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Main article: Staff
Sprite Weapon Might Range Description SP Exclusive
Weapon Absorb Absorb 4 2 Restores HP = 50% of damage dealt. 150 No
Weapon Absorb Absorb+ 7 2 Restores HP = 50% of damage dealt.
After combat, if unit attacked, restores 7 HP to allies within 2 spaces of unit.
300 No
Weapon Aid Aid 8 2 At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.) 200 No
Weapon Aid Aid+ 12 2 At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) 300 No
Weapon Arcane Charmer Arcane Charmer 14 2 Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). Restores 7 HP to allies within 3 spaces of unit after their combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and deals +7 damage during combat (except when dealing damage with area-of-effect Specials). 300 No
File:Weapon Asclepius.png Asclepius 14 2 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.) 400 Yes
Weapon Assault Assault 10 2 50 No
Weapon Caduceus Staff Caduceus Staff 14 2 Calculates damage from staff like other weapons. Reduces damage from foes' attacks during combat to allies within 2 spaces by 30%. 400 Yes
Weapon Candlelight Candlelight 7 2 After combat, if unit attacked, inflicts status on foe preventing counterattacks through its next action. 200 No
Weapon Candlelight Candlelight+ 11 2 After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions. 300 No
Weapon Crimean Scepter Crimean Scepter 14 2 Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). 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: "If unit initiates combat, unit makes a guaranteed follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit and grants bonus to unit's Atk/Spd = highest respective Atk/Spd bonuses among unit and allies within 2 spaces × 1.5 (calculates each stat bonus independently). 400 Yes
Weapon Diplomacy Staff Diplomacy Staff 14 2 Calculates damage from staff like other weapons. At start of turn, grants Atk/Def/Res+6 and the following status to unit's support partner (if any): "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of turn, if at least one ally has been defeated, grants Special cooldown count-2 and the following status to unit's support partner (if any): "Foe cannot make a follow-up attack." 400 Yes
Weapon Doting Staff Doting Staff 14 2 Foe cannot counterattack. If unit initiates combat, grants Atk/Spd+4 to unit during combat. After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions. 400 Yes
Weapon Dusk-Dawn Staff Dusk-Dawn Staff 14 2 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and after combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions. 400 Yes
Weapon Elenas Staff Elena's Staff 14 2 Grants Res+3. Foe cannot counterattack. At start of turn, inflicts Atk/Spd-7 on nearest foes within 4 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. 400 Yes
Weapon Elises Staff Elise's Staff 14 2 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.
400 Yes
Weapon Exalts War Staff Exalt's War Staff 14 2 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit's HP ≤ 60% or if unit has entered combat or used an Assist skill during the current turn, allies can move to a space within 2 spaces of unit. Grants Atk/Spd/Def/Res+4 to allies within 3 spaces of unit during their combat and restores 7 HP to those allies after their combat. If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit, unit makes a guaranteed follow-up attack, and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials). 400 Yes
Weapon Fear Fear 5 2 After combat, if unit attacked, inflicts Atk-6 on foe through its next action. 150 No
Weapon Fear Fear+ 12 2 After combat, if unit attacked, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions. 300 No
Weapon Flash Flash 7 2 After combat, if unit attacked, inflicts status on foe preventing counterattacks through its next action. 200 No
Weapon Flash Flash+ 11 2 After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions. 300 No
Weapon Gjallarbru Gjallarbrú 14 2 Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal directions, inflicts【Isolation】on foe.

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
400 Yes
Weapon Grandscratcher Grandscratcher 8 2 At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.) 200 No
Weapon Grandscratcher Grandscratcher+ 12 2 At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.) 300 No
Weapon Gravity Gravity 6 2 After combat, if unit attacked, inflicts status on foe restricting movement to 1 space through its next action. 150 No
Weapon Gravity Gravity+ 10 2 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. 300 No
Weapon Hlidskjalf Hliðskjálf 14 2 Foe cannot counterattack. After combat, if unit attacked, inflicts Atk/Spd/Def/Res-4 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd/Def/Res+4 to unit and allies within 2 spaces for 1 turn. 400 Yes
Weapon Incurable Incurable 8 2 Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
200 No
Weapon Incurable Incurable+ 12 2 Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target and foes within 2 spaces of target.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
300 No
Weapon Joyous Lantern Joyous Lantern 8 2 At start of turn, grants Def/Res+3 to ally with the highest Atk for 1 turn. (Excludes unit.) 200 No
Weapon Joyous Lantern Joyous Lantern+ 12 2 At start of turn, grants Def/Res+5 to ally with the highest Atk for 1 turn. (Excludes unit.) 300 No
Weapon Kia Staff Kia Staff 14 2 Calculates damage from staff like other weapons. At start of turn, if【Penalty】is active on any allies within 4 spaces of unit (excluding unit), grants Atk/Spd+6 to ally with the lowest HP among them for 1 turn and neutralizes any【Penalty】on that ally (excluding penalties inflicted at start of turn). (If【Penalty】is not active on any ally within 4 spaces of unit, targets ally with the lowest HP among them instead.)

