Fire Emblem Heroes Wiki
Register
Advertisement
Infantry
Icon Move Infantry
Mov
2
Description
Infantry unit. Can move two spaces. Slowed by forests, etc.

Infantry is a unit type in Fire Emblem Heroes. Infantry units can move 2 spaces at a time, but take two units of movement to move through forests.

List of infantry units[]

List of close infantry Heroes[]

List of ranged infantry Heroes[]

List of infantry enemy units[]

Infantry-only skills[ | ]

Icon Skill Description SP Cost Exclusive
Adult (Infantry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. 200 No
Bride's Fang Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, inflicts Atk/Spd/Def-5 on foe during combat, and if Special triggers before or during combat and unit attacked, grants Special cooldown count-1 after 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 deals +10 damage when Special triggers.
400 Yes
Fiery Fang Grants Def+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+6 to unit during combat, inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat, and foe cannot make a 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
Flare If unit's HP ≥ 70% when Special triggers, boosts damage by 60% of foe's Res. If unit's HP < 70% when Special triggers, boosts damage by 40% of foe's Res and restores 30% of unit's maximum HP. 500 No
Godlike Reflexes If unit's Spd ≥ foe's Spd-4 and unit's Special is ready or unit's Special triggered during combat, deals damage = 15% of unit's Spd. When Special triggers, reduces damage from foe's attack by 40%. (Special triggers only if unit's Spd ≥ foe's Spd-4.) 500 No
Groom's Wing Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
400 Yes
Heralding Horn Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also grants the following effects based on the number of allies within 3 spaces: if ≥ 1 ally, if unit has weapon-triangle advantage or if foe initiates combat, unit attacks twice; and if ≥ 2 allies, reduces damage from foe's first attack during combat by 40%; and if ≥ 3 allies, foe cannot make a 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 400 Yes
Horn of Opening Accelerates Special trigger (cooldown count-1).

If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies, unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400 Yes
Illuminating Horn Accelerates Special trigger (cooldown count-1). 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, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def (excluding area- of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
Polished Fang Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+6 to unit during combat, and also, if unit's Def > foe's Def, grants Special cooldown charge +1 per foe's attack (only highest value applied; does not stack) and deals +5 damage per unit's attack, including when dealing damage with a Special triggered before 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
400 Yes
Renewed Fang Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of support partner, inflicts Atk/Spd-6 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) Grants Special cooldown charge +1 per attack to support partners within 2 spaces. (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, grants Atk+2 and deals +10 damage when Special triggers.
400 Yes
Resolved Fang Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit, inflicts Def-5 on foe during combat, and then, if unit's Def > foe's Def, 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, grants Atk+2 and deals +10 damage when Special triggers.
400 Yes
Royal Hatari Fang Enables【Canto (Rem. +1)】while transformed.

Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)
400 Yes
Sabertooth Fang Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces of unit and target through their next actions after movement. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. 400 Yes
Vital Astra Boosts damage by 30% of unit's Spd. If unit's Special is ready and unit's Spd > foe's Spd, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). At the start of combat, if unit's Special is ready and unit's Spd > foe's Spd, reduces damage from attacks during combat by percentage = difference between stats × 3 (max 30%). (Damage-reduction effects above are considered non-Special effects, so skills like Deadeye still apply.) 500 No
Whelp (Infantry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. 50 No
Wild Tiger Fang Grants Atk+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces of unit through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit and neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat.

