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Types of Passive Skills: There are three types of passive skills: Misc. A, Misc. B, and Misc. C. These skills take effect after you equip them. You can equip one skill for each type.

Just like their names state, passive skills are skills that, under certain circumstances, apply various effects affecting gameplay. Passives in Fire Emblem Heroes are divided into 4 categories, A, B, C, and Attuned Skills (Represented by X). Although not official, skill types roughly determine the general effect of the skill.

  • Type A - Affect only the character, either by adding additional effects or characteristics to the unit, or simply by buffing the character's stats.
  • Type B - Battle related skills. These skills change the dynamic of the game during or after combat. This category has varied effects.
  • Type C - Can affect your allies or enemies. The buffs or debuffs applied to the battlefield, although not directly affecting combat.
  • Attuned Skills - Can only be inherited from the Attuned Attuned Hero that owns it. Only Attuned Attuned Heroes can use exclusive Assists, Specials, and Passives with their Attuned Skill. Skilliconassist Sing, Skilliconassist Dance, and Skilliconassist Play are not counted as exclusive skills under this restriction and can be equipped with Attuned Skills on non-Attuned Heroes.

Skill Interaction provides an overview of passive skills that may interact or overlap with other passive skills and weapons.

Some passive skills are available as Sacred Seals, and some Sacred Seals can have skills not available as passive skills on any unit (listed here).

All those skills either automatically come with the character or must be learned, like every other skills, at the cost of SP. Every character has one slot for each type, and the user cannot equip more than one passive skill in each slot. Passive skills can be, however, unequipped if the user feels it has a negative impact on the unit's performance.

List of Type A[ | ]

Icon Name Description SP Exclusive
AR-D Atk Def 1 AR-D Atk/Def 1 If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Atk Def 2 AR-D Atk/Def 2 If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Atk Def 3 AR-D Atk/Def 3 If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Atk Res 1 AR-D Atk/Res 1 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Atk Res 2 AR-D Atk/Res 2 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Atk Res 3 AR-D Atk/Res 3 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Atk Spd 1 AR-D Atk/Spd 1 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Atk Spd 2 AR-D Atk/Spd 2 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Atk Spd 3 AR-D Atk/Spd 3 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Atk Spd 4 AR-D Atk/Spd 4 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +11; 4 grants +7; ≤3 grants +3. Destroyed defensive structures are not counted.) 300 No
AR-D Def Res 1 AR-D Def/Res 1 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Def Res 2 AR-D Def/Res 2 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Def Res 3 AR-D Def/Res 3 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Def Res 4 AR-D Def/Res 4 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +11; 4 grants +7; ≤3 grants +3. Destroyed defensive structures are not counted.) 300 No
AR-D Spd Def 1 AR-D Spd/Def 1 If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Spd Def 2 AR-D Spd/Def 2 If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Spd Def 3 AR-D Spd/Def 3 If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Spd Res 1 AR-D Spd/Res 1 If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Spd Res 2 AR-D Spd/Res 2 If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Spd Res 3 AR-D Spd/Res 3 If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-O Atk Def 1 AR-O Atk/Def 1 If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-O Atk Def 2 AR-O Atk/Def 2 If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-O Atk Def 3 AR-O Atk/Def 3 If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-O Atk Spd 1 AR-O Atk/Spd 1 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-O Atk Spd 2 AR-O Atk/Spd 2 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-O Atk Spd 3 AR-O Atk/Spd 3 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-O Spd Res 1 AR-O Spd/Res 1 If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-O Spd Res 2 AR-O Spd/Res 2 If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-O Spd Res 3 AR-O Spd/Res 3 If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) 240 No
Armored Blow 1 Armored Blow 1 If unit initiates combat, grants Def+2 during combat. 50 No
Armored Blow 2 Armored Blow 2 If unit initiates combat, grants Def+4 during combat. 100 No
Armored Blow 3 Armored Blow 3 If unit initiates combat, grants Def+6 during combat. 200 No
Asheras Chosen Plus Ashera's Chosen+ Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies, if unit is not adjacent to any ally, or if foe's HP ≥ 75% at start of combat, grants Atk/Def/Res+9 to unit during combat, and also, if unit's Res > foe's Res, deals damage = 70% of the difference between stats (max 7) and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). 300 Yes
Asheras Chosen Ashera's Chosen Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Def+6 during combat. 300 Yes
Atk Def Bond 1 Atk/Def Bond 1 If unit is adjacent to an ally, grants Atk/Def+3 during combat. 60 No
Atk Def Bond 2 Atk/Def Bond 2 If unit is adjacent to an ally, grants Atk/Def+4 during combat. 120 No
Atk Def Bond 3 Atk/Def Bond 3 If unit is adjacent to an ally, grants Atk/Def+5 during combat. 240 No
Atk Def Bond 4 Atk/Def Bond 4 If unit is adjacent to an ally, grants Atk/Def+7 to unit and neutralizes unit's penalties to Atk/Def during combat. 300 No
Atk Def Catch 1 Atk/Def Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
60 No
Atk Def Catch 2 Atk/Def Catch 2 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
120 No
Atk Def Catch 3 Atk/Def Catch 3 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
240 No
Atk Def Catch 4 Atk/Def Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
300 No
Atk Def Clash 1 Atk/Def Clash 1 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) 60 No
Atk Def Clash 2 Atk/Def Clash 2 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) 120 No
Atk Def Clash 3 Atk/Def Clash 3 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) 240 No
Atk Def Clash 4 Atk/Def Clash 4 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Def during combat. 300 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 Def Form 1 Atk/Def Form 1 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Atk Def Form 2 Atk/Def Form 2 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Atk Def Form 3 Atk/Def Form 3 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Atk Def Ideal 1 Atk/Def Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+3 to unit during 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).
60 No
Atk Def Ideal 2 Atk/Def Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+4 to unit during 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).
120 No
Atk Def Ideal 3 Atk/Def Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+5 to unit during 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).
240 No
Atk Def Ideal 4 Atk/Def Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Def+2 to unit during 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 Def Prime 1 Atk/Def Prime 1 If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 3).

【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).
60 No
Atk Def Prime 2 Atk/Def Prime 2 If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 5).

【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).
120 No
Atk Def Prime 3 Atk/Def Prime 3 If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 7).

【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).
240 No
Atk Def Prime 4 Atk/Def Prime 4 If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 9), and also, if number of【Bonus】effects active on unit (excluding stat bonuses) ≥ 4, unit can counterattack regardless of foe's range during 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 Def Push 1 Atk/Def Push 1 At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat. 60 No
Atk Def Push 2 Atk/Def Push 2 At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat. 120 No
Atk Def Push 3 Atk/Def Push 3 At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat. 240 No
Atk Def Push 4 Atk/Def Push 4 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+7, but if unit attacked, deals 5 damage to unit after combat. 300 No
Atk Def Solo 1 Atk/Def Solo 1 If unit is not adjacent to an ally, grants Atk/Def+2 during combat. 60 No
Atk Def Solo 2 Atk/Def Solo 2 If unit is not adjacent to an ally, grants Atk/Def+4 during combat. 120 No
Atk Def Solo 3 Atk/Def Solo 3 If unit is not adjacent to an ally, grants Atk/Def+6 during combat. 240 No
Atk Def Solo 4 Atk/Def Solo 4 If unit is not adjacent to an ally, grants Atk/Def+7 during combat. 300 No
Atk Def Unity Atk/Def Unity If unit is within 2 spaces of an ally, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently. 300 No
Atk Res Bond 1 Atk/Res Bond 1 If unit is adjacent to an ally, grants Atk/Res+3 during combat. 60 No
Atk Res Bond 2 Atk/Res Bond 2 If unit is adjacent to an ally, grants Atk/Res+4 during combat. 120 No
Atk Res Bond 3 Atk/Res Bond 3 If unit is adjacent to an ally, grants Atk/Res+5 during combat. 240 No
Atk Res Bond 4 Atk/Res Bond 4 If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat. 300 No
Atk Res Catch 1 Atk/Res Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+3 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
60 No
Atk Res Catch 2 Atk/Res Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+4 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
120 No
Atk Res Catch 3 Atk/Res Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+5 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
240 No
Atk Res Catch 4 Atk/Res Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Res+2 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
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 Form 1 Atk/Res Form 1 If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Atk Res Form 2 Atk/Res Form 2 If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Atk Res Form 3 Atk/Res Form 3 If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Atk Res Ideal 1 Atk/Res Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+3 to unit during 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).
60 No
Atk Res Ideal 2 Atk/Res Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during 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).
120 No
Atk Res Ideal 3 Atk/Res Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during 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).
240 No
Atk Res Ideal 4 Atk/Res Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Res+2 to unit during 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 Res Push 1 Atk/Res Push 1 At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat. 60 No
Atk Res Push 2 Atk/Res Push 2 At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat. 120 No
Atk Res Push 3 Atk/Res Push 3 At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat. 240 No
Atk Res Push 4 Atk/Res Push 4 At start of combat, if unit's HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit. 300 No
Atk Res Scowl 1 Atk/Res Scowl 1 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Atk Res Scowl 2 Atk/Res Scowl 2 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Atk Res Scowl 3 Atk/Res Scowl 3 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Atk Res Scowl 4 Atk/Res Scowl 4 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 300 No
Atk Res Solo 1 Atk/Res Solo 1 If unit is not adjacent to an ally, grants Atk/Res+2 during combat. 60 No
Atk Res Solo 2 Atk/Res Solo 2 If unit is not adjacent to an ally, grants Atk/Res+4 during combat. 120 No
Atk Res Solo 3 Atk/Res Solo 3 If unit is not adjacent to an ally, grants Atk/Res+6 during combat. 240 No
Atk Res Solo 4 Atk/Res Solo 4 If unit is not adjacent to an ally, grants Atk/Res+7 during combat. 300 No
Atk Res Unity Atk/Res Unity If unit is within 2 spaces of an ally, grants Atk/Res+5 and bonus to Atk/Res during combat=current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently. 300 No
Atk Spd 1 Atk/Spd 1 Grants Atk/Spd+1. 80 No
Atk Spd 2 Atk/Spd 2 Grants Atk/Spd+2. 160 No
Atk Spd Bond 1 Atk/Spd Bond 1 If unit is adjacent to an ally, grants Atk/Spd+3 during combat. 60 No
Atk Spd Bond 2 Atk/Spd Bond 2 If unit is adjacent to an ally, grants Atk/Spd+4 during combat. 120 No
Atk Spd Bond 3 Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat. 240 No
Atk Spd Bond 4 Atk/Spd Bond 4 If unit is adjacent to an ally, grants Atk/Spd+7 to unit and neutralizes unit's penalties to Atk/Spd during combat. 300 No
Atk Spd Catch 1 Atk/Spd Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
60 No
Atk Spd Catch 2 Atk/Spd Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
120 No
Atk Spd Catch 3 Atk/Spd Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
240 No
Atk Spd Catch 4 Atk/Spd Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
300 No
Atk Spd Clash 1 Atk/Spd Clash 1 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) 60 No
Atk Spd Clash 2 Atk/Spd Clash 2 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) 120 No
Atk Spd Clash 3 Atk/Spd Clash 3 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) 240 No
Atk Spd Clash 4 Atk/Spd Clash 4 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat. 300 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 Form 1 Atk/Spd Form 1 If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Atk Spd Form 2 Atk/Spd Form 2 If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Atk Spd Form 3 Atk/Spd Form 3 If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 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 Ideal 1 Atk/Spd Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+3 to unit during 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).
60 No
Atk Spd Ideal 2 Atk/Spd Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+4 to unit during 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).
120 No
Atk Spd Ideal 3 Atk/Spd Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+5 to unit during 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).
240 No
Atk Spd Ideal 4 Atk/Spd Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Spd+2 to unit during 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 Prime 1 Atk/Spd Prime 1 If【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 3).

【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).
60 No
Atk Spd Prime 2 Atk/Spd Prime 2 If【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 5).

【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).
120 No
Atk Spd Prime 3 Atk/Spd Prime 3 If【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 7).

【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).
240 No
Atk Spd Prime 4 Atk/Spd Prime 4 If【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 9), and also, if number of【Bonus】effects active on unit (excluding stat bonuses) ≥ 4, unit can counterattack regardless of foe's range during 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 Push 1 Atk/Spd Push 1 At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat. 60 No
Atk Spd Push 2 Atk/Spd Push 2 At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat. 120 No
Atk Spd Push 3 Atk/Spd Push 3 At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but if unit attacked, deals 1 damage to unit after combat. 240 No
Atk Spd Push 4 Atk/Spd Push 4 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit. 300 No
Atk Spd Scowl 1 Atk/Spd Scowl 1 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Atk Spd Scowl 2 Atk/Spd Scowl 2 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Atk Spd Scowl 3 Atk/Spd Scowl 3 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Atk Spd Scowl 4 Atk/Spd Scowl 4 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 300 No
Atk Spd Solo 1 Atk/Spd Solo 1 If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. 60 No
Atk Spd Solo 2 Atk/Spd Solo 2 If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. 120 No
Atk Spd Solo 3 Atk/Spd Solo 3 If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. 240 No
Atk Spd Solo 4 Atk/Spd Solo 4 If unit is not adjacent to an ally, grants Atk/Spd+7 during combat. 300 No
Atk Spd Unity Atk/Spd Unity If unit is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is inflicted with any Atk/Spd penalty, grants bonus to unit's Atk/Spd during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently. 300 No
Atk Spd Wild Atk/Spd Wild If number of adjacent allies other than beast or dragon allies ≤ 1, or if unit is transformed, grants Atk/Spd+7 to unit during combat and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. 300 No
Attack Def Plus 1 Attack/Def +1 Grants Atk/Def+1. 80 No
Attack Def Plus 2 Attack/Def +2 Grants Atk/Def+2. 160 No
Attack Plus 1 Attack +1 Grants Atk+1. 30 No
Attack Plus 2 Attack +2 Grants Atk+2. 60 No
Attack Plus 3 Attack +3 Grants Atk+3. 120 No
Attack Res 1 Attack/Res 1 Grants Atk/Res+1. 80 No
Attack Res 2 Attack/Res 2 Grants Atk/Res+2. 160 No
B Duel Cavalry 1 B Duel Cavalry 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 Cavalry 2 B Duel Cavalry 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 Cavalry 3 B Duel Cavalry 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 Cavalry 4 B Duel Cavalry 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
B Duel Flying 1 B Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
B Duel Flying 2 B Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
B Duel Flying 3 B Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
B Duel Flying 4 B Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
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
Beyond Witchery Beyond Witchery Grants Atk/Spd/Def/Res+8 to unit. At start of turn, grants Special cooldown count-X to unit and deals X damage to unit (on turn 1, X = 2; otherwise, X = 1). Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 300 Yes
Blade Session 1 Blade Session 1 If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 1 + number of allies who have already acted (max value of 3). 60 No
Blade Session 2 Blade Session 2 If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 2 + number of allies who have already acted × 2 (max value of 6). 120 No
Blade Session 3 Blade Session 3 If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 3 + number of allies who have already acted × 3 (max value of 9). 240 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
Bracing Blow 1 Bracing Blow 1 If unit initiates combat, grants Def/Res+2 during combat. 120 No
Bracing Blow 2 Bracing Blow 2 If unit initiates combat, grants Def/Res+4 during combat. 240 No
Bracing Stance 1 Bracing Stance 1 If foe initiates combat, grants Def/Res+2 during combat. 120 No
Bracing Stance 2 Bracing Stance 2 If foe initiates combat, grants Def/Res+4 during combat. 240 No
Bracing Stance 3 Bracing Stance 3 If foe initiates combat, grants Def/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Brazen Atk Def 1 Brazen Atk/Def 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+3 during combat. 60 No
Brazen Atk Def 2 Brazen Atk/Def 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+5 during combat. 120 No
Brazen Atk Def 3 Brazen Atk/Def 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+7 during combat. 240 No
Brazen Atk Res 1 Brazen Atk/Res 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. 60 No
Brazen Atk Res 2 Brazen Atk/Res 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. 120 No
Brazen Atk Res 3 Brazen Atk/Res 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+7 during combat. 240 No
Brazen Atk Spd 1 Brazen Atk/Spd 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat. 60 No
Brazen Atk Spd 2 Brazen Atk/Spd 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat. 120 No
Brazen Atk Spd 3 Brazen Atk/Spd 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat. 240 No
Brazen Atk Spd 4 Brazen Atk/Spd 4 At start of combat, if unit's HP ≤ 80%, grants Atk+9 and Spd+10 during combat. 300 No
Brazen Def Res 1 Brazen Def/Res 1 At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat. 60 No
Brazen Def Res 2 Brazen Def/Res 2 At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat. 120 No
Brazen Def Res 3 Brazen Def/Res 3 At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat. 240 No
Brazen Spd Def 1 Brazen Spd/Def 1 At start of combat, if unit's HP ≤ 80%, grants Spd/Def+3 during combat. 60 No
Brazen Spd Def 2 Brazen Spd/Def 2 At start of combat, if unit's HP ≤ 80%, grants Spd/Def+5 during combat. 120 No
Brazen Spd Def 3 Brazen Spd/Def 3 At start of combat, if unit's HP ≤ 80%, grants Spd/Def+7 during combat. 240 No
Brazen Spd Res 1 Brazen Spd/Res 1 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat. 60 No
Brazen Spd Res 2 Brazen Spd/Res 2 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat. 120 No
Brazen Spd Res 3 Brazen Spd/Res 3 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat. 240 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 Cavalry 1 C Duel Cavalry 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 Cavalry 2 C Duel Cavalry 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 Cavalry 3 C Duel Cavalry 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 Cavalry 4 C Duel Cavalry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Flying 1 C Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
C Duel Flying 2 C Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
C Duel Flying 3 C Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Flying 4 C Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
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
Close Counter Close Counter Unit can counterattack regardless of foe's range. 300 No
Close Def 1 Close Def 1 If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat. 60 No
Close Def 2 Close Def 2 If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat. 120 No
Close Def 3 Close Def 3 If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+6 during combat. 240 No
Close Def 4 Close Def 4 If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Close Foil Close Foil If sword, lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def+5 to unit during combat and unit can counterattack regardless of foe's range. 300 No
Close Reversal Close Reversal If foe initiates combat, grants Def+5 to unit during combat and unit can counterattack regardless of foe's range. 300 No
Close Salvo Close Salvo Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk+5 during combat, but after combat, if unit attacked, deals 5 damage to unit. 300 No
Close Ward Close Ward If magic, staff, or dragonstone foe initiates combat, unit can counterattack regardless of foe's range, disables foe's skills that "calculate damage using the lower of foe's Def or Res," and grants Atk/Res+5 to unit during 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
Darting Blow 1 Darting Blow 1 If unit initiates combat, grants Spd+2 during combat. 50 No
Darting Blow 2 Darting Blow 2 If unit initiates combat, grants Spd+4 during combat. 100 No
Darting Blow 3 Darting Blow 3 If unit initiates combat, grants Spd+6 during combat. 200 No
Darting Blow 4 Darting Blow 4 If unit initiates combat, grants Spd+9 during combat. 300 No
Darting Breath Darting Breath If foe initiates combat, grants Spd+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Darting Stance 1 Darting Stance 1 If foe initiates combat, grants Spd+2 during combat. 50 No
Darting Stance 2 Darting Stance 2 If foe initiates combat, grants Spd+4 during combat. 100 No
Darting Stance 3 Darting Stance 3 If foe initiates combat, grants Spd+6 during combat. 200 No
Death Blow 1 Death Blow 1 If unit initiates combat, grants Atk+2 during combat. 50 No
Death Blow 2 Death Blow 2 If unit initiates combat, grants Atk+4 during combat. 100 No
Death Blow 3 Death Blow 3 If unit initiates combat, grants Atk+6 during combat. 200 No
Death Blow 4 Death Blow 4 If unit initiates combat, grants Atk+8 during combat. 300 No
Def Res 1 Def/Res 1 Grants Def/Res+1. 80 No
Def Res 2 Def/Res 2 Grants Def/Res+2. 160 No
Def Res Bond 1 Def/Res Bond 1 If unit is adjacent to an ally, grants Def/Res+3 during combat. 60 No
Def Res Bond 2 Def/Res Bond 2 If unit is adjacent to an ally, grants Def/Res+4 during combat. 120 No
Def Res Bond 3 Def/Res Bond 3 If unit is adjacent to an ally, grants Def/Res+5 during combat. 240 No
Def Res Bond 4 Def/Res Bond 4 If unit is adjacent to an ally, grants Def/Res+7 to unit and neutralizes unit's penalties to Def/Res during combat. 300 No
Def Res Catch 1 Def/Res Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+3 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
60 No
Def Res Catch 2 Def/Res Catch 2 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+4 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
120 No
Def Res Catch 3 Def/Res Catch 3 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+5 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
240 No
Def Res Catch 4 Def/Res Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Def/Res+2 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
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 Form 1 Def/Res Form 1 If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Def Res Form 2 Def/Res Form 2 If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Def Res Form 3 Def/Res Form 3 If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Def Res Ideal 1 Def/Res Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+3 to unit during 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).
60 No
Def Res Ideal 2 Def/Res Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+4 to unit during 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).
120 No
Def Res Ideal 3 Def/Res Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+5 to unit during 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).
240 No
Def Res Ideal 4 Def/Res Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+7 to unit during combat. At start of combat, if unit's HP = 100%, and【Bonus】is active on unit, grants an additional Def/Res+2 to unit during 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
Def Res Scowl 1 Def/Res Scowl 1 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Def Res Scowl 2 Def/Res Scowl 2 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Def Res Scowl 3 Def/Res Scowl 3 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Def Res Scowl 4 Def/Res Scowl 4 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 300 No
Def Res Solo 1 Def/Res Solo 1 If unit is not adjacent to an ally, grants Def/Res+2 during combat. 60 No
Def Res Solo 2 Def/Res Solo 2 If unit is not adjacent to an ally, grants Def/Res+4 during combat. 120 No
Def Res Solo 3 Def/Res Solo 3 If unit is not adjacent to an ally, grants Def/Res+6 during combat. 240 No
Def Res Solo 4 Def/Res Solo 4 If unit is not adjacent to an ally, grants Def/Res+7 during combat. 300 No
Def Res Unity Def/Res Unity If unit is within 2 spaces of an ally, grants Def/Res+5 and bonus to Def/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Def, grants Def+19, for a net bonus of Def+12.) Calculates each stat bonus independently. 300 No
Defense Plus 1 Defense +1 Grants Def+1. 30 No
Defense Plus 2 Defense +2 Grants Def+2. 60 No
Defense Plus 3 Defense +3 Grants Def+3. 120 No
Defiant Atk 1 Defiant Atk 1 At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. 40 No
Defiant Atk 2 Defiant Atk 2 At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. 80 No
Defiant Atk 3 Defiant Atk 3 At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. 160 No
Defiant Def 1 Defiant Def 1 At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. 40 No
Defiant Def 2 Defiant Def 2 At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. 80 No
Defiant Def 3 Defiant Def 3 At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. 160 No
Defiant Res 1 Defiant Res 1 At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn. 40 No
Defiant Res 2 Defiant Res 2 At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn. 80 No
Defiant Res 3 Defiant Res 3 At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn. 160 No
Defiant Spd 1 Defiant Spd 1 At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn. 40 No
Defiant Spd 2 Defiant Spd 2 At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn. 80 No
Defiant Spd 3 Defiant Spd 3 At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn. 160 No
Distant A S Solo Distant A/S Solo Unit can counterattack regardless of foe's range. If unit is not adjacent to an ally, grants Atk/Spd+5 to unit during combat. 300 No
Distant Counter Distant Counter Unit can counterattack regardless of foe's range. 300 No
Distant D R Solo Distant D/R Solo Unit can counterattack regardless of foe's range. If unit is not adjacent to an ally, grants Def/Res+5 to unit during combat. 300 No
Distant Dart Distant Dart Unit can counterattack regardless of foe's range. If foe initiates combat, grants Spd+5 to unit during combat. 300 No
Distant Def 1 Distant Def 1 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+2 during combat. 60 No
Distant Def 2 Distant Def 2 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+4 during combat. 120 No
Distant Def 3 Distant Def 3 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. 240 No
Distant Def 4 Distant Def 4 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Distant Ferocity Distant Ferocity Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk+5 to unit during combat. 300 No
Distant Foil Distant Foil If sword, lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def+5 to unit during combat and unit can counterattack regardless of foe's range. 300 No
Distant Pressure Distant Pressure Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Spd+5 during combat, but after combat, if unit attacked, deals 5 damage to unit. 300 No
Distant Reversal Distant Reversal Unit can counterattack regardless of foe's range. If foe initiates combat, grants Def+5 to unit during combat. 300 No
Distant Stance Distant Stance Unit can counterattack regardless of foe's range. If foe initiates combat, grants Res+5 to unit during combat. 300 No
Distant Storm Distant Storm Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk+5 during combat, but after combat, if unit attacked, deals 5 damage to unit. 300 No
Distant Ward Distant Ward If magic, staff, or dragonstone foe initiates combat, grants Atk/Res+5 to unit during combat and unit can counterattack regardless of foe's range. 300 No
Dragonhide Dragonhide Neutralizes "effective against armored" bonuses. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-8 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) 300 Yes
Dragonscale Dragonscale Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Res-6 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe’s attack deals 0 damage.) 300 Yes
Dragonskin II Dragonskin II Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.). 300 Yes
Dragonskin Dragonskin Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
300 Yes
Dragoon Shield Dragoon Shield Neutralizes "effective against flying" bonuses. Grants Atk/Spd/Def+3. 300 Yes
Duality Duality Grants Atk/Res+9. Grants weapon-triangle advantage against and inflicts weapon-triangle disadvantage on red, blue, and green foes during combat. Neutralizes effects that boost values along with weapon-triangle advantage or reduce values along with weapon-triangle disadvantage (Triangle Adept) on unit and foe. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack during combat. 300 Yes
Earth Boost 1 Earth Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+2 during combat. 50 No
Earth Boost 2 Earth Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+4 during combat. 100 No
Earth Boost 3 Earth Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat. 200 No
Earthfire Boost 3 Earthfire Boost 3 Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 No
Earthwind Boost 3 Earthwind Boost 3 Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Spd/Def+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 No
Emblems Miracle Emblems' Miracle Unit can counterattack regardless of foe's range. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+9 to unit during combat and reduces damage from foe's first attack during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If the number of allies within 3 spaces of unit ≥ 3 and foe initiates combat, if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP, and after combat, restores 99 HP to unit (effect only triggers for player's team once per map and does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on a unit granted this effect, this effect will trigger too). 300 Yes
Fierce Breath Fierce Breath If foe initiates combat, grants Atk+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Fierce Stance 1 Fierce Stance 1 If foe initiates combat, grants Atk+2 during combat. 50 No
Fierce Stance 2 Fierce Stance 2 If foe initiates combat, grants Atk+4 during combat. 100 No
Fierce Stance 3 Fierce Stance 3 If foe initiates combat, grants Atk+6 during combat. 200 No
Fire Boost 1 Fire Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+2 during combat. 50 No
Fire Boost 2 Fire Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+4 during combat. 100 No
Fire Boost 3 Fire Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+6 during combat. 200 No
Fireflood Boost 3 Fireflood Boost 3 Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Atk/Res+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 No
Firestorm Boost 3 Firestorm Boost 3 Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 No
Flared Mirror Flared Mirror If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage during combat do not apply; will not reduce foe's HP below 1), grants Atk+7, Res+10 to unit during combat, and applies 【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat.

