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Flying
Icon Move Flying
Mov
2
Description
Flying unit. Can move two spaces. Ignores forests, mountains, rivers, etc., when moving.

Flying is a unit type in Fire Emblem Heroes. Fliers can move 2 spaces at a time. They are unaffected by forests, and can fly over mountains, pits, and water. Flying units can not fly over destructible objects nor over pillars and buildings. Fliers are generally weak to bows.


List of flying units[]

List of close flying Heroes[]

List of ranged flying Heroes[]

List of flying enemy units[]

Flying-only skills[ | ]

Icon Skill Description SP Cost Exclusive
Adult (Flier) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 200 No
Bat Fang Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Crossbones Claw Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts Spd/Def-6 on foe and neutralizes effects that prevent unit's follow-up attacks during combat.

If unit is not adjacent to an ally and unit initiates combat while transformed, unit can make a follow-up attack before foe can counterattack.

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, unit can move 1 extra space (that turn only; does not stack). If unit transforms, grants Atk+2.
400 Yes
Ebon-Pirate Claw Grants Res+3. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Def/Res-7 on that foe through their next actions.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Res+5 to unit 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400 Yes
Enclosing Claw Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, inflicts penalty on foe's Atk/Spd/Def during combat = number of foes within 3 columns or 3 rows centered on unit × 3 (max: 9), neutralizes effects that inflict "Special cooldown charge -X" on unit, and also, if the number of foes within 3 columns or 3 rows centered on unit ≥ 2, neutralizes effects that guarantee foe's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Fang of Closure Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat. Unit's first attack during combat deals damage = X% of unit's Spd (X = the number of foes within 3 spaces × 10; max 30%). Reduces damage from foe's first attack during combat by X% (X = the number of foes within 3 spaces × 20; max 60%).

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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400 Yes
Fang of Finality Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, deals damage = X% of unit's Spd (X = the number of foes within 3 spaces of target, including target, × 10) during combat (Excluding area-of-effect Specials; max 30%.), and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = the number of foes within 3 spaces of target, including target, × 20 (max 60%). 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Fledgling (Flier) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 100 No
Hatchling (Flier) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 50 No
Hawk King Claw Grants Atk+3. If foe's HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Heron Wing Grants Spd+3. At start of turn, restores 7 HP to allies within 2 spaces of unit. 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Quieting Claw Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Exposure】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on nearest foe and foes within 2 spaces of them through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def-X on foe (X = number of foes within 2 spaces of target with Bonuses or Penalties active on them, excluding target, × 3, + 4; max 10), deals Y damage (Y = total number of Bonuses and Penalties active on foe and any foe within 2 spaces of foe, excluding stat bonuses and stat penalties, x 3; excluding when dealing damage with an area-of-effect Special), reduces damage from attacks by 40%, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% 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, unit can move 1 extra space (that turn only; does not stack) and grants Atk+2 to unit.

【Exposure】
Foe's attacks deal +10 damage.
400 Yes
Raven King Beak Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Sky-Pirate Claw Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and unit makes a guaranteed follow-up attack.