At start of turn 2, turn 4, and all later turns, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, but after combat, if unit attacked, deals 5 damage to unit.
400 Yes
Wolf Queen Fang Accelerates Special trigger (cooldown count-1).
During combat, boosts unit's Atk/Spd by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
400 Yes
Wolfpup Fang Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. 400 Yes
Wolfskin Fang Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. 400 Yes
Yearling (Infantry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. 100 No
A D Bulwark 4 A/D Bulwark 4 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Def-4 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). Restores 7 HP to unit after combat. 300 No
Atk Def Bulwark 1 Atk/Def Bulwark 1 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat. 60 No
Atk Def Bulwark 2 Atk/Def Bulwark 2 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat. 120 No
Atk Def Bulwark 3 Atk/Def Bulwark 3 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat. 240 No
Atk Def Finish 1 Atk/Def Finish 1 If unit is within 3 spaces of an ally, grants Atk/Def+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Atk Def Finish 2 Atk/Def Finish 2 If unit is within 3 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Atk Def Finish 3 Atk/Def Finish 3 If unit is within 3 spaces of an ally, grants Atk/Def+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Atk Def Finish 4 Atk/Def Finish 4 If unit is within 3 spaces of an ally, grants Atk/Def+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Atk Res Finish 1 Atk/Res Finish 1 If unit is within 3 spaces of an ally, grants Atk/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Atk Res Finish 2 Atk/Res Finish 2 If unit is within 3 spaces of an ally, grants Atk/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Atk Res Finish 3 Atk/Res Finish 3 If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Atk Res Finish 4 Atk/Res Finish 4 If unit is within 3 spaces of an ally, grants Atk/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Atk Res Tempo 1 Atk/Res Tempo 1 Inflicts Atk/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 60 No
Atk Res Tempo 2 Atk/Res Tempo 2 Inflicts Atk/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 120 No
Atk Res Tempo 3 Atk/Res Tempo 3 Inflicts Atk/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 240 No
Atk Res Tempo 4 Atk/Res Tempo 4 Inflicts Atk/Res-4 on foe, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (example: a foe with a "reduces damage by 45%" skill would reduce damage by 23% instead). 300 No
Atk Spd Bulwark 1 Atk/Spd Bulwark 1 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-2 on foe during combat. Restores 3 HP to unit after combat. 60 No
Atk Spd Bulwark 2 Atk/Spd Bulwark 2 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-3 on foe during combat. Restores 5 HP to unit after combat. 120 No
Atk Spd Bulwark 3 Atk/Spd Bulwark 3 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-4 on foe during combat. Restores 7 HP to unit after combat. 240 No
Atk Spd Finish 1 Atk/Spd Finish 1 If unit is within 3 spaces of an ally, grants Atk/Spd+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Atk Spd Finish 2 Atk/Spd Finish 2 If unit is within 3 spaces of an ally, grants Atk/Spd+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Atk Spd Finish 3 Atk/Spd Finish 3 If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Atk Spd Finish 4 Atk/Spd Finish 4 If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Atk Spd Hexblade Atk/Spd Hexblade At start of turn, if unit is within 2 spaces of a magic ally, grants【Hexblade】to unit for 1 turn. If【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Atk Spd Pledge Atk/Spd Pledge At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat. 300 No
Attack Plus W Sabertooth Fang Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit and target through their next actions after movement. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 400 Yes
Attack Plus W Wolf Queen Fang Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
Attack Plus W Wolfpup Fang Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400 Yes
Attack Plus W Wolfskin Fang Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
B Duel Infantry 1 B Duel Infantry 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 Infantry 2 B Duel Infantry 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 Infantry 3 B Duel Infantry 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 Infantry 4 B Duel Infantry 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
Bonus Doubler 1 Bonus Doubler 1 Grants bonus to Atk/Spd/Def/Res during combat = 50% of current bonus on each of unit's stats. Calculates each stat bonus independently. 60 No
Bonus Doubler 2 Bonus Doubler 2 Grants bonus to Atk/Spd/Def/Res during combat = 75% of current bonus on each of unit's stats. Calculates each stat bonus independently. 120 No
Bonus Doubler 3 Bonus Doubler 3 Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. 240 No
Bonus Doubler 4 Bonus Doubler 4 If【Bonus】is active on unit or an ally within 2 spaces of unit, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).

【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).
300 No
Buffer 4 Buffer 4 At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. 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 × 5 (max 50%). 300 No
C Bonus Doubler C Bonus Doubler Unit can counterattack regardless of foe's range. Grants Atk/Spd/Def/Res+X to unit during combat (X = highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently). 300 No
C Duel Infantry 1 C Duel Infantry 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 Infantry 2 C Duel Infantry 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 Infantry 3 C Duel Infantry 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 Infantry 4 C Duel Infantry 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
Canto Control 1 Canto Control 1 If foe within 2 spaces of unit triggers Canto, inflicts【Canto Control】on that foe.

【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
60 No
Canto Control 2 Canto Control 2 If foe within 3 spaces of unit triggers Canto, inflicts【Canto Control】on that foe.

【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
120 No
Canto Control 3 Canto Control 3 If foe within 4 spaces of unit triggers Canto, inflicts【Canto Control】on that foe.

