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
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.
Blárblade+ Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
Blárblade Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
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.
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).
Grado Poleax Accelerates Special trigger (cooldown count-1).
Gronnblade+ Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
Gronnblade Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
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.)
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.
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).
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.
Maltet Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
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).
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).
Rauðrblade+ Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
Rauðrblade Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
Scarlet Sword Accelerates Special trigger (cooldown count-1).
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).
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.)
Whitewing Lance Accelerates Special trigger (cooldown count-1).
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).
Dauntless Lance Accelerates Special trigger (cooldown count-1).
Effective against armored foes.
Daybreak Lance Accelerates Special trigger (cooldown count-1)
Excalibur Effective against flying units. Accelerates Special trigger (cooldown count-1).
Golden Dagger Accelerates Special trigger (cooldown count-1).
Grado Poleax
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.
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.
Mystletainn Accelerates Special trigger (cooldown count-1).
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).
Scarlet Sword
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
Whitewing Lance

Weapons related to this keyword when refined with a certain skill

None, currently.

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.

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.
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.)
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.)
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.)
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.)
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.
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
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.)
Hack-o'-Lantern+ Inflicts Special cooldown charge -1 on foe per 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.)

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
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.)
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
Wing Sword

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

Icon Passive Description
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.)
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.)
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.)"
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 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.)
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.

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

These skills reduce or increase the cooldown count by 1 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 by the Guard status effect.

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.
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.)
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-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.
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.
Scarlet Sword

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

Icon Passive Description
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.)
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.
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

None, currently.