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Armored
Icon Move Armored
Mov
1
Description
Armored unit. Can move one space.

Armored is a unit type in Fire Emblem Heroes. Armored units can move 1 space at a time and can move over flat terrain and forests. Armored units are not slowed by forests.

List of armored units[]

List of close armored Heroes[]

List of ranged armored Heroes[]

List of armored enemy units[]

Armored-only skills[ | ]

Icon Passive Description SP Cost Exclusive
Adult (Armored) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range. 200 No
Armored Beacon Boosts Special damage by 40% of unit's Def. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 No
Armored Blaze Boosts Special damage by 40% of unit's Def when Special triggers. If foe's Range = 1 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 No
Armored Floe Boosts Special damage by 40% of unit's Res. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 No
Dosing Fang Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, inflicts Atk/Def-7 and【Sabotage】on foes within 3 rows or 3 columns centered on unit through their next actions. At start of combat, if unit's HP ≥ 25%, deals 8 damage to foe as combat begins (only highest value applied; does not stack with other "deals X damage to foe as combat begins" effects; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 20% of unit's Def at start of combat + 6), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), deals damage = 30% of foe's max HP (excluding area-of-effect Specials), and reduces damage from foe's attacks by Y, and also, if foe's attack triggers foe's Special, reduces damage by an additional Y (Y = total damage dealt to foe; max 20; excluding area-of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
400 Yes
Lion King Fang Grants Atk+3. If foe initiates combat, grants Atk/Spd/Def/Res+4 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range. 400 Yes
Ravager Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Special cooldown charge -1 per attack on foe and Atk/Def-6 on foe during combat (only highest value applied; does not stack), and also, if unit is transformed, grants Special cooldown charge +1 per attack to unit during combat (only highest value applied; does not stack). If unit's HP ≥ 25% at start of combat and foe initiates combat, reduces damage from foe's follow-up attack by 80% during combat ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if foe initiates combat, unit can counterattack regardless of foe's range. 400 Yes
Twin-Crest Power Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range. 400 Yes
Whelp (Armored) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range. 50 No
Yearling (Arm.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range. 100 No
A D Far Save 1 A/D Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A D Far Save 2 A/D Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A D Far Save 3 A/D Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A D Near Save 1 A/D Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A D Near Save 2 A/D Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Def+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A D Near Save 3 A/D Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Def+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A R Far Save 1 A/R Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A R Far Save 2 A/R Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A R Far Save 3 A/R Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A R Near Save 1 A/R Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A R Near Save 2 A/R Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A R Near Save 3 A/R Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A S Far Save 1 A/S Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A S Far Save 2 A/S Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A S Far Save 3 A/S Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A S Near Save 1 A/S Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A S Near Save 2 A/S Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.

If unit triggers Savior, grants Atk/Spd+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A S Near Save 3 A/S Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.