【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
240 No
Close Call 1 Close Call 1 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 × 2 (max 20%). If unit initiates combat, unit moves 1 space away after combat. 60 No
Close Call 2 Close Call 2 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 × 3 (max 30%). If unit initiates combat, unit moves 1 space away after combat. 120 No
Close Call 3 Close Call 3 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%). If unit initiates combat, unit moves 1 space away after combat. 240 No
Close Call 4 Close Call 4 Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. 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 × 5 (max 50%). If unit initiates combat, unit moves 1 space away after combat. 300 No
D Bonus Doubler D Bonus Doubler Unit can counterattack regardless of foe's range. Grants Atk/Spd/Def/Res+X to unit during combat (X = highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently). 300 No
Def Res Finish 1 Def/Res Finish 1 If unit is within 3 spaces of an ally, grants Def/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Def Res Finish 2 Def/Res Finish 2 If unit is within 3 spaces of an ally, grants Def/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Def Res Finish 3 Def/Res Finish 3 If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Def Res Finish 4 Def/Res Finish 4 If unit is within 3 spaces of an ally, grants Def/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Def Res Pledge Def/Res Pledge At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit is within 2 spaces of an ally, grants Def/Res+3 to unit during combat. 300 No
Defense Plus W Sabertooth Fang Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit and target through their next actions after movement. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 400 Yes
Defense Plus W Wolf Queen Fang Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
Defense Plus W Wolfpup Fang Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400 Yes
Defense Plus W Wolfskin Fang Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
Frenzy 1 Frenzy 1 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 × 2 (max 20%). If unit's HP ≤ 10% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Frenzy 2 Frenzy 2 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 × 3 (max 30%). If unit's HP ≤ 30% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Frenzy 3 Frenzy 3 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%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
G Duel Infantry 1 G Duel Infantry 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 Infantry 2 G Duel Infantry 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 Infantry 3 G Duel Infantry 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 Infantry 4 G Duel Infantry 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
Inf. Hexblade 1 Inf. Hexblade 1 If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 60 No
Inf. Hexblade 2 Inf. Hexblade 2 If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 120 No
Inf. Hexblade 3 Inf. Hexblade 3 If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 240 No
Inf. Null Follow 1 Inf. Null Follow 1 At start of turn, if unit's HP ≥ 50%, grants 【Null Follow-Up】to adjacent infantry allies.

【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.
60 No
Inf. Null Follow 2 Inf. Null Follow 2 At start of turn, grants【Null Follow-Up】 to adjacent infantry allies.

【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.
120 No
Inf. Null Follow 3 Inf. Null Follow 3 At start of turn, grants【Null Follow-Up】 to infantry allies within 2 spaces of unit.

【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.
240 No
Inf. Null Follow 4 Inf. Null Follow 4 At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At start of turn, grants【Null Follow-Up】 to infantry allies within 2 spaces of unit.

