Cooldown

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The cooldown (also found abbreviated as CD) of a skill is a value which has to reach zero before the skill can trigger. By default, one round of combat decreases the cooldown by one, but this can be affected by certain skill effects. Currently only specials have cooldowns. There are 3 different ways the cooldown for Specials can be modified. Cooldown count, often found in skill descriptions, refers to the value for the amount of actions it takes until the special is ready to use. Once the cooldown value of a special becomes zero, it becomes ready to use. Once used, the cooldown value will reset.

Accelerating and slowing the special trigger[edit | edit source]

Some skills can accelerate Special trigger. For example, Icon Class Red Sword.png Killing Edge+ is an example of such a skill. Equipping both Killing Edge+ and Icon Skill Special.png Glacies will modify the normal 4 actions required to use Glacies into a requirement of 3 actions instead. Other skills, such as Quickened Pulse.png Quickened Pulse, do not accelerate special trigger and modify the special's cooldown count, but instead only remove an amount of cooldown count from the special, making it ready for use earlier. But in that scenario, after the Special is triggered, the regular amount of actions required to use it again are still the same.

Likewise, some skills can slow Special trigger. Icon Skill Special.png Bonfire, for example, has a normal value of 3, so equipping this special on a unit wielding Icon Skill Weapon.png Lightning Breath+ which causes "cooldown count +1", makes the action value of Bonfire's cooldown 4.