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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400 Yes
A S Rein Snap A/S Rein Snap Inflicts Atk/Spd-4 on foes within 2 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an armored ally or an infantry ally with Range = 1, grants "unit can move 1 extra space" to unit, to infantry allies with Range = 1 within 2 spaces of unit, and to armored allies within 2 spaces of unit. (That turn only; does not stack; effect triggers only if unit has no Sing or Dance skill.) 300 No
Aerial Maneuvers Aerial Maneuvers Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of combat, if both unit's and foe's HP ≥ 50%, inflicts Spd/Def-4 on foe during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack during combat. 300 No
Aerobatics 1 Aerobatics 1 If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 60 No
Aerobatics 2 Aerobatics 2 If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 120 No
Aerobatics 3 Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 240 No
Air Orders 1 Air Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Air Orders 2 Air Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Air Orders 3 Air Orders 3 At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
Atk Def Hold Atk/Def Hold Inflicts Atk/Def-4 on foes within 3 spaces during combat. 300 No
Atk Def Rein 1 Atk/Def Rein 1 Inflicts Atk/Def-2 on foes within 2 spaces during combat. 60 No
Atk Def Rein 2 Atk/Def Rein 2 Inflicts Atk/Def-3 on foes within 2 spaces during combat. 120 No
Atk Def Rein 3 Atk/Def Rein 3 Inflicts Atk/Def-4 on foes within 2 spaces during combat. 240 No
Atk Res Hold Atk/Res Hold Inflicts Atk/Res-4 on foes within 3 spaces during combat. 300 No
Atk Res Rein 1 Atk/Res Rein 1 Inflicts Atk/Res-2 on foes within 2 spaces during combat. 60 No
Atk Res Rein 2 Atk/Res Rein 2 Inflicts Atk/Res-3 on foes within 2 spaces during combat. 120 No
Atk Res Rein 3 Atk/Res Rein 3 Inflicts Atk/Res-4 on foes within 2 spaces during combat. 240 No
Atk Spd Hold Atk/Spd Hold Inflicts Atk/Spd-4 on foes within 3 spaces during combat. 300 No
Atk Spd Rein 1 Atk/Spd Rein 1 Inflicts Atk/Spd-2 on foes within 2 spaces during combat. 60 No
Atk Spd Rein 2 Atk/Spd Rein 2 Inflicts Atk/Spd-3 on foes within 2 spaces during combat. 120 No
Atk Spd Rein 3 Atk/Spd Rein 3 Inflicts Atk/Spd-4 on foes within 2 spaces during combat. 240 No
B Duel Flying 1 B Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
B Duel Flying 2 B Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
B Duel Flying 3 B Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
B Duel Flying 4 B Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Flying 1 C Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
C Duel Flying 2 C Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
C Duel Flying 3 C Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Flying 4 C Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Deadly Miasma Deadly Miasma If unit initiates combat, inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and after combat, deals 7 damage to target and foes within 2 spaces of target and applies【Divine Vein (Haze)】on target's space and on each space within 2 spaces of target's space for 1 turn.