【Divine Vein (Flame)】
Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
300 No
Flared Sparrow Flared Sparrow If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Spd+7 to unit during combat, and applies【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat.

【Divine Vein (Flame)】
Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
300 No
Flash Sparrow Flash Sparrow If unit initiates combat, grants Atk/Spd+7 to unit during combat, and also, if unit's Spd ≥ foe's Spd-5, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 300 No
Flashing Blade 1 Flashing Blade 1 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
Flashing Blade 2 Flashing Blade 2 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
Flashing Blade 3 Flashing Blade 3 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
Flashing Blade 4 Flashing Blade 4 If unit's Spd > foe's Spd, grants Special cooldown charge +1 and deals +5 damage per unit's attack.
(Only highest value applied. Does not stack.)
300 No
Fort. Def Res 1 Fort. Def/Res 1 Grants Def/Res+3.
Inflicts Atk-3.
100 No
Fort. Def Res 2 Fort. Def/Res 2 Grants Def/Res+4.
Inflicts Atk-3.
200 No
Fort. Def Res 3 Fort. Def/Res 3 Grants Def/Res+6.
Inflicts Atk-2.
300 No
Fortress Def 1 Fortress Def 1 Grants Def+3.
Inflicts Atk-3.
40 No
Fortress Def 2 Fortress Def 2 Grants Def+4.
Inflicts Atk-3.
80 No
Fortress Def 3 Fortress Def 3 Grants Def+5.
Inflicts Atk-3.
160 No
Fortress Res 1 Fortress Res 1 Grants Res+3.
Inflicts Atk-3.
40 No
Fortress Res 2 Fortress Res 2 Grants Res+4.
Inflicts Atk-3.
80 No
Fortress Res 3 Fortress Res 3 Grants Res+5.
Inflicts Atk-3.
160 No
Fury 1 Fury 1 Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. 50 No
Fury 2 Fury 2 Grants Atk/Spd/Def/Res+2. After combat, deals 4 damage to unit. 100 No
Fury 3 Fury 3 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. 200 No
Fury 4 Fury 4 Grants Atk/Spd/Def/Res+4. After combat, deals 8 damage to unit. 300 No
G Duel Cavalry 1 G Duel Cavalry 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 Cavalry 2 G Duel Cavalry 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 Cavalry 3 G Duel Cavalry 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 Cavalry 4 G Duel Cavalry 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
G Duel Flying 1 G Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
G Duel Flying 2 G Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
G Duel Flying 3 G Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
G Duel Flying 4 G Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
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
Gift of Magic Gift of Magic If unit initiates combat or foe's Range = 2, inflicts Atk/Res-10 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%. If foe with Range = 2 initiates combat and foe can make a follow-up attack, foe makes a follow-up attack before unit can counterattack. 300 Yes
Granis Shield Grani's Shield Neutralizes "effective against cavalry" bonuses. 200 No
Gray Illusion Gray Illusion If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Def/Res+9 to unit during combat, and if unit's Res > foe's Res, foe cannot counterattack. If unit initiates combat, after combat, inflicts the following status on foes with the highest Spd within 3 spaces of target foe (excluding target) through their next actions: "after start-of-turn skills trigger, action ends immediately" (for foes who have not yet taken an action in Summoner Duels, instead of inflicting this effect, ends their action immediately). 300 Yes
Heavy Blade 1 Heavy Blade 1 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
Heavy Blade 2 Heavy Blade 2 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
Heavy Blade 3 Heavy Blade 3 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
Heavy Blade 4 Heavy Blade 4 If unit's Atk > foe's Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit's attack. (Only highest value applied. Does not stack.) 300 No
HP Atk 1 HP/Atk 1 Grants HP+3, Atk+1. 100 No
HP Atk 2 HP/Atk 2 Grants HP+4, Atk+2. 200 No
HP Def 1 HP/Def 1 Grants HP+3, Def+1. 100 No
HP Def 2 HP/Def 2 Grants HP+4, Def+2. 200 No
HP Plus 3 HP +3 Grants HP+3. 40 No
HP Plus 4 HP +4 Grants HP+4. 80 No
HP Plus 5 HP +5 Grants HP+5. 160 No
HP Res 1 HP/Res 1 Grants HP+3, Res+1. 100 No
HP Res 2 HP/Res 2 Grants HP+4, Res+2. 200 No
HP Spd 1 HP/Spd 1 Grants HP+3, Spd+1. 100 No
HP Spd 2 HP/Spd 2 Grants HP+4, Spd+2. 200 No
Iotes Shield Iote's Shield Neutralizes "effective against flying" bonuses. 200 No
Kestrel Stance 1 Kestrel Stance 1 If foe initiates combat, grants Atk/Spd+2 during combat. 120 No
Kestrel Stance 2 Kestrel Stance 2 If foe initiates combat, grants Atk/Spd+4 during combat. 240 No
Kestrel Stance 3 Kestrel Stance 3 If foe initiates combat, grants Atk/Spd+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Knightly Devotion Knightly Devotion Enables【Canto (Rem. +1)】.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+8 to unit and neutralizes unit's penalties during combat, and restores 7 HP to unit after combat.

