Armored is a unit type in Fire Emblem Heroes. Armored units can move 1 space at a time and can move over flat terrain and forests. Armored units are not slowed by forests.
List of armored units[]
List of close armored Heroes[]
- Draug: Gentle Giant
- Zephiel: The Liberator
- Gwendolyn: Adorable Knight
- Effie: Army of One
- Sheena: Princess of Gra
- Hector: General of Ostia
- Amelia: Rose of the War
- Black Knight: Sinister General
- Arden: Strong and Tough
- Chrom: Gifted Leader
- Robin: Festive Tactician
- Lissa: Pure Joy
- Zelgius: Jet-Black General
- Hector: Just Here to Fight
- Eliwood: Devoted Love
- Robin: Fell Reincarnation
- Hardin: Dark Emperor
- Hector: Marquess of Ostia
- Hector: Brave Warrior
- Ephraim: Sacred Twin Lord
- Tiki: Legendary Dragon
- Myrrh: Spooky Monster
- Dorcas: Pumpkin Smasher
- Surtr: Ruler of Flame
- Ephraim: Sparkling Gallantly
- Fae: Holiday Dear
- Duma: God of Strength
- Ike: Stalwart Heart
- Greil: Heroic Exemplar
- Idunn: Dark Priestess
- Caineghis: Gallia's Lion King
- Lukas: Buffet for One
- Felicia: Off the Menu
- Tiki: Torpid Dragon
- Kjelle: Fair Fighter
- Nagi: Dragon Avatar
- Hector: Dressed-Up Duo
- Forsyth: Loyal Lieutenant
- Valbar: Open and Honest
- Zephiel: Winter's Crown
- Sothis: Silver Specter
- Mamori: Microwavin' Idol
- Rudolf: Emperor of Rigel
- Flame Emperor: Bringer of War
- Idunn: Dragonkin Duo
- Edelgard: Flame Emperor
- Edelgard: Adrestian Emperor
- Gatrie: Armored Amour
- Dheginsea: Harvest Goldoan
- Hilda: Holiday Layabout
- Gustav: Majestic Love
- Dedue: Dimitri's Vassal
- Edelgard: Hegemon Husk
- Benny: Sensitive Soul
- Surtr: Pirate of Red Sky
- Robin: Fall Reincarnation
- Fjorm: Ice Ascendant
- Manuela: Silver Caroler
- Lucina: Future Fondness
- Idunn: Divine Demon
- Rhea: Immaculate One
- Edelgard: Sun Empresses
- Duma: Strength and Love
- Robin: Fell Tactician
- Cervantes: Invincible General
- Black Knight: The Night's Blade
- Fomortiis: Demon King
- Hana: Striving Heart
- Ludveck: Rebellious Duke
- Gilliam: Wall of Silence
- Vigarde: Silent Emperor
- Hector: Sworn Friend
- Anankos: Seething Silence
- Tiki: Bridal Reflections
- Murdock: Loyal General
- Corrin: Silent Bloodline
- Kellam: Pumpkin Knight
- Zelgius: Ninja Knight
- Byleth: Frosty Professors
- Edelgard: Snowfall Future
- Ephraim: Ardent Prince
- Myrrh: Adored Dragon
- Vigarde: Warmhearted Sire
List of ranged armored Heroes[]
- Henry: Happy Vampire
- Jakob: Devoted Monster
- Tharja: "Normal Girl"
- Lyn: Wind's Embrace
- Kagero: Beverage Ninja
- Niles: Forbidden Tease
- Eirika: Gentle as Snow
- Cecilia: Festive Instructor
- Flora: Signature Dish
- Dozla: Harvest Attendant
- Ilyana: Treat Harvester
- Marth: Royal Altean Duo
- Nino: Flower of Frost
- Jaffar: Angel of Night
- Faye: Drawn Heartstring
- Sephiran: Hoary Sovereign
- Felix: Icy Gift Giver
- Raphael: Muscle-Monger
- Henriette: Overflowing Love
- Alfonse: Uplifting Love
- Artur: Silver Saint
- Ignatz: Snowscape Artist
- Robin: Tactful Deliverer
- Lissa: Sweet Celebrant
- Annette: Festive Helper
- Bruno: Masked Reveler
- Takumi: Troubled Heart
- Claude: Yuletide Schemer
List of armored enemy units[]
Armored-only skills[ | ]
Icon | Passive | Description | SP Cost | Exclusive |
---|---|---|---|---|
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. | 200 | No | |
Armored Beacon | Boosts Special damage by 40% of unit's Def. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). | 500 | No | |
Armored Blaze | Boosts Special damage by 40% of unit's Def when Special triggers. If foe's Range = 1 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). | 500 | No | |
Armored Floe | Boosts Special damage by 40% of unit's Res. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). | 500 | No | |
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. | 400 | Yes | |
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. | 400 | Yes | |
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. | 400 | Yes | |
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. | 50 | No | |
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. | 100 | No | |
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. |
100 | No | |
A/D Far Save 2 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Def+2 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. |
200 | No | |
A/D Far Save 3 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Def+4 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. |
300 | No | |
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. |
100 | No | |
A/D Near Save 2 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Atk/Def+2 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. |
200 | No | |
A/D Near Save 3 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Atk/Def+4 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. |
300 | No | |
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. |
100 | No | |
A/R Far Save 2 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+2 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. |
