Follow-up

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In combat, a unit can perform a follow-up attack if certain conditions are met. This lets the unit repeat their original attack as an additional round of combat.

The default condition to be fulfilled to enable a follow-up attack is that their Spd stat needs to be at least 5 points higher than the opponent's Spd stat, but certain skill effects can change this condition, for example by guaranteeing or disabling follow-up attacks. Consider the default speed check as position 0 on a number line, and any effect providing automatic follow-ups as a step in the positive direction while any effect disabling follow-ups is a step in the negative direction. If, after all skill effects are processed, the end result is positive, a guaranteed follow-up will occur. If the end result is negative, no follow-up will occur, and if it ends up at zero, the default speed check takes place.

Both the attacker and defender get a chance for follow-up attacks in combat, but without any equipped skills affecting the follow-up conditions, only one (or neither) of the units can fulfill the default condition of having at least 5 more Spd than the opponent.

Skill Interaction[edit | edit source]

Main article: Skill interaction

Skills modifying a unit's ability to perform follow-up attacks can cancel out the parts that contradict each other, in which case the default condition for determining follow-up attacks is used.

Unit 1 Unit 2 Results
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
All effects of both of the skills will cancel each other out; a standard speed check (≥5 Spd) determines follow-up attacks for both units. For an example, this scenario can be achieved by having two sword users use Swordbreaker 3.png Swordbreaker 3 against each other.
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
  • Prevented from making a follow-up attack
  • Prevented from making a follow-up attack
Unit 2 will be unable to perform a follow-up attack on unit 1. A standard speed check (≥5 Spd) determines follow-up attacks for Unit 1. An example of this scenario is a unit using Lancebreaker 3.png Lancebreaker 3 against a lance user with Wary Fighter 3.png Wary Fighter 3.
  • Guaranteed follow-up attack
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
Unit 1 will perform a follow-up attack regardless of speed. A standard speed check (≥5 Spd) determines follow-up attacks for Unit 2. An example of this scenario is a unit using Axebreaker 3.png Axebreaker 3 against an axe user with Quick Riposte 3.png Quick Riposte 3.
  • Guaranteed follow-up attack
  • Guaranteed follow-up attack
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
Unit 1 will perform a follow-up attack regardless of speed. Unit 2 will perform a follow-up attack regardless of speed. An example of this scenario occurring would be a unit using R Tomebreaker 3.png R Tomebreaker 3 against a red tome user using two Quick Riposte 3.png Quick Riposte 3 skills.
... ... These interactions can continue for any number of effects that prevent or guarantee follow-up attacks. The way contradictory effects cancel out can be used to understand any number of these effects interacting with each other.

Note that remaining conditions and effects are still active, so Special cooldown charge would still be in play for a Bold Fighter 3.png Bold Fighter 3 against Wary Fighter 3.png Wary Fighter 3 interaction regardless of the status of follow-up attacks on each unit.

  • Initiates combat
  • HP ≤ 75%
  • Vantage 3.png Vantage 3
  • Guaranteed follow-up attack
The effect of Vantage applies to both the initial counterattack and the automatic follow-up. Therefore, the attacker will perform a follow-up attack with the order of actions being Unit 2 > Unit 1 > Unit 2 > Unit 1.

Sources of follow-up[edit | edit source]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Adult (Cavalry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Armads If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed 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.
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.
Brazen Cat Fang Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 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 if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bunny Fang Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP ≤ 75%, grants Special cooldown count-2.
Effect:【Beast (Cavalry)】