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Amatsu Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 50%, unit can counterattack regardless of foe's range.
Audhulma Accelerates Special trigger (cooldown count-1).
Grants Res+5.
Barb Shuriken+ Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Barb Shuriken Accelerates Special trigger (cooldown count-1).
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Basilikos Accelerates Special trigger (cooldown count-1).
Berserk Armads Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Beruka's Axe Accelerates Special trigger (cooldown count-1).
Blade of Shadow Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Spd/Def-5 on foe during combat.
Blárblade+ Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Blárblade Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Bow of Beauty Accelerates Special trigger (cooldown count-1). Effective against flying foes.
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.
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.
Creator Sword Accelerates Special trigger (cooldown count-1). During combat, neutralizes effects that guarantee foe's follow-up attacks, prevent unit's follow-up attacks, grant "Special cooldown charge +X" to foe, or inflict "Special cooldown charge -X" on unit.
Crimson Axe Accelerates Special trigger (cooldown count-1).
Cursed Lance Accelerates Special trigger (cooldown count-1). Grants Atk/Spd+2. Deals 4 damage to unit after combat.
Dark Mystletainn Accelerates Special trigger (cooldown count-1).
If Special triggers before or during combat, grants Special cooldown count-2 after combat.
Dauntless Lance Accelerates Special trigger (cooldown count-1).
Effective against armored foes.
Daybreak Lance Accelerates Special trigger (cooldown count-1).
Draconic Rage Accelerates Special trigger (cooldown count-1). If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), grants Atk/Spd+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Dragoon Axe Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Ethereal Breath Accelerates Special trigger (cooldown count-1). Effective against dragon foes. Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. Reduces damage from area-of-effect Specials by 80% (excluding Røkkr area-of-effect Specials). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Festive Siegmund Accelerates Special trigger (cooldown count-1).
If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Golden Dagger Accelerates Special trigger (cooldown count-1).
Golden Naginata Accelerates Special trigger (cooldown count-1). At start of combat, if foe's Atk ≥ unit's Atk+3, grants Atk/Spd/Def/Res+3 during combat.
Grado Poleax Accelerates Special trigger (cooldown count-1).
Gronnblade+ Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Gronnblade Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Guardian's Axe Accelerates Special trigger (cooldown count-1).
Guardian's Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's Spd > foe's Spd at start of combat or during combat, inflicts Atk/Spd/Def-5 on foe during combat. (If unit and foe both have this weapon equipped, effect is calculated first for whoever initiates combat.)
Hades Ω Accelerates Special trigger (cooldown count-1). If unit initiates combat, grants Atk/Spd+4 during combat, and if unit's Special is ready, grants an additional Atk+6 during combat.
Hauteclere Accelerates Special trigger (cooldown count-1).
Hel Scythe Accelerates Special trigger (cooldown count-1). If foe does not use magic or staff, calculates damage using foe's Res, and if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)
Hel's Reaper Accelerates Special trigger (cooldown count-1). Neutralizes "effective against flying" bonuses. If foe does not use magic or staff, calculates damage using foe's Res, and if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)
Hoarfrost Knife Accelerates Special trigger (cooldown count-1). If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Def+20 during combat, and if foe can counter, unit makes a guaranteed follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Hunting Blade Accelerates Special trigger (cooldown count-1). Effective against beast foes. At start of combat, if unit's Atk/Spd/Def/Res < that of an ally within 2 spaces, grants +5 to unit's corresponding stat during combat. Calculates each stat bonus independently.
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.
Imbued Koma Accelerates Special trigger (cooldown count-1). At start of combat, if Special is ready, grants Atk/Spd/Def/Res+5 during combat and foe cannot make a follow-up attack.
Kagami Mochi+ Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Kagami Mochi Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Killer Axe+ Accelerates Special trigger (cooldown count-1).
Killer Axe Accelerates Special trigger (cooldown count-1).
Killer Bow+ Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Killer Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Killer Lance+ Accelerates Special trigger (cooldown count-1).
Killer Lance Accelerates Special trigger (cooldown count-1).
Killing Edge+ Accelerates Special trigger (cooldown count-1).
Killing Edge Accelerates Special trigger (cooldown count-1).
Knightly Lance Accelerates Special trigger (cooldown count-1).
Larcei's Edge Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Spd > foe's Spd or if foe's HP = 100%, grants Atk/Spd/Def/Res+4 to unit and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Lightning Breath+ Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe's range.
Lightning Breath Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe's range.
Loyal Greatlance Accelerates Special trigger (cooldown count-1).
Maltet Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
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.
Missiletainn Accelerates Special trigger (cooldown count-1).
Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Missiletainn Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit).
Mjölnir Accelerates Special trigger (cooldown count-1).
If unit initiates combat, grants Spd+6 during combat.
Mystletainn Accelerates Special trigger (cooldown count-1).
Nameless Blade Accelerates Special trigger (cooldown count-1).
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.
Niles's Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Peri's Lance Accelerates Special trigger (cooldown count-1).
Prized Lance Accelerates Special trigger (cooldown count-1). At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Rauðrblade+ Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Rauðrblade Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Rebecca's Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Rinkah's Club Accelerates Special trigger (cooldown count-1). If foe initiates combat or if unit's HP < 100% at start of combat, grants Atk/Def+5 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Sable Lance Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Scarlet Sword Accelerates Special trigger (cooldown count-1).
Scythe of Sariel Accelerates Special trigger (cooldown count-1). If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack.
Shadow Sword Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Shanna's Lance Accelerates Special trigger (cooldown count-1).
Slaying Axe+ Accelerates Special trigger (cooldown count-1).
Slaying Axe Accelerates Special trigger (cooldown count-1).
Slaying Bow+ Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Slaying Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Slaying Edge+ Accelerates Special trigger (cooldown count-1).
Slaying Edge Accelerates Special trigger (cooldown count-1).
Slaying Lance+ Accelerates Special trigger (cooldown count-1).
Slaying Lance Accelerates Special trigger (cooldown count-1).
Solitary Blade Accelerates Special trigger (cooldown count-1).
Spear of Shadow Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Spd/Def-5 on foe during combat.
Summer Strikers Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 25% at start of combat and unit initiates combat, grants Atk/Spd+5 during combat and reduces damage from foe's first attack by 75%. 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.
Sun's Percussors Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Spd > foe's Spd or if foe's HP = 100%, grants Atk/Spd+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
Thorn Lance Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Atk > foe's Atk, inflicts Atk/Def-6 on foe during combat and foe cannot make a follow-up attack.
Urvan Accelerates Special trigger (cooldown count-1). If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%.
Vassal's Blade Accelerates Special trigger (cooldown count-1). If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.)
Victorious Axe Accelerates Special trigger (cooldown count-1). If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.
Vouge Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 50%, unit can counterattack regardless of foe's range.
Weighted Lance Accelerates Special trigger (cooldown count-1).
Whitewing Lance Accelerates Special trigger (cooldown count-1).
Winds of Change Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if a bonus granted by a skill like Rally or Hone is active on unit or if unit's HP ≥ 50%, grants Atk/Spd+5 and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks 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.