200 | No | |
A/R Far Save 3 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+4 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. |
300 | No | |
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. |
100 | No | |
A/R Near Save 2 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Atk/Res+2 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. |
200 | No | |
A/R Near Save 3 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Atk/Res+4 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. |
300 | No | |
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. |
100 | No | |
A/S Far Save 2 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd+2 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. |
200 | No | |
A/S Far Save 3 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd+4 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. |
300 | No | |
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. |
100 | No | |
A/S Near Save 2 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Atk/Spd+2 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. |
200 | No | |
A/S Near Save 3 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Atk/Spd+4 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. |
300 | No | |
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.) | 60 | No | |
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.) | 120 | No | |
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.) | 240 | No | |
Armored Boots | At start of turn, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) | 100 | No | |
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.) | 60 | No | |
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.) | 120 | No | |
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.) | 240 | No | |
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. | 400 | Yes | |
Bold Fighter 1 | If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 60 | No | |
Bold Fighter 2 | If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 120 | No | |
Bold Fighter 3 | If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 240 | No | |
Canny Fighter | At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up 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; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. | 300 | No | |
Crafty Fighter 1 | If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 60 | No | |
Crafty Fighter 2 | If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 120 | No | |
Crafty Fighter 3 | If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 240 | No | |
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. |
100 | No | |
D/R Far Save 2 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Def/Res+2 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. |
200 | No | |
D/R Far Save 3 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Def/Res+4 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. |
300 | No | |
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. |
100 | No | |
D/R Near Save 2 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Def/Res+2 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. |
200 | No | |
D/R Near Save 3 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Def/Res+4 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. |
300 | No | |
Daring Fighter 1 | If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 60 | No | |
Daring Fighter 2 | If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 120 | No | |
Daring Fighter 3 | If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 240 | No | |
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. | 400 | Yes | |
Even Follow-Up 1 | If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 60 | No | |
Even Follow-Up 2 | If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 120 | No | |
Even Follow-Up 3 | If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 240 | No | |
Fortify Armor | At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. | 200 | No | |
Goad Armor | Grants Atk/Spd+4 to armored allies within 2 spaces during combat. | 200 | No | |
Hardy Fighter 1 | Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation. | 60 | No | |
Hardy Fighter 2 | Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. | 120 | No | |
Hardy Fighter 3 | Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. | 240 | No | |
Hone Armor | At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. | 200 | No | |
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. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and unit makes a guaranteed follow-up attack, and also, if unit is transformed, grants bonus to unit's Atk/Def/Res during combat = 25% of foe's Atk at start of combat, - 8 (min 0, max 10). |
400 | Yes | |
Odd Follow-Up 1 | If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 60 | No | |
Odd Follow-Up 2 | If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 120 | No | |
Odd Follow-Up 3 | If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 240 | No | |