【Beast (Cavalry)】
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Chaos Manifest Grants Res+3. If a penalty inflicted by a skill like Panic or Threaten and/or a negative status effect (preventing counterattacks or restricting movement) is active on foe, grants Atk+6 during combat and unit makes a guaranteed follow-up attack.
Covert Cat Fang Grants Def+3. If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit and allies within 2 spaces 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 if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Creator Sword Accelerates Special trigger (cooldown count-1). During combat, neutralizes effects that guarantee foe's follow-up attacks, prevent unit's follow-up attacks, grant "Special cooldown charge +X" to foe, or inflict "Special cooldown charge -X" on unit.
Fell Breath Grants Atk+3. At the start of combat, if foe’s HP < 100%, grants Atk/Res+6 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.
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 Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Flame Siegmund Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.
Forseti Grants Spd+3. If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Foxkit Fang Grants Res+3. At start of combat, if unit's Res > foe's Res and if foe uses sword, lance, axe, dragonstone, or beast damage, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Garm Grants Atk+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, unit makes a guaranteed follow-up attack.
Gjöll Grants Atk+3. If a penalty inflicted by a skill like Panic or Threaten and/or a negative status effect (preventing counterattacks or restricting movement) is active on foe, unit makes a guaranteed follow-up attack and foe cannot.
Glitnir Grants Atk+3. If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Atk+6 during combat, and if unit initiates combat against a foe that can counter, unit makes a guaranteed follow-up attack.
Great Flame Grants Atk+3. If unit's Def ≥ foe's Def+5, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
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.
Hoarfrost Knife Accelerates Special trigger (cooldown count-1). If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Def+20 during combat, and if foe can counter, unit makes a guaranteed follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Ífingr Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 and neutralizes effects that guarantee foe's follow-up attacks during combat, but after combat, if unit attacked, inflicts Atk/Spd/Def/Res-4 on nearest ally through its next action.
Juicy Wave+ If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Juicy Wave If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Kitsune Fang Grants Def+3. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kriemhild If a bow, dagger, magic, or staff foe initiates combat and unit is within 2 spaces of an ally, unit can counterattack regardless of foe's range and foe cannot make a follow-up attack, but after combat if unit attacked, deals 20 damage to nearest ally.
Lyfjaberg Grants Res+3. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd+4 during combat, and if unit initiates combat, foe cannot make a follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, and if bonus was granted to unit, deals 4 damage to unit.
Maltet Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
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."
Noble Lance Grants Atk+3. At start of combat, if both unit's and foe's HP = 100% or if both unit's and foe's HP < 100%, unit makes a guaranteed follow-up attack.
Oracle's Breath Grants Atk+3. If a bonus granted by a skill like Rally or Hone is active on unit, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
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-7 on target and foes within 2 spaces of target through their next actions.
Reginleif Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or extra movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack.
Scythe of Sariel Accelerates Special trigger (cooldown count-1). If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack.
Shadow Sword Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Sökkvabekkr If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 during combat, and unit makes a guaranteed follow-up attack, but after combat, if unit attacked, deals 20 damage to nearest ally.
Sol Katti If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Spirit Breath Grants Def+3. If unit initiates combat and unit's Def ≥ foe's Def+5, unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Starfish+ If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Starfish If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Taguel Fang Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+3 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 if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Thunder Armads Grants Def+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), foe cannot make a follow-up attack.
Victorious Axe Accelerates Special trigger (cooldown count-1). If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.
Whelp (Cavalry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Worldsea Wave Grants Spd+3. If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Yearling (Cavalry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.

Weapons related to this keyword when refined

Weapon Refined Description
Sol Katti If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Quick Riposte W.png Binding Blade If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Blazing Durandal W.png Blazing Durandal If unit initiates combat, grants Spd+7 and Def+10 during combat and foe cannot make a follow-up attack.
Brynhildr W.png Brynhildr If foe uses bow, dagger, magic, or staff and unit's Def > foe's Def, foe cannot make a follow-up attack.
Desperation W.png Concealed Blade If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Siegmund W.png Siegmund If unit's HP ≥ 90% and unit initiates combat, unit makes a guaranteed follow-up attack.
Brash Assault W.png Sol Katti If unit initiates combat against a foe that can counter and unit's HP ≤ 75%, unit makes a guaranteed follow-up attack.
Urvan W.png Urvan Reduces damage from foe's first attack by 40%. If foe initiates combat, foe can make a follow-up attack before unit can counterattack.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