【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.)
300 Yes
Laws of Sacae II Laws of Sacae II If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+6 during combat, and also, if foe uses sword, lance, axe, dragonstone, or beast damage and unit's Spd ≥ foe's Spd+5, foe cannot counterattack. 300 Yes
Laws of Sacae Laws of Sacae If foe initiates combat and the number of allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+4 during combat. 300 Yes
Life and Death 1 Life and Death 1 Grants Atk/Spd+3.
Inflicts Def/Res-3.
50 No
Life and Death 2 Life and Death 2 Grants Atk/Spd+4.
Inflicts Def/Res-4.
100 No
Life and Death 3 Life and Death 3 Grants Atk/Spd+5.
Inflicts Def/Res-5.
200 No
Life and Death 4 Life and Death 4 Grants Atk/Spd+7.
Inflicts Def/Res-5.
300 No
Mastermind Mastermind At start of turn, deals 1 damage to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+9 to unit during combat and deals damage = X + Y (X = 80% of highest total bonuses among unit and allies within 2 spaces of unit; Y = 80% of highest total penalties among target and foes within 2 spaces of target; excluding area-of-effect Specials). 300 Yes
Mirror Impact Mirror Impact If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack. 300 No
Mirror Stance 1 Mirror Stance 1 If foe initiates combat, grants Atk/Res+2 during combat. 120 No
Mirror Stance 2 Mirror Stance 2 If foe initiates combat, grants Atk/Res+4 during combat. 240 No
Mirror Stance 3 Mirror Stance 3 If foe initiates combat, grants Atk/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Mirror Strike 1 Mirror Strike 1 If unit initiates combat, grants Atk/Res+2 during combat. 120 No
Mirror Strike 2 Mirror Strike 2 If unit initiates combat, grants Atk/Res+4 during combat. 240 No
Nightmare Nightmare If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-10 on foe during combat and reduces damage from foe's first attack during combat by 30%. If foe initiates combat, after combat, the closest foes within 4 spaces of target who have yet to act have their actions end immediately. 300 Yes
Obsession Obsession At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+9 to unit during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and also, when unit performs a follow-up attack, neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). At start of combat, if unit's HP ≥ 25% and if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
300 Yes
Ostian Counter Ostian Counter Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. 350 Yes
Ostias Heart Ostia's Heart Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-8 on foe during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt). 300 Yes
Part of the Plan Part of the Plan At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-8 on foe and grants Atk/Spd/Def/Res+X during combat (X = current penalty on each of unit's stats × 2; example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7; calculates each stat bonus independently), and unit makes a guaranteed follow-up attack. 300 Yes
Power of Nihility Power of Nihility If number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+9 to unit and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if unit deals damage to foe using a Special during combat, restores X% of unit's max HP to unit (X = unit's max Special cooldown count value × 20, + 10; max 100; triggers even if 0 damage is dealt). 300 Yes
R Duel Cavalry 1 R Duel Cavalry 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 Cavalry 2 R Duel Cavalry 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 Cavalry 3 R Duel Cavalry 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 Cavalry 4 R Duel Cavalry 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
R Duel Flying 1 R Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
R Duel Flying 2 R Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
R Duel Flying 3 R Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
R Duel Flying 4 R Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
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
Rare Talent Rare Talent At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+7 to unit and disables foe's effects that "calculate damage using the lower of foe's Def or Res" (excluding when dealing damage with an area-of-effect Special) during combat, and also, the following effects will occur based on the value of unit's Res minus foe's Res: if ≥ 1, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat; if ≥ 10 and either foe's Range = 2 or unit initiates combat, unit attacks twice during combat. 300 Yes
Realms United Realms United Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-7 on foe and reduces damage from foe's first attack by 7 during combat (for standard attacks, "first attack" means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). 300 Yes
Remote Mirror Remote Mirror If unit initiates combat, grants Atk+7 and Res+10 to unit during combat and reduces damage from foe's first attack during combat by 30%. 300 No
Remote Sparrow Remote Sparrow If unit initiates combat, grants Atk/Spd+7 during combat and reduces damage from foe's first attack during combat by 30%. 300 No
Remote Sturdy Remote Sturdy If unit initiates combat, grants Atk+7 and Def+10 to unit during combat and reduces damage from foe's first attack during combat by 30%. 300 No
Resistance Plus 1 Resistance +1 Grants Res+1. 30 No
Resistance Plus 2 Resistance +2 Grants Res+2. 60 No
Resistance Plus 3 Resistance +3 Grants Res+3. 120 No
Scendscale Scendscale Deals damage = 25% of unit's Atk, but after combat, if unit attacked, deals 7 damage to unit. 300 Yes
Self-Improver Self-Improver Grants Atk+10, Spd+5, Def+20. Inflicts Res-5. At start of combat, if unit's HP ≥ 25%, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 300 Yes
Shield Session 1 Shield Session 1 If foe initiates combat, grants bonus to unit's Def/Res during combat = 3 - number of foes who have already acted (min value of 1). 60 No
Shield Session 2 Shield Session 2 If foe initiates combat, grants bonus to unit's Def/Res during combat = 6 - number of foes who have already acted × 2 (min value of 2). 120 No
Shield Session 3 Shield Session 3 If foe initiates combat, grants bonus to unit's Def/Res during combat = 9 - number of foes who have already acted × 3 (min value of 3). 240 No
Solid Ground 1 Solid Ground 1 Grants Atk/Def+3. Inflicts Res-3. 50 No
Solid Ground 2 Solid Ground 2 Grants Atk/Def+4. Inflicts Res-4. 100 No
Solid Ground 3 Solid Ground 3 Grants Atk/Def+5. Inflicts Res-5. 200 No
Solid Ground 4 Solid Ground 4 Grants Atk/Def+7. Inflicts Res-5. 300 No
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 1 Spd/Def 1 Grants Spd/Def+1. 80 No
Spd Def 2 Spd/Def 2 Grants Spd/Def+2. 160 No
Spd Def Bond 1 Spd/Def Bond 1 If unit is adjacent to an ally, grants Spd/Def+3 during combat. 60 No
Spd Def Bond 2 Spd/Def Bond 2 If unit is adjacent to an ally, grants Spd/Def+4 during combat. 120 No
Spd Def Bond 3 Spd/Def Bond 3 If unit is adjacent to an ally, grants Spd/Def+5 during combat. 240 No
Spd Def Bond 4 Spd/Def Bond 4 If unit is adjacent to an ally, grants Spd/Def+7 to unit and neutralizes unit's penalties to Spd/Def during combat. 300 No
Spd Def Catch 1 Spd/Def Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+3 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
60 No
Spd Def Catch 2 Spd/Def Catch 2 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+4 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
120 No
Spd Def Catch 3 Spd/Def Catch 3 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+5 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
240 No
Spd Def Catch 4 Spd/Def Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Spd/Def+2 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
300 No
Spd Def Clash 1 Spd/Def Clash 1 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) 60 No
Spd Def Clash 2 Spd/Def Clash 2 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) 120 No
Spd Def Clash 3 Spd/Def Clash 3 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) 240 No
Spd Def Clash 4 Spd/Def Clash 4 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Spd/Def during combat. 300 No
Spd Def Form 1 Spd/Def Form 1 If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Spd Def Form 2 Spd/Def Form 2 If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Spd Def Form 3 Spd/Def Form 3 If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Spd Def Ideal 1 Spd/Def Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+3 to unit during 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).
60 No
Spd Def Ideal 2 Spd/Def Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+4 to unit during 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).
120 No
Spd Def Ideal 3 Spd/Def Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+5 to unit during 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).
240 No
Spd Def Ideal 4 Spd/Def Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Spd/Def+2 to unit during 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 Def Solo 1 Spd/Def Solo 1 If unit is not adjacent to an ally, grants Spd/Def+2 during combat. 60 No
Spd Def Solo 2 Spd/Def Solo 2 If unit is not adjacent to an ally, grants Spd/Def+4 during combat. 120 No
Spd Def Solo 3 Spd/Def Solo 3 If unit is not adjacent to an ally, grants Spd/Def+6 during combat. 240 No
Spd Def Solo 4 Spd/Def Solo 4 If unit is not adjacent to an ally, grants Spd/Def+7 during combat. 300 No
Spd Res 1 Spd/Res 1 Grants Spd/Res+1. 80 No
Spd Res 2 Spd/Res 2 Grants Spd/Res+2. 160 No
Spd Res Bond 1 Spd/Res Bond 1 If unit is adjacent to an ally, grants Spd/Res+3 during combat. 60 No
Spd Res Bond 2 Spd/Res Bond 2 If unit is adjacent to an ally, grants Spd/Res+4 during combat. 120 No
Spd Res Bond 3 Spd/Res Bond 3 If unit is adjacent to an ally, grants Spd/Res+5 during combat. 240 No
Spd Res Bond 4 Spd/Res Bond 4 If unit is adjacent to an ally, grants Spd/Res+7 to unit and neutralizes unit's penalties to Spd/Res during combat. 300 No
Spd Res Catch 1 Spd/Res Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Res+3 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
60 No
Spd Res Catch 2 Spd/Res Catch 2 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Res+4 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
120 No
Spd Res Catch 3 Spd/Res Catch 3 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Res+5 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
240 No
Spd Res Catch 4 Spd/Res Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Spd/Res+2 to unit during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
300 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 Form 1 Spd/Res Form 1 If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Spd Res Form 2 Spd/Res Form 2 If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Spd Res Form 3 Spd/Res Form 3 If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 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 Ideal 1 Spd/Res Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Res+3 to unit during 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).
60 No
Spd Res Ideal 2 Spd/Res Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Res+4 to unit during 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).
120 No
Spd Res Ideal 3 Spd/Res Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Res+5 to unit during 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).
240 No
Spd Res Ideal 4 Spd/Res Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Spd/Res+2 to unit during 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 Solo 1 Spd/Res Solo 1 If unit is not adjacent to an ally, grants Spd/Res+2 during combat. 60 No
Spd Res Solo 2 Spd/Res Solo 2 If unit is not adjacent to an ally, grants Spd/Res+4 during combat. 120 No
Spd Res Solo 3 Spd/Res Solo 3 If unit is not adjacent to an ally, grants Spd/Res+6 during combat. 240 No
Spd Res Solo 4 Spd/Res Solo 4 If unit is not adjacent to an ally, grants Spd/Res+7 during combat. 300 No
Speed Plus 1 Speed +1 Grants Spd+1. 30 No
Speed Plus 2 Speed +2 Grants Spd+2. 60 No
Speed Plus 3 Speed +3 Grants Spd+3. 120 No
Steady Blow 1 Steady Blow 1 If unit initiates combat, grants Spd/Def+2 during combat. 120 No
Steady Blow 2 Steady Blow 2 If unit initiates combat, grants Spd/Def+4 during combat. 240 No
Steady Breath Steady Breath If foe initiates combat, grants Def+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Steady Impact Steady Impact If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack. 300 No
Steady Posture 1 Steady Posture 1 If foe initiates combat, grants Spd/Def+2 during combat. 120 No
Steady Posture 2 Steady Posture 2 If foe initiates combat, grants Spd/Def+4 during combat. 240 No
Steady Posture 3 Steady Posture 3 If foe initiates combat, grants Spd/Def+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Steady Stance 1 Steady Stance 1 If foe initiates combat, grants Def+2 during combat. 50 No
Steady Stance 2 Steady Stance 2 If foe initiates combat, grants Def+4 during combat. 100 No
Steady Stance 3 Steady Stance 3 If foe initiates combat, grants Def+6 during combat. 200 No
Steady Stance 4 Steady Stance 4 If foe initiates combat, grants Def+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Still Water 1 Still Water 1 Grants Atk/Res+3. Inflicts Def-3. 50 No
Still Water 2 Still Water 2 Grants Atk/Res+4. Inflicts Def-4. 100 No
Still Water 3 Still Water 3 Grants Atk/Res+5. Inflicts Def-5. 200 No
Still Water 4 Still Water 4 Grants Atk/Res+7. Inflicts Def-5. 300 No
Sturdy Blow 1 Sturdy Blow 1 If unit initiates combat, grants Atk/Def+2 during combat. 120 No
Sturdy Blow 2 Sturdy Blow 2 If unit initiates combat, grants Atk/Def+4 during combat. 240 No
Sturdy Impact Sturdy Impact If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack. 300 No
Sturdy Stance 1 Sturdy Stance 1 If foe initiates combat, grants Atk/Def+2 during combat. 120 No
Sturdy Stance 2 Sturdy Stance 2 If foe initiates combat, grants Atk/Def+4 during combat. 240 No
Sturdy Stance 3 Sturdy Stance 3 If foe initiates combat, grants Atk/Def+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Sturdy Surge Sturdy Surge If unit initiates combat, grants Atk+7, Def+10 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.) 300 No
Surge Sparrow Surge Sparrow If unit initiates combat, grants Atk/Spd+7 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.) 300 No
Svalinn Shield Svalinn Shield Neutralizes "effective against armored" bonuses. 200 No
Swift Impact Swift Impact If unit initiates combat, grants Spd+7, Res+10 during combat and foe cannot make a follow-up attack. 300 No
Swift Slice Swift Slice If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+8 to unit during combat. If unit initiates combat against a non-dragon or non-beast infantry foe and unit's Spd ≥ foe's Spd+20, grants "effective against all weapon types" to unit during combat. Otherwise, if unit initiates combat and unit's Spd ≥ foe's Spd+5, grants "effective against all weapon types" to unit during combat. 300 Yes
Swift Sparrow 1 Swift Sparrow 1 If unit initiates combat, grants Atk/Spd+2 during combat. 120 No
Swift Sparrow 2 Swift Sparrow 2 If unit initiates combat, grants Atk/Spd+4 during combat. 240 No
Swift Sparrow 3 Swift Sparrow 3 If unit initiates combat, grants Atk+6, Spd+7 during combat. 300 No
Swift Stance 1 Swift Stance 1 If foe initiates combat, grants Spd/Res+2 during combat. 120 No
Swift Stance 2 Swift Stance 2 If foe initiates combat, grants Spd/Res+4 during combat. 240 No
Swift Stance 3 Swift Stance 3 If foe initiates combat, grants Spd/Res+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Swift Strike 1 Swift Strike 1 If unit initiates combat, grants Spd/Res+2 during combat. 120 No
Swift Strike 2 Swift Strike 2 If unit initiates combat, grants Spd/Res+4 during combat. 240 No
Thunders Fist Thunder's Fist At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+7 to unit during combat and deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and also, if unit initiates combat, reduces damage from foe's first attack by 50% during combat, and if number of spaces from unit's start position to end position ≥ 2, unit attacks twice. 300 Yes
Triangle Adept 1 Triangle Adept 1 If unit has weapon-triangle advantage, boosts Atk by 10%. If unit has weapon-triangle disadvantage, reduces Atk by 10%. 50 No
Triangle Adept 2 Triangle Adept 2 If unit has weapon-triangle advantage, boosts Atk by 15%. If unit has weapon-triangle disadvantage, reduces Atk by 15%. 100 No
Triangle Adept 3 Triangle Adept 3 If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. 200 No
Verdict of Sacae Verdict of Sacae If unit is within 4 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = X × 4, + 4 (X = number of allies within 4 spaces; maximum bonus of +12), and also, if unit's Special is ready or unit's Special triggered before or during combat, unit deals +5 damage (excluding 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 Yes
Warding Blow 1 Warding Blow 1 If unit initiates combat, grants Res+2 during combat. 50 No
Warding Blow 2 Warding Blow 2 If unit initiates combat, grants Res+4 during combat. 100 No
Warding Blow 3 Warding Blow 3 If unit initiates combat, grants Res+6 during combat. 200 No
Warding Breath Warding Breath If foe initiates combat, grants Res+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Warding Stance 1 Warding Stance 1 If foe initiates combat, grants Res+2 during combat. 50 No
Warding Stance 2 Warding Stance 2 If foe initiates combat, grants Res+4 during combat. 100 No
Warding Stance 3 Warding Stance 3 If foe initiates combat, grants Res+6 during combat. 200 No
Warding Stance 4 Warding Stance 4 If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Water Boost 1 Water Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+2 during combat. 50 No
Water Boost 2 Water Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+4 during combat. 100 No
Water Boost 3 Water Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+6 during combat. 200 No
Wind Boost 1 Wind Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+2 during combat. 50 No
Wind Boost 2 Wind Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+4 during combat. 100 No
Wind Boost 3 Wind Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+6 during combat. 200 No

List of Type B[ | ]

Icon Name Description SP Exclusive
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
A D Far Trace 1 A/D Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Atk/Def-1 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
60 No
A D Far Trace 2 A/D Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Atk/Def-2 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
120 No
A D Far Trace 3 A/D Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Atk/Def-3 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
240 No
A D Near Trace 1 A/D Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Atk/Def-1 on foe during combat.

【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.)
60 No
A D Near Trace 2 A/D Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Atk/Def-2 on foe during combat.

【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.)
120 No
A D Near Trace 3 A/D Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Atk/Def-3 on foe during combat.

【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.)
240 No
A R Far Trace 1 A/R Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Atk/Res-1 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
60 No
A R Far Trace 2 A/R Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Atk/Res-2 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
120 No
A R Far Trace 3 A/R Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Atk/Res-3 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
240 No
A R Far Trace 4 A/R Far Trace 4 Enables【Canto (Rem.; Min 1)】.

Inflicts Atk/Res-4 on foe during combat and unit deals +7 damage, including when dealing damage with a Special triggered before combat.

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

(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.)
300 No
A R Near Trace 1 A/R Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Atk/Res-1 on foe during combat.

【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.)
60 No
A R Near Trace 2 A/R Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Atk/Res-2 on foe during combat.

【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.)
120 No
A R Near Trace 3 A/R Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Atk/Res-3 on foe during combat.

【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.)
240 No
A S Far Trace 1 A/S Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Atk/Spd-1 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
60 No
A S Far Trace 2 A/S Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Atk/Spd-2 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
120 No
A S Far Trace 3 A/S Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Atk/Spd-3 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
240 No
A S Near Trace 1 A/S Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Atk/Spd-1 on foe during combat.

【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.)
60 No
A S Near Trace 2 A/S Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Atk/Spd-2 on foe during combat.

【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.)
120 No
A S Near Trace 3 A/S Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Atk/Spd-3 on foe during combat.

【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.)
240 No
Aerial Maneuvers Aerial Maneuvers Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of combat, if both unit's and foe's HP ≥ 50%, inflicts Spd/Def-4 on foe during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack during combat. 300 No
Aerobatics 1 Aerobatics 1 If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 60 No
Aerobatics 2 Aerobatics 2 If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 120 No
Aerobatics 3 Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 240 No
Armored Wall Armored Wall At start of combat, if unit's HP ≥ 25%, grants Special cooldown charge +1 to unit, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat.

During unit's first combat in player phase or enemy phase, at start of combat, if unit's HP ≥ 25% while transformed, reduces damage from foe's first attack by 40%.
300 Yes
Assassins Strike Assassin's Strike If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage during combat do not apply; will not reduce foe's HP below 1), inflicts Spd/Def-4 on foe during combat, and deals damage = 20% of foe's Def (excluding area-of-effect Specials). 300 No
Assured Rebirth Assured Rebirth If unit's Res > foe's Res, unit makes a guaranteed follow-up attack. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = number of staff or dragon allies within 3 spaces of unit × 20, and also, if unit's Res > foe's Res, difference between stats × 4 (max 40%; total max 60%). 300 Yes
Atk Cantrip 1 Atk Cantrip 1 If Sing or Dance is used, inflicts Atk-3 on nearest foes within 4 spaces of unit through their next actions. 60 No
Atk Cantrip 2 Atk Cantrip 2 If Sing or Dance is used, inflicts Atk-5 on nearest foes within 4 spaces of unit through their next actions. 120 No
Atk Cantrip 3 Atk Cantrip 3 If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions. 240 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 Link 1 Atk/Def Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Def Link 2 Atk/Def Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Def Link 3 Atk/Def Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Atk Def Ruse 1 Atk/Def Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Atk Def Ruse 2 Atk/Def Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Atk Def Ruse 3 Atk/Def Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Atk Def Snag 1 Atk/Def Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Atk Def Snag 2 Atk/Def Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Atk Def Snag 3 Atk/Def Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 No
Atk Def Snag 4 Atk/Def Snag 4 Inflicts Atk/Def-4 on foe during combat. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-7 and【Sabotage】on nearest foes within 4 spaces of both unit and target ally after movement and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
300 No
Atk Feint 1 Atk Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions. 60 No
Atk Feint 2 Atk Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions. 120 No
Atk Feint 3 Atk Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions. 240 No
Atk Res Link 1 Atk/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Res Link 2 Atk/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Res Link 3 Atk/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Atk Res Ruse 1 Atk/Res Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Atk Res Ruse 2 Atk/Res Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Atk Res Ruse 3 Atk/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Atk Res Snag 1 Atk/Res Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Atk Res Snag 2 Atk/Res Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Atk Res Snag 3 Atk/Res Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 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 Link 1 Atk/Spd Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Spd Link 2 Atk/Spd Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Spd Link 3 Atk/Spd Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Atk Spd Ruse 1 Atk/Spd Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Atk Spd Ruse 2 Atk/Spd Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Atk Spd Ruse 3 Atk/Spd Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Atk Spd Ruse 4 Atk/Spd Ruse 4 Inflicts Atk/Spd-4 on foe during combat. If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-6,【Guard】, 【Discord】, and【Schism】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

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

【Schism】
Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using numbers of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized.
300 No
Atk Spd Snag 1 Atk/Spd Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Atk Spd Snag 2 Atk/Spd Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Atk Spd Snag 3 Atk/Spd Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 No
Atrocity II Atrocity II At start of combat, if foe's HP ≥ 40%, inflicts Atk/Spd/Def-4 on foe, deals damage = 25% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat, and also, after combat, inflicts Atk/Spd/Def/Res-6 and【Guard】 on target and foes within 3 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes (no effect on Special cooldown counts already at maximum).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
300 Yes
Atrocity Atrocity At start of combat, if foe's HP ≥ 50%, deals damage = 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 on target and foes within 2 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes. (No effect on Special cooldown counts already at maximum.) 300 Yes
Axebreaker 1 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. 50 No
Axebreaker 2 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. 100 No
Axebreaker 3 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. 200 No
B Tomebreaker 1 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. 50 No
B Tomebreaker 2 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. 100 No
B Tomebreaker 3 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. 200 No
Barbarity Barbarity At start of combat, if foe's HP ≥ 25%, inflicts Atk/Spd/Def-4 on foe during combat, deals damage = 25% of unit's Atk (excluding area-of-effect Specials), 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), and also, after combat, grants【Vantage】and【Dodge】 to unit and inflicts Atk/Spd/Def/Res-6 on target and foes within 3 spaces of target through their next actions.

【Vantage】
If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.

【Dodge】
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%).
300 Yes
Beast Agility 1 Beast Agility 1 If unit's HP = 100%, removes the condition to transform. If unit's Spd ≥ foe's Spd+13, neutralizes effects that prevent unit's follow-up attacks during combat. 60 No
Beast Agility 2 Beast Agility 2 If unit's HP ≥ 50%, removes the condition to transform. If unit's Spd ≥ foe's Spd+7, neutralizes effects that prevent unit's follow-up attacks during combat. 120 No
Beast Agility 3 Beast Agility 3 Removes the condition to transform. If unit's Spd > foe's Spd, neutralizes effects that prevent unit's follow-up attacks during combat. 240 No
Beast Agility 4 Beast Agility 4 Removes the condition to transform. Inflicts Spd/Def-4 on foe during combat, and if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and unit deals damage = 10% of unit's Spd (excluding when dealing damage with an area-of-effect Special). 300 No
Beast Follow-Up 1 Beast Follow-Up 1 If unit's HP = 100%, removes the condition to transform. At start of combat, if unit's HP = 100%, unit makes a guaranteed follow-up attack during combat. 60 No
Beast Follow-Up 2 Beast Follow-Up 2 If unit's HP ≥ 50%, removes the condition to transform. At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack during combat. 120 No
Beast Follow-Up 3 Beast Follow-Up 3 Removes the condition to transform. Unit makes a guaranteed follow-up attack during combat. 240 No
Beast N Trace 1 Beast N Trace 1 Enables【Canto (Rem. +1)】.

If unit's HP = 100%, removes the condition to transform.

【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.)
60 No
Beast N Trace 2 Beast N Trace 2 Enables【Canto (Rem. +1)】.

If unit's HP ≥ 50%, removes the condition to transform.

【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.)
120 No
Beast N Trace 3 Beast N Trace 3 Enables【Canto (Rem. +1)】.

Removes the condition to transform.

