beasts Hone Beasts
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn.
Hone Cavalry Hone Cavalry
At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn.
Hone Dragons Hone Dragons
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.
Hone Fliers Hone Fliers
At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn.
Hone Spd 1 Hone Spd 1
At start of turn, grants Spd+2 to adjacent allies for 1 turn.
Hone Spd 2 Hone Spd 2
At start of turn, grants Spd+3 to adjacent allies for 1 turn.
Hone Spd 3 Hone Spd 3
At start of turn, grants Spd+4 to adjacent allies for 1 turn.
Hone Spd 4 Hone Spd 4
At start of turn, grants Spd+7 to adjacent allies for 1 turn.
Human Virtue Human Virtue
At start of turn, if unit is adjacent to any allies that are not beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn.
Incite Atk Res Incite Atk/Res
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Res+6 and【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Res+3 to unit during combat.

【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
Incite Atk Spd Incite Atk/Spd
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat.

【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
Inevitable Death Plus Inevitable Death+
For each foe within 4 spaces of unit, unit can move to any of the nearest spaces adjacent to that foe (unless space is impassible terrain). Inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit during combat. If unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Inf. Hexblade 1 Inf. Hexblade 1
If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)
Inf. Hexblade 2 Inf. Hexblade 2
If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)
Inf. Hexblade 3 Inf. Hexblade 3
If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)
Inf. Null Follow 1 Inf. Null Follow 1
At start of turn, if unit's HP ≥ 50%, grants 【Null Follow-Up】to adjacent infantry allies.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Inf. Null Follow 2 Inf. Null Follow 2
At start of turn, grants【Null Follow-Up】 to adjacent infantry allies.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Inf. Null Follow 4 Inf. Null Follow 4
At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At start of turn, grants【Null Follow-Up】 to infantry allies within 2 spaces of unit.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Infantry Breath 1 Infantry Breath 1
Adjacent infantry allies gain: "If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)"
Infantry Breath 2 Infantry Breath 2
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+1 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"
Infantry Breath 3 Infantry Breath 3
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+2 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"
Joint Hone Atk Joint Hone Atk
At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.
Joint Hone Def Joint Hone Def
At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn.
Joint Hone Res Joint Hone Res
At start of turn, if unit is adjacent to an ally, grants Res+5 to unit and adjacent allies for 1 turn.
Joint Hone Spd Joint Hone Spd
At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn.
Odd Atk Wave 1 Odd Atk Wave 1
At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Atk Wave 2 Odd Atk Wave 2
At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Atk Wave 3 Odd Atk Wave 3
At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 1 Odd Def Wave 1
At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 2 Odd Def Wave 2
At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 3 Odd Def Wave 3
At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 1 Odd Res Wave 1
At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 2 Odd Res Wave 2
At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 3 Odd Res Wave 3
At start of odd-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 1 Odd Spd Wave 1
At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 2 Odd Spd Wave 2
At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 3 Odd Spd Wave 3
At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Panic Smoke 1 Panic Smoke 1
If unit initiates combat, inflicts【Panic】on target and foes within 1 space of target after combat.