【Divine Vein (Haze)】
Applies the following effects on space: Inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
300 No
Def Res Hold Def/Res Hold Inflicts Def/Res-4 on foes within 3 spaces during combat. 300 No
Def Res Rein 1 Def/Res Rein 1 Inflicts Def/Res-2 on foes within 2 spaces during combat. 60 No
Def Res Rein 2 Def/Res Rein 2 Inflicts Def/Res-3 on foes within 2 spaces during combat. 120 No
Def Res Rein 3 Def/Res Rein 3 Inflicts Def/Res-4 on foes within 2 spaces during combat. 240 No
Dive-Bomb 1 Dive-Bomb 1 At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Dive-Bomb 2 Dive-Bomb 2 At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Dive-Bomb 3 Dive-Bomb 3 At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
Flier Formation 1 Flier Formation 1 If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 No
Flier Formation 2 Flier Formation 2 If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 No
Flier Formation 3 Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces. 240 No
Flier Guidance 1 Flier Guidance 1 If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. 60 No
Flier Guidance 2 Flier Guidance 2 If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. 120 No
Flier Guidance 3 Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit. 240 No
Flow Feather 1 Flow Feather 1 If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 No
Flow Feather 2 Flow Feather 2 If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 No
Flow Feather 3 Flow Feather 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 No
Flow Flight 1 Flow Flight 1 If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 No
Flow Flight 2 Flow Flight 2 If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 No
Flow Flight 3 Flow Flight 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 No
Fortify Fliers Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. 200 No
G Duel Flying 1 G Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
G Duel Flying 2 G Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
G Duel Flying 3 G Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
G Duel Flying 4 G Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Goad Fliers Goad Fliers Grants Atk/Spd+4 to flying allies within 2 spaces during combat. 200 No
Ground Orders 1 Ground Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Ground Orders 2 Ground Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Ground Orders 3 Ground Orders 3 At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
Guard Bearing 1 Guard Bearing 1 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%. 60 No
Guard Bearing 2 Guard Bearing 2 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%. 120 No
Guard Bearing 3 Guard Bearing 3 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%. 240 No
Guard Bearing 4 Guard Bearing 4 Inflicts Spd/Def-4 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (during unit's first combat initiated by foe each turn, X = 60; otherwise, X = 30). 300 No
Guidance 1 Guidance 1 If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 60 No
Guidance 2 Guidance 2 If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 120 No
Guidance 3 Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit. 240 No
Guidance 4 Guidance 4 Infantry and armored allies within 2 spaces can move to a space within 2 spaces of unit. Grants Atk/Spd+3 to infantry and armored allies within 2 spaces of unit during combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that prevent those allies' follow-up attacks during combat. 300 No
Hone Fliers Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 No
Iotes Shield Iote's Shield Neutralizes "effective against flying" bonuses. 200 No
Pegasus Flight 1 Pegasus Flight 1 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -3.) 60 No
Pegasus Flight 2 Pegasus Flight 2 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -5.) 120 No
Pegasus Flight 3 Pegasus Flight 3 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7.) 240 No
Pegasus Flight 4 Pegasus Flight 4 Inflicts Atk/Def-4 on foe during combat. At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 80% of difference between Res stats (unit's Res minus foe's Res) before combat (maximum penalty of -8), and also, if at start of combat, unit's Spd+Res > foe's Spd+Res, foe cannot make a follow-up attack. 300 No
R Duel Flying 1 R Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
R Duel Flying 2 R Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
R Duel Flying 3 R Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
R Duel Flying 4 R Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
S D Rein Snap S/D Rein Snap Inflicts Spd/Def-4 on foes within 2 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an armored ally or an infantry ally with Range = 1, grants "unit can move 1 extra space" to unit, infantry allies with Range = 1 within 2 spaces of unit, and armored allies within 2 spaces of unit. (That turn only; does not stack; effect triggers only if unit has no Sing or Dance skill.) 300 No
Soaring Echo Soaring Echo Infantry and flying allies within 2 spaces can move to a space within 2 spaces of unit. 0 No
Soaring Guidance Soaring Guidance Infantry and flying allies within 2 spaces of unit can move to a space within 2 spaces of unit. Grants Atk/Spd+3 to infantry and flying allies within 2 spaces of unit during combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that prevent those allies' follow-up attacks during combat. 300 No
Spd Def Hold Spd/Def Hold Inflicts Spd/Def-4 on foes within 3 spaces during combat. 300 No
Spd Def Rein 1 Spd/Def Rein 1 Inflicts Spd/Def-2 on foes within 2 spaces during combat. 60 No
Spd Def Rein 2 Spd/Def Rein 2 Inflicts Spd/Def-3 on foes within 2 spaces during combat. 120 No
Spd Def Rein 3 Spd/Def Rein 3 Inflicts Spd/Def-4 on foes within 2 spaces during combat. 240 No
Spd Res Crux Spd/Res Crux Inflicts Spd/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat. 300 No
Spd Res Hold Spd/Res Hold Inflicts Spd/Res-4 on foes within 3 spaces during combat. 300 No
Spd Res Rein 1 Spd/Res Rein 1 Inflicts Spd/Res-2 on foes within 2 spaces during combat. 60 No
Spd Res Rein 2 Spd/Res Rein 2 Inflicts Spd/Res-3 on foes within 2 spaces during combat. 120 No

More...

Sources of "Effective against Flying"[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Aptitude Arrows
Effective against flying foes. Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X (X = 25% of unit's level; max 10), deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes unit's penalties during combat.
Arcane Darkbow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, neutralizes unit's penalties, and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Arcane Náströnd
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, reduces damage from foe's first attack during combat by 30%, and grants bonus to unit's Atk during combat = 12 - foe's max Special cooldown count value × 2 (min 4; if foe does not have a Special skill, bonus = 4).
Argent Bow
Effective against flying foes. Inflicts Spd-2. If unit initiates combat, unit attacks twice.
Assassin's Bow+
Effective against flying foes. In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Assassin's Bow
Effective against flying foes.
In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Beguiling Bow+
Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
Beguiling Bow
Big-Catch Bow+
Effective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 during combat.