If unit triggers Savior, grants Atk/Spd+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
Armor March 1 Armor March 1 At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 60 No
Armor March 2 Armor March 2 At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 120 No
Armor March 3 Armor March 3 At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 240 No
Armored Boots Armored Boots At start of turn, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) 100 No
Armored Stride 1 Armored Stride 1 At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 60 No
Armored Stride 2 Armored Stride 2 At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 120 No
Armored Stride 3 Armored Stride 3 At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 240 No
Attack Plus W Lion King Fang Grants Atk+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. If foe initiates combat, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) and foe's follow-up attack by 70% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range. 400 Yes
Bold Fighter 1 Bold Fighter 1 If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 60 No
Bold Fighter 2 Bold Fighter 2 If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 120 No
Bold Fighter 3 Bold Fighter 3 If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 240 No
Canny Fighter Canny Fighter At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. 300 No
Crafty Fighter 1 Crafty Fighter 1 If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 60 No
Crafty Fighter 2 Crafty Fighter 2 If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 120 No
Crafty Fighter 3 Crafty Fighter 3 If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 240 No
D R Far Save 1 D/R Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
D R Far Save 2 D/R Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
D R Far Save 3 D/R Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
D R Near Save 1 D/R Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
D R Near Save 2 D/R Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Def/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
D R Near Save 3 D/R Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Def/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
Daring Fighter 1 Daring Fighter 1 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Daring Fighter 2 Daring Fighter 2 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Daring Fighter 3 Daring Fighter 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
Defense Plus W Lion King Fang Grants Atk+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. If foe initiates combat, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) and foe's follow-up attack by 70% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range. 400 Yes
Even Follow-Up 1 Even Follow-Up 1 If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 60 No
Even Follow-Up 2 Even Follow-Up 2 If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 120 No
Even Follow-Up 3 Even Follow-Up 3 If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 240 No
Fortify Armor Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. 200 No
Goad Armor Goad Armor Grants Atk/Spd+4 to armored allies within 2 spaces during combat. 200 No
Hardy Fighter 1 Hardy Fighter 1 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation. 60 No
Hardy Fighter 2 Hardy Fighter 2 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. 120 No
Hardy Fighter 3 Hardy Fighter 3 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. 240 No
Hone Armor Hone Armor At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. 200 No
Lion King Fang W Lion King Fang Grants Atk+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. If foe initiates combat, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) and foe's follow-up attack by 70% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and unit makes a guaranteed follow-up attack, and also, if unit is transformed, grants bonus to unit's Atk/Def/Res during combat = 25% of foe's Atk at start of combat, - 8 (min 0, max 10).
400 Yes
Odd Follow-Up 1 Odd Follow-Up 1 If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 60 No
Odd Follow-Up 2 Odd Follow-Up 2 If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 120 No
Odd Follow-Up 3 Odd Follow-Up 3 If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 240 No
Resistance Plus W Lion King Fang Grants Atk+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. If foe initiates combat, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) and foe's follow-up attack by 70% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range. 400 Yes
Savvy Fighter 1 Savvy Fighter 1 If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd, reduces damage from foe's first attack during combat by 10%. 60 No
Savvy Fighter 2 Savvy Fighter 2 If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-2, reduces damage from foe's first attack during combat by 20%. 120 No
Savvy Fighter 3 Savvy Fighter 3 If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-4, reduces damage from foe's first attack during combat by 30%. 240 No
Savvy Fighter 4 Savvy Fighter 4 If foe initiates combat, inflicts Atk/Spd-4 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). 300 No
Slick Fighter 1 Slick Fighter 1 If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 60 No
Slick Fighter 2 Slick Fighter 2 If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 120 No
Slick Fighter 3 Slick Fighter 3 If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 240 No
Special Fighter 1 Special Fighter 1 At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 60 No
Special Fighter 2 Special Fighter 2 At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 120 No
Special Fighter 3 Special Fighter 3 At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 240 No
Special Fighter 4 Special Fighter 4 At start of combat, if unit's HP ≥ 40%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), reduces the effect of【Deep Wounds】by 50% during combat, and also, if unit deals damage to foe using a Special, restores HP = 30% of damage dealt (excluding area-of-effect Specials).

【Deep Wounds】
Unit's HP cannot be healed through its next action.
300 No
Speed Plus W Lion King Fang Grants Atk+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. If foe initiates combat, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) and foe's follow-up attack by 70% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range. 400 Yes
Svalinn Shield Svalinn Shield Neutralizes "effective against armored" bonuses. 200 No
Vengeful Fighter 1 Vengeful Fighter 1 If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 60 No
Vengeful Fighter 2 Vengeful Fighter 2 If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 120 No
Vengeful Fighter 3 Vengeful Fighter 3 If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 240 No
Vengeful Fighter 4 Vengeful Fighter 4 If unit's HP ≥ 25% and foe initiates combat, inflicts Atk-4 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 300 No
Ward Armor Ward Armor Grants Def/Res+4 to armored allies within 2 spaces during combat. 200 No
Wary Fighter 1 Wary Fighter 1 If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. 60 No
Wary Fighter 2 Wary Fighter 2 If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. 120 No
Wary Fighter 3 Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. 240 No
Weaving Fighter Weaving Fighter At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. 300 No
Wily Fighter 1 Wily Fighter 1 If unit's HP ≥ 75% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 60 No
Wily Fighter 2 Wily Fighter 2 If unit's HP ≥ 50% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 120 No
Wily Fighter 3 Wily Fighter 3 If unit's HP ≥ 25% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 240 No
With Everyone II With Everyone! II At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd/Def/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 Yes