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. | 400 | Yes | |
Savvy Fighter 1 | If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd, reduces damage from foe's first attack during combat by 10%. | 60 | No | |
Savvy Fighter 2 | If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-2, reduces damage from foe's first attack during combat by 20%. | 120 | No | |
Savvy Fighter 3 | If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-4, reduces damage from foe's first attack during combat by 30%. | 240 | No | |
Savvy Fighter 4 | If foe initiates combat, inflicts Atk/Spd-4 on foe 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's Spd ≥ foe's Spd-10, 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). | 300 | No | |
Slick Fighter 1 | If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. | 60 | No | |
Slick Fighter 2 | If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. | 120 | No | |
Slick Fighter 3 | If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. | 240 | No | |
Special Fighter 1 | At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 60 | No | |
Special Fighter 2 | At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 120 | No | |
Special Fighter 3 | At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 240 | No | |
Special Fighter 4 | At start of combat, if unit's HP ≥ 40%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), reduces the effect of【Deep Wounds】by 50% during combat, and also, if unit deals damage to foe using a Special, restores HP = 30% of damage dealt (excluding area-of-effect Specials). 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
300 | No | |
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. | 400 | Yes | |
Svalinn Shield | Neutralizes "effective against armored" bonuses. | 200 | No | |
Vengeful Fighter 1 | If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 60 | No | |
Vengeful Fighter 2 | If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 120 | No | |
Vengeful Fighter 3 | If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 240 | No | |
Vengeful Fighter 4 | If unit's HP ≥ 25% and foe initiates combat, inflicts Atk-4 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). | 300 | No | |
Ward Armor | Grants Def/Res+4 to armored allies within 2 spaces during combat. | 200 | No | |
Wary Fighter 1 | If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. | 60 | No | |
Wary Fighter 2 | If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. | 120 | No | |
Wary Fighter 3 | If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. | 240 | No | |
Weaving Fighter | At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up 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; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. | 300 | No | |
Wily Fighter 1 | If unit's HP ≥ 75% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. | 60 | No | |
Wily Fighter 2 | If unit's HP ≥ 50% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. | 120 | No | |
Wily Fighter 3 | If unit's HP ≥ 25% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. | 240 | No | |
With Everyone! II | At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd/Def/Res+4 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. |
300 | Yes |
Sources of "Effective against Armored"[ | ]
List of Weapons
List of Unrefined Weapons
Weapon | Description |
---|---|
Armorpin Dagger+ | Effective against armored foes. Disables unit's and foe's skills that change attack priority. 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. |
Armorpin Dagger | Effective against armored foes. Disables unit's and foe's skills that change attack priority. 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. |
Armorslayer+ | Effective against armored foes. |
Armorslayer | |
Armorsmasher+ | |
Armorsmasher | |
Axe of Virility | |
Binding Reginleif | Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, reduces damage from foe's first attack by 30%, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks. |
Brilliant Rapier | Effective against armored and cavalry foes. Grants Spd+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. If unit's HP ≤ 80% and foe initiates combat, unit can counterattack before foe's first attack. |
Bun-Bun Baton | Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
Conjurer Curios | Effective against armored foes. Grants Atk+3. If it is an odd-numbered turn or if foe's HP < 100% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. |
Dauntless Lance | Accelerates Special trigger (cooldown count-1). Effective against armored foes. |
Dawn Suzu | Effective against armored and cavalry foes. Grants Atk+3. Disables unit's and foe's skills that change attack priority. |
Deep-Blue Bow | Grants Spd+3. Effective against flying and armored foes. If foe's HP = 100% and unit initiates combat, grants Atk/Spd/Def/Res+4 during combat. |