【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).
Big-Catch Bow
Bouquet Bow+
Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat.
Bouquet Bow
Bow of Beauty
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Bow of Devotion
Effective against flying foes. If foe initiates combat and uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 to unit during combat.
Bow of Frelia
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.
Bow of Repose
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of turn, if unit's HP = 100% and unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit. At start of combat, if unit's HP ≤ 99%, grants Atk/Spd/Def/Res+5 to unit and inflicts Spd/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiates combat × 2, + 3; max 11), and also, the following effects will occur based on that number of spaces: if ≥ 1 space, reduces damage from foe's first attack during combat by 30%; if ≥ 2, also neutralizes effects that prevent unit's follow-up attacks during combat and effects that inflict "Special cooldown charge -X" on unit during combat.
Bow of Twelve
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat, or if unit's HP ≥ 75% at start of combat and foe uses magic or staff, grants Atk/Spd/Def/Res+5 to unit during combat, and also, 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.)

【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 1 space(s).)
Bow of Verdane
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.
Brave Bow+
Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Brave Bow
Budding Bow+
Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Budding Bow
Candlewax Bow+
Effective against flying foes. Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Candlewax Bow
Carrot Bow+
Effective against flying foes. At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Def-7 and 【Discord】on those foes through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+5 to unit during combat, and if【Discord】is inflicted on foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Carrot Bow
Carrot-Tip Bow+
Effective against flying foes. At start of combat, if foe's HP ≥ 75% or【Penalty】is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe.

【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).
Carrot-Tip Bow
Clarisse's Bow+
Effective against flying foes.
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat.
Clarisse's Bow
Effective against flying foes.
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat.
Cocobow+
Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
Cocobow
Coral Bow+
Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat.
Coral Bow
Courtly Bow+
Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Courtly Bow
Cunning Bow
Grants Spd+3. Effective against flying foes. When total bonuses on unit + total penalties on foe ≥ 10, inflicts Atk/Spd/Def/Res-5 on foe during combat. (Example: if unit has a +5 bonus and foe has a -5 penalty, the calculated total will be 10.)
Cupid Arrow+
Effective against flying foes. If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
Cupid Arrow
Effective against flying foes.
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
Damiell Bow
Effective against flying foes. Grants Spd+3. If a Rally Assist skill is used by unit, grants target【Bonus Doubler】and target can move 1 extra space. (That turn only. Does not stack. No effect on cavalry allies with Range = 2.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Daniel-Made Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. Grants Atk+5 to allies within 2 spaces during combat. Inflicts Atk-5 on foes within 2 spaces during combat.
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.
Defier's Bow+
Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
Defier's Bow
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.
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
Dignified Bow
Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Double Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat and unit can counterattack regardless of foe's range.
Duskbloom Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of player phase or enemy phase, if any foes in cardinal directions of unit have Res < unit's Res, inflicts Def/Res-7 and【Gravity】on those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: if ≥ 1, unit makes a guaranteed follow-up attack; if ≥ 4, unit deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials); if ≥ 7 and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and reduces damage from foe's first attack during combat by 30%.

【Gravity】
Restricts target's movement to 1 space through its next action.
Excalibur
Effective against flying foes.
Failnaught
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Fiddlestick Bow+
Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes.
Fiddlestick Bow
Firesweep Bow+
Effective against flying foes. Unit and foe cannot counterattack.
Firesweep Bow
First-Dream Bow
Effective against flying foes. Grants Res+3. Grants Atk+4 to allies within 3 spaces during combat. Inflicts Atk-4 on any foe within 3 spaces during combat.
Fishie Bow+
Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Fishie Bow
Flame of Múspell
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If【Bonus】is active on unit, grants Atk/Spd+6 and Atk/Spd/Def/Res during combat = 50% of total bonuses on unit and foe (max: +12), and also, if total bonuses on unit and foe ≥ 10, neutralizes effects that prevent unit's follow-up attacks.