【Panic】
Converts bonuses on target into penalties through its next action.
Pulse Smoke 1 Pulse Smoke 1
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.)
Rouse Atk Def 1 Rouse Atk/Def 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 to unit for 1 turn.
Rouse Atk Def 2 Rouse Atk/Def 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Rouse Atk Def 3 Rouse Atk/Def 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn.
Rouse Atk Def 4 Rouse Atk/Def 4
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 and【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
Rouse Atk Res 1 Rouse Atk/Res 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+2 to unit for 1 turn.
Rouse Atk Res 2 Rouse Atk/Res 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Rouse Atk Res 3 Rouse Atk/Res 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 to unit for 1 turn.
Rouse Atk Res 4 Rouse Atk/Res 4
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 and【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
Rouse Atk Spd 1 Rouse Atk/Spd 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn.
Rouse Atk Spd 2 Rouse Atk/Spd 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Rouse Atk Spd 3 Rouse Atk/Spd 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn.
Rouse Atk Spd 4 Rouse Atk/Spd 4
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 and【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
Rouse Def Res 1 Rouse Def/Res 1
At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn.
Rouse Def Res 2 Rouse Def/Res 2
At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn.
Rouse Def Res 3 Rouse Def/Res 3
At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn.
Rouse Spd Def 1 Rouse Spd/Def 1
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn.
Rouse Spd Def 2 Rouse Spd/Def 2
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.
Rouse Spd Def 3 Rouse Spd/Def 3
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn.
Rouse Spd Def 4 Rouse Spd/Def 4
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 and【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
Rouse Spd Res 1 Rouse Spd/Res 1
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+2 to unit for 1 turn.
Rouse Spd Res 2 Rouse Spd/Res 2
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
Rouse Spd Res 3 Rouse Spd/Res 3
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+6 to unit for 1 turn.
Solitary Dream Solitary Dream
At start of turn, if unit is adjacent to only dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.)
Spd Def Oath 1 Spd/Def Oath 1
At start of turn, if unit is adjacent to an ally, grants Spd/Def+3 to unit for 1 turn.
Spd Def Oath 2 Spd/Def Oath 2
At start of turn, if unit is adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.
Spd Def Oath 3 Spd/Def Oath 3
At start of turn, if unit is adjacent to an ally, grants Spd/Def+5 to unit for 1 turn.
Spd Res Oath 1 Spd/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn.
Spd Res Oath 2 Spd/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
Spd Res Oath 3 Spd/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn.
Spur Atk 1 Spur Atk 1
Grants Atk+2 to adjacent allies during combat.
Spur Atk 2 Spur Atk 2
Grants Atk+3 to adjacent allies during combat.
Spur Atk 3 Spur Atk 3
Grants Atk+4 to adjacent allies during combat.
Spur Atk Def 1 Spur Atk/Def 1
Grants Atk/Def+2 to adjacent allies during combat.
Spur Atk Def 2 Spur Atk/Def 2
Grants Atk/Def+3 to adjacent allies during combat.
Spur Atk Res 1 Spur Atk/Res 1
Grants Atk/Res+2 to adjacent allies during combat.
Spur Atk Res 2 Spur Atk/Res 2
Grants Atk/Res+3 to adjacent allies during combat.
Spur Atk Spd 1 Spur Atk/Spd 1
Grants Atk/Spd+2 to adjacent allies during combat.
Spur Atk Spd 2 Spur Atk/Spd 2
Grants Atk/Spd+3 to adjacent allies during combat.
Spur Def 1 Spur Def 1
Grants Def+2 to adjacent allies during combat.
Spur Def 2 Spur Def 2
Grants Def+3 to adjacent allies during combat.
Spur Def 3 Spur Def 3
Grants Def+4 to adjacent allies during combat.
Spur Def Res 1 Spur Def/Res 1
Grants Def/Res +2 to adjacent allies during combat.
Spur Def Res 2 Spur Def/Res 2
Grants Def/Res +3 to adjacent allies during combat.
Spur Res 1 Spur Res 1
Grants Res+2 to adjacent allies during combat.
Spur Res 2 Spur Res 2
Grants Res+3 to adjacent allies during combat.
Spur Res 3 Spur Res 3
Grants Res+4 to adjacent allies during combat.
Spur Spd 1 Spur Spd 1
Grants Spd+2 to adjacent allies during combat.
Spur Spd 2 Spur Spd 2
Grants Spd+3 to adjacent allies during combat.
Spur Spd 3 Spur Spd 3
Grants Spd+4 to adjacent allies during combat.
Spur Spd Def 1 Spur Spd/Def 1
Grants Spd/Def+2 to adjacent allies during combat.
Spur Spd Def 2 Spur Spd/Def 2
Grants Spd/Def+3 to adjacent allies during combat.
Spur Spd Res 1 Spur Spd/Res 1
Grants Spd/Res+2 to adjacent allies during combat.
Spur Spd Res 2 Spur Spd/Res 2
Grants Spd/Res+3 to adjacent allies during combat.
Tip the Scales Tip the Scales!
At start of turn, if unit is within 2 spaces of an ally, grants【Rally Spectrum】to unit and allies within 2 spaces of unit. Unit can move to a space adjacent to an ally with【Rally Spectrum】 that is within 5 spaces of unit. If unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+3 to unit during combat.