Demonic Breath | Grants Def+3. Effective against armored foes. At start of combat, if a negative status effect is active on unit, or if unit's HP < 100%, neutralizes penalties on unit and grants Atk/Spd/Def/Res+4 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Destiny's Bow | Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit during turns 1 through 4, grants Special cooldown count-1 to unit and target ally or unit and targeting ally. (Once per turn only.) If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and unit makes a guaranteed follow-up attack. |
Dew Dragonstone | Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes "effective against armored" bonuses. If unit is within 3 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat, neutralizes penalties on unit during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Dolphin-Dive Axe | Enables【Canto (2)】. Effective against sword, lance, axe, colorless bow, and armored foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 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 2 space(s).) |
Feather Sword | Grants Atk+3. Effective against sword, lance, axe, colorless bow, and armored foes. If foe initiates combat and is armored or uses sword, lance, axe, or colorless bow, or if unit's HP ≤ 75%, unit can counterattack before foe's first attack. |
Florina's Lance | Effective against armored foes. |
Frederick's Axe | |
Fujin-Raijin Yumi | Enables【Canto (1)】. Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, deals damage = 20% 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, and also, if unit has weapon-triangle advantage or unit's Spd > foe's Spd, foe cannot counterattack. 【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 1 space(s).) |
Geirdriful | Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of【Bonus】and【Penalty】 effects active on unit × 2, + 5; excludes stat bonuses and stat penalties), reduces damage from foe's first attack during combat by 40%, and also, if【Bonus】is active on unit, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Hammer+ | Effective against armored foes. |
Hammer | |
Hana's Katana | |
Heavy Spear+ | |
Heavy Spear | |
Joyful Vows | Effective against armored and cavalry foes. Grants Atk+3. If【Bonus】is active on unit, grants Atk/Res+6 during combat, and if unit initiates combat, foe cannot make a follow-up attack. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
Jubilant Blade | Effective against armored foes. |
Light of Dawn | Effective against armored and cavalry foes. Grants Res+3. Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of target's stats. Calculates each stat bonus independently. |
Lordly Lance | Effective against armored foes. |
Mermaid Bow | Effective against flying and armored foes. Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and calculates damage using the lower of foe's Def or Res, and also, if unit initiates combat, unit's Spd > foe's Spd, and unit has weapon-triangle advantage, unit attacks twice. |
Mirage Feather | Effective against armored and cavalry foes. Grants Spd+3. If unit initiates combat after an ally has already acted, grants Atk/Spd+6 during combat and unit can make a follow-up attack before foe can counterattack. |
Moonlight Drop | Effective against armored and cavalry foes. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 5 and ≤ 14, unit makes a guaranteed follow-up attack. If ≥ 15 and unit initiates combat, unit attacks twice. |
New Dawn | Effective against armored and cavalry foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Res+6 during combat and unit makes a guaranteed follow-up attack. If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. |
Oboro's Spear | Effective against armored foes. |
Pegasus Carrot+ | Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Pegasus Carrot | Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Randgríðr | Effective against flying and armored foes. Grants Atk+3. If foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Def-6 on foe during combat. |
Rapier | Effective against armored and cavalry foes. Grants Spd+3. If unit’s HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack. |
Reginleif | Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or 1 extra space of movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack. |
Rhomphaia | Effective against armored and cavalry foes. |
Selena's Blade | Effective against armored foes. At start of combat, if foe's Atk ≥ unit's Atk+3, grants Atk/Spd/Def/Res+3 during combat. |
Sky Maiougi+ | Effective against armored foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Sky Maiougi | Effective against armored foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Slaying Hammer+ | Effective against armored foes. |
Slaying Hammer | |
Slaying Spear+ | |
Slaying Spear | |
Sworn Lance | Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit during combat. |
Thani | Effective against armored and cavalry foes. Grants Res+3. If armored or cavalry foe uses bow, dagger, magic, or staff, reduces damage from foe's first attack by 30%. |
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. |
Warrior Princess | Effective against flying and armored foes. Grants Spd+3. Grants Atk+3 to allies within 2 spaces during combat. |