【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).
400 Yes
Weapon Kitty-Cat Parasol Kitty-Cat Parasol 14 2 Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). For allies within 2 spaces of unit, grants Special cooldown charge +1 to ally per attack (only highest value applied; does not stack), neutralizes their foe's bonuses to Atk (from skills like Fortify, Rally, etc.), and reduces damage from attacks by 30% (excluding area- of-effect Specials) during their combat. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat and unit makes a guaranteed follow-up attack. 400 Yes
Weapon Kumade Kumade 8 2 At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Def through its next action. 200 No
Weapon Kumade Kumade+ 12 2 At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Def through its next action. 300 No
Weapon Melancholy Melancholy 8 2 After combat, if unit attacked, resets Special cooldown of foe, and inflicts【Guard】on foe. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
200 No
Weapon Melancholy Melancholy+ 12 2 After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts【Guard】on target and foes within 2 spaces of target. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
300 No
Weapon Mystic War Staff Mystic War Staff 14 2 Grants Atk+3. Calculates damage from staff like other weapons. At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit and unit makes a guaranteed follow-up attack during combat. 400 Yes
Weapon Observant Staff Observant Staff 8 2 If unit is within 3 spaces of two allies in a support-partner pair (excluding unit), grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 200 No
Weapon Observant Staff Observant Staff+ 12 2 If unit is within 3 spaces of two allies in a support-partner pair (excluding unit), grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Weapon Ovoid Staff Ovoid Staff 8 2 At start of turn, restores 5 HP to unit and adjacent allies. 200 No
Weapon Ovoid Staff Ovoid Staff+ 12 2 At start of turn, restores 7 HP to unit and adjacent allies. 300 No
Weapon Pain Pain 3 2 After combat, if unit attacked, deals 10 damage to foe. 150 No
Weapon Pain Pain+ 10 2 Deals 10 damage to target and foes within 2 spaces of target after combat. 300 No
Weapon Palm Staff Palm Staff 8 2 Inflicts Atk/Spd-3 on foes within 2 spaces during combat. 200 No
Weapon Palm Staff Palm Staff+ 12 2 Inflicts Atk/Spd-5 on foes within 2 spaces during combat. 300 No
Weapon Panic Panic 7 2 After combat, if unit attacked, converts bonuses on foe into penalties through its next action. 150 No
Weapon Panic Panic+ 11 2 After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions. 300 No
Weapon Punishment Staff Punishment Staff 14 2 Calculates damage from staff like other weapons. If unit initiates combat, grants Atk/Spd+4 during combat. After combat, if unit attacked, inflicts【Triangle Adept】on target and foes within 2 spaces of target.

【Triangle Adept】
If unit has weapon-triangle advantage, boosts Atk by 20% through its next action, and if unit has weapon-triangle disadvantage, reduces Atk by 20% through its next action.
400 Yes
Weapon Rapport Wand Rapport Wand 8 2 At start of turn, grants Atk/Def+3 to ally with the highest Spd for 1 turn. (Excludes unit.) 200 No
Weapon Rapport Wand Rapport Wand+ 12 2 At start of turn, grants Atk/Def+5 to ally with the highest Spd for 1 turn. (Excludes unit.) 300 No
Weapon Repair Repair 14 2 Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). At start of turn, neutralizes any【Penalty】on unit and allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 20 HP to those units. Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and unit makes a guaranteed follow-up attack.