Sources of "Effective against Armored"[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Armorpin Dagger+
Effective against armored foes. Disables unit's and foe's skills that change attack priority.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Armorpin Dagger
Effective against armored foes. Disables unit's and foe's skills that change attack priority.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Armorslayer+
Effective against armored foes.
Armorslayer
Armorsmasher+
Armorsmasher
Axe of Virility
Binding Reginleif
Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, reduces damage from foe's first attack by 30%, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.
Brilliant Rapier
Effective against armored and cavalry foes. Grants Spd+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. If unit's HP ≤ 80% and foe initiates combat, unit can counterattack before foe's first attack.
Bun-Bun Baton
Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Conjurer Curios
Effective against armored foes. Grants Atk+3. If it is an odd-numbered turn or if foe's HP < 100% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat.
Dauntless Lance
Accelerates Special trigger (cooldown count-1). Effective against armored foes.
Dawn Suzu
Effective against armored and cavalry foes. Grants Atk+3. Disables unit's and foe's skills that change attack priority.
Deep-Blue Bow
Grants Spd+3. Effective against flying and armored foes. If foe's HP = 100% and unit initiates combat, grants Atk/Spd/Def/Res+4 during combat.
Demonic Breath
Grants Def+3. Effective against armored foes. At start of combat, if a negative status effect is active on unit, or if unit's HP < 100%, neutralizes penalties on unit and grants Atk/Spd/Def/Res+4 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Destiny's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit during turns 1 through 4, grants Special cooldown count-1 to unit and target ally or unit and targeting ally. (Once per turn only.) If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and unit makes a guaranteed follow-up attack.
Dew Dragonstone
Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes "effective against armored" bonuses. If unit is within 3 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat, neutralizes penalties on unit during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Dolphin-Dive Axe
Enables【Canto (2)】.

Effective against sword, lance, axe, colorless bow, and armored foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Feather Sword
Grants Atk+3. Effective against sword, lance, axe, colorless bow, and armored foes. If foe initiates combat and is armored or uses sword, lance, axe, or colorless bow, or if unit's HP ≤ 75%, unit can counterattack before foe's first attack.
Florina's Lance
Effective against armored foes.
Frederick's Axe
Fujin-Raijin Yumi
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit has weapon-triangle advantage or unit's Spd > foe's Spd, foe cannot counterattack.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Geirdriful
Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of【Bonus】and【Penalty】 effects active on unit × 2, + 5; excludes stat bonuses and stat penalties), reduces damage from foe's first attack during combat by 40%, and also, if【Bonus】is active on unit, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Hammer+
Effective against armored foes.
Hammer
Hana's Katana
Heavy Spear+
Heavy Spear
Joyful Vows
Effective against armored and cavalry foes. Grants Atk+3. If【Bonus】is active on unit, grants Atk/Res+6 during combat, and if unit initiates combat, foe cannot make a follow-up attack.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Jubilant Blade
Effective against armored foes.
Light of Dawn
Effective against armored and cavalry foes. Grants Res+3. Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of target's stats. Calculates each stat bonus independently.
Lordly Lance
Effective against armored foes.
Mermaid Bow
Effective against flying and armored foes. Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and calculates damage using the lower of foe's Def or Res, and also, if unit initiates combat, unit's Spd > foe's Spd, and unit has weapon-triangle advantage, unit attacks twice.
Mirage Feather
Effective against armored and cavalry foes. Grants Spd+3. If unit initiates combat after an ally has already acted, grants Atk/Spd+6 during combat and unit can make a follow-up attack before foe can counterattack.
Moonlight Drop
Effective against armored and cavalry foes. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 5 and ≤ 14, unit makes a guaranteed follow-up attack. If ≥ 15 and unit initiates combat, unit attacks twice.
New Dawn
Effective against armored and cavalry foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Res+6 during combat and unit makes a guaranteed follow-up attack. If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Oboro's Spear
Effective against armored foes.
Pegasus Carrot+
Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Pegasus Carrot
Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Pure-Wing Spear
Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. 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: "unit can move to a space adjacent to any ally within 2 spaces." If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = number of allies within 3 spaces of unit × 3, + 5 (max 14), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from attacks by 30% (excluding area-of-effect Specials), and also, if unit deals damage to foe during combat, restores X HP to unit (if foe is armored or cavalry, X = 14; otherwise, X = 7; triggers even if 0 damage is dealt).
Randgríðr
Effective against flying and armored foes. Grants Atk+3. If foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Def-6 on foe during combat.
Rapier
Effective against armored and cavalry foes. Grants Spd+3. If unit’s HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
Reginleif
Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or 1 extra space of movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack.
Rhomphaia
Effective against armored and cavalry foes.
Selena's Blade
Effective against armored foes. At start of combat, if foe's Atk ≥ unit's Atk+3, grants Atk/Spd/Def/Res+3 during combat.
Sky Maiougi+
Effective against armored foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Sky Maiougi
Effective against armored foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Slaying Hammer+
Effective against armored foes.
Slaying Hammer
Slaying Spear+
Slaying Spear
Sworn Lance
Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit during combat.
Thani
Effective against armored and cavalry foes. Grants Res+3. If armored or cavalry foe uses bow, dagger, magic, or staff, reduces damage from foe's first attack by 30%.
War-God Mjölnir
Accelerates Special trigger (cooldown count-1). Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit is not adjacent to an ally, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Warrior Princess
Effective against flying and armored foes. Grants Spd+3. Grants Atk+3 to allies within 2 spaces during combat.
Whitewing Spear
Effective against armored foes.
Wing Sword
Effective against armored and cavalry foes.
Wing-Lifted Spear
Enables【Canto (2)】.