Whitewing Spear | Effective against armored foes. |
Wing Sword | Effective against armored and cavalry foes. |
Wing-Lifted Spear | Enables【Canto (2)】. Effective against armored and cavalry foes. Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if foe has bonuses, grants Atk/Spd/Def/Res+X to unit and inflicts Atk/Spd/Def/Res-X on foe during combat. (X = current bonus on each of foe's stats.) Calculates each stat effect independently. 【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 2 space(s).) |
Zephyr Breath | Effective against armored foes. Grants Res+3. If a bonus granted by a skill like Rally or Hone is active on unit or if unit is within 2 spaces of an ally, neutralizes unit's penalties and inflicts Atk-6 on foe during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
List of Refined Weapons
Weapon | Refined Description |
---|---|
Binding Reginleif | Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. 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 neutralizes effects that prevent unit's follow-up attacks during combat. |
Bun-Bun Baton | Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. |
Conjurer Curios | Effective against armored foes. Grants Atk+3. If it is an odd-numbered turn or foe's HP < 100% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and reduces damage from foe's first attack by X%. (If foe can make a follow-up attack, X = 60; otherwise, X = 30.) |
Deep-Blue Bow | Grants Spd+3. Effective against flying and armored foes. If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and neutralizes effects that prevent unit's follow-up attacks or inflict "Special cooldown charge -X" on unit. |
Demonic Breath | Grants Def+3. Effective against armored foes. If foe initiates combat, if a negative status effect is active on unit at start of combat, or if unit's HP < 100% at start of combat, neutralizes penalties on unit and grants Atk/Spd/Def/Res+4 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Feather Sword | Grants Atk+3. Effective against sword, lance, axe, colorless bow, and armored foes. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks. If foe initiates combat and is armored or uses sword, lance, axe, or colorless bow, or if unit's HP ≤ 90%, unit can counterattack before foe's first attack. |
Light of Dawn | Effective against armored and cavalry foes. Grants Res+3. At start of combat, if foe's HP ≥ 75% or【Penalty】is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of target's stats. Calculates each stat bonus independently. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Mirage Feather | Effective against armored and cavalry foes. Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit and neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat after an ally has already acted, unit can make a follow-up attack before foe can counterattack. |
Randgríðr | Effective against flying and armored foes. Grants Atk+3. At start of combat, if foe's HP ≥ 75%, inflicts Atk/Def-6 on foe and neutralizes unit's penalties during combat. |
Reginleif | Effective against armored and cavalry foes. Grants Atk+3. Unit cannot be slowed by terrain. (Does not apply to impassable terrain.) At start of combat, if unit's Atk > foe's Atk or if【Bonus】is active on unit, grants Atk/Spd/Def/Res+4 to unit during combat. During combat, if unit's Atk > foe's Atk or if【Bonus】is active on unit, unit makes a guaranteed follow-up attack. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
Thani | Effective against armored and cavalry foes. Grants Res+3. If foe uses bow, dagger, magic, or staff, reduces damage from foe's first attack by 30% during combat. |
Warrior Princess | Effective against flying and armored foes. Grants Spd+3. Grants Atk/Spd+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Spd+4 to unit during combat. |
Zephyr Breath | Effective against armored foes. Grants Res+3. If【Bonus】is active on unit or if unit is within 2 spaces of an ally, inflicts Atk-6 and Spd/Def/Res-4 on foe, neutralizes unit's penalties, and foe cannot make a follow-up attack during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
List of Skill Refined Weapons
None, currently.
List of Assists
None, currently.
List of Specials
None, currently.
List of Passives
List of A Passives
None, currently.
List of B Passives
None, currently.
List of C Passives
None, currently.
List of Attuned Skills
None, currently.
List of Sacred Seals
None, currently.
List of Captain Skills
None, currently.
List of Status Effects
None, currently.
List of Items
None, currently.
List of Structures
None, currently.
List of Duo Skills
None, currently.
List of Harmonized Skills
None, currently.
In other languages[ | ]
Language | Name |
---|---|
Japanese | 重装 |
German | Gepanzerte Einheit |
Spanish (Europe) | Unidad Acorazada |
Spanish (Latin America) | Unidad Acorazada |
French | Unité Cuirassée |
Italian | Unità Corazzata |
Traditional Chinese (Taiwan) | 重裝 |
Portuguese | Unidade blindada |