【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.
300 No
Infantry Breath 1 Infantry Breath 1 Adjacent infantry allies gain: "If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)" 60 No
Infantry Breath 2 Infantry Breath 2 Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+1 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 120 No
Infantry Breath 3 Infantry Breath 3 Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+2 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 240 No
Infantry Flash 1 Infantry Flash 1 Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 60 No
Infantry Flash 2 Infantry Flash 2 Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 120 No
Infantry Flash 3 Infantry Flash 3 Infantry allies within 2 spaces gain: "If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 240 No
Infantry Pulse 1 Infantry Pulse 1 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-5. (Stacks with similar skills.) 60 No
Infantry Pulse 2 Infantry Pulse 2 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-3. (Stacks with similar skills.) 120 No
Infantry Pulse 3 Infantry Pulse 3 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit’s HP. (Stacks with similar skills.) 240 No
Infantry Pulse 4 Infantry Pulse 4 At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. At start of turn, if any infantry ally's Special cooldown count is at its maximum value and that ally's max HP < unit's max HP, grants Special cooldown count-1 to that ally. (Stacks with similar skills.) 300 No
Infantry Rush 1 Infantry Rush 1 Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 60 No
Infantry Rush 2 Infantry Rush 2 Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 120 No
Infantry Rush 3 Infantry Rush 3 Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 240 No
Mag. Null Follow Mag. Null Follow Inflicts Spd/Res-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead). 300 No
Null C Disrupt 1 Null C-Disrupt 1 At start of combat, if unit's HP = 100%, neutralizes effects that prevent unit's counterattacks during combat. 60 No
Null C Disrupt 2 Null C-Disrupt 2 At start of combat, if unit's HP ≥ 50%, neutralizes effects that prevent unit's counterattacks during combat. 120 No
Null C Disrupt 3 Null C-Disrupt 3 Neutralizes effects that prevent unit's counterattacks during combat. 240 No
Null C-Disrupt 4 Null C-Disrupt 4 Inflicts Atk/Spd-4 on foe, neutralizes effects that prevent unit's counterattacks, and reduces damage from foe's first attack by 30% during combat. 300 No
Null Follow Up 1 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. 60 No
Null Follow Up 2 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. 120 No
Null Follow Up 3 Null Follow-Up 3 Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 240 No
Phys. Null Follow Phys. Null Follow Inflicts Spd/Def-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead). 300 No
Pulse Up Blades Pulse Up: Blades At start of turn, grants Atk/Spd+X to unit for 1 turn (X = turn number × 2; max 6) and grants Special cooldown count-1 to unit. 300 No
R Duel Infantry 1 R Duel Infantry 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 Infantry 2 R Duel Infantry 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 Infantry 3 R Duel Infantry 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 Infantry 4 R Duel Infantry 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
Repel 1 Repel 1 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 × 2 (max 20%). If unit initiates combat, foe is moved 1 space away after combat. 60 No
Repel 2 Repel 2 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 × 3 (max 30%). If unit initiates combat, foe is moved 1 space away after combat. 120 No
Repel 3 Repel 3 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%). If unit initiates combat, foe is moved 1 space away after combat. 240 No
Repel 4 Repel 4 Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. 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 × 5 (max 50%). If unit initiates combat, foe is moved 1 space away after combat. 300 No
Resistance Plus W Sabertooth Fang Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit and target through their next actions after movement. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 400 Yes
Resistance Plus W Wolf Queen Fang Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
Resistance Plus W Wolfpup Fang Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400 Yes
Resistance Plus W Wolfskin Fang Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
S R Bulwark 4 S/R Bulwark 4 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Spd/Res-4 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). Restores 7 HP to unit after combat. 300 No
Sabertooth Fang W Sabertooth Fang Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit and target through their next actions after movement. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Special cooldown count+1 on foes within 2 spaces of unit and target. (Does not stack even if effect ranges of unit and target overlap.) If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
400 Yes
Sorcery Blade 1 Sorcery Blade 1 At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 60 No
Sorcery Blade 2 Sorcery Blade 2 At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 120 No
Sorcery Blade 3 Sorcery Blade 3 At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 240 No
Spd Def Bulwark 1 Spd/Def Bulwark 1 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-2 on foe during combat. Restores 3 HP to unit after combat. 60 No
Spd Def Bulwark 2 Spd/Def Bulwark 2 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-3 on foe during combat. Restores 5 HP to unit after combat. 120 No
Spd Def Bulwark 3 Spd/Def Bulwark 3 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-4 on foe during combat. Restores 7 HP to unit after combat. 240 No
Spd Def Tempo 1 Spd/Def Tempo 1 Inflicts Spd/Def-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 60 No
Spd Def Tempo 2 Spd/Def Tempo 2 Inflicts Spd/Def-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 120 No
Spd Def Tempo 3 Spd/Def Tempo 3 Inflicts Spd/Def-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 240 No
Spd Def Tempo 4 Spd/Def Tempo 4 Inflicts Spd/Def-4 on foe, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (example: a foe with a "reduces damage by 45%" skill would reduce damage by 23% instead). 300 No