【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.)
240 No
Beast Sense 1 Beast Sense 1 If unit's HP = 100%, removes the condition to transform. 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 X% (X = difference between Spd stats; max 10). 60 No
Beast Sense 2 Beast Sense 2 If unit's HP ≥ 50%, removes the condition to transform. 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 X% (X = difference between Spd stats × 2; max 20). 120 No
Beast Sense 3 Beast Sense 3 Removes the condition to transform. 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 X% (X = difference between Spd stats × 3; max 30). 240 No
Beast Sense 4 Beast Sense 4 Removes the condition to transform. 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 X% (X = difference between Spd stats × 4; max 40). 300 No
Belief in Love Belief in Love If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Def-5 on foe during combat. 300 Yes
Believe in Love Believe in Love? If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. Inflicts Atk/Spd/Def-5 on foe during combat and grants bonus to unit's Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 (example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7; calculates each stat bonus independently), and also, 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 foe is armored or cavalry, reduces damage dealt to unit by X (X = highest total bonuses among unit and allies within 2 spaces of unit; including from area-of-effect Specials), and if foe is not armored or cavalry, reduces damage from foe's first attack by 40% of X during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). 300 Yes
Beorcs Blessing Beorc's Blessing Neutralizes cavalry and flying foes' bonuses (from skills like Fortify, Rally, etc.) during combat.
(Skill cannot be inherited.)
300 Yes
Binding Necklace Plus Binding Necklace+ Removes the condition to transform. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If foe initiates combat or number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+3 to unit, inflicts Atk/Spd/Def/Res-3 on foe, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently. 300 Yes
Binding Necklace Binding Necklace If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+2 to unit and inflicts Atk/Spd/Def/Res-2 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently. 300 Yes
Binding Shield II Binding Shield II If unit's Spd ≥ foe's Spd+5 or if unit is in combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack. 300 Yes
Binding Shield 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. 300 Yes
Black Eagle Rule Black Eagle Rule If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, reduces damage from foe's follow-up attack by 80% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). 300 Yes
Blaze Dance 1 Blaze Dance 1 If Sing or Dance is used, grants Atk+2 to target. 50 No
Blaze Dance 2 Blaze Dance 2 If Sing or Dance is used, grants Atk+3 to target. 100 No
Blaze Dance 3 Blaze Dance 3 If Sing or Dance is used, grants Atk+4 to target. 200 No
Blue Lion Rule Blue Lion Rule If unit's Def > foe's Def, 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%), and also if foe initiates combat, unit makes a guaranteed follow-up attack. 300 Yes
Bold Fighter 1 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.) 60 No
Bold Fighter 2 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.) 120 No
Bold Fighter 3 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.) 240 No
Bowbreaker 1 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. 50 No
Bowbreaker 2 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. 100 No
Bowbreaker 3 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. 200 No
Brash Assault 1 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. 50 No
Brash Assault 2 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. 100 No
Brash Assault 3 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. 200 No
Brash Assault 4 Brash Assault 4 At start of combat, if unit's HP ≤ 99% and unit initiates combat or if foe's HP = 100% and unit initiates combat, inflicts Def/Res-4 on foe, reduces damage from foe's first attack by 30%, unit makes a guaranteed follow-up attack, and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 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
Bushido II Bushido II Neutralizes "effective against flying" bonuses. Deals +7 damage. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). 300 Yes
Bushido Bushido Deals +10 damage when Special triggers. 300 Yes
Caldera Dance 1 Caldera Dance 1 If Sing or Dance is used, grants Atk+2 and Def+3 to target. 120 No
Caldera Dance 2 Caldera Dance 2 If Sing or Dance is used, grants Atk+3 and Def+4 to target. 240 No
Cancel Affinity 1 Cancel Affinity 1 Neutralizes all weapon-triangle advantage granted by unit's and foe's skills. 50 No
Cancel Affinity 2 Cancel Affinity 2 Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, neutralizes weapon-triangle advantage granted by foe's skills. 100 No
Cancel Affinity 3 Cancel Affinity 3 Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills. 200 No
Canny Fighter Canny Fighter At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up 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; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. 300 No
Chill Atk 1 Chill Atk 1 At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action. 60 No
Chill Atk 2 Chill Atk 2 At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action. 120 No
Chill Atk 3 Chill Atk 3 At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. 240 No
Chill Atk Def 1 Chill Atk/Def 1 At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action. 120 No
Chill Atk Def 2 Chill Atk/Def 2 At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action. 240 No
Chill Atk Res 1 Chill Atk/Res 1 At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action. 120 No
Chill Atk Res 2 Chill Atk/Res 2 At start of turn, inflicts Atk/Res-5 on foe on the enemy team with the highest Atk+Res total through its next action. 240 No
Chill Atk Res 3 Chill Atk/Res 3 At start of turn, inflicts Atk/Res-6 on foe on the enemy team with the highest Atk+Res total and foes within 2 spaces of that foe through their next actions. 300 No
Chill Atk Spd 1 Chill Atk/Spd 1 At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Atk+Spd total through its next action. 120 No
Chill Atk Spd 2 Chill Atk/Spd 2 At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Atk+Spd total through its next action. 240 No
Chill Def 1 Chill Def 1 At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. 60 No
Chill Def 2 Chill Def 2 At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. 120 No
Chill Def 3 Chill Def 3 At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. 240 No
Chill Def Res 1 Chill Def/Res 1 At start of turn, inflicts Def/Res-3 on foe on the enemy team with the highest Def+Res total through its next action. 120 No
Chill Def Res 2 Chill Def/Res 2 At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action. 240 No
Chill Def Res 3 Chill Def/Res 3 At start of turn, inflicts Def/Res-6 on foe on the enemy team with the highest Def+Res total and foes within 2 spaces of that foe through their next actions. 300 No
Chill Res 1 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 No
Chill Res 2 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 No
Chill Res 3 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 No
Chill Spd 1 Chill Spd 1 At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. 60 No
Chill Spd 2 Chill Spd 2 At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. 120 No
Chill Spd 3 Chill Spd 3 At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. 240 No
Chill Spd Def 1 Chill Spd/Def 1 At start of turn, inflicts Spd/Def-3 on foe on the enemy team with the highest Spd+Def total through its next action. 120 No
Chill Spd Def 2 Chill Spd/Def 2 At start of turn, inflicts Spd/Def-5 on foe on the enemy team with the highest Spd+Def total through its next action. 240 No
Chill Spd Res 1 Chill Spd/Res 1 At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action. 120 No
Chill Spd Res 2 Chill Spd/Res 2 At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action. 240 No
Chill Spd Res 3 Chill Spd/Res 3 At start of turn, inflicts Spd/Res-6 on foes on the enemy team with the highest Spd+Res total and foes within 2 spaces of those foes through their next actions. 300 No
Chilling Seal II Chilling Seal II At start of turn, inflicts Atk/Spd/Def/Res-7 on foes on the enemy team with the lowest Def through their next actions and inflicts Atk/Res-7 on foes within 2 spaces of foes on the enemy team with the lowest Def through their next actions. 300 Yes
Chilling Seal Chilling Seal At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited.) 300 Yes
Chivalry Chivalry Enables【Canto (Rem. +1)】.

At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def-5 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = 50% of foe's HP at start of combat. (Example: if foe's HP = 75%, damage is reduced by 37%.)

【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.)
300 Yes
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
Counter Roar 1 Counter Roar 1 Reduces damage from foe's first attack during combat by 10% and unit's next attack deals damage = 10% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 60 No
Counter Roar 2 Counter Roar 2 Reduces damage from foe's first attack during combat by 20% and unit's next attack deals damage = 20% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 120 No
Counter Roar 3 Counter Roar 3 Reduces damage from foe's first attack during combat by 30% and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 240 No
Counter Roar 4 Counter Roar 4 Inflicts Atk/Spd-4 on foe, reduces damage from foe's first attack during combat by 30% (for standard attacks, "first attack" means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). Restores 7 HP to unit after combat. 300 No
Crafty Fighter 1 Crafty Fighter 1 If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 60 No
Crafty Fighter 2 Crafty Fighter 2 If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 120 No
Crafty Fighter 3 Crafty Fighter 3 If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 240 No
Crusaders Ward Crusader's Ward If unit receives consecutive attacks and foe's Range = 2, reduces damage from foe's second attack onward by 80%. (Skill cannot be inherited.) 300 Yes
Daggerbreaker 1 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. 50 No
Daggerbreaker 2 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. 100 No
Daggerbreaker 3 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. 200 No
Daring Fighter 1 Daring Fighter 1 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Daring Fighter 2 Daring Fighter 2 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Daring Fighter 3 Daring Fighter 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
Dazzle Far Trace Dazzle Far Trace Enables【Canto (Rem.)】.

Inflicts Spd-4 on foe and foe cannot counterattack during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
300 No
Dazzling Shift Dazzling Shift Unit can move to a space adjacent to an ally within 2 spaces. Inflicts Spd-4 on foe during combat and foe cannot counterattack. 300 No
Dazzling Staff 1 Dazzling Staff 1 At start of combat, if unit's HP = 100%, foe cannot counterattack. 60 No
Dazzling Staff 2 Dazzling Staff 2 At start of combat, if unit's HP ≥ 50%, foe cannot counterattack. 120 No
Dazzling Staff 3 Dazzling Staff 3 Foe cannot counterattack. 240 No
Deadly Balance Plus Deadly Balance+ At start of combat, if unit's HP ≥ 25% or if【Penalty】is active on unit, inflicts Atk/Spd/Def-5 on foe, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and grants Special cooldown charge +1 to unit per foe's attack (only highest value applied; does not stack; Special cooldown charge granted even if foe's attack deals 0 damage) during combat, and also, if Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills (excluding area-of-effect Specials). If Special triggers before or during combat, grants Special cooldown count-2 to unit after combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
300 Yes
Deadly Balance Deadly Balance At start of combat, if unit's HP ≥ 50% or if【Penalty】is active on unit, inflicts Atk/Def-5 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
300 Yes
Deep Star Deep Star Enables【Canto (1)】.

If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe and reduces damage from foe's first attack by X% during combat (if unit initiates combat, X = 80; otherwise, X = 30; stacks with other damage reduction effects, like that from【Deep Star】; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit initiates combat, grants【Deep Star】to unit and inflicts【Gravity】on target and foes within 1 space of target after combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)

【Deep Star】
For 1 turn, if it is unit's first combat initiated by foe that turn, reduces damage from foe's first attack by 80% during combat (that turn only; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
Def Cantrip 1 Def Cantrip 1 If Sing or Dance is used, inflicts Def-3 on nearest foes within 4 spaces of unit through their next actions. 60 No
Def Cantrip 2 Def Cantrip 2 If Sing or Dance is used, inflicts Def-5 on nearest foes within 4 spaces of unit through their next actions. 120 No
Def Cantrip 3 Def Cantrip 3 If Sing or Dance is used, inflicts Def-7 on nearest foes within 4 spaces of unit through their next actions. 240 No
Def Feint 1 Def Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions. 60 No
Def Feint 2 Def Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions. 120 No
Def Feint 3 Def Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions. 240 No
Def Res Link 1 Def/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Def Res Link 2 Def/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Def Res Link 3 Def/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Def Res Ruse 1 Def/Res Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Def Res Ruse 2 Def/Res Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Def Res Ruse 3 Def/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Def Res Snag 1 Def/Res Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Def Res Snag 2 Def/Res Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Def Res Snag 3 Def/Res Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 No
Deluge Dance 1 Deluge Dance 1 If Sing or Dance is used, grants Spd+2 and Res+3 to target. 120 No
Deluge Dance 2 Deluge Dance 2 If Sing or Dance is used, grants Spd+3 and Res+4 to target. 240 No
Desperation 1 Desperation 1 If unit’s HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 50 No
Desperation 2 Desperation 2 If unit’s HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 100 No
Desperation 3 Desperation 3 If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 200 No
Desperation 4 Desperation 4 Inflicts Spd-4 on foe during combat. At start of combat, if unit's HP ≤ 99% and unit initiates combat, or number of spaces from unit's start position to end position ≥ 2 and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 No
Detailed Report Detailed Report Foes with Range = 1 cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)

Foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.)

Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
300 Yes
Disarm Trap 1 Disarm Trap 1 While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect. 60 No
Disarm Trap 2 Disarm Trap 2 While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect. 120 No
Disarm Trap 3 Disarm Trap 3 While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect. 240 No
Disarm Trap 4 Disarm Trap 4 Inflicts Spd/Def-4 on foe during combat, and if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP. 300 No
Dive-Bomb 1 Dive-Bomb 1 At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Dive-Bomb 2 Dive-Bomb 2 At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Dive-Bomb 3 Dive-Bomb 3 At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
Divine Recreation Divine Recreation At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def/Res-4 on foe during combat, reduces damage from foe's first attack during combat by 30%, and boosts unit's next attack by total damage reduced (by any source, including other skills). Resets at end of combat. 300 Yes
Double Lion Double Lion If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.) 300 Yes
Drag Back Drag Back If unit initiates combat, unit moves 1 space away after combat.
Target foe moves to unit's previous space.
150 No
Dragon Wall 1 Dragon Wall 1 If unit's Res > foe's Res, 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%). 60 No
Dragon Wall 2 Dragon Wall 2 If unit's Res > foe's Res, 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%). 120 No
Dragon Wall 3 Dragon Wall 3 If unit's Res > foe's Res, 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%). 240 No
Dragons Ire 1 Dragon's Ire 1 If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 60 No
Dragons Ire 2 Dragon's Ire 2 If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 120 No
Dragons Ire 3 Dragon's Ire 3 If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 240 No
Dragons Ire 4 Dragon's Ire 4 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe during combat, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, neutralizes effects that prevent unit's follow-up attacks. 300 No
Dragons Wrath 1 Dragon's Wrath 1 If foe initiates combat, reduces damage from foe's first attack by 10% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 10% of unit's Atk minus foe's Res during combat. 60 No
Dragons Wrath 2 Dragon's Wrath 2 If foe initiates combat, reduces damage from foe's first attack by 15% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 15% of unit's Atk minus foe's Res during combat. 120 No
Dragons Wrath 3 Dragon's Wrath 3 If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat. 240 No
Dragons Wrath 4 Dragon's Wrath 4 Reduces damage from foe's first attack during combat by 25%. If unit's Atk > foe's Res, unit's first attack deals damage = 25% of unit's Atk minus foe's Res during combat. 300 No
Dull Close 1 Dull Close 1 At start of combat, if unit's HP = 100% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 60 No
Dull Close 2 Dull Close 2 At start of combat, if unit's HP ≥ 50% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 120 No
Dull Close 3 Dull Close 3 If foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 240 No
Dull Ranged 1 Dull Ranged 1 At start of combat, if unit's HP = 100% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 60 No
Dull Ranged 2 Dull Ranged 2 At start of combat, if unit's HP ≥ 50% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 120 No
Dull Ranged 3 Dull Ranged 3 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 240 No
Earth Dance 1 Earth Dance 1 If Sing or Dance is used, grants Def+3 to target. 50 No
Earth Dance 2 Earth Dance 2 If Sing or Dance is used, grants Def+4 to target. 100 No
Earth Dance 3 Earth Dance 3 If Sing or Dance is used, grants Def+5 to target. 200 No
Escape Route 1 Escape Route 1 If unit's HP ≤ 30%, unit can move to a space adjacent to any ally. 60 No
Escape Route 2 Escape Route 2 If unit's HP ≤ 40%, unit can move to a space adjacent to any ally. 120 No
Escape Route 3 Escape Route 3 If unit's HP ≤ 50%, unit can move to a space adjacent to any ally. 240 No
Escape Route 4 Escape Route 4 When unit's HP ≤ 99%, enables【Canto (1)】 (also activates if conditions are met due to effects after combat).

Inflicts Atk/Spd-3 on foe during combat. If unit's HP ≤ 99%, unit can move to a space adjacent to any ally within 3 spaces. If unit's HP ≤ 60%, unit can move to a space adjacent to any ally.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 No
Even Follow-Up 1 Even Follow-Up 1 If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 60 No
Even Follow-Up 2 Even Follow-Up 2 If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 120 No
Even Follow-Up 3 Even Follow-Up 3 If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 240 No
Even Pulse Tie 1 Even Pulse Tie 1 At start of even-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Even Pulse Tie 2 Even Pulse Tie 2 At start of even-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Even Pulse Tie 3 Even Pulse Tie 3 At start of even-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Faithful Loyalty Faithful Loyalty If armored or cavalry foe initiates combat, unit can counterattack before foe's first attack. Neutralizes effects that prevent unit's follow-up attacks during combat. After combat, grants【Vantage】to unit.

【Vantage】
If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.
300 Yes
Fallen Star Fallen Star If unit initiates combat, reduces damage from foe's first attack by 80% during combat, and after combat, grants【Fallen Star】to unit and inflicts【Gravity】on target and foes within 1 space of target.

【Fallen Star】
For 1 turn, during unit's first combat in player phase and enemy phase, reduces damage from foe's first attack by 80%.

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
Fireflood Dance 1 Fireflood Dance 1 If Sing or Dance is used, grants Atk+2 and Res+3 to target. 120 No
Fireflood Dance 2 Fireflood Dance 2 If Sing or Dance is used, grants Atk+3 and Res+4 to target. 240 No
Firestorm Dance 1 Firestorm Dance 1 If Sing or Dance is used, grants Atk/Spd+2 to target. 120 No
Firestorm Dance 2 Firestorm Dance 2 If Sing or Dance is used, grants Atk/Spd+3 to target. 240 No
Firestorm Dance 3 Firestorm Dance 3 If a skill like Sing or Dance is used, enables【Canto (1)】and grants Atk/Spd+6 and【Desperation】to target for 1 turn.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
300 No
Flier Formation 1 Flier Formation 1 If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 No
Flier Formation 2 Flier Formation 2 If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 No
Flier Formation 3 Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces. 240 No
Flow Desperation Flow Desperation Inflicts Spd/Def-4 on foe during combat. If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if number of spaces from unit's start position to end position ≥ 2 or unit's HP ≤ 75% at start of combat, unit can make a follow-up attack before foe can counterattack. 300 No
Flow Feather 1 Flow Feather 1 If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 No
Flow Feather 2 Flow Feather 2 If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 No
Flow Feather 3 Flow Feather 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 No
Flow Flight 1 Flow Flight 1 If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 No
Flow Flight 2 Flow Flight 2 If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 No
Flow Flight 3 Flow Flight 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 No
Flow Force 1 Flow Force 1 At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 60 No
Flow Force 2 Flow Force 2 At start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 120 No
Flow Force 3 Flow Force 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 240 No
Flow Guard 1 Flow Guard 1 At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 60 No
Flow Guard 2 Flow Guard 2 At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 120 No
Flow Guard 3 Flow Guard 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 240 No
Flow N Trace 1 Flow N Trace 1 Enables【Canto (Rem. +1)】.

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【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.)
60 No
Flow N Trace 2 Flow N Trace 2 Enables【Canto (Rem. +1)】.

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【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.)
120 No
Flow N Trace 3 Flow N Trace 3 Enables【Canto (Rem. +1)】.

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【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.)
240 No
Flow Refresh 1 Flow Refresh 1 At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 5 HP to unit after combat. 60 No
Flow Refresh 2 Flow Refresh 2 At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 7 HP to unit after combat. 120 No
Flow Refresh 3 Flow Refresh 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 10 HP to unit after combat. 240 No
Flow Refresh 4 Flow Refresh 4 If unit initiates combat, inflicts Spd/Def-4 on foe during combat, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack during combat by 40%, and restores 10 HP to unit after combat. 300 No
Follow-Up Ring Follow-Up Ring At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack. (Skill cannot be inherited.) 200 Yes
Freezing Seal II Freezing Seal II At start of turn, inflicts Atk/Def-7 and 【Guard】 on foes on the enemy team with the lowest Res and any foe within 2 spaces of those foes through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
300 Yes
Freezing Seal Freezing Seal At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Res through its next action. 300 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
Fruit of Life Fruit of Life At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe during combat, reduces damage from foe's first attack by 40% during combat, and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat), and also, if number of allies adjacent to unit ≤ 1, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat and inflicts 【Gravity】on target and foes adjacent to target after combat.

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
G Tomebreaker 1 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. 50 No
G Tomebreaker 2 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. 100 No
G Tomebreaker 3 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. 200 No
Gale Dance 1 Gale Dance 1 If Sing or Dance is used, grants Spd+2 to target. 50 No
Gale Dance 2 Gale Dance 2 If Sing or Dance is used, grants Spd+3 to target. 100 No
Gale Dance 3 Gale Dance 3 If Sing or Dance is used, grants Spd+4 to target. 200 No
Gambit 1 Gambit 1 If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 4 (max 20%). 60 No
Gambit 2 Gambit 2 If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 7 (max 35%). 120 No
Gambit 3 Gambit 3 If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 10 (max 50%). 240 No
Gambit 4 Gambit 4 Inflicts Spd/Def-4 on foe during combat, and also, if unit's or foe's attack can trigger unit's Special, deals damage during combat = unit's max Special cooldown count value - 2, × 5 (min 0; max 15; excluding area-of-effect Specials) and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 10 (max 50%). 300 No
Get Behind Me Get Behind Me! If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe, inflicts penalty on foe's Def = 30% of foe's Def at start of combat, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 300 Yes
Geyser Dance 1 Geyser Dance 1 If Sing or Dance is used, grants Def/Res+3 to target. 120 No
Geyser Dance 2 Geyser Dance 2 If Sing or Dance is used, grants Def/Res+4 to target. 240 No
Gold Unwinding Gold Unwinding Inflicts Spd/Res-5 on foe during combat. At start of combat, if unit's HP ≥ 50% and unit initiates combat, reduces damage from foe's first attack by 60% during combat. If unit initiates combat, grants another action to unit after combat, and inflicts【Gravity】on unit and Pair Up cohort through their next action (will not trigger again for 2 turns after triggering).

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
Guard 1 Guard 1 At start of combat, if unit's HP = 100%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 50 No
Guard 2 Guard 2 At start of combat, if unit's HP ≥ 90%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 100 No
Guard 3 Guard 3 At start of combat, if unit's HP ≥ 80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 200 No
Guard 4 Guard 4 At start of combat, if unit's HP ≥ 25%, inflicts Atk-4 and Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack) and reduces damage from foe's first attack during combat by 30%. 300 No
Guard Bearing 1 Guard Bearing 1 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%. 60 No
Guard Bearing 2 Guard Bearing 2 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%. 120 No
Guard Bearing 3 Guard Bearing 3 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%. 240 No
Guard Bearing 4 Guard Bearing 4 Inflicts Spd/Def-4 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (during unit's first combat initiated by foe each turn, X = 60; otherwise, X = 30). 300 No
Hardy Fighter 1 Hardy Fighter 1 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation. 60 No
Hardy Fighter 2 Hardy Fighter 2 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. 120 No
Hardy Fighter 3 Hardy Fighter 3 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. 240 No
Hit and Run Hit and Run If unit initiates combat, unit moves 1 space away after combat. 150 No
Hodrs Zeal Hoðr's Zeal Enables【Canto (Rem. +1)】.

