Mirage Rod | |
---|---|
Weapon type | |
Might | 14 |
Range | 2 |
Required | Bolganone Fenrir |
SP | 400 |
Exclusive? | Yes |
String ID | SID_幻影ロッド
|
Description | Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. |
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Base weapon | ||
Permanent effects | ||
Atk+3 | Unit | — |
Combat effects | ||
Atk/Res-6 | Foes within 2 spaces | — |
Refined weapon | ||
Permanent effects | ||
Atk+3 | Unit | — |
Combat effects | ||
Atk/Res-6 | Foes within 2 spaces | — |
Guaranteed follow-up | Unit | Unit's HP ≥ 25% at start of combat |
Reduces damage by 75% from Foe's follow-up (including fourth attacks) | ||
Skill refine effects | ||
Status effects | ||
Atk/Res-6 | Foes within 3 rows or 3 columns centered on Unit | At start of turn |
Sabotage | ||
Map effects | ||
Recover 7 HP | Unit | After combat in Enemy phase or Foe's HP ≥ 75% at start of combat |
Combat effects | ||
Atk/Res-5 | Foe | Enemy phase or Foe's HP ≥ 75% at start of combat |
Boosts damage dealt by X% X = 15% of Unit's Atk | Unit |
Notes[ | ]
- The stat decrease that can be applied by Mirage Rod is considered a temporary debuff.
- The temporary debuffs of Mirage Rod will not apply if an ally enters combat and is inflicted with Feud or to foes with skills such as Impenetrable Void and C Feud 3 who are in combat against the user's allies.
Upgrades[ | ]
Can be upgraded in the Weapon Refinery. For a list of other such weapons, see list of upgradable weapons.
Notes[ | ]
- As a general rule, if a unit is both prevented from making, and guaranteed to make a follow-up attack, the effects cancel out, and the Spd difference decides instead (including effects that alter this difference).
- A foe with effects such as Phys. Null Follow or Null Follow-Up will neutralize the guaranteed follow-up attack granted by refined Mirage Rod.
- The damage-reduction is calculated after offensive Specials and damage boosting effects such as Arcane Lúin and Dominance.
- If a skill such as Miracle or Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- Percentage-based damage-reduction effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- For example, if both Buffer 4 and Godlike Reflexes activate, the maximum total damage-reduction is 70% instead of 90%, since the two skills reduce the damage to (1 − 50%) × (1 − 40%) = 30% of the original damage.
- For more information, see Damage calculation.
- Sources of effects that reduce damage-reduction:
- Atk/Res Tempo 4
- Mag. Null Follow
- Sun-Twin Wing+
- Spd/Def Tempo 4
- Soul of Zofia II
- Phys. Null Follow
- Darkling Dragon
- Impenetrable Void
- Phantasm Tome
- Þjálfi
- Pure-Wing Spear
- Quieting Claw
- Radiant Scrolls
- Silent Yule Knife
- Sky-Hopper Egg
- Tender Vessel
- Adroit War Tome
- Payday Pouch
- Noble Lance
- Joyful Vows
- Hero-King Sword
- Faded Paper Fan
- Dosing Fang
- Divine One's Arts
- Celestial Globe
- Bun-Bun Baton
- Breath of Flame
- Black Yule Lance
- Axe of Adoration
- Areadbhar
- Halves non-Special damage reduction
- Sources of damage-reduction neutralization:
- Obsession
- Special Spiral 4
- Deadly Balance+
- Sublime Heaven
- Sacred Wind
- No Quarter
- Arms of the Three
- Lunar Flash II
- Lethality
- Supreme Heaven
- Enclosure
- Dragon Blast
- Deadeye
- Twin Blades
- Mareeta's Sword
- Striving Sword
- Thunderer Tome
- Winds of Change
- Sisterly War Axe
- Righteous Lance
- Lioness Blade
- Lands Sword
- Fair-Fight Blade
- Deliverer's Brand
- Creator Sword
- Bow of Frelia
- The stat decrease that can be applied by Mirage Rod is considered a penalty.
- Any 【Penalty】 on a unit, including penalties, lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have the penalty for their first action.
- If the unit also has Grand Strategy, any penalties will remain active until the start of that unit's next phase.
- Any 【Penalty】 on a unit, including penalties, lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have the penalty for their first action.
- Mirage Rod applies the Sabotage status effect.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have the status effect for their first action.
- The stat decrease that can be applied by Sabotage is considered a temporary debuff.
- The stat decreasing effect of Sabotage will activate if the unit or allies within 2 spaces receive penalties.
- The stat decreasing effect will not be negated nor reduced if the unit or allies within 2 spaces receive bonuses.
- If the unit or allies within 2 spaces are affected by Panic (and not affected by Null Panic), Sabotage will utilize the total penalty within each stat during calculation.[1]
- The stat decreasing effect of Sabotage will stack with the temporary buffs from Neutralize Penalties or sources of penalty neutralization.
- The stat decreasing effect will be negated if the unit or allies within 2 spaces have their penalties removed by a source of negative status effect neutralization.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have the status effect for their first action.
- The damage boosting effect of Mirage Rod is not affected by the weapon-triangle, and includes the increased Atk from skills like Blárblade+ in its calculations.
- The damage boosting effect of Mirage Rod ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage reduction effects such as Armored Beacon, Dragon Wall 3, and Dodge.
- A foe equipped with Embla's Ward, Múspellflame, Niðavellir Axiom, or Gold Perfection will neutralize all sources of damage during combat except the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
- The healing effect is triggered regardless if Mirage Rod's user performs an attack during combat. If foe engages and user cannot counterattack, Mirage Rod's healing effect will still trigger.
- Mirage Rod's user needs to survive the combat for the healing effect to trigger.
- Mirage Rod's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Mirage Rod's after combat healing will not work if the foe has a skill that prevents HP recovery such as Fatal Smoke 4 or Incurable+, or the user has been inflicted with Deep Wounds.
List of owners[ | ]
Unit | Skill chain | |||
---|---|---|---|---|
Flux 5 | Ruin 5 | Fenrir 5 | Mirage Rod 5 |
In other languages[ | ]
Language | Name |
---|---|
Japanese | 幻影ロッド |
German | Mirage-Stab |
Spanish (Europe) | Vara Mirage |
Spanish (Latin America) | Vara Mirage |
French | Bâton mirage |
Italian | Asta Mirage |
Traditional Chinese (Taiwan) | 幻影鐵杖 |
Portuguese | Vara Mirage |