【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).
Flamefrost Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) Grants bonus to unit's Atk/Def/Res during combat = 70% of the highest value between the total bonuses of target and the total bonuses of an ally within 2 spaces of unit.
Fortune Bow+
Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Fortune Bow
Frelian Lance
Accelerates Special trigger (cooldown count-1). At start of turn, grants "neutralizes 'effective against flying' bonuses" to flying allies within 2 spaces of unit for 1 turn. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk+6 to unit, inflicts Atk-6 on foe, inflicts penalty on foe's Atk/Def = 20% of unit's Def at start of combat, and reduces damage from foe's first attack by 40% during combat.
Fujin Yumi
Effective against flying foes. If unit's HP ≥ 50%, unit can move through foes' spaces.
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 1 space(s).)
Golden Yule Bow+
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 and Atk/Spd/Def/Res+X to unit and grants Special cooldown count-X to unit before unit's first attack during combat (X = number of spaces from start position to end position of whoever initiated combat, max 3; if【Penalty】 effects are active on foe, then the value is treated as 3).

【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).
Golden Yule Bow
Grafcalibur
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Gratia+
Effective against flying foes. If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Gratia
Effective against flying foes.
If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Guard Bow+
Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
Guard Bow
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.)
Gurgurant
Neutralizes "effective against flying" bonuses. Grants Def+3. Inflicts Atk/Def-5 on foes within 2 spaces during combat.
Gusty War Bow
Accelerates Special trigger (cooldown count-1). Effective against beast and flying foes. At start of turn, if unit is within 3 spaces of an ally and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by X% during combat (if in combat against a beast foe, or a cavalry or flying foe with Range = 2, X = 60; otherwise, X = 30), and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +7 damage during combat (except when dealing damage with area-of-effect Specials).
Halting Bow+
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe and foe cannot make a follow-up attack during combat.
Halting Bow
Hama Ya+
Effective against flying foes.
Grants Def/Res+2 to allies within 2 spaces during combat.
Hama Ya
Heartbroker Bow
Enables【Canto (Ally 2)】.

Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit (X = 5 + number of times unit has been enhanced using Dragonflowers, max 10), deals damage = 15% 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.

【Canto (Ally 2)】
After an attack, Assist skill, or structure destruction, unit can move to a space adjacent to any ally within 2 spaces.

(Once per turn. Cannot attack or assist. 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. Granted movement treated as Warp movement.)
Heired Gungnir
Neutralizes "effective against flying" bonuses. Grants Def+3. At start of turn, if unit's HP ≥ 25%, grants Atk/Def+6 and【Charge】 to unit and flying allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and deals damage = 15% of unit's Def (excluding area-of-effect Specials) during combat.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
Heired Yewfelle
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat, - 8; min 0; max 10), neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces damage from foe's first attack by 30% during combat, and also restores 7 HP to unit after combat.
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.)
Helm Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Helm Bow
Holy Yewfelle
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+6 to unit during combat and neutralizes penalties to unit's Atk/Spd and effects that inflict "Special cooldown charge -X" on unit during combat.
Indignant Bow
Effective against flying foes. Grants Res+3. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also neutralizes penalties to unit's Atk and bonuses to foe's Atk (from skills like Fortify, Rally, etc.) during combat.
Instant Bow+
Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Instant Bow
Iron Bow
Effective against flying foes.
Jötnar Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def-5 on foe during combat and inflicts penalty on foe's Atk/Spd/Def during combat = current bonus on each of unit's Atk/Spd/Def. Calculates each stat penalty independently.
Effect:【Pathfinder】