Weapons related to this keyword when refined

Weapon Refined Description
Barb Shuriken+ Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Basilikos Accelerates Special trigger (cooldown count-1).
Beruka's Axe
Bow of Beauty Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Crimson Axe Accelerates Special trigger (cooldown count-1).
Dauntless Lance Accelerates Special trigger (cooldown count-1).
Effective against armored foes.
Daybreak Lance Accelerates Special trigger (cooldown count-1).
Excalibur Accelerates Special trigger (cooldown count-1). Effective against flying units.
Golden Dagger Accelerates Special trigger (cooldown count-1).
Golden Naginata Accelerates Special trigger (cooldown count-1). At start of combat, if foe's Atk ≥ unit's Atk+3, grants Atk/Spd/Def/Res+3 during combat.
Grado Poleax Accelerates Special trigger (cooldown count-1).
Guardian's Axe
Hauteclere
Kagami Mochi+ Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Knightly Lance Accelerates Special trigger (cooldown count-1).
Lightning Breath+ Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Loyal Greatlance Accelerates Special trigger (cooldown count-1).
Mystletainn
Nameless Blade
Niles's Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Peri's Lance Accelerates Special trigger (cooldown count-1).
Rebecca's Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Scarlet Sword Accelerates Special trigger (cooldown count-1).
Shanna's Lance
Slaying Axe+
Slaying Bow+ Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Slaying Edge+ Accelerates Special trigger (cooldown count-1).
Slaying Lance+
Solitary Blade
Urvan Accelerates Special trigger (cooldown count-1). If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%.
Weighted Lance Accelerates Special trigger (cooldown count-1).
Whitewing Lance

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Light Brand W.png Light Brand Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP = 100%, grants Spd/Def+4 to unit during combat.

List of Assists

Assist Description
Martyr Slows Special trigger (cooldown count+1).
Restores X HP to target (X = damage dealt to unit + 7).
Restores Y HP to unit (Y = half damage dealt to unit).
Recover Slows Special trigger (cooldown count+1).
Restores 15 HP to target ally.
Rehabilitate Slows Special trigger (cooldown count+1).
If target's HP is ≤ 50%, the lower the target's HP, the more HP is restored. (Minimum of 7 HP.)

List of Specials

None, currently.

List of Passives

Icon Passive Description
Lunar Brace.png Lunar Brace Slows Special trigger (cooldown count+1).
Deals damage = 50% of foe's Def when Special triggers.

List of items

None, currently.

List of structures

None, currently.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

Cooldown charge[edit | edit source]

Cooldown charge, often found in skill descriptions, refers to the amount by which a cooldown is brought closer to zero when taking an action. Steady Breath.png Steady Breath, for example, adds one to the cooldown charge whenever the unit is attacked, decreasing the number by 2 (one from normal combat charge + one charge granted by the skill), making the special cooldown value reach zero faster than it otherwise would have.

