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
120
Even Pulse Tie 1
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
240
Even Pulse Tie 2
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.)