Icon Passive Description
Axebreaker 1.png Axebreaker 1 If unit's HP ≥ 90% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Axebreaker 2.png Axebreaker 2 If unit's HP ≥ 70% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Axebreaker 3.png Axebreaker 3 If unit's HP ≥ 50% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 1.png B Tomebreaker 1 If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 2.png B Tomebreaker 2 If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 3.png B Tomebreaker 3 If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Binding Shield.png Binding Shield In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.
Bold Fighter 1.png Bold Fighter 1 If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bold Fighter 2.png Bold Fighter 2 If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bold Fighter 3.png Bold Fighter 3 If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bowbreaker 1.png Bowbreaker 1 If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Bowbreaker 2.png Bowbreaker 2 If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Bowbreaker 3.png Bowbreaker 3 If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Brash Assault 1.png Brash Assault 1 If unit initiates combat against a foe that can counter and unit's HP ≤ 30%, unit makes a guaranteed follow-up attack.
Brash Assault 2.png Brash Assault 2 If unit initiates combat against a foe that can counter and unit's HP ≤ 40%, unit makes a guaranteed follow-up attack.
Brash Assault 3.png Brash Assault 3 If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack.
Daggerbreaker 1.png Daggerbreaker 1 If unit's HP ≥ 90% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Daggerbreaker 2.png Daggerbreaker 2 If unit's HP ≥ 70% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Daggerbreaker 3.png Daggerbreaker 3 If unit's HP ≥ 50% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Desperation 1.png Desperation 1 If unit's HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Desperation 2.png Desperation 2 If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Desperation 3.png Desperation 3 If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Follow-Up Ring.png Follow-Up Ring At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack.
(Skill cannot be inherited.)
G Tomebreaker 1.png G Tomebreaker 1 If unit's HP ≥ 90% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
G Tomebreaker 2.png G Tomebreaker 2 If unit's HP ≥ 70% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
G Tomebreaker 3.png G Tomebreaker 3 If unit's HP ≥ 50% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Killing Intent.png Killing Intent At start of combat, if foe's HP < 100% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe, 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).
Lancebreaker 1.png Lancebreaker 1 If unit's HP ≥ 90% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Lancebreaker 2.png Lancebreaker 2 If unit's HP ≥ 70% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Lancebreaker 3.png Lancebreaker 3 If unit's HP ≥ 50% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Mirror Impact.png Mirror Impact If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack.
Null Follow Up 1.png Null Follow-Up 1 At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Null Follow Up 2.png Null Follow-Up 2 At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Null Follow Up 3.png Null Follow-Up 3 Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Odd Follow-Up 1.png 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.
Odd Follow-Up 2.png 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.
Odd Follow-Up 3.png 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.
Quick Riposte 1.png Quick Riposte 1 If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack.
Quick Riposte 2.png Quick Riposte 2 If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack.
Quick Riposte 3.png Quick Riposte 3 If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
R Tomebreaker 1.png R Tomebreaker 1 If unit's HP ≥ 90% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
R Tomebreaker 2.png R Tomebreaker 2 If unit's HP ≥ 70% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
R Tomebreaker 3.png R Tomebreaker 3 If unit's HP ≥ 50% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Sturdy Impact.png Sturdy Impact If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.
Swordbreaker 1.png Swordbreaker 1 If unit's HP ≥ 90% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Swordbreaker 2.png Swordbreaker 2 If unit's HP ≥ 70% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Swordbreaker 3.png Swordbreaker 3 If unit's HP ≥ 50% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Vengeful Fighter 1.png Vengeful Fighter 1 If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Vengeful Fighter 2.png Vengeful Fighter 2 If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Vengeful Fighter 3.png Vengeful Fighter 3 If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Wary Fighter 1.png Wary Fighter 1 If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack.
Wary Fighter 2.png Wary Fighter 2 If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack.
Wary Fighter 3.png Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack.
Watersweep 1.png Watersweep 1 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+5 and foe uses magic, staff, or dragonstone, foe cannot counterattack.
Watersweep 2.png Watersweep 2 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+3 and foe uses magic, staff, or dragonstone, foe cannot counterattack.
Watersweep 3.png Watersweep 3 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd > foe's Spd and foe uses magic, staff, or dragonstone, foe cannot counterattack.
Windsweep 1.png Windsweep 1 If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+5 and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
Windsweep 2.png Windsweep 2 If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+3 and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
Windsweep 3.png Windsweep 3 If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.

List of items

None, currently.

List of structures

None, currently.

List of Duo Skills

None, currently.