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Ayra's Blade Grants Spd+3. If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Blazing Durandal Grants Atk+3. If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Bottled Juice+ Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Bottled Juice Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
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.
Brutal Breath Grants Spd+3. Grants Atk/Spd/Def/Res+X during combat. (Calculates X based on number of allies within 2 spaces of unit: 0 allies grants +5; 1 grants +3; 2 grants +1; ≥3 allies grants +0.) If the number of allies within 2 spaces is ≤ 1, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 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. 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.
Creator Sword Accelerates Special trigger (cooldown count-1). During combat, neutralizes effects that guarantee foe's follow-up attacks, prevent unit's follow-up attacks, grant "Special cooldown charge +X" to foe, or inflict "Special cooldown charge -X" on unit.
Devilish Bow+ Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Devilish Bow Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Dragoon Axe Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Gladiator's Blade If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
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.
Guard Axe+ Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Axe Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Lance+ Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Lance Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Sword+ Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Sword Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Hack-o'-Lantern+ Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Hack-o'-Lantern Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Huge Fan+ If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
Huge Fan If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
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.
Melancholy+ 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.)
Melancholy 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.)
Missiletainn Accelerates Special trigger (cooldown count-1).
Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Pledged Blade+ If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
Pledged Blade If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
Prized Lance Accelerates Special trigger (cooldown count-1). At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Rinkah's Club Accelerates Special trigger (cooldown count-1). If foe initiates combat or if unit's HP < 100% at start of combat, grants Atk/Def+5 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Royal Sword Grants Spd+3. If unit is within 2 spaces of an ally, grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Storm Sieglinde Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), grants Def/Res+3 and Special cooldown charge +1 per unit's attack during combat.
(Only highest value applied. Does not stack.)
Summer's Breath Effective against dragon foes. Grants Def+3. If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Tanngrisnir Effective against flying foes. Grants Spd+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, grants Atk/Spd/Def/Res+3 and Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Witchy Wand+ 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.)
Witchy Wand 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.)
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.

Weapons related to this keyword when refined

Weapon Refined Description
Blazing Durandal Grants Atk+3. If unit initiates combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Bottled Juice+ Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Devilish Bow+ Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Gladiator's Blade If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Guard Axe+ Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Lance+
Guard Sword+
Hack-o'-Lantern+
Huge Fan+ If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
Melancholy+ 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.)
Pledged Blade+ If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
Witchy Wand+ 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.)

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Berukas Axe W.png Beruka's Axe At start of combat, if unit's HP ≥ 50%, inflicts Atk-4 on foe during combat and Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Corvus Tome W.png Corvus Tome At start of combat, if foe's Atk ≥ unit's Atk+3, inflicts Atk/Res-6 on foe during combat and Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Crimson Axe W.png Crimson Axe If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Felicias Plate W.png Felicia's Plate If foe uses magic, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Geirskogul W.png Geirskögul Grants Def/Res+3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat, and if foe initiates combat against those allies, grants Special cooldown charge +1 per attack to those allies. (Only highest value applied. Does not stack.)
Flashing Blade W.png Niles's Bow If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Rhomphaia
Weighted Lance W.png Weighted Lance At start of combat, if unit's HP ≥ 50%, grants Def/Res+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Flashing Blade W.png Wing Sword If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

List of Assists

Assist Description
Frightful Dream Grants another action to target ally. Inflicts Atk/Spd/Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions. (Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)

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

List of Specials

None, currently.