Unit deals damage = 20% of unit's Atk. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【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.)
300 Yes
Holy Wars End II Holy War's End II At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat, unit makes guaranteed follow-up attack, and foe cannot make a follow-up attack, and also, if foe initiates combat, unit attacks twice (does not stack). 300 Yes
Holy Wars End Holy War's End If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack before foe can make a follow-up attack. 300 Yes
Killing Intent Plus Killing Intent+ At start of turn, inflicts【Exposure】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≤ 99% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【Exposure】
Foe's attacks deal +10 damage.

【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).
300 Yes
Killing Intent 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).
300 Yes
Knock Back Knock Back If unit initiates combat, target foe moves 1 space away after combat. 150 No
Lancebreaker 1 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. 50 No
Lancebreaker 2 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. 100 No
Lancebreaker 3 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. 200 No
Light and Dark II Light and Dark II Inflicts Atk/Spd/Def/Res-5 on foe, neutralizes unit's penalties and foe's bonuses (from skills like Fortify, Rally, etc.), and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat. 300 Yes
Light and Dark Light and Dark Inflicts Atk/Spd/Def/Res-2 on foe, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.), and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat. 300 Yes
Live for Bounty Live for Bounty If unit survives, get 1.5x shards/crystals from a Training Tower map.
(Only highest value applied. Does not stack.)
100 No
Live for Honor Live for Honor If unit survives, get 1.5x badges from a Training Tower map.
(Only highest value applied. Does not stack.)
100 No
Live to Serve 1 Live to Serve 1 When healing an ally with a staff, restores HP to unit = 50% of HP restored to target. 40 No
Live to Serve 2 Live to Serve 2 When healing an ally with a staff, restores HP to unit = 75% of HP restored to target. 80 No
Live to Serve 3 Live to Serve 3 When healing an ally with a staff, restores HP to unit = HP restored to target. 160 No
Lull Atk Def 1 Lull Atk/Def 1 Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Atk Def 2 Lull Atk/Def 2 Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Atk Def 3 Lull Atk/Def 3 Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Atk Def 4 Lull Atk/Def 4 Inflicts Atk/Def-X on foe (X = 4 + number of【Bonus】effects active on foe; max 8; excludes stat bonuses) and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during 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
Lull Atk Res 1 Lull Atk/Res 1 Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Atk Res 2 Lull Atk/Res 2 Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Atk Res 3 Lull Atk/Res 3 Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Atk Spd 1 Lull Atk/Spd 1 Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Atk Spd 2 Lull Atk/Spd 2 Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Atk Spd 3 Lull Atk/Spd 3 Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Spd Def 1 Lull Spd/Def 1 Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Spd Def 2 Lull Spd/Def 2 Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Spd Def 3 Lull Spd/Def 3 Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Spd Def 4 Lull Spd/Def 4 Inflicts Spd/Def-X on foe (X = 4 + number of【Bonus】effects active on foe; max 8; excludes stat bonuses) and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during 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
Lull Spd Res 1 Lull Spd/Res 1 Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Spd Res 2 Lull Spd/Res 2 Inflicts Spd/Res-2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Spd Res 3 Lull Spd/Res 3 Inflicts Spd/Res-3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Spd Res 4 Lull Spd/Res 4 Inflicts Spd/Res-X on foe (X = 4 + number of【Bonus】effects active on foe; max 8; excludes stat bonuses) and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during 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
Lunar Brace II Lunar Brace II Enables【Canto (2)】.

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Deals damage = 15% of foe's Def.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)
300 Yes
Lunar Brace Lunar Brace Slows Special trigger (cooldown count+1).
Deals damage = 50% of foe's Def when Special triggers.
300 Yes
Lunge Lunge If unit initiates combat, unit and target foe swap spaces after combat. 150 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
Moon-Twin Wing Moon-Twin Wing At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd-5 on foe during combat, and also, 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%). 300 Yes
Moonlight Bangle Moonlight Bangle Enables【Canto (2)】.

Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value × 10, + 20).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)
300 Yes
Moonlight Bangle Moonlit Bangle F Enables【Canto (1)】.

Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value × 10, + 20).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 Yes
Murderous Lion Murderous Lion Enables【Canto (Rem. +1)】.

If unit is not adjacent to an ally, inflicts Spd/Def-3 on foe during combat and foe cannot counterattack.

【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.)
300 Yes
Mystic Boost 1 Mystic Boost 1 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. 60 No
Mystic Boost 2 Mystic Boost 2 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. 120 No
Mystic Boost 3 Mystic Boost 3 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. 240 No
Mystic Boost 4 Mystic Boost 4 Inflicts Atk-5 on foe during combat. Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." If foe uses staff, neutralizes effects that prevent unit's counterattacks during combat. Restores 10 HP to unit after combat. 300 No
New Divinity New Divinity At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat, and also, if unit's Res > foe's Res, 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%). At start of combat, if unit's HP ≥ 40%, foe cannot make a follow-up attack during combat. 300 Yes
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
Obstruct 1 Obstruct 1 If unit's HP ≥ 90%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
50 No
Obstruct 2 Obstruct 2 If unit's HP ≥ 70%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
100 No
Obstruct 3 Obstruct 3 If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
200 No
Occultists Strike Occultist's Strike If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage during combat do not apply; will not reduce foe's HP below 1), inflicts Spd/Res-4 on foe during combat, and deals damage = 20% of foe's Res (excluding area-of-effect Specials). 300 No
Odd Follow-Up 1 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. 60 No
Odd Follow-Up 2 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. 120 No
Odd Follow-Up 3 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. 240 No
Odd Pulse Tie 1 Odd Pulse Tie 1 At start of odd-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Odd Pulse Tie 2 Odd Pulse Tie 2 At start of odd-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Odd Pulse Tie 3 Odd Pulse Tie 3 At start of odd-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Pass 1 Pass 1 If unit's HP ≥ 75%, unit can move through foes' spaces. 50 No
Pass 2 Pass 2 If unit's HP ≥ 50%, unit can move through foes' spaces. 100 No
Pass 3 Pass 3 If unit's HP ≥ 25%, unit can move through foes' spaces. 200 No
Pegasus Flight 1 Pegasus Flight 1 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -3.) 60 No
Pegasus Flight 2 Pegasus Flight 2 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -5.) 120 No
Pegasus Flight 3 Pegasus Flight 3 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7.) 240 No
Pegasus Flight 4 Pegasus Flight 4 Inflicts Atk/Def-4 on foe during combat. At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 80% of difference between Res stats (unit's Res minus foe's Res) before combat (maximum penalty of -8), and also, if at start of combat, unit's Spd+Res > foe's Spd+Res, foe cannot make a follow-up attack. 300 No
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
Poetic Justice Poetic Justice Calculates damage from staff like other weapons. Inflicts Spd-4 on foe during combat and unit deals damage = 15% of foe's attack. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.) 300 No
Poison Strike 1 Poison Strike 1 If unit initiates combat, deals 4 damage to foe after combat. 60 No
Poison Strike 2 Poison Strike 2 If unit initiates combat, deals 7 damage to foe after combat. 120 No
Poison Strike 3 Poison Strike 3 If unit initiates combat, deals 10 damage to foe after combat. 240 No
Potent 1 Potent 1 If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 50; otherwise, X = 10).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
60 No
Potent 2 Potent 2 Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 10%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 60; otherwise, X = 20).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
120 No
Potent 3 Potent 3 Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 20%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 70; otherwise, X = 30).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
240 No
Potent 4 Potent 4 Inflicts Spd/Def-4 on foe during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
300 No
Prescience Prescience Inflicts Atk/Res-5 on foe during combat. If unit initiates combat or if foe's Range=2, reduces damage from foe's first attack by 30%. 300 Yes
Quick Riposte 1 Quick Riposte 1 If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. 60 No
Quick Riposte 2 Quick Riposte 2 If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. 120 No
Quick Riposte 3 Quick Riposte 3 If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. 240 No
Quick Riposte 4 Quick Riposte 4 If unit's HP ≥ 25% at start of combat and foe initiates combat, reduces damage from foe's first attack during combat by 25% and unit makes a guaranteed follow-up attack. 300 No
R Tomebreaker 1 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. 50 No
R Tomebreaker 2 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. 100 No
R Tomebreaker 3 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. 200 No
Raging Storm II Raging Storm II If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) At start of combat, if unit's HP ≥ 25% or unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat, and also, if foe uses dragonstone or beast damage, neutralizes effects that prevent unit's follow-up attacks during combat. 300 Yes
Raging Storm Raging Storm If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat. 300 Yes
Raging Tempest Raging Tempest At start of turn, if unit's HP = 100% or if any foe is within 3 columns or 3 rows centered on unit, grants "unit can move 1 extra space (that turn only; does not stack)" and【Charge】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, inflicts Atk/Def-5 on foe during combat, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and if unit initiates combat, grants another action to unit after combat (once per turn; if a skill effect moves unit after combat, this effect occurs based on unit's final placement after that movement).

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
300 Yes
Recover Ring Recover Ring At start of turn, restores 10 HP.
(Skill cannot be inherited.)
200 Yes
Renewal 1 Renewal 1 At the start of every fourth turn, restores 10 HP. 60 No
Renewal 2 Renewal 2 At the start of every third turn, restores 10 HP. 120 No
Renewal 3 Renewal 3 At start of odd-numbered turns, restores 10 HP. 240 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
Res Cantrip 1 Res Cantrip 1 If Sing or Dance is used, inflicts Res-3 on nearest foes within 4 spaces of unit through their next actions. 60 No
Res Cantrip 2 Res Cantrip 2 If Sing or Dance is used, inflicts Res-5 on nearest foes within 4 spaces of unit through their next actions. 120 No
Res Cantrip 3 Res Cantrip 3 If Sing or Dance is used, inflicts Res-7 on nearest foes within 4 spaces of unit through their next actions. 240 No
Res Feint 1 Res Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Res-3 on foes in cardinal directions of unit through their next actions. 60 No
Res Feint 2 Res Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Res-5 on foes in cardinal directions of unit through their next actions. 120 No
Res Feint 3 Res Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Res-7 on foes in cardinal directions of unit through their next actions. 240 No
Rockslide Dance 1 Rockslide Dance 1 If Sing or Dance is used, grants Spd+2 and Def+3 to target. 120 No
Rockslide Dance 2 Rockslide Dance 2 If Sing or Dance is used, grants Spd+3 and Def+4 to target. 240 No
Rockslide Dance 3 Rockslide Dance 3 If Sing or Dance is used, enables【Canto (1)】 on unit and grants Spd/Def+6 and【Dodge】 to target ally for 1 turn.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)

【Dodge】
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%).
300 No
Ruler of Nihility Ruler of Nihility At start of turn, inflicts Atk/Def-7,【Discord】, and status preventing counterattacks on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≥ 75% or 【Penalty】is active on foe, inflicts Atk/Def-5 on foe during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack during combat.

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

【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).
300 Yes
S D Far Trace 1 S/D Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Spd/Def-1 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
60 No
S D Far Trace 2 S/D Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Spd/Def-2 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
120 No
S D Far Trace 3 S/D Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Spd/Def-3 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
240 No
S D Near Trace 1 S/D Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Spd/Def-1 on foe during combat.

【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.)
60 No
S D Near Trace 2 S/D Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Spd/Def-2 on foe during combat.

【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.)
120 No
S D Near Trace 3 S/D Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Spd/Def-3 on foe during combat.

【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.)
240 No
S D Near Trace 4 S/D Near Trace 4 Enables【Canto (Rem. +1; Min 2)】.

Inflicts Spd/Def-4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat.

【Canto (Rem. +1; Min 2)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1 (min 2; if unit used a movement skill that warped them, its remaining movement is 2).

(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.)
300 No
S Drink S Drink At the start of turn 1, restores 99 HP and grants Special cooldown count-1. 300 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
S R Far Trace 1 S/R Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Spd/Res-1 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
60 No
S R Far Trace 2 S/R Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Spd/Res-2 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
120 No
S R Far Trace 3 S/R Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Spd/Res-3 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)
240 No
S R Far Trace 4 S/R Far Trace 4 Enables【Canto (Rem.; Min 1)】.

Inflicts Spd/Res-4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat.

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

(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.)
300 No
S R Near Trace 1 S/R Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Spd/Res-1 on foe during combat.

【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.)
60 No
S R Near Trace 2 S/R Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Spd/Res-2 on foe during combat.

【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.)
120 No
S R Near Trace 3 S/R Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Spd/Res-3 on foe during combat.

【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.)
240 No
Sabotage A R 3 Sabotage A/R 3 At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Atk/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently). 300 No
Sabotage Atk 1 Sabotage Atk 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action. 60 No
Sabotage Atk 2 Sabotage Atk 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action. 120 No
Sabotage Atk 3 Sabotage Atk 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action. 240 No
Sabotage Def 1 Sabotage Def 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action. 60 No
Sabotage Def 2 Sabotage Def 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action. 120 No
Sabotage Def 3 Sabotage Def 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action. 240 No
Sabotage Res 1 Sabotage Res 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action. 60 No
Sabotage Res 2 Sabotage Res 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action. 120 No
Sabotage Res 3 Sabotage Res 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action. 240 No
Sabotage S R 3 Sabotage S/R 3 At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Spd/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Spd/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently). 300 No
Sabotage Spd 1 Sabotage Spd 1 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action. 60 No
Sabotage Spd 2 Sabotage Spd 2 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action. 120 No
Sabotage Spd 3 Sabotage Spd 3 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action. 240 No
Sacaes Blessing Sacae's Blessing If foe uses sword, lance, or axe, foe cannot counterattack.
(Skill cannot be inherited.)
300 Yes
Savvy Fighter 1 Savvy Fighter 1 If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd, reduces damage from foe's first attack during combat by 10%. 60 No
Savvy Fighter 2 Savvy Fighter 2 If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-2, reduces damage from foe's first attack during combat by 20%. 120 No
Savvy Fighter 3 Savvy Fighter 3 If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-4, reduces damage from foe's first attack during combat by 30%. 240 No
Savvy Fighter 4 Savvy Fighter 4 If foe initiates combat, inflicts Atk/Spd-4 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, 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). 300 No
Seal Atk 1 Seal Atk 1 Inflicts Atk-3 on foe through its next action after combat. 40 No
Seal Atk 2 Seal Atk 2 Inflicts Atk-5 on foe through its next action after combat. 80 No
Seal Atk 3 Seal Atk 3 Inflicts Atk-7 on foe through its next action after combat. 160 No
Seal Atk 4 Seal Atk 4 Inflicts Atk-4 on foe during combat, and if no effect neutralizes penalties to foe's Atk, inflicts penalty on foe's Atk during combat = 7 - current penalty on foe's Atk (min: 0). If penalty is active on foe's Atk, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Atk-7 on foe through its next action after combat. 300 No
Seal Atk Def 1 Seal Atk/Def 1 Inflicts Atk/Def-3 on foe through its next action after combat. 100 No
Seal Atk Def 2 Seal Atk/Def 2 Inflicts Atk/Def-5 on foe through its next action after combat. 200 No
Seal Atk Res 1 Seal Atk/Res 1 Inflicts Atk/Res-3 on foe through its next action after combat. 100 No
Seal Atk Res 2 Seal Atk/Res 2 Inflicts Atk/Res-5 on foe through its next action after combat. 200 No
Seal Atk Spd 1 Seal Atk/Spd 1 Inflicts Atk/Spd-3 on foe through its next action after combat. 100 No
Seal Atk Spd 2 Seal Atk/Spd 2 Inflicts Atk/Spd-5 on foe through its next action after combat. 200 No
Seal Def 1 Seal Def 1 Inflicts Def-3 on foe through its next action after combat. 40 No
Seal Def 2 Seal Def 2 Inflicts Def-5 on foe through its next action after combat. 80 No
Seal Def 3 Seal Def 3 Inflicts Def-7 on foe through its next action after combat. 160 No
Seal Def 4 Seal Def 4 Inflicts Def-4 on foe during combat, and if no effect neutralizes penalties to foe's Def, inflicts penalty on foe's Def during combat = 7 - current penalty on foe's Def (min: 0). If penalty is active on foe's Def, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Def-7 on foe through its next action after combat. 300 No
Seal Def Res 1 Seal Def/Res 1 Inflicts Def/Res-3 on foe through its next action after combat. 100 No
Seal Def Res 2 Seal Def/Res 2 Inflicts Def/Res-5 on foe through its next action after combat. 200 No
Seal Res 1 Seal Res 1 Inflicts Res-3 on foe through its next action after combat. 40 No
Seal Res 2 Seal Res 2 Inflicts Res-5 on foe through its next action after combat. 80 No
Seal Res 3 Seal Res 3 Inflicts Res-7 on foe through its next action after combat. 160 No
Seal Res 4 Seal Res 4 Inflicts Res-4 on foe during combat, and if no effect neutralizes penalties to foe's Res, inflicts penalty on foe's Res during combat = 7 - current penalty on foe's Res (min: 0). If penalty is active on foe's Res, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Res-7 on foe through its next action after combat. 300 No
Seal Spd 1 Seal Spd 1 Inflicts Spd-3 on foe through its next action after combat. 40 No
Seal Spd 2 Seal Spd 2 Inflicts Spd-5 on foe through its next action after combat. 80 No
Seal Spd 3 Seal Spd 3 Inflicts Spd-7 on foe through its next action after combat. 160 No
Seal Spd 4 Seal Spd 4 Inflicts Spd-4 on foe during combat, and if no effect neutralizes penalties to foe's Spd, inflicts penalty on foe's Spd during combat = 7 - current penalty on foe's Spd (min: 0). If penalty is active on foe's Spd, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Spd-7 on foe through its next action after combat. 300 No
Seal Spd Def 1 Seal Spd/Def 1 Inflicts Spd/Def-3 on foe through its next action after combat. 100 No
Seal Spd Def 2 Seal Spd/Def 2 Inflicts Spd/Def-5 on foe through its next action after combat. 200 No
Seal Spd Res 1 Seal Spd/Res 1 Inflicts Spd/Res-3 on foe through its next action after combat. 100 No
Seal Spd Res 2 Seal Spd/Res 2 Inflicts Spd/Res-5 on foe through its next action after combat. 200 No
Seal Spd Res 3 Seal Spd/Res 3 Inflicts Spd/Res-3 on foe and additional penalty to foe's Spd/Res = 6 - current penalty on each of those stats during combat (min 0; calculates each stat penalty independently; still inflicts penalty on foe even if foe triggers an effect that neutralizes penalties during combat). If penalty is active on foe's Spd or Res, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). After combat, inflicts Spd/Res-6 on foe through its next action. 300 No
Shield Pulse 1 Shield Pulse 1 At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. 60 No
Shield Pulse 2 Shield Pulse 2 At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers. 120 No
Shield Pulse 3 Shield Pulse 3 At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers. 240 No
Slick Fighter 1 Slick Fighter 1 If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 60 No
Slick Fighter 2 Slick Fighter 2 If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 120 No
Slick Fighter 3 Slick Fighter 3 If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 240 No
Soaring Wings Soaring Wings Enables【Canto (1)】.

Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-X on foe during combat (X = 4 + number of spaces from start position to end position of whoever initiates combat; max 8).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 Yes
Solar Brace II Solar Brace II Enables【Canto (2)】.

Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. Restores 10 HP to unit after combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)
300 Yes
Solar Brace Solar Brace Restores HP = 30% of damage dealt when Special triggers.
(Stacks with effects of skills like Sol.)
300 Yes
Soul of Zofia II Soul of Zofia II Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. At start of combat, if unit's HP ≥ 25%, inflicts Spd-5 on foe and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead). 300 Yes
Soul of Zofia Soul of Zofia Neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 Yes
Spd Cantrip 1 Spd Cantrip 1 If Sing or Dance is used, inflicts Spd-3 on nearest foes within 4 spaces of unit through their next actions. 60 No
Spd Cantrip 2 Spd Cantrip 2 If Sing or Dance is used, inflicts Spd-5 on nearest foes within 4 spaces of unit through their next actions. 120 No
Spd Cantrip 3 Spd Cantrip 3 If Sing or Dance is used, inflicts Spd-7 on nearest foes within 4 spaces of unit through their next actions. 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 Link 1 Spd/Def Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Spd Def Link 2 Spd/Def Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Spd Def Link 3 Spd/Def Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Spd Def Ruse 1 Spd/Def Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Spd Def Ruse 2 Spd/Def Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Spd Def Ruse 3 Spd/Def Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Spd Def Ruse 4 Spd/Def Ruse 4 Inflicts Spd/Def-4 on foe during combat. If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-6,【Guard】, 【Discord】, and【Schism】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

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

【Schism】
Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using numbers of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized.
300 No
Spd Def Snag 1 Spd/Def Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Spd Def Snag 2 Spd/Def Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Spd Def Snag 3 Spd/Def Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-6 on nearest foes within 4 spaces of both unit and targeted ally through their next action. 240 No
Spd Def Snag 4 Spd/Def Snag 4 Inflicts Spd/Def-4 on foe during combat. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-7 and【Sabotage】on nearest foes within 4 spaces of both unit and target ally after movement and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
300 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 Feint 1 Spd Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-3 on foes in cardinal directions of unit through their next actions. 60 No
Spd Feint 2 Spd Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-5 on foes in cardinal directions of unit through their next actions. 120 No
Spd Feint 3 Spd Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-7 on foes in cardinal directions of unit through their next actions. 240 No
Spd Preempt 1 Spd Preempt 1 Inflicts Spd-2 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd ≥ foe's Spd+5, unit can counterattack before foe's first attack. (Excluding when unit's Savior effect triggers.) 60 No
Spd Preempt 2 Spd Preempt 2 Inflicts Spd-3 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd ≥ foe's Spd+3, unit can counterattack before foe's first attack. (Excluding when unit's Savior effect triggers.) 120 No
Spd Preempt 3 Spd Preempt 3 Inflicts Spd-4 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd > foe's Spd, unit can counterattack before foe's first attack. (Excluding when unit's Savior effect triggers.) 240 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 Link 1 Spd/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Spd Res Link 2 Spd/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Spd Res Link 3 Spd/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Spd Res Ruse 1 Spd/Res Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Spd Res Ruse 2 Spd/Res Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Spd Res Ruse 3 Spd/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Spd Res Snag 1 Spd/Res Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Spd Res Snag 2 Spd/Res Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Spd Res Snag 3 Spd/Res Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 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
Special Fighter 1 Special Fighter 1 At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 60 No
Special Fighter 2 Special Fighter 2 At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 120 No
Special Fighter 3 Special Fighter 3 At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 240 No
Special Fighter 4 Special Fighter 4 At start of combat, if unit's HP ≥ 40%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), reduces the effect of【Deep Wounds】by 50% during combat, and also, if unit deals damage to foe using a Special, restores HP = 30% of damage dealt (excluding area-of-effect Specials).

【Deep Wounds】
Unit's HP cannot be healed through its next action.
300 No
Special Spiral 1 Special Spiral 1 If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat. 60 No
Special Spiral 2 Special Spiral 2 If Special triggers before or during combat, grants Special cooldown count-1 after combat. 120 No
Special Spiral 3 Special Spiral 3 If Special triggers before or during combat, grants Special cooldown count-2 after combat. 240 No
Special Spiral 4 Special Spiral 4 Deals +5 damage when Special triggers.
If Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills
(excluding area-of-effect Specials).
If Special triggers before or during combat, grants Special cooldown count-2 after combat.
300 No
Spoil Rotten Spoil Rotten At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-7 and【Sabotage】on closest foes and any foe within 2 spaces of those foes through their next actions and grants "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Res-5 on foe, neutralizes effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
300 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
Sudden Panic 1 Sudden Panic 1 At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
60 No
Sudden Panic 2 Sudden Panic 2 At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
120 No
Sudden Panic 3 Sudden Panic 3 At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
240 No
Sun-Twin Wing Plus Sun-Twin Wing+ At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, neutralizes effects that guarantee foe's follow-up attacks and prevent unit's follow-up attacks, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). 300 Yes
Sun-Twin Wing Sun-Twin Wing At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 300 Yes
Sunlight Bangle Sunlight Bangle If number of allies adjacent to unit ≤ 1, inflicts Atk/Def-X on foe during combat (X = 4 + number of spaces from start position to end position of whoever initiated combat; max 8), unit attacks twice, and when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt), but also, if unit initiates combat, foe can counterattack before unit's first attack. 300 Yes
Sunlit Bangle D Sunlit Bangle D At start of combat, if unit's HP ≥ 25% and unit initiates combat, foe can counterattack before unit's first attack. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe, unit attacks twice, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt). 300 Yes
Swordbreaker 1 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. 50 No
Swordbreaker 2 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. 100 No
Swordbreaker 3 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. 200 No
Torrent Dance 1 Torrent Dance 1 If Sing or Dance is used, grants Res+3 to target. 50 No
Torrent Dance 2 Torrent Dance 2 If Sing or Dance is used, grants Res+4 to target. 100 No
Torrent Dance 3 Torrent Dance 3 If Sing or Dance is used, grants Res+5 to target. 200 No
True Dragon Wall True Dragon Wall If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 6 (max 60%) for this unit's first combat in player phase and enemy phase and percentage = difference between stats × 4 (max 40%) for this unit's second combat or later. If dragon or beast ally is on your team (excluding unit), restores 7 HP to unit at start of turn and after combat. 300 Yes
Twin-Sky Wing Twin-Sky Wing At start of turn, grants【Pathfinder】to unit's support partner for 1 turn. (If more than one support partner is present, effect is not granted.) At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Effect:【Pathfinder】

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
300 Yes
Vantage 1 Vantage 1 If unit's HP ≤ 25% and foe initiates combat, unit can counterattack before foe's first attack. 50 No
Vantage 2 Vantage 2 If unit's HP ≤ 50% and foe initiates combat, unit can counterattack before foe's first attack. 100 No
Vantage 3 Vantage 3 If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack. 200 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
Vengeful Fighter 1 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.) 60 No
Vengeful Fighter 2 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.) 120 No
Vengeful Fighter 3 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.) 240 No
Vengeful Fighter 4 Vengeful Fighter 4 If unit's HP ≥ 25% and foe initiates combat, inflicts Atk-4 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 300 No
Warp Powder Warp Powder If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces. 300 Yes
Wary Fighter 1 Wary Fighter 1 If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. 60 No
Wary Fighter 2 Wary Fighter 2 If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. 120 No
Wary Fighter 3 Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. 240 No
Watersweep 1 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. 60 No
Watersweep 2 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. 120 No
Watersweep 3 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. 240 No
Weaving Fighter Weaving Fighter At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up 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; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. 300 No
Wily Fighter 1 Wily Fighter 1 If unit's HP ≥ 75% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 60 No
Wily Fighter 2 Wily Fighter 2 If unit's HP ≥ 50% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 120 No
Wily Fighter 3 Wily Fighter 3 If unit's HP ≥ 25% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 240 No
Windsweep 1 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. 60 No
Windsweep 2 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. 120 No
Windsweep 3 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. 240 No
Wings of Mercy 1 Wings of Mercy 1 If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally. 60 No
Wings of Mercy 2 Wings of Mercy 2 If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally. 120 No
Wings of Mercy 3 Wings of Mercy 3 If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally. 240 No
Wings of Mercy 4 Wings of Mercy 4 Inflicts Def/Res-3 on foe during combat. If unit is within 3 spaces of an ally and that ally's HP ≤ 99%, unit can move to a space adjacent to that ally. If an ally's HP ≤ 60%, unit can move to a space within 2 spaces of that ally. 300 No
Wrath 1 Wrath 1 At start of turn, if unit's HP ≤ 25% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. 60 No
Wrath 2 Wrath 2 At start of turn, if unit's HP ≤ 50% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. 120 No
Wrath 3 Wrath 3 At start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. 240 No
Wrathful Staff 1 Wrathful Staff 1 At start of combat, if unit's HP = 100%, calculates damage from staff like other weapons. 60 No
Wrathful Staff 2 Wrathful Staff 2 At start of combat, if unit's HP ≥ 50%, calculates damage from staff like other weapons. 120 No
Wrathful Staff 3 Wrathful Staff 3 Calculates damage from staff like other weapons. 240 No
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
Wyvern Flight 1 Wyvern Flight 1 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Def stats (unit's Def minus foe's Def) before combat. (Maximum penalty of -3.) 60 No
Wyvern Flight 2 Wyvern Flight 2 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -5.) 120 No
Wyvern Flight 3 Wyvern Flight 3 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -7.) 240 No
Wyvern Rift Wyvern Rift Inflicts Atk/Def-4 on foe during combat. If unit's Spd + Def ≥ foe's Spd + Def - 10 (excluding effects from【Phantom】), unit deals +X damage (excluding when dealing damage with an area-of-effect Special) and reduces damage from foe's first attack by X during combat (X = unit's Def at start of combat - 35; min 0, max 7; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and increases the Spd difference necessary for foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills).

【Phantom】
If a skill effect compares unit's stats to a foe or ally stats, treats unit's stats as if granted +X.
300 No
Yngvi Ascendant Yngvi Ascendant Neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 Yes
Yunes Whispers Yune's Whispers At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action. 300 Yes

List of Type C[ | ]

Icon Name Description SP Exclusive
A D Far Save 1 A/D Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A D Far Save 2 A/D Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A D Far Save 3 A/D Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A D Near Save 1 A/D Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A D Near Save 2 A/D Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Def+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A D Near Save 3 A/D Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Def+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A R Far Save 1 A/R Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A R Far Save 2 A/R Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A R Far Save 3 A/R Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A R Near Save 1 A/R Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A R Near Save 2 A/R Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A R Near Save 3 A/R Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A S Far Save 1 A/S Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A S Far Save 2 A/S Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A S Far Save 3 A/S Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A S Near Save 1 A/S Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Spd+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A S Near Save 2 A/S Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.

If unit triggers Savior, grants Atk/Spd+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A S Near Save 3 A/S Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.

If unit triggers Savior, grants Atk/Spd+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A S Rein Snap A/S Rein Snap Inflicts Atk/Spd-4 on foes within 2 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an armored ally or an infantry ally with Range = 1, grants "unit can move 1 extra space" to unit, to infantry allies with Range = 1 within 2 spaces of unit, and to armored allies within 2 spaces of unit. (That turn only; does not stack; effect triggers only if unit has no Sing or Dance skill.) 300 No
Air Orders 1 Air Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Air Orders 2 Air Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Air Orders 3 Air Orders 3 At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
Alarm Atk Def Alarm Atk/Def At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Def+6 and【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Def+3 to unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 No
Alarm Atk Spd Alarm Atk/Spd At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 No
Alarm Def Res Alarm Def/Res At start of turn, if number of allies adjacent to unit ≤ 2, grants Def/Res+6 and【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Def/Res+3 to unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 No
Alarm Spd Def Alarm Spd/Def At start of turn, if number of allies adjacent to unit ≤ 2, grants Spd/Def+6 and【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Spd/Def+3 to unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 No
All Together All Together! Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = number of allies within 2 spaces of unit × 40; max 80%), grants unit Atk/Spd/Def/Res+4 during combat, and reduces damage from foe's first attack by X% (X = number of allies within 2 spaces of unit × 20; max 40%). 300 Yes
Armor March 1 Armor March 1 At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 60 No
Armor March 2 Armor March 2 At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 120 No
Armor March 3 Armor March 3 At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 240 No
Armored Stride 1 Armored Stride 1 At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 60 No
Armored Stride 2 Armored Stride 2 At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 120 No
Armored Stride 3 Armored Stride 3 At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 240 No
Assault Troop 1 Assault Troop 1 At start of turn, if any foe is in cardinal directions of unit, grants【Charge】to unit for 1 turn.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
60 No
Assault Troop 2 Assault Troop 2 At start of turn, if any foe is within 3 columns or 3 rows centered on unit, grants【Charge】to unit for 1 turn.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
120 No
Assault Troop 3 Assault Troop 3 At start of turn, if unit's HP = 100% or any foe is within 3 columns or 3 rows centered on unit, grants【Charge】to unit for 1 turn.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
240 No
Atk Def Gap 1 Atk/Def Gap 1 At start of turn, grants Atk/Def+1 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.) 60 No
Atk Def Gap 2 Atk/Def Gap 2 At start of turn, grants Atk/Def+3 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.) 120 No
Atk Def Gap 3 Atk/Def Gap 3 At start of turn, grants Atk/Def+5 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.) 240 No
Atk Def Hold Atk/Def Hold Inflicts Atk/Def-4 on foes within 3 spaces during combat. 300 No
Atk Def Menace Atk/Def Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Def-6 on nearest foes through their next actions and grants Atk/Def+6 to unit for 1 turn. 300 No
Atk Def Oath 1 Atk/Def Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn. 60 No
Atk Def Oath 2 Atk/Def Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn. 120 No
Atk Def Oath 3 Atk/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn. 240 No
Atk Def Oath 4 Atk/Def Oath 4 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit during combat. 300 No
Atk Def Rein 1 Atk/Def Rein 1 Inflicts Atk/Def-2 on foes within 2 spaces during combat. 60 No
Atk Def Rein 2 Atk/Def Rein 2 Inflicts Atk/Def-3 on foes within 2 spaces during combat. 120 No
Atk Def Rein 3 Atk/Def Rein 3 Inflicts Atk/Def-4 on foes within 2 spaces during combat. 240 No
Atk Opening 1 Atk Opening 1 At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) 60 No
Atk Opening 2 Atk Opening 2 At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) 120 No
Atk Opening 3 Atk Opening 3 At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) 240 No
Atk Ploy 1 Atk Ploy 1 At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 No
Atk Ploy 2 Atk Ploy 2 At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 No
Atk Ploy 3 Atk Ploy 3 At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 No
Atk Res Gap 1 Atk/Res Gap 1 At start of turn, grants Atk/Res+1 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 60 No
Atk Res Gap 2 Atk/Res Gap 2 At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 120 No
Atk Res Gap 3 Atk/Res Gap 3 At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 240 No
Atk Res Hold Atk/Res Hold Inflicts Atk/Res-4 on foes within 3 spaces during combat. 300 No
Atk Res Menace Atk/Res Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Res-6 on nearest foes through their next actions and grants Atk/Res+6 to unit for 1 turn. 300 No
Atk Res Oath 1 Atk/Res Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn. 60 No
Atk Res Oath 2 Atk/Res Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn. 120 No
Atk Res Oath 3 Atk/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn. 240 No
Atk Res Oath 4 Atk/Res Oath 4 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Res+3 to unit during combat. 300 No
Atk Res Ploy 3 Atk/Res Ploy 3 At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Res-7,【Ploy】, and【Exposure】 on those foes through their next actions.

【Ploy】
Neutralizes【Bonus Doubler】,【Treachery】, and【Grand Strategy】effects active on unit during combat through unit's next action.

【Exposure】
Foe's attacks deal +10 damage.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
300 No
Atk Res Rein 1 Atk/Res Rein 1 Inflicts Atk/Res-2 on foes within 2 spaces during combat. 60 No
Atk Res Rein 2 Atk/Res Rein 2 Inflicts Atk/Res-3 on foes within 2 spaces during combat. 120 No
Atk Res Rein 3 Atk/Res Rein 3 Inflicts Atk/Res-4 on foes within 2 spaces during combat. 240 No
Atk Smoke 1 Atk Smoke 1 Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Atk Smoke 2 Atk Smoke 2 Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Atk Smoke 3 Atk Smoke 3 Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. 240 No
Atk Smoke 4 Atk Smoke 4 After combat, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions, grants Def/Res+6 to unit for 1 turn, and unit gains "foe cannot make a follow-up attack" for 1 turn. 300 No
Atk Spd Gap 1 Atk/Spd Gap 1 At start of turn, grants Atk/Spd+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 60 No
Atk Spd Gap 2 Atk/Spd Gap 2 At start of turn, grants Atk/Spd+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 120 No
Atk Spd Gap 3 Atk/Spd Gap 3 At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 240 No
Atk Spd Hold Atk/Spd Hold Inflicts Atk/Spd-4 on foes within 3 spaces during combat. 300 No
Atk Spd Menace Atk/Spd Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn. 300 No
Atk Spd Oath 1 Atk/Spd Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn. 60 No
Atk Spd Oath 2 Atk/Spd Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. 120 No
Atk Spd Oath 3 Atk/Spd Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn. 240 No
Atk Spd Oath 4 Atk/Spd Oath 4 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat. 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
Atk Spd Ploy 3 Atk/Spd Ploy 3 At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Spd-7,【Ploy】, and【Exposure】 on those foes through their next actions.

【Ploy】
Neutralizes【Bonus Doubler】,【Treachery】, and【Grand Strategy】effects active on unit during combat through unit's next action.

【Exposure】
Foe's attacks deal +10 damage.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
300 No
Atk Spd Rein 1 Atk/Spd Rein 1 Inflicts Atk/Spd-2 on foes within 2 spaces during combat. 60 No
Atk Spd Rein 2 Atk/Spd Rein 2 Inflicts Atk/Spd-3 on foes within 2 spaces during combat. 120 No
Atk Spd Rein 3 Atk/Spd Rein 3 Inflicts Atk/Spd-4 on foes within 2 spaces during combat. 240 No
Atk Tactic 1 Atk Tactic 1 At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 60 No
Atk Tactic 2 Atk Tactic 2 At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 120 No
Atk Tactic 3 Atk Tactic 3 At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 240 No
Axe Experience 1 Axe Experience 1 While unit lives and uses an axe, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Axe Experience 2 Axe Experience 2 While unit lives, all axe allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Axe Experience 3 Axe Experience 3 While unit lives, all axe allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Axe Valor 1 Axe Valor 1 While unit lives and uses an axe, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Axe Valor 2 Axe Valor 2 While unit lives, all axe allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Axe Valor 3 Axe Valor 3 While unit lives, all axe allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
B Tome Exp. 1 B Tome Exp. 1 While unit lives and uses a blue tome, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
B Tome Exp. 2 B Tome Exp. 2 While unit lives, all blue tome allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
B Tome Exp. 3 B Tome Exp. 3 While unit lives, all blue tome allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
B Tome Valor 1 B Tome Valor 1 While unit lives and uses a blue tome, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
B Tome Valor 2 B Tome Valor 2 While unit lives, all blue tome allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
B Tome Valor 3 B Tome Valor 3 While unit lives, all blue tome allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Beast Exp. 1 Beast Exp. 1 While unit lives and uses beast damage, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Beast Exp. 2 Beast Exp. 2 While unit lives, all beast allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Beast Exp. 3 Beast Exp. 3 While unit lives, all beast allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Beast Valor 1 Beast Valor 1 While unit lives and uses beast damage, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Beast Valor 2 Beast Valor 2 While unit lives, all beast allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Beast Valor 3 Beast Valor 3 While unit lives, all beast allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Berns New Way Bern's New Way Restores 7 HP to allies within 3 spaces of unit after combat. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and restores 7 HP to unit after combat. 300 Yes
Blue Feud 1 Blue Feud 1 During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat. 60 No
Blue Feud 2 Blue Feud 2 During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. 120 No
Blue Feud 3 Blue Feud 3 During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. 240 No
Bow Exp. 1 Bow Exp. 1 While unit lives and uses a bow, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Bow Exp. 2 Bow Exp. 2 While unit lives, all bow allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Bow Exp. 3 Bow Exp. 3 While unit lives, all bow allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Bow Valor 1 Bow Valor 1 While unit lives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) 30 No
Bow Valor 2 Bow Valor 2 While unit lives, all bow allies on team get 1.5x SP. (Only highest value applied. Does not stack.) 60 No
Bow Valor 3 Bow Valor 3 While unit lives, all bow allies on team get 2x SP. (Only highest value applied. Does not stack.) 120 No
Breath of Life 1 Breath of Life 1 If unit initiates combat, restores 3 HP to adjacent allies after combat. 50 No
Breath of Life 2 Breath of Life 2 If unit initiates combat, restores 5 HP to adjacent allies after combat. 100 No
Breath of Life 3 Breath of Life 3 If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 No
C Feud 1 C Feud 1 If in combat against a colorless foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all colorless foes, excluding foe in combat. 60 No
C Feud 2 C Feud 2 If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat. 120 No
C Feud 3 C Feud 3 If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat. 240 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
Chaos Named Plus Chaos Named+ At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts -7 on the corresponding stat of those foes and foes within 2 spaces of those foes through their next actions. At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts【Panic】on those foes.