【Rally Spectrum】
Grants Atk/Spd/Def/Res+5 to unit during combat and if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack during combat (X = 1 if unit can trigger the "unit attacks twice" effect or if unit's maximum Special cooldown count is reduced (Special trigger is accelerated); otherwise, X = 2). (That turn only.)
With Everyone With Everyone!
At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.

List of Attuned Skills

Icon Passive Description
Atk Oath Echo Atk Oath Echo
At start of turn, if unit is within 2 spaces of an ally, grants Atk+6 and "unit can move to a space adjacent to any ally within 2 spaces" to unit for 1 turn.

List of Sacred Seals

Icon Passive Description
Guardian Seal Guardian Seal
Units on the opposing team with Range = 2 cannot move through a space adjacent to the holder of this seal. (Does not affect units with Pass.) When foe with this seal is defeated, restores 10 HP to unit that defeated foe and inflicts Special cooldown count+1 on that unit after combat.

List of Captain Skills

Icon Captain Skill Description
Mass Confusion Mass Confusion
Grants Atk+5 to captain during combat. At start of turns 2-5, if any foe is adjacent to another foe, inflicts Atk/Def/Res-7 on that foe through its next action.
Tandem Form Tandem Form
Grants Atk/Spd+4 to captain during combat. At the start of turns 2 through 5, grants "unit can move to a space adjacent to any ally within 2 spaces" to captain and allies within 2 spaces of captain for 1 turn.

List of Status Effects

Icon Status Effect Description
Status Effect Air Orders Air Orders
Unit can move to a space adjacent to any ally within 2 spaces.
Status Effect Dual Strike Dual Strike
If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)
Status Effect Times Gate Time's Gate
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).

List of Items

None, currently.

List of Structures

None, currently.

List of Duo Skills

Owners Duo Skill
Peony Alfar Dream Duo Face FC
Peony: Álfar Dream Duo
Grants another action, Atk/Spd/Def/Res+3, and the "unit can move to a space adjacent to any ally within 2 spaces" status to adjacent ally with the highest HP for 1 turn. (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.)
Robin Vessels of Fate Face FC
Robin: Vessels of Fate
Grants【Rally Spectrum】and【Dual Strike】to unit and allies within 7 rows and 7 columns centered on unit.

【Rally Spectrum】
Grants Atk/Spd/Def/Res+5 to unit during combat and if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack during combat (X = 1 if unit can trigger the "unit attacks twice" effect or if unit's maximum Special cooldown count is reduced (Special trigger is accelerated); otherwise, X = 2). (That turn only.)

【Dual Strike】
If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)
Seidr Times Goddesses Face FC
Seiðr: Time's Goddesses
Grants【Time's Gate】and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit and allies within 4 spaces of unit for 1 turn.

【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).
Sigurd Destined Duo Face FC
Sigurd: Destined Duo
Moves allies adjacent to unit to opposite side of unit. If an ally cannot move to the target space (if another ally or foe is occupying the space) ally will not move.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.
Palla Sisterly Trio Face FC
Palla: Sisterly Trio
Unit and adjacent flying allies can move 1 extra space. (Unit can move 1 extra space even if adjacent ally is not a flying ally. That turn only. Does not stack.)

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

List of Harmonized Skills

None, currently.

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