List of Passives

Icon Passive Description
Atk Def Ruse 1.png Atk/Def Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Def Ruse 2.png Atk/Def Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Def Ruse 3.png Atk/Def Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Spd Ruse 1.png Atk/Spd Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Spd Ruse 2.png Atk/Spd Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Spd Ruse 3.png Atk/Spd Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Bold Fighter 1.png 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.)
Bold Fighter 2.png 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.)
Bold Fighter 3.png 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.)
Bracing Stance 3.png Bracing Stance 3 If foe initiates combat, grants Def/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Darting Breath.png Darting Breath If foe initiates combat, grants Spd+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Deadly Balance.png Deadly Balance At start of combat, if unit's HP ≥ 50% or if【Penalty】is active on unit, inflicts Atk/Def-5 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
Def Res Ruse 1.png Def/Res Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Def Res Ruse 2.png Def/Res Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Def Res Ruse 3.png Def/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Fierce Breath.png Fierce Breath If foe initiates combat, grants Atk+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Flashing Blade 1.png Flashing Blade 1 If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
Flashing Blade 2.png Flashing Blade 2 If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
Flashing Blade 3.png Flashing Blade 3 If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
Flashing Blade 4.png Flashing Blade 4 If unit's Spd > foe's Spd, grants Special cooldown charge +1 and deals +5 damage per unit's attack.
(Only highest value applied. Does not stack.)
Guard 1.png Guard 1 At start of combat, if unit's HP = 100%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Guard 2.png Guard 2 At start of combat, if unit's HP ≥ 90%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Guard 3.png Guard 3 At start of combat, if unit's HP ≥ 80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Heavy Blade 1.png Heavy Blade 1 If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Heavy Blade 2.png Heavy Blade 2 If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Heavy Blade 3.png Heavy Blade 3 If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Heavy Blade 4.png Heavy Blade 4 If unit's Atk > foe's Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit's attack. (Only highest value applied. Does not stack.)
Infantry Breath 1.png 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.png 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.png 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.)"
Infantry Flash 1.png Infantry Flash 1 Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Flash 2.png Infantry Flash 2 Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Flash 3.png Infantry Flash 3 Infantry allies within 2 spaces gain: "If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Rush 1.png Infantry Rush 1 Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Rush 2.png Infantry Rush 2 Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Rush 3.png Infantry Rush 3 Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Kestrel Stance 3.png Kestrel Stance 3 If foe initiates combat, grants Atk/Spd+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Mirror Stance 3.png Mirror Stance 3 If foe initiates combat, grants Atk/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Spd Def Ruse 1.png Spd/Def Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Def Ruse 2.png Spd/Def Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Def Ruse 3.png Spd/Def Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Res Ruse 1.png Spd/Res Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Res Ruse 2.png Spd/Res Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Res Ruse 3.png Spd/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Special Fighter 1.png 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.)
Special Fighter 2.png 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.)
Special Fighter 3.png 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.)
Steady Breath.png Steady Breath If foe initiates combat, grants Def+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Steady Posture 3.png Steady Posture 3 If foe initiates combat, grants Spd/Def+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Steady Stance 4.png Steady Stance 4 If foe initiates combat, grants Def+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Sturdy Stance 3.png Sturdy Stance 3 If foe initiates combat, grants Atk/Def+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Vengeful Fighter 1.png 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.)
Vengeful Fighter 2.png 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.)
Vengeful Fighter 3.png 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.)
Warding Breath.png Warding Breath If foe initiates combat, grants Res+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Warding Stance 4.png Warding Stance 4 If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

List of items

None, currently.

List of structures

None, currently.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

Special cooldown count changes outside combat[edit | edit source]

These skills reduce or increase the cooldown count by a certain amount outside of combat, making Special skills ready for use earlier, but they do not modify the Special's turn requirement. Cooldown count reductions are not activated if the user is inflicted with  Guard.

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Berserk Armads Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
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.
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.
Dark Mystletainn Accelerates Special trigger (cooldown count-1).
If Special triggers before or during combat, grants Special cooldown count-2 after combat.
Grandscratcher+ 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.)
Grandscratcher 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.)
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.
It's Curtains...+ At the start of turn 1, grants Special cooldown count-2.
It's Curtains... At the start of turn 1, grants Special cooldown count-2.
Missiletainn Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit).
Ouch Pouch+ At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Ouch Pouch At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-5 on foes within 2 spaces of target through their next actions.
Spendthrift Bow+ Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.)
Spendthrift Bow Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.)
Tome of Thoron At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, 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.