【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).
400 Yes
Weapon Respite Respite 8 2 Grants Def/Res+2 and "inflicts Special cooldown charge -1 on foe per attack" to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.) 200 No
Weapon Respite Respite+ 12 2 Grants Def/Res+2 and “inflicts Special cooldown charge -1 on foe per attack” to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.) 300 No
Weapon Sacrifice Staff Sacrifice Staff 14 2 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 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 inflict "Special cooldown charge -X" on unit during combat. Grants Atk/Spd/Def/Res+4 during combat and "if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP and after combat, restores 99 HP to unit" to allies within 2 spaces of unit (effect only triggers for player's team once per map and does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on an ally granted this effect, this effect will trigger too). 400 Yes
Weapon Sanngridr Sanngriðr 14 2 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.
400 Yes
Weapon Seaside Parasol Seaside Parasol 8 2 At start of turn, inflicts【Guard】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of【Bonus】and【Penalty】 effects active on foe × 4; max 16; excludes stat bonuses and stat penalties).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (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).
200 No
Weapon Seaside Parasol Seaside Parasol+ 12 2 At start of turn, inflicts【Guard】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of【Bonus】and【Penalty】 effects active on foe × 4; max 16; excludes stat bonuses and stat penalties).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (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).
300 No
Weapon Serpentine Staff Serpentine Staff 8 2 Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
200 No
Weapon Serpentine Staff Serpentine Staff+ 12 2 Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target and foes within 2 spaces of target.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
300 No
Weapon Slow Slow 5 2 After combat, if unit attacked, inflicts Spd-6 on foe through its next action. 150 No
Weapon Slow Slow+ 12 2 After combat, if unit attacked, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions. 300 No
Weapon Springtime Staff Springtime Staff 14 2 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.
400 Yes
Weapon Staff of Lilies Staff of Lilies 14 2 Calculates damage from staff like other weapons. After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts【Guard】on target and foes within 2 spaces of target. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Specials are still effective.) 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.)
400 Yes
Weapon Staff of Rausten Staff of Rausten 14 2 Calculates damage from staff like other weapons. At start of turn, inflicts Res-6 and status preventing counterattacks on closest foes within 5 spaces of unit through their next actions. If unit initiates combat, grants Atk/Spd+6 during combat. 400 Yes
Weapon Staff of the Saint Staff of the Saint 14 2 Foe cannot counterattack. At start of turn, grants Def/Res+6 to allies within 2 spaces of unit for 1 turn and inflicts【False Start】on foes in cardinal directions of unit with Res < unit's Res. (In Summoner Duels, if False Start is inflicted at the same time that any start-of-turn effects trigger for the opponent, effects will still trigger, with the exception of those that restore HP or deal damage.)

【False Start】
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
400 Yes
Weapon Staff of Tribute Staff of Tribute 8 2 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. 200 No
Weapon Staff of Tribute Staff of Tribute+ 12 2 If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat and restores 7 HP to unit and allies within 2 spaces after combat. 300 No
Weapon Staff of Twelve Staff of Twelve 8 2 At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.) 200 No
Weapon Staff of Twelve Staff of Twelve+ 12 2 At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) 300 No
Weapon Sunlight Sunlight 8 2 At start of turn, inflicts【Guard】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of【Bonus】and【Penalty】 effects active on foe × 4; max 16; excludes stat bonuses and stat penalties).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (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).
200 No
Weapon Sunlight Sunlight+ 12 2 At start of turn, inflicts【Guard】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of【Bonus】and【Penalty】 effects active on foe × 4; max 16; excludes stat bonuses and stat penalties).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (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).
300 No
Weapon Sunshade Staff Sunshade Staff 14 2 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. 400 Yes
Weapon Tannenbaton Tannenbaton 8 2 Grants Def/Res+2 and “inflicts Special cooldown charge -1 on foe per attack” to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.) 200 No
Weapon Tannenbaton Tannenbaton+ 12 2 Grants Def/Res+2 and “inflicts Special cooldown charge -1 on foe per attack” to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.) 300 No
File:Weapon Thief weapon.png Thief 14 2 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). At start of turn, grants the【Bonus】effects active on the foe with the most【Bonus】effects active (excluding stat bonuses) to unit and allies within 2 spaces for 1 turn, and neutralizes【Bonus】effects active on that foe (excluding bonuses granted at the start of the same turn). Inflicts Atk/Spd/Def/Res-4 on foes within 3 columns or 3 rows centered on unit during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and deals damage = number of【Bonus】effects active on unit, excluding stat bonuses, × 5 (max 20; excluding area-of-effect Specials).

【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).
400 Yes
Weapon Thokk Thökk 14 2 Calculates damage from staff like other weapons.
At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action.
400 Yes
Weapon Toasty Skewer Toasty Skewer 8 2 If a foe initiates combat against an ally within 2 spaces of unit, grants Def/Res+3 to that ally during combat. 200 No
Weapon Toasty Skewer Toasty Skewer+ 12 2 If a foe initiates combat against an ally within 2 spaces of unit, grants Def/Res+3 to that ally during combat. 300 No
Weapon Trilemma Trilemma 8 2 After combat, if unit attacked, inflicts the following status on foe through its next action: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%." 200 No
Weapon Trilemma Trilemma+ 12 2 After combat, if unit attacked, inflicts the following status on target and foes within 2 spaces of target through their next actions: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%." 300 No
Weapon Witchy Wand Witchy Wand 8 2 After combat, if unit attacked, resets Special cooldown of foe, and inflicts the following status on foe through its next action: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.) 200 No
Weapon Witchy Wand Witchy Wand+ 12 2 After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts the following status on target and foes within 2 spaces of target through their next actions: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.) 300 No
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