Effective against armored and cavalry foes. Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if foe has bonuses, grants Atk/Spd/Def/Res+X to unit and inflicts Atk/Spd/Def/Res-X on foe during combat. (X = current bonus on each of foe's stats.) Calculates each stat effect independently.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Zephyr Breath
Effective against armored foes. Grants Res+3. If a bonus granted by a skill like Rally or Hone is active on unit or if unit is within 2 spaces of an ally, neutralizes unit's penalties and inflicts Atk-6 on foe during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

List of Refined Weapons

Weapon Refined Description
Binding Reginleif
Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 40%, and neutralizes effects that prevent unit's follow-up attacks during combat.
Bun-Bun Baton
Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
Conjurer Curios
Effective against armored foes. Grants Atk+3. If it is an odd-numbered turn or foe's HP < 100% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and reduces damage from foe's first attack by X%. (If foe can make a follow-up attack, X = 60; otherwise, X = 30.)
Deep-Blue Bow
Grants Spd+3. Effective against flying and armored foes. If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and neutralizes effects that prevent unit's follow-up attacks or inflict "Special cooldown charge -X" on unit.
Demonic Breath
Grants Def+3. Effective against armored foes. If foe initiates combat, if a negative status effect is active on unit at start of combat, or if unit's HP < 100% at start of combat, neutralizes penalties on unit and grants Atk/Spd/Def/Res+4 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Feather Sword
Grants Atk+3. Effective against sword, lance, axe, colorless bow, and armored foes. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks. If foe initiates combat and is armored or uses sword, lance, axe, or colorless bow, or if unit's HP ≤ 90%, unit can counterattack before foe's first attack.
Joyful Vows
Effective against armored and cavalry foes. Grants Atk+3. If【Bonus】is active on unit or if【Penalty】is active on foe, grants Atk/Res+6 to unit, grants additional bonus to unit's Atk = highest total penalties among target and foes within 2 spaces of target, unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack during combat.

【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).
Light of Dawn
Effective against armored and cavalry foes. Grants Res+3. At start of combat, if foe's HP ≥ 75% or【Penalty】is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of target's stats. Calculates each stat bonus independently.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Mirage Feather
Effective against armored and cavalry foes. Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit and neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat after an ally has already acted, unit can make a follow-up attack before foe can counterattack.
Randgríðr
Effective against flying and armored foes. Grants Atk+3. At start of combat, if foe's HP ≥ 75%, inflicts Atk/Def-6 on foe and neutralizes unit's penalties during combat.
Reginleif
Effective against armored and cavalry foes. Grants Atk+3. Unit cannot be slowed by terrain. (Does not apply to impassable terrain.) At start of combat, if unit's Atk > foe's Atk or if【Bonus】is active on unit, grants Atk/Spd/Def/Res+4 to unit during combat. During combat, if unit's Atk > foe's Atk or if【Bonus】is active on unit, unit makes a guaranteed follow-up attack.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Thani
Effective against armored and cavalry foes. Grants Res+3. If foe uses bow, dagger, magic, or staff, reduces damage from foe's first attack by 30% during combat.
Warrior Princess
Effective against flying and armored foes. Grants Spd+3. Grants Atk/Spd+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Spd+4 to unit during combat.
Zephyr Breath
Effective against armored foes. Grants Res+3. If【Bonus】is active on unit or if unit is within 2 spaces of an ally, inflicts Atk-6 and Spd/Def/Res-4 on foe, neutralizes unit's penalties, and foe cannot make a follow-up attack during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

List of Skill Refined Weapons

None, currently.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

List of A Passives

None, currently.

List of B Passives

None, currently.

List of C Passives

None, currently.

List of Attuned Skills

None, currently.

List of Sacred Seals

None, currently.

List of Captain Skills

None, currently.

List of Status Effects

None, currently.

List of Items

None, currently.

List of Structures

None, currently.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

In other languages[ | ]

Language Name
Japanese 重装
German Gepanzerte Einheit
Spanish (Europe) Unidad Acorazada
Spanish (Latin America) Unidad Acorazada
French Unité Cuirassée
Italian Unità Corazzata
Traditional Chinese (Taiwan) 重裝
Portuguese Unidade blindada
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