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Kabura Ya+
Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kabura Ya
Keen Coyote Bow
Grants Atk+3. Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Killer Bow+
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Killer Bow
Kumo Yumi+
Effective against flying foes. Unit can move to a space adjacent to any ally within 2 spaces. If unit initiates combat, unit attacks twice. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat.
Kumo Yumi
Lucky Bow
Effective against flying foes. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit, grants an additional Atk+7 to unit and inflicts Atk-7 on foe, deals damage = 15% of unit's Atk, and reduces damage from foe's attacks by 15% of unit's Atk during combat (excluding area-of-effect Specials), and after combat, if unit attacked, inflicts Special cooldown count+2 on unit (cannot exceed the unit's maximum Special cooldown).
Luna Arc
Effective against flying foes. Grants Spd+3. If unit initiates combat, deals damage = 25% of foe's Def. (Ignores reductions to Def from special skills like Lunar Flash.)
Meisterbogen
Effective against flying foes. Inflicts Spd-5. Unit attacks twice (even if foe initiates combat). When under player's control, unit gains: "If unit initiates combat, foe cannot make a follow-up attack."
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 Longbow
Effective against flying foes. Grants Spd+3. If unit's Spd > foe's Spd, foe cannot counterattack.
Monstrous Bow+
Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
Monstrous Bow
Mulagir
Effective against flying foes. Grants Spd+3. Neutralizes magic foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
New-Height Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's HP ≤ 60%, allies can move to a space adjacent to unit. Allies within 2 spaces can move to a space within 2 spaces of unit. If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = 15% of unit's Spd.
Nidhogg
Effective against flying foes. During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Niles's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Ninja Yumi+
Effective against flying foes. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
Ninja Yumi
Parthia
Effective against flying foes.
If unit initiates combat, grants Res+4 during combat.
Partnership Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of turn, inflicts【Discord】and【Panic】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Spd/Def-X on foe during combat (X = number of【Bonus】and【Penalty】 effects active on foe × 4; max 16; excludes stat bonuses and stat penalties), and also, if any【Bonus】or【Penalty】is active on foe, neutralizes "Special cooldown charge -X" effects on unit and effects that prevent unit's follow-up attacks during combat.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.

【Panic】
Converts bonuses on target into penalties through its next action.

【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).
Pastel Poleaxe
Grants Def+3. Neutralizes "effective against flying" bonuses. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Def, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and restores 7 HP to unit and allies within 2 spaces after combat.
Peppy Bow+
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Peppy Bow
Persecution Bow
Effective against flying foes. Grants Atk+3. At start of combat, if【Penalty】is active on unit or if unit's HP < 100%, grants Atk/Spd+5 during combat, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【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).
Plegian Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Plegian Bow
Protection Bow+
Effective against flying foes. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Protection Bow
Quick Mulagir
Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit's Spd ≥ foe's Spd+5, foe cannot counterattack.
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.
Rapid-Crier Bow
Effective against flying foes. Grants Spd+3. At start of turn, grants Atk/Spd+6 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat and grants bonus to unit's Atk during combat = total Atk+Spd bonuses on ally with the highest total Atk+Spd bonuses within 3 spaces.
Rebecca's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Refreshing Bolt+
Effective against flying foes.
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit.
Refreshing Bolt
Effective against flying foes.
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit.
Rein Bow+
Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat.
Rein Bow
Reindeer Bow+
Effective against flying foes. If unit is within 2 spaces of an ally, 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.)
Reindeer Bow
Renowned Bow
Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Rose-Quartz Bow
Effective against flying foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, deals damage = 20% of unit's Spd and grants Atk/Spd+6 to unit during combat.
Sacaen-Wolf Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 and reduces damage from foe's first attack by 30% during combat.
Sandglass Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At the start of turn 1, grants Special cooldown count-2. At start of turn, if unit is within 2 spaces of an ally, grants the following to unit and infantry and armored allies within 2 spaces: "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "unit can move 1 extra space (does not stack)" for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and also, when Special triggers, deals damage = X% of unit's Spd (X = unit's max Special cooldown count value × 10, + 10).
Setsuna's Yumi
Effective against flying foes. If foe uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 during combat.
Shining Bow+
Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Shining Bow
Short Bow+
Effective against flying foes. Deals +10 damage when Special triggers.
Short Bow
Silver Bow+
Effective against flying foes.
Silver Bow
Skadi
Effective against flying foes.
Grants Spd+3. At the start of turn 3, deals 10 damage to foes within 3 columns centered on unit, and converts bonuses on those foes into penalties through their next actions.
Slaying Bow+
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Slaying Bow
Snide Bow
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat and unit deals +7 damage.
Sniper's Bow
Effective against flying foes. After combat, if unit attacked, deals 7 damage to target and foes within 2 spaces of target, and inflicts Atk/Spd-7 on them 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
Springy Bow+
Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
Springy Bow
Spy-Song Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Steel Bow
Effective against flying foes.
Sunflower Bow+
Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus independently.
Sunflower Bow
Survivalist Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat, and also, if foe's HP ≥ 80% at start of combat, foe cannot counterattack.
Swift Mulagir
Effective against flying foes.
Grants Res+3. 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.
Tannenbow+
Effective against flying foes. If unit is within 2 spaces of an ally, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
Tannenbow
Tanngrisnir
Effective against flying foes. Grants Spd+3. If a bonus granted by a skill like Rally or Hone and/or 1 extra space of 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.)
Tempest's Claw
Neutralizes "effective against flying" bonuses. Blue tomes are effective against unit. Inflicts Spd-5. Unit attacks twice.
Thögn
Effective against flying foes.
Grants Spd+3. If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Atk/Spd/Def/Res+4 during combat.
Thracia Kinglance
Neutralizes "effective against flying" bonuses. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit, inflicts Atk-X on foe (X = 15% of unit's Def at start of combat), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
Tome of Order
Effective against flying foes. Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Umbra Burst
Effective against flying foes. Unit can counterattack regardless of foe's range. Deals a minimum of 1 damage.
Unbound Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Unbound Bow
Violdrake Bow
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, deals damage = 10% of unit's Spd (including when dealing damage with a Special triggered before combat), and calculates damage using the lower of foe's Def or Res.
Volunteer Bow
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat, and also, if foe's Range = 2, inflicts Atk/Spd-5 on foe and 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.
Whitecap Bow+
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit initiates combat and unit's Spd ≥ foe's Spd+10, unit attacks twice.
Whitecap Bow
Whitewind Bow+
Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants【Null Follow-Up】 and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit and 【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