【Panic】
Converts bonuses on target into penalties through its next action.
300 Yes
Chaos Named Chaos Named At start of turn, if foes within 3 columns centered on unit have Res ≤ unit's Res-3, inflicts -5 on the highest of those foes' Atk/Spd/Def/Res through their next actions. (When calculating highest stat, treats Atk as -15. Calculates each stat penalty independently.) 300 Yes
Close Guard 1 Close Guard 1 Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat." 60 No
Close Guard 2 Close Guard 2 Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+3 during combat." 120 No
Close Guard 3 Close Guard 3 Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat." 240 No
Cross Spur Atk Cross Spur Atk Grants Atk+5 to allies in cardinal directions of unit during combat. 300 No
Cross Spur Res Cross Spur Res Grants Res+5 to allies in cardinal directions of unit during combat. 300 No
Cross Spur Spd Cross Spur Spd Grants Spd+5 to allies in cardinal directions of unit during combat. 300 No
D R Far Save 1 D/R Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
D R Far Save 2 D/R Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
D R Far Save 3 D/R Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
D R Near Save 1 D/R Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
D R Near Save 2 D/R Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Def/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
D R Near Save 3 D/R Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Def/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
Dagger Exp. 1 Dagger Exp. 1 While unit lives and uses a dagger, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) 30 No
Dagger Exp. 2 Dagger Exp. 2 While unit lives, all dagger allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) 60 No
Dagger Exp. 3 Dagger Exp. 3 While unit lives, all dagger allies on team get 2x EXP. (Only highest value applied. Does not stack.) 120 No
Dagger Valor 1 Dagger Valor 1 While unit lives and uses a dagger, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Dagger Valor 2 Dagger Valor 2 While unit lives, all dagger allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Dagger Valor 3 Dagger Valor 3 While unit lives, all dagger allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Darkling Dragon Darkling Dragon At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and【Warp Bubble】to unit for 1 turn. At start of turn, grants Def/Res+6 and【Warp Bubble】to any support partner within 2 spaces of unit or, if unit is not on a team with unit's support partner, to ally with the highest Def within 2 spaces of unit for 1 turn. If unit is within 2 spaces of an ally, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Def/Res+4 during combat.

【Warp Bubble】
Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 Yes
Darkling Guardian Darkling Guardian At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6, "foe cannot make a follow-up attack," and【Warp Bubble】to unit for one turn.

【Warp Bubble】
Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
300 Yes
Deadly Miasma Deadly Miasma If unit initiates combat, inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and after combat, deals 7 damage to target and foes within 2 spaces of target and applies【Divine Vein (Haze)】on target's space and on each space within 2 spaces of target's space for 1 turn.

【Divine Vein (Haze)】
Applies the following effects on space: Inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
300 No
Def Opening 1 Def Opening 1 At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.) 60 No
Def Opening 2 Def Opening 2 At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) 120 No
Def Opening 3 Def Opening 3 At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) 240 No
Def Ploy 1 Def Ploy 1 At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 No
Def Ploy 2 Def Ploy 2 At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 No
Def Ploy 3 Def Ploy 3 At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 No
Def Res Gap 1 Def/Res Gap 1 At start of turn, grants Def/Res+1 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 60 No
Def Res Gap 2 Def/Res Gap 2 At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 120 No
Def Res Gap 3 Def/Res Gap 3 At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 240 No
Def Res Hold Def/Res Hold Inflicts Def/Res-4 on foes within 3 spaces during combat. 300 No
Def Res Menace Def/Res Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Def/Res-6 on closest foes through their next actions and grants Def/Res+6 to unit for 1 turn. 300 No
Def Res Oath 1 Def/Res Oath 1 At start of turn, if unit is adjacent to an ally, grants Def/Res+3 to unit for 1 turn. 60 No
Def Res Oath 2 Def/Res Oath 2 At start of turn, if unit is adjacent to an ally, grants Def/Res+4 to unit for 1 turn. 120 No
Def Res Oath 3 Def/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn. 240 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
Def Res Ploy 3 Def/Res Ploy 3 At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Def/Res-7,【Ploy】, and【Exposure】 on those foes through their next actions.

【Ploy】
Neutralizes【Bonus Doubler】,【Treachery】, and【Grand Strategy】effects active on unit during combat through unit's next action.

【Exposure】
Foe's attacks deal +10 damage.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
300 No
Def Res Rein 1 Def/Res Rein 1 Inflicts Def/Res-2 on foes within 2 spaces during combat. 60 No
Def Res Rein 2 Def/Res Rein 2 Inflicts Def/Res-3 on foes within 2 spaces during combat. 120 No
Def Res Rein 3 Def/Res Rein 3 Inflicts Def/Res-4 on foes within 2 spaces during combat. 240 No
Def Res Smoke 3 Def/Res Smoke 3 After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, grants Atk+6 to unit and allies within 2 spaces of unit for 1 turn, and grants【Pathfinder】to unit for 1 turn.

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
300 No
Def Smoke 1 Def Smoke 1 Inflicts Def-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Def Smoke 2 Def Smoke 2 Inflicts Def-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Def Smoke 3 Def Smoke 3 Inflicts Def-7 on foes within 2 spaces of target through their next actions after combat. 240 No
Def Tactic 1 Def Tactic 1 At start of turn, grants Def+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 60 No
Def Tactic 2 Def Tactic 2 At start of turn, grants Def+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 120 No
Def Tactic 3 Def Tactic 3 At start of turn, grants Def+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 240 No
Distant Guard 1 Distant Guard 1 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." 60 No
Distant Guard 2 Distant Guard 2 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." 120 No
Distant Guard 3 Distant Guard 3 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." 240 No
Divine Fang Plus Divine Fang+ At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces of unit for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." 300 Yes
Divine Fang Divine Fang At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. 300 Yes
Domain of Flame Domain of Flame Grants Atk/Def+4 and the effect "if unit's Atk > foe's Res during combat, unit's first attack deals damage = 30% of unit's Atk minus foe's Res" to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Atk > foe's Res during combat, unit's first attack deals damage = 30% of unit's Atk minus foe's Res. 300 Yes
Domain of Ice Domain of Ice Grants Spd/Res+4 and the effect "reduces damage from foe's first attack by 30%" to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Spd/Res+4 to unit and reduces damage from foe's first attack by 30% during combat. 300 Yes
Dragon Exp. 1 Dragon Exp. 1 While unit lives and uses a dragonstone, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) 30 No
Dragon Exp. 2 Dragon Exp. 2 While unit lives, all dragonstone allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) 60 No
Dragon Exp. 3 Dragon Exp. 3 While unit lives, all dragonstone allies on team get 2x EXP. (Only highest value applied. Does not stack.) 120 No
Dragon Monarch Dragon Monarch After unit acts (if Canto triggers, after Canto), applies【Divine Vein (Stone)】to spaces within 5 rows and 5 columns centered on unit for 1 turn. Grants Atk/Spd/Def/Res+4 to allies within 5 rows and 5 columns centered on unit and neutralizes effects that inflict "Special cooldown charge -X" on those allies during combat. If there is an ally within 5 rows and 5 columns centered on unit, grants Atk/Spd/Def/Res+4 to unit, reduces damage from attacks by 30% (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Divine Vein (Stone)】
Applies the following effects on space for unit and allies: Grants Def/Res+6 during combat, reduces damage from foe's Specials by 10 during combat (excluding area-of-effect Specials), and reduces damage from area-of-effect Specials by 50% (excluding Røkkr area-of-effect Specials). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain.)
300 Yes
Dragon Valor 1 Dragon Valor 1 While unit lives and uses a dragonstone, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Dragon Valor 2 Dragon Valor 2 While unit lives, all dragonstone allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Dragon Valor 3 Dragon Valor 3 While unit lives, all dragonstone allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Dream Deliverer Dream Deliverer At start of player phase or enemy phase, if unit is within 2 spaces of an ally, neutralizes any 【Penalty】that takes effect on unit or allies within 2 spaces of unit at this time. At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and【Resonance: Shields】to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

【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).

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
300 Yes
Drive Atk 1 Drive Atk 1 Grants Atk+2 to allies within 2 spaces during combat. 120 No
Drive Atk 2 Drive Atk 2 Grants Atk+3 to allies within 2 spaces during combat. 240 No
Drive Def 1 Drive Def 1 Grants Def+2 to allies within 2 spaces during combat. 120 No
Drive Def 2 Drive Def 2 Grants Def+3 to allies within 2 spaces during combat. 240 No
Drive Res 1 Drive Res 1 Grants Res+2 to allies within 2 spaces during combat. 120 No
Drive Res 2 Drive Res 2 Grants Res+3 to allies within 2 spaces during combat. 240 No
Drive Spd 1 Drive Spd 1 Grants Spd+2 to allies within 2 spaces during combat. 120 No
Drive Spd 2 Drive Spd 2 Grants Spd+3 to allies within 2 spaces during combat. 240 No
Even Atk Wave 1 Even Atk Wave 1 At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Even Atk Wave 2 Even Atk Wave 2 At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Even Atk Wave 3 Even Atk Wave 3 At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Even Def Wave 1 Even Def Wave 1 At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Even Def Wave 2 Even Def Wave 2 At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Even Def Wave 3 Even Def Wave 3 At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Even Recovery 1 Even Recovery 1 At start of even-numbered turns, restores 5 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【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).
60 No
Even Recovery 2 Even Recovery 2 At start of even-numbered turns, restores 10 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【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).
120 No
Even Recovery 3 Even Recovery 3 At start of even-numbered turns, restores 20 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【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).
240 No
Even Res Wave 1 Even Res Wave 1 At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Even Res Wave 2 Even Res Wave 2 At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Even Res Wave 3 Even Res Wave 3 At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Even Spd Wave 1 Even Spd Wave 1 At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Even Spd Wave 2 Even Spd Wave 2 At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Even Spd Wave 3 Even Spd Wave 3 At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Even Tempest 1 Even Tempest 1 At start of even-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) 60 No
Even Tempest 2 Even Tempest 2 At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) 120 No
Even Tempest 3 Even Tempest 3 At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) 240 No
Everliving Domain Everliving Domain If unit is within 2 spaces of any allies, grants Def/Res+4 and the following effect to unit and those allies during combat: "If unit's HP ≥ 75% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)" 300 Yes
Faith in Humanity Faith in Humanity At start of turn, if unit is within 3 spaces of allies other than dragon or beast allies, grants Atk/Spd+6 to unit and those allies for 1 turn. If 2 or more allies on your current team other than dragon or beast allies have total bonuses ≥ 10 (excluding unit), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 300 Yes
Fanged Ties Fanged Ties At start of turn, if unit is within 2 spaces of an ally, grants "unit can move 1 extra space (does not stack)" and【Canto (1)】to unit for 1 turn, and also grants the following effect to unit based on the value of unit's Special cooldown count: if at its maximum value, grants Special cooldown count-2; if at its maximum value - 1, grants Special cooldown count-1.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 Yes
Fatal Smoke 1 Fatal Smoke 1 If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
60 No
Fatal Smoke 2 Fatal Smoke 2 If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
120 No
Fatal Smoke 3 Fatal Smoke 3 Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
240 No
Fatal Smoke 4 Fatal Smoke 4 Foe cannot recover HP during or after combat. Neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. After combat, inflicts 【Deep Wounds】and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on target and foes within 2 spaces of target through their next actions.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
300 No
Fell Protection Fell Protection If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat, and also, if unit's Res ≥ foe's Res+5, reduces damage from attacks during combat by 30% (excluding area-of-effect Specials), and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). For allies within 2 spaces of unit, grants Atk/Res+4 to ally during their combat, and also, if this unit's Res ≥ ally's foe's Res+5 at start of combat, reduces damage from attacks by 30% during ally's combat (excluding area-of-effect Specials), and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during ally's combat (cannot exceed foe's maximum Special cooldown). 300 Yes
Fetters of Dromi Fetters of Dromi Enables【Canto (2)】.

At start of turn, unit can move 1 extra space (that turn only; does not stack). After start-of-turn skills trigger, if【Stall】is active on unit, neutralizes the "unit can move 1 extra space" effect of this skill. Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces of unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
300 Yes
Flier Guidance 1 Flier Guidance 1 If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. 60 No
Flier Guidance 2 Flier Guidance 2 If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. 120 No
Flier Guidance 3 Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit. 240 No
Fortify Armor Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. 200 No
Fortify Beasts Fortify Beasts At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. 200 No
Fortify Cavalry Fortify Cavalry At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn. 200 No
Fortify Def 1 Fortify Def 1 At start of turn, grants Def+2 to adjacent allies for 1 turn. 50 No
Fortify Def 2 Fortify Def 2 At start of turn, grants Def+3 to adjacent allies for 1 turn. 100 No
Fortify Def 3 Fortify Def 3 At start of turn, grants Def+4 to adjacent allies for 1 turn. 200 No
Fortify Def 4 Fortify Def 4 At start of turn, grants Def+7 to adjacent allies for 1 turn. 300 No
Fortify Dragons Fortify Dragons At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. 200 No
Fortify Fliers Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. 200 No
Fortify Res 1 Fortify Res 1 At start of turn, grants Res+2 to adjacent allies for 1 turn. 50 No
Fortify Res 2 Fortify Res 2 At start of turn, grants Res+3 to adjacent allies for 1 turn. 100 No
Fortify Res 3 Fortify Res 3 At start of turn, grants Res+4 to adjacent allies for 1 turn. 200 No
Fortify Res 4 Fortify Res 4 At start of turn, grants Res+7 to adjacent allies for 1 turn. 300 No
Future-Focused Future-Focused On odd-numbered turns, after foes' start-of-turn skills trigger, for the closest foes in cardinal directions of unit, if unit's Res ≥ foe's Res+X (X = distance from unit to foe × 3), that foe's action ends immediately. 300 Yes
Future-Sighted Future-Sighted After foes' start-of-turn skills trigger, for the closest foes in cardinal directions of unit, if unit's Res ≥ foe's Res+X (X = distance from unit to foe × 3, - 5), and if【Time's Grip】is not active on foe, that foe's action ends immediately and inflicts【Time's Grip】 on foe. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, unit makes a guaranteed follow-up attack, and reduces damage from foe's first attack by 30% during combat.

【Time's Grip】
Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
300 Yes
G Tome Exp. 1 G Tome Exp. 1 While unit lives and uses a green tome, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
G Tome Exp. 2 G Tome Exp. 2 While unit lives, all green tome allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
G Tome Exp. 3 G Tome Exp. 3 While unit lives, all green tome allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
G Tome Valor 1 G Tome Valor 1 While unit lives and uses a green tome, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
G Tome Valor 2 G Tome Valor 2 While unit lives, all green tome allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
G Tome Valor 3 G Tome Valor 3 While unit lives, all green tome allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Glare Glare After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions. 300 Yes
Glittering Anima Glittering Anima At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6,【Canto (1)】, and the following status to unit and allies within 3 spaces of unit for 1 turn: "neutralizes penalties on unit during combat." At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-6,【Panic】, and【Discord】on closest foes and any foe within 3 spaces of those foes through their next actions. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)

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

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
300 Yes
Goad Armor Goad Armor Grants Atk/Spd+4 to armored allies within 2 spaces during combat. 200 No
Goad Beasts Goad Beasts Grants Atk/Spd+4 to beast allies within 2 spaces during combat. 200 No
Goad Cavalry Goad Cavalry Grants Atk/Spd+4 to cavalry allies within 2 spaces during combat. 200 No
Goad Dragons Goad Dragons Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. 200 No
Goad Fliers Goad Fliers Grants Atk/Spd+4 to flying allies within 2 spaces during combat. 200 No
Goddess Bearer Goddess Bearer At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+7,【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."

【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 Yes
Green Feud 1 Green Feud 1 If in combat against a green foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all green foes, excluding foe in combat. 60 No
Green Feud 2 Green Feud 2 If in combat against a green foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat. 120 No
Green Feud 3 Green Feud 3 If in combat against a green foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat. 240 No
Ground Orders 1 Ground Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Ground Orders 2 Ground Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Ground Orders 3 Ground Orders 3 At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
Guidance 1 Guidance 1 If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 60 No
Guidance 2 Guidance 2 If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 120 No
Guidance 3 Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit. 240 No
Guidance 4 Guidance 4 Infantry and armored allies within 2 spaces can move to a space within 2 spaces of unit. Grants Atk/Spd+3 to infantry and armored allies within 2 spaces of unit during combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that prevent those allies' follow-up attacks during combat. 300 No
Heart of Crimea Heart of Crimea Allies within 2 spaces of unit can move to any space within 2 spaces of unit. Inflicts Atk/Spd/Def/Res-4 on foes within 4 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】to unit and 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 Yes
Heir to Light Heir to Light At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and【Null Follow-Up】 to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.)

【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 Yes
Holy Ground Holy Ground Reduces damage from foes' attacks during combat to allies within 2 spaces by 30% and grants Def/Res+4 to those allies during combat. 300 Yes
Hone Armor Hone Armor At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. 200 No
Hone Atk 1 Hone Atk 1 At start of turn, grants Atk+2 to adjacent allies for 1 turn. 50 No
Hone Atk 2 Hone Atk 2 At start of turn, grants Atk+3 to adjacent allies for 1 turn. 100 No
Hone Atk 3 Hone Atk 3 At start of turn, grants Atk+4 to adjacent allies for 1 turn. 200 No
Hone Atk 4 Hone Atk 4 At start of turn, grants Atk+7 to adjacent allies for 1 turn. 300 No
Hone Beasts Hone Beasts At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. 200 No
Hone Cavalry Hone Cavalry At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn. 200 No
Hone Dragons Hone Dragons At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. 200 No
Hone Fliers Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 No
Hone Spd 1 Hone Spd 1 At start of turn, grants Spd+2 to adjacent allies for 1 turn. 50 No
Hone Spd 2 Hone Spd 2 At start of turn, grants Spd+3 to adjacent allies for 1 turn. 100 No
Hone Spd 3 Hone Spd 3 At start of turn, grants Spd+4 to adjacent allies for 1 turn. 200 No
Hone Spd 4 Hone Spd 4 At start of turn, grants Spd+7 to adjacent allies for 1 turn. 300 No
Human Virtue II Human Virtue II At start of turn, if unit is within 2 spaces of any allies other than beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn. Grants bonus to unit's Atk/Spd/Def/Res during combat = highest bonus on allies other than beast or dragon allies within 2 spaces. Calculates each stat bonus independently. Reduces damage from foe's first attack during combat by X% (X = total value of bonuses on the 3 allies other than beast or dragon allies with the highest bonus totals within 2 spaces; max. 40). 300 Yes
Human Virtue Human Virtue At start of turn, if unit is adjacent to any allies that are not beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn. 300 Yes
Impenetrable Dark Impenetrable Dark During combat, disables skills of all foes excluding foe in combat. 300 Yes
Impenetrable Void Impenetrable Void Disables skills of all foes excluding foe in combat, inflicts Atk/Spd/Def/Res-5 on foe, 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 Yes
Inborn Idealism Inborn Idealism At start of turn, if a dragon or beast ally is deployed, grants Atk/Spd/Def+6, 【Bonus Doubler】, and【Null Panic】to unit and ally with the highest Atk (excluding unit) for 1 turn.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 Yes
Incite Atk Res Incite Atk/Res At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Res+6 and【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Res+3 to unit during combat.

【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
300 No
Incite Atk Spd Incite Atk/Spd At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat.

【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
300 No
Inevitable Death Plus Inevitable Death+ For each foe within 4 spaces of unit, unit can move to any of the nearest spaces adjacent to that foe (unless space is impassible terrain). Inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit during combat. If unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 300 Yes
Inevitable Death Inevitable Death Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat. 300 Yes
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
Inf. Spd Tactic Inf. Spd Tactic At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn and【Null Follow-Up】 to infantry allies within 2 spaces. Granted only if number of that ally's movement type on current team ≤ 2.