Spd Res Bulwark 1 Spd/Res Bulwark 1 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-2 on foe during combat. Restores 3 HP to unit after combat. 60 No
Spd Res Bulwark 2 Spd/Res Bulwark 2 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-3 on foe during combat. Restores 5 HP to unit after combat. 120 No
Spd Res Bulwark 3 Spd/Res Bulwark 3 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-4 on foe during combat. Restores 7 HP to unit after combat. 240 No
Spd Res Finish 1 Spd/Res Finish 1 If unit is within 3 spaces of an ally, grants Spd/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Spd Res Finish 2 Spd/Res Finish 2 If unit is within 3 spaces of an ally, grants Spd/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Spd Res Finish 3 Spd/Res Finish 3 If unit is within 3 spaces of an ally, grants Spd/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Spd Res Finish 4 Spd/Res Finish 4 If unit is within 3 spaces of an ally, grants Spd/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Spd Res Hexblade Spd/Res Hexblade At start of turn, if unit is within 2 spaces of a magic ally, grants【Hexblade】to unit. If【Bonus】is active on unit, grants Spd/Res+7 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Spd Res Tempo 1 Spd/Res Tempo 1 Inflicts Spd/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 60 No
Spd Res Tempo 2 Spd/Res Tempo 2 Inflicts Spd/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 120 No
Spd Res Tempo 3 Spd/Res Tempo 3 Inflicts Spd/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 240 No
Speed Plus W Sabertooth Fang Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit and target through their next actions after movement. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 400 Yes
Speed Plus W Wolf Queen Fang Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
Speed Plus W Wolfpup Fang Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400 Yes
Speed Plus W Wolfskin Fang Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 400 Yes
Spurn 1 Spurn 1 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 × 2 (max 20%). If unit's HP ≤ 25% and unit's attack can trigger their Special, deals +5 damage when Special triggers. 60 No
Spurn 2 Spurn 2 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 × 3 (max 30%). If unit's HP ≤ 50% and unit's attack can trigger their Special, deals +5 damage when Special triggers. 120 No
Spurn 3 Spurn 3 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%). If unit's HP ≤ 75% and unit's attack can trigger their Special, deals +5 damage when Special triggers. 240 No
Spurn 4 Spurn 4 Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to foe or ally's Spd, treats unit's Spd as if granted +7. 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 × 5 (max 50%). If unit's HP ≤ 75% and unit's attack can trigger unit's Special, deals +5 damage when Special triggers. If foe's attack triggers unit's Special, unit's next attack deals +5 damage (resets at end of combat). 300 No
Times Pulse 1 Time's Pulse 1 At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 60 No
Times Pulse 2 Time's Pulse 2 At start of odd-numbered turns, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 120 No
Times Pulse 3 Time's Pulse 3 At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 240 No
Times Pulse 4 Time's Pulse 4 At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. After combat, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 300 No
Velocity 1 Velocity 1 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 × 2 (max 20%). Neutralizes effects that inflict "Special cooldown charge -X" on unit. 60 No
Velocity 2 Velocity 2 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 × 3 (max 30%). Neutralizes effects that inflict "Special cooldown charge -X" on unit. 120 No
Velocity 3 Velocity 3 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%). Neutralizes effects that inflict "Special cooldown charge -X" on unit. 240 No
Wolf Queen Fang W Wolf Queen Fang Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Enables【Canto (Rem. +1)】while transformed.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat, and also, when unit deals damage (even 0 damage) to foe during combat, restores 7 HP to unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)
400 Yes
Wolfpup Fang W Wolfpup Fang Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
At start of turn, if unit is within 3 spaces of support partner, grants Atk/Spd+6 and "neutralizes foe's bonuses during combat" to unit and any support partner within 3 spaces of unit for 1 turn. If unit is transformed or foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit during combat.
400 Yes
Wolfskin Fang W Wolfskin Fang Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) 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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.), and grants Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
400 Yes
Wrathful Tempo Wrathful Tempo Calculates damage from staff like other weapons. Inflicts Spd/Res-4 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 300 No

Sources of "Effective against Infantry"[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Poison Dagger+
Effective against infantry foes.
After combat, if unit attacked, inflicts Def/Res-6 on infantry foe through its next action.
Poison Dagger
Effective against infantry foes.
After combat, if unit attacked, inflicts Def/Res-4 on infantry foe through its next action.

List of Refined Weapons

None, currently.

List of Skill Refined Weapons

None, currently.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

List of A Passives

None, currently.

List of B Passives

None, currently.

List of C Passives

None, currently.

List of Attuned Skills

None, currently.

List of Sacred Seals

None, currently.

List of Captain Skills

None, currently.

List of Status Effects

None, currently.

List of Items

None, currently.

List of Structures

None, currently.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

In other languages[ | ]

Language Name
Japanese 歩行
German Infanterieeinheit
Spanish (Europe) Unidad de Infantería
Spanish (Latin America) Unidad de Infantería
French Fantassin
Italian Fanteria
Traditional Chinese (Taiwan) 步行
Portuguese Unidade de infantaria
Advertisement