All stats have a degree of variation. The stat growth page explains how the variation works.
Level 1 stats
Level 40 stats
This set of values, after being multiplied by a rarity factor, determines how much each stat will increase from level 1 to level 40, see stat growth.
Stats between level 1 and 40
For stat values between level 1 and 40, see this page.
|Missiletainn||14||2||Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit).||400||5||5|
|Rally Attack||1||Grants Atk+4 to target ally for 1 turn.||150||4||3|
|Rally Up Atk||1||Grants Atk+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.||300||-||4|
|Rally Up Atk+||1||Grants Atk+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.||400||-||5|
|Rising Light||4||Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).||150||4||3|
|Blazing Light||4||Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).||300||-||4|
|Death Blow 1||If unit initiates combat, grants Atk+2 during combat.||50||3||A|
|Sturdy Blow 1||If unit initiates combat, grants Atk/Def+2 during combat.||120||4|
|Sturdy Blow 2||If unit initiates combat, grants Atk/Def+4 during combat.||240||5|
|Chill Res 1||At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.||60||1||B|
|Chill Res 2||At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.||120||2|
|Chill Res 3||At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.||240||4|