【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).
Whitewind Bow
Wind Parthia
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and if unit also deals damage to foe using a Special, restores 50% of unit's maximum HP. (Triggers even if 0 damage is dealt.)
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.
Wyvern Yumi+
Effective against flying foes. Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
Wyvern Yumi

List of Refined Weapons

Weapon Refined Description
Clarisse's Bow+
Effective against flying foes.
After combat, if unit attacked, inflicts Atk/Spd-5 on target and foes within 2 spaces of target through their next actions.
Cunning Bow
Effective against flying foes. Grants Spd+3. If【Bonus】is active on unit or if【Penalty】 is active on foe, inflicts Atk/Spd/Def/Res-5 on foe during combat. If unit initiates combat, reduces damage from foe's first attack during combat by percentage = total bonuses on unit and penalties on foe × 3 (max 60%), and also, if total bonuses on unit and penalties on foe ≥ 10, neutralizes effects that prevent unit's follow-up attacks during combat. (Example: if unit has a +5 bonus and foe has a -5 penalty, the calculated total will be 10.)

【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).
Cupid Arrow+
Effective against flying foes. After combat, if unit attacked, grants Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn.
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.
Excalibur
Accelerates Special trigger (cooldown count-1). Effective against flying units.
Fujin Yumi
Effective against flying foes. If unit's HP ≥ 50%, unit cannot be slowed by terrain. (Does not apply to impassable terrain.)
Guardian's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or unit's Spd ≥ foe's Spd-7 at start of combat, inflicts Atk/Spd/Def-5 on foe and reduces damage from foe's first attack by 30% during combat.
Gurgurant
Neutralizes "effective against flying" bonuses. Grants Def+3. Inflicts Atk/Def-5 on foes within 4 spaces of unit during combat, neutralizes those foe's bonuses to Atk/Def during combat, those foes cannot make a follow-up attack, and inflicts Special cooldown charge -1 on those foes per attack during combat (only highest value applied; 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 also, if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP (once per combat; does not stack). If foe initiates combat or foe's HP ≥ 50% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and restores 7 HP to unit after combat.
Luna Arc
Effective against flying foes. Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat and deals damage = 25% of foe's Def, including when dealing damage with a Special triggered before combat. (Ignores reductions to Def from Special skills like Lunar Flash II.)
Mirage Longbow
Effective against flying foes. Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, deals damage = 15% of unit's Spd during combat (except when dealing damage with area-of-effect Specials), and foe cannot counterattack.
Monstrous Bow+
Effective against flying foes.
After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions.
Mulagir
Effective against flying foes. Grants Spd+3. Neutralizes bow, dagger, magic, or staff foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Parthia
Effective against flying foes.
Reduces damage from magic foe's first attack by 30%.
Persecution Bow
Effective against flying foes. Grants Atk+3. At start of combat, if unit's HP ≤ 99% or if【Penalty】is active on unit, grants Atk/Spd+5 to unit during combat and unit makes a guaranteed follow-up attack, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【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).
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.
Skadi
Effective against flying foes. Grants Spd+3. At the start of turns 2 and 3, deals 7 damage to foes within 3 columns centered on unit and inflicts【Panic】on those foes.