Weapons related to this keyword when refined

Weapon Refined Description
Grandscratcher+ 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.)
It's Curtains...+ At the start of turn 1, grants Special cooldown count-2.
Ouch Pouch+ At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Tome of Thoron At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Quickened Pulse W.png Dark Excalibur At the start of turn 1, grants Special cooldown count-2.
Wrath W.png Devil Axe At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Quickened Pulse W.png Scarlet Sword At the start of turn 1, grants Special cooldown count-2.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

Icon Passive Description
Blade Seal.png Blade Seal When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Special Blade】drops.

【Special Blade】
Enables use of Specials for all allies.
Boots Seal.png Boots Seal When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and【Infantry Boots】drop.

【Infantry Boots】
Grants +1 to movement to all allies for 1 turn.
Charm Seal.png Charm Seal When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Lightning Charm】drops.

【Lightning Charm】
Inflicts 20 damage to all enemies.
Elixir Seal.png Elixir Seal When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and an【Elixir】drops.

【Elixir】
Restores 99 HP to all allies
Even Pulse Tie 1.png Even Pulse Tie 1 At start of even-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 2.png Even Pulse Tie 2 At start of even-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 3.png Even Pulse Tie 3 At start of even-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Guardian Seal.png 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.
Horn Seal.png Horn Seal When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Fortifying Horn】drops.

【Fortifying Horn】
Grants all allies Atk/Spd/Def/Res+6 for 1 turn.
Infantry Pulse 1.png Infantry Pulse 1 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-5. (Stacks with similar skills.)
Infantry Pulse 2.png Infantry Pulse 2 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-3. (Stacks with similar skills.)
Infantry Pulse 3.png Infantry Pulse 3 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit's HP. (Stacks with similar skills.)
Odd Pulse Tie 1.png Odd Pulse Tie 1 At start of odd-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 2.png Odd Pulse Tie 2 At start of odd-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 3.png Odd Pulse Tie 3 At start of odd-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Pulse Smoke 1.png 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.)
Pulse Smoke 2.png Pulse Smoke 2 If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.)
Pulse Smoke 3.png Pulse Smoke 3 Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.)
Quickened Pulse.png Quickened Pulse At the start of turn 1, grants Special cooldown count-1.
S Drink.png S Drink At the start of turn 1, restores 99 HP and grants Special cooldown count-1.
Shield Pulse 1.png Shield Pulse 1 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1.
Shield Pulse 2.png Shield Pulse 2 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers.
Shield Pulse 3.png Shield Pulse 3 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers.
Special Spiral 1.png Special Spiral 1 If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat.
Special Spiral 2.png Special Spiral 2 If Special triggers before or during combat, grants Special cooldown count-1 after combat.
Special Spiral 3.png Special Spiral 3 If Special triggers before or during combat, grants Special cooldown count-2 after combat.
Times Pulse 1.png Time's Pulse 1 At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 2.png Time's Pulse 2 At start of odd-numbered turns, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 3.png Time's Pulse 3 At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Veil Seal.png Veil Seal When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Dancer's Veil】drops.

【Dancer's Veil】
Allows one random ally that has already acted to take another action.
Wrath 1.png Wrath 1 At start of turn, if unit's HP ≤ 25% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wrath 2.png Wrath 2 At start of turn, if unit's HP ≤ 50% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wrath 3.png Wrath 3 At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

List of items

None, currently.

List of structures

Icon Structure Level Description
Structure Nifl Icicle.png Nifl Icicle 1 Grants Special cooldown count-1 to allies within 5 rows and 5 columns centered on structure.

List of Duo Skills

Owners Duo Skill
Alfonse: Askran Duo
Alfonse: Askran Duo
Grants Special cooldown count-2 to unit and infantry allies within 3 rows and 3 columns centered on unit.

List of Harmonized Skills

None, currently.