【Panic】
Converts bonuses on target into penalties through its next action.
Swift Mulagir
Effective against flying foes. Grants Res+3. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, during combat, disables skills of all foes excluding foe in combat.
Tanngrisnir
Effective against flying foes. Grants Spd+3. At start of combat, if unit's HP ≥ 50% or if【Bonus】is active on unit, grants Atk/Spd/Def/Res+4 and Special cooldown charge +1 to unit 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).
Thögn
Effective against flying foes. Grants Spd+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants the following status to unit and target ally or unit and targeting ally for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit 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.
Wind Parthia
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, reduces the effect of【Deep Wounds】by 60% during combat, and also, if unit deals damage to foe using a Special during combat, restores 50% of unit's maximum HP. (Triggers even if 0 damage is dealt.)

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Winds of Change
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If【Bonus】 is active on unit or if unit's HP ≥ 50% at start of combat, grants Atk/Spd+5 to unit during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and deals damage = 15% of unit's Spd (excluding area-of-effect Specials).

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

List of Skill Refined Weapons

None, currently.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

List of A Passives

Icon Passive Description
Asheras Chosen Ashera's Chosen
Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Def+6 during combat.
Asheras Chosen Plus Ashera's Chosen+
Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies, if unit is not adjacent to any ally, or if foe's HP ≥ 75% at start of combat, grants Atk/Def/Res+9 to unit during combat, and also, if unit's Res > foe's Res, deals damage = 70% of the difference between stats (max 7) and 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%).
Dragonscale Dragonscale
Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Res-6 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.)
Dragonskin Dragonskin
Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
Dragonskin II Dragonskin II
Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.).
Dragoon Shield Dragoon Shield
Neutralizes "effective against flying" bonuses. Grants Atk/Spd/Def+3.
Iotes Shield Iote's Shield
Neutralizes "effective against flying" bonuses.

List of B Passives

Icon Passive Description
Bushido II Bushido II
Neutralizes "effective against flying" bonuses. Deals +7 damage. If unit's Spd > foe's Spd, 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%).

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

Icon Status Effect Description
Status Effect Neutralize Effective Against Flying Neutralize Effective Against Flying
Neutralizes "effective against flying" bonuses for 1 turn.

List of Items

None, currently.

List of Structures

None, currently.

List of Duo Skills

None, currently.

List of Harmonized Skills

Owners Harmonized Skill
Myrrh Spring Harmony Face FC
Myrrh: Spring Harmony
Grants【Resonance: Blades】and the following effect to unit and allies from the same titles as unit for 1 turn: "Foe cannot make a follow-up attack."

Grants the following effect to unit for 1 turn: "Neutralizes 'effective against flying' bonuses."

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.

In other languages[ | ]

Language Name
Japanese 飛行
German Flugeinheit
Spanish (Europe) Unidad Aérea
Spanish (Latin America) Unidad Aérea
French Unité Volante
Italian Unità Volante
Traditional Chinese (Taiwan) 飛行
Portuguese Unidade voadora
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