【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
Joint Close Guard Joint Close Guard Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes. If unit is within 2 spaces of an ally and foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 to unit during combat. 300 No
Joint Dist. Guard Joint Dist. Guard Grants Def/Res+4 to allies within 2 spaces during combat against bow, dagger, magic, or staff foes. If unit is within 2 spaces of an ally and foe uses bow, dagger, magic, or staff, grants Def/Res+4 to unit during combat. 300 No
Joint Drive Atk Joint Drive Atk Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat. 300 No
Joint Drive Def Joint Drive Def Grants Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Def+4 to unit during combat. 300 No
Joint Drive Res Joint Drive Res Grants Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Res+4 to unit during combat. 300 No
Joint Drive Spd Joint Drive Spd Grants Spd+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Spd+4 to unit during combat. 300 No
Joint Hone Atk Joint Hone Atk At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn. 300 No
Joint Hone Def Joint Hone Def At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn. 300 No
Joint Hone Res Joint Hone Res At start of turn, if unit is adjacent to an ally, grants Res+5 to unit and adjacent allies for 1 turn. 300 No
Joint Hone Spd Joint Hone Spd At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn. 300 No
Lance Exp. 1 Lance Exp. 1 While unit lives and uses a lance, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Lance Exp. 2 Lance Exp. 2 While unit lives, all lance allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Lance Exp. 3 Lance Exp. 3 While unit lives, all lance allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Lance Valor 1 Lance Valor 1 While unit lives and uses a lance, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Lance Valor 2 Lance Valor 2 While unit lives, all lance allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Lance Valor 3 Lance Valor 3 While unit lives, all lance allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Mending Heart Mending Heart After unit acts (if Canto triggers, then after unit acts and again after unit moves with Canto), applies【Divine Vein (Green)】to unit's space and spaces within 2 spaces of unit for 1 turn. Restores 7 HP to allies within 2 spaces of unit after their combat. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and restores 7 HP to unit after combat.

【Divine Vein (Green)】
Applies the following effects on space for foes: Foe cannot warp from this space or into this space (does not affect units with Pass skills or warp effects from structures like camps and fortresses in Rival Domains). Inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
300 Yes
Milas Turnwheel II Mila's Turnwheel II At the start of turn, grants "foe cannot make a follow-up attack" to unit for 1 turn and inflicts【Isolation】and【Guard】on foes in cardinal directions with Def < unit's Def through their next actions.

If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.)

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
300 Yes
Milas Turnwheel Mila's Turnwheel At start of turn, inflicts【Isolation】on foes in cardinal directions with Def < unit's Def through their next actions.

If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.)

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
300 Yes
Odd Atk Wave 1 Odd Atk Wave 1 At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) 60 No
Odd Atk Wave 2 Odd Atk Wave 2 At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) 120 No
Odd Atk Wave 3 Odd Atk Wave 3 At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) 240 No
Odd Def Wave 1 Odd Def Wave 1 At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Odd Def Wave 2 Odd Def Wave 2 At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Odd Def Wave 3 Odd Def Wave 3 At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Odd Recovery 1 Odd Recovery 1 At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 5 HP to those units.

【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).
60 No
Odd Recovery 2 Odd Recovery 2 At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 10 HP to those units.

【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).
120 No
Odd Recovery 3 Odd Recovery 3 At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 20 HP to those units.

【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).
240 No
Odd Res Wave 1 Odd Res Wave 1 At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) 60 No
Odd Res Wave 2 Odd Res Wave 2 At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) 120 No
Odd Res Wave 3 Odd Res Wave 3 At start of odd-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) 240 No
Odd Spd Wave 1 Odd Spd Wave 1 At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Odd Spd Wave 2 Odd Spd Wave 2 At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Odd Spd Wave 3 Odd Spd Wave 3 At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Odd Tempest 1 Odd Tempest 1 start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) 60 No
Odd Tempest 2 Odd Tempest 2 At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) 120 No
Odd Tempest 3 Odd Tempest 3 At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) 240 No
Opened Domain Opened Domain At start of turn, if unit is within 2 spaces of any allies from a different title than unit, grants 【Resonance: Blades】and【Resonance: Shields】to unit and all allies within 2 spaces of unit, and also, if unit or any of those allies has their Special cooldown count at its maximum value, grants Special cooldown count-1 to them.

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

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
300 Yes
Opening Retainer Opening Retainer Allies within 2 spaces can move to a space within 2 spaces of unit.

Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.
300 Yes
Orders Restraint Order's Restraint At start of turn, grants Atk/Res+6 and【Null Panic】to allies within 2 spaces for 1 turn. At start of turn, if 3 or more allies are within 2 spaces of unit, grants Atk/Res+6 and 【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 Yes
Ostias Pulse II Ostia's Pulse II At start of turn, grants Def/Res+6 to unit and allies for one turn, and also, if any unit or ally's Special cooldown count is at its maximum value, grants them Special cooldown count-1. All effects granted only if the number of that unit or ally's movement type on the current team is ≤ 2. 300 Yes
Ostias Pulse Ostia's Pulse At the start of turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2. 300 Yes
Panic Ploy 1 Panic Ploy 1 At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions. 60 No
Panic Ploy 2 Panic Ploy 2 At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions. 120 No
Panic Ploy 3 Panic Ploy 3 At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions. 240 No
Panic Smoke 1 Panic Smoke 1 If unit initiates combat, inflicts【Panic】on target and foes within 1 space of target after combat.

【Panic】
Converts bonuses on target into penalties through its next action.
60 No
Panic Smoke 2 Panic Smoke 2 If unit initiates combat, inflicts【Panic】on target and foes within 2 spaces of target after combat.

【Panic】
Converts bonuses on target into penalties through its next action.
120 No
Panic Smoke 3 Panic Smoke 3 Inflicts【Panic】on target and foes within 2 spaces of target after combat.

【Panic】
Converts bonuses on target into penalties through its next action.
240 No
Panic Smoke 4 Panic Smoke 4 After combat, inflicts Atk/Spd/Def/Res-3 and【Panic】on target and foes within 2 spaces of target through their next actions, and grants【Foe Penalty Doubler】to unit and allies in cardinal directions.

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

【Foe Penalty Doubler】
Inflicts penalty on foe's Atk/Spd/Def/Res during combat = any current penalty on each of those stats through their next action. Calculates each stat penalty independently.
300 No
Pulse Smoke 1 Pulse Smoke 1 If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.) 60 No
Pulse Smoke 2 Pulse Smoke 2 If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.) 120 No
Pulse Smoke 3 Pulse Smoke 3 Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.) 240 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 Tome Exp. 1 R Tome Exp. 1 While unit lives and uses a red tome, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
R Tome Exp. 2 R Tome Exp. 2 While unit lives, all red tome allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
R Tome Exp. 3 R Tome Exp. 3 While unit lives, all red tome allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
R Tome Valor 1 R Tome Valor 1 While unit lives and uses a red tome, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
R Tome Valor 2 R Tome Valor 2 While unit lives, all red tome allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
R Tome Valor 3 R Tome Valor 3 While unit lives, all red tome allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Rallying Cry Rallying Cry At start of turn, if unit is within 2 spaces of an ally, grants "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit and allies within 2 spaces of unit for 1 turn and grants【Charge】 to unit and flying allies within 2 spaces of unit for 1 turn. Inflicts Spd/Def/Res-5 on infantry, armored, and cavalry foes within 3 rows or 3 columns centered on unit during combat.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
300 Yes
Red Feud 1 Red Feud 1 If in combat against a red foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all red foes, excluding foe in combat. 60 No
Red Feud 2 Red Feud 2 If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat. 120 No
Red Feud 3 Red Feud 3 If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat. 240 No
Res Opening 1 Res Opening 1 At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) 60 No
Res Opening 2 Res Opening 2 At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) 120 No
Res Opening 3 Res Opening 3 At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) 240 No
Res Ploy 1 Res Ploy 1 At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 No
Res Ploy 2 Res Ploy 2 At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 No
Res Ploy 3 Res Ploy 3 At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 No
Res Smoke 1 Res Smoke 1 Inflicts Res-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Res Smoke 2 Res Smoke 2 Inflicts Res-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Res Smoke 3 Res Smoke 3 Inflicts Res-7 on foes within 2 spaces of target through their next actions after combat. 240 No
Res Tactic 1 Res Tactic 1 At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 60 No
Res Tactic 2 Res Tactic 2 At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 120 No
Res Tactic 3 Res Tactic 3 At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 240 No
Rouse Atk Def 1 Rouse Atk/Def 1 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 to unit for 1 turn. 60 No
Rouse Atk Def 2 Rouse Atk/Def 2 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 to unit for 1 turn. 120 No
Rouse Atk Def 3 Rouse Atk/Def 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn. 240 No
Rouse Atk Def 4 Rouse Atk/Def 4 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 and【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 No
Rouse Atk Res 1 Rouse Atk/Res 1 At start of turn, if unit is not adjacent to an ally, grants Atk/Res+2 to unit for 1 turn. 60 No
Rouse Atk Res 2 Rouse Atk/Res 2 At start of turn, if unit is not adjacent to an ally, grants Atk/Res+4 to unit for 1 turn. 120 No
Rouse Atk Res 3 Rouse Atk/Res 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 to unit for 1 turn. 240 No
Rouse Atk Res 4 Rouse Atk/Res 4 At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 and【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 No
Rouse Atk Spd 1 Rouse Atk/Spd 1 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn. 60 No
Rouse Atk Spd 2 Rouse Atk/Spd 2 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. 120 No
Rouse Atk Spd 3 Rouse Atk/Spd 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn. 240 No
Rouse Atk Spd 4 Rouse Atk/Spd 4 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 and【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 No
Rouse Def Res 1 Rouse Def/Res 1 At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn. 60 No
Rouse Def Res 2 Rouse Def/Res 2 At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn. 120 No
Rouse Def Res 3 Rouse Def/Res 3 At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn. 240 No
Rouse Spd Def 1 Rouse Spd/Def 1 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn. 60 No
Rouse Spd Def 2 Rouse Spd/Def 2 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn. 120 No
Rouse Spd Def 3 Rouse Spd/Def 3 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn. 240 No
Rouse Spd Def 4 Rouse Spd/Def 4 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 and【Null Panic】to unit for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 No
Rouse Spd Res 1 Rouse Spd/Res 1 At start of turn, if unit is not adjacent to an ally, grants Spd/Res+2 to unit for 1 turn. 60 No
Rouse Spd Res 2 Rouse Spd/Res 2 At start of turn, if unit is not adjacent to an ally, grants Spd/Res+4 to unit for 1 turn. 120 No
Rouse Spd Res 3 Rouse Spd/Res 3 At start of turn, if unit is not adjacent to an ally, grants Spd/Res+6 to unit for 1 turn. 240 No
S D Rein Snap S/D Rein Snap Inflicts Spd/Def-4 on foes within 2 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an armored ally or an infantry ally with Range = 1, grants "unit can move 1 extra space" to unit, infantry allies with Range = 1 within 2 spaces of unit, and armored allies within 2 spaces of unit. (That turn only; does not stack; effect triggers only if unit has no Sing or Dance skill.) 300 No
Savage Blow 1 Savage Blow 1 If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat. 50 No
Savage Blow 2 Savage Blow 2 If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat. 100 No
Savage Blow 3 Savage Blow 3 If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat. 200 No
Severance Severance At start of turn, inflicts【Undefended】and【Feud】on foes within 3 columns or 3 rows centered on unit. At start of turn, if a foe is within 3 columns or 3 rows centered on unit, neutralizes any【Penalty】(excluding penalties inflicted at start of turn) and grants【Dodge】to unit.

【Undefended】
Unit cannot be protected by Savior through their next action.

【Feud】
Disables all ally skills (excluding unit's) during combat through unit's next action.

【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).

【Dodge】
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%).
300 Yes
Soaring Guidance Soaring Guidance Infantry and flying allies within 2 spaces of unit can move to a space within 2 spaces of unit. Grants Atk/Spd+3 to infantry and flying allies within 2 spaces of unit during combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that prevent those allies' follow-up attacks during combat. 300 No
Solitary Dream Solitary Dream At start of turn, if unit is adjacent to only dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.) 300 Yes
Sparkling Boost Plus Sparkling Boost+ At start of turn, restores 20 HP to ally that has been dealt the most damage. (Excludes unit.) At start of any ally's combat, if ally's HP ≥ 50%, grants Res+5 to ally during combat. (Excludes unit.) 300 Yes
Sparkling Boost Sparkling Boost At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) 300 Yes
Spd Def Gap 1 Spd/Def Gap 1 At start of turn, grants Spd/Def+1 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.) 60 No
Spd Def Gap 2 Spd/Def Gap 2 At start of turn, grants Spd/Def+3 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.) 120 No
Spd Def Gap 3 Spd/Def Gap 3 At start of turn, grants Spd/Def+5 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.) 240 No
Spd Def Hold Spd/Def Hold Inflicts Spd/Def-4 on foes within 3 spaces during combat. 300 No
Spd Def Menace Spd/Def Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Def-6 on nearest foes through their next actions and grants Spd/Def+6 to unit for 1 turn. 300 No
Spd Def Oath 1 Spd/Def Oath 1 At start of turn, if unit is adjacent to an ally, grants Spd/Def+3 to unit for 1 turn. 60 No
Spd Def Oath 2 Spd/Def Oath 2 At start of turn, if unit is adjacent to an ally, grants Spd/Def+4 to unit for 1 turn. 120 No
Spd Def Oath 3 Spd/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Spd/Def+5 to unit for 1 turn. 240 No
Spd Def Rein 1 Spd/Def Rein 1 Inflicts Spd/Def-2 on foes within 2 spaces during combat. 60 No
Spd Def Rein 2 Spd/Def Rein 2 Inflicts Spd/Def-3 on foes within 2 spaces during combat. 120 No
Spd Def Rein 3 Spd/Def Rein 3 Inflicts Spd/Def-4 on foes within 2 spaces during combat. 240 No
Spd Opening 1 Spd Opening 1 At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) 60 No
Spd Opening 2 Spd Opening 2 At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) 120 No
Spd Opening 3 Spd Opening 3 At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) 240 No
Spd Ploy 1 Spd Ploy 1 At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 No
Spd Ploy 2 Spd Ploy 2 At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 No
Spd Ploy 3 Spd Ploy 3 At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 No
Spd Res Crux Spd/Res Crux Inflicts Spd/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat. 300 No
Spd Res Gap 1 Spd/Res Gap 1 At start of turn, grants Spd/Res+1 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.) 60 No
Spd Res Gap 2 Spd/Res Gap 2 At start of turn, grants Spd/Res+3 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.) 120 No
Spd Res Gap 3 Spd/Res Gap 3 At start of turn, grants Spd/Res+5 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.) 240 No
Spd Res Hold Spd/Res Hold Inflicts Spd/Res-4 on foes within 3 spaces during combat. 300 No
Spd Res Menace Spd/Res Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Res-6 on nearest foes through their next actions and grants Spd/Res+6 to unit for 1 turn. 300 No
Spd Res Oath 1 Spd/Res Oath 1 At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn. 60 No
Spd Res Oath 2 Spd/Res Oath 2 At start of turn, if unit is adjacent to an ally, grants Spd/Res+4 to unit for 1 turn. 120 No
Spd Res Oath 3 Spd/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn. 240 No
Spd Res Rein 1 Spd/Res Rein 1 Inflicts Spd/Res-2 on foes within 2 spaces during combat. 60 No
Spd Res Rein 2 Spd/Res Rein 2 Inflicts Spd/Res-3 on foes within 2 spaces during combat. 120 No
Spd Res Rein 3 Spd/Res Rein 3 Inflicts Spd/Res-4 on foes within 2 spaces during combat. 240 No
Spd Smoke 1 Spd Smoke 1 Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Spd Smoke 2 Spd Smoke 2 Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Spd Smoke 3 Spd Smoke 3 Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat. 240 No
Spd Smoke 4 Spd Smoke 4 After combat, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions, and grants Spd+6 and【Dodge】 to unit for 1 turn.

【Dodge】
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%).
300 No
Spd Tactic 1 Spd Tactic 1 At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 60 No
Spd Tactic 2 Spd Tactic 2 At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 120 No
Spd Tactic 3 Spd Tactic 3 At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 240 No
Spur Atk 1 Spur Atk 1 Grants Atk+2 to adjacent allies during combat. 50 No
Spur Atk 2 Spur Atk 2 Grants Atk+3 to adjacent allies during combat. 100 No
Spur Atk 3 Spur Atk 3 Grants Atk+4 to adjacent allies during combat. 200 No
Spur Atk Def 1 Spur Atk/Def 1 Grants Atk/Def+2 to adjacent allies during combat. 120 No
Spur Atk Def 2 Spur Atk/Def 2 Grants Atk/Def+3 to adjacent allies during combat. 240 No
Spur Atk Res 1 Spur Atk/Res 1 Grants Atk/Res+2 to adjacent allies during combat. 120 No
Spur Atk Res 2 Spur Atk/Res 2 Grants Atk/Res+3 to adjacent allies during combat. 240 No
Spur Atk Spd 1 Spur Atk/Spd 1 Grants Atk/Spd+2 to adjacent allies during combat. 120 No
Spur Atk Spd 2 Spur Atk/Spd 2 Grants Atk/Spd+3 to adjacent allies during combat. 240 No
Spur Def 1 Spur Def 1 Grants Def+2 to adjacent allies during combat. 50 No
Spur Def 2 Spur Def 2 Grants Def+3 to adjacent allies during combat. 100 No
Spur Def 3 Spur Def 3 Grants Def+4 to adjacent allies during combat. 200 No
Spur Def Res 1 Spur Def/Res 1 Grants Def/Res +2 to adjacent allies during combat. 120 No
Spur Def Res 2 Spur Def/Res 2 Grants Def/Res +3 to adjacent allies during combat. 240 No
Spur Res 1 Spur Res 1 Grants Res+2 to adjacent allies during combat. 50 No
Spur Res 2 Spur Res 2 Grants Res+3 to adjacent allies during combat. 100 No
Spur Res 3 Spur Res 3 Grants Res+4 to adjacent allies during combat. 200 No
Spur Spd 1 Spur Spd 1 Grants Spd+2 to adjacent allies during combat. 50 No
Spur Spd 2 Spur Spd 2 Grants Spd+3 to adjacent allies during combat. 100 No
Spur Spd 3 Spur Spd 3 Grants Spd+4 to adjacent allies during combat. 200 No
Spur Spd Def 1 Spur Spd/Def 1 Grants Spd/Def+2 to adjacent allies during combat. 120 No
Spur Spd Def 2 Spur Spd/Def 2 Grants Spd/Def+3 to adjacent allies during combat. 240 No
Spur Spd Res 1 Spur Spd/Res 1 Grants Spd/Res+2 to adjacent allies during combat. 120 No
Spur Spd Res 2 Spur Spd/Res 2 Grants Spd/Res+3 to adjacent allies during combat. 240 No
Staff Exp. 1 Staff Exp. 1 While unit lives and uses a staff, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) 30 No
Staff Exp. 2 Staff Exp. 2 While unit lives, all staff allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) 60 No
Staff Exp. 3 Staff Exp. 3 While unit lives, all staff allies on team get 2x EXP. (Only highest value applied. Does not stack.) 120 No
Staff Valor 1 Staff Valor 1 While unit lives and uses a staff, unit gets 1.5x SP after combat or after using a healing Assist skill.
(Only highest value applied. Does not stack.)
30 No
Staff Valor 2 Staff Valor 2 While unit lives, all staff allies on team get 1.5x SP after combat or after using healing Assist skills.
(Only highest value applied. Does not stack.)
60 No
Staff Valor 3 Staff Valor 3 While unit lives, all staff allies on team get 2x SP after combat or after using healing Assist skills.
(Only highest value applied. Does not stack.)
120 No
Stall Ploy 1 Stall Ploy 1 At start of turn, inflicts【Stall】on foes in cardinal directions with HP ≤ unit's HP-5.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
60 No
Stall Ploy 2 Stall Ploy 2 At start of turn, inflicts【Stall】on foes in cardinal directions with HP ≤ unit's HP-3.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
120 No
Stall Ploy 3 Stall Ploy 3 At start of turn, inflicts【Stall】on foes in cardinal directions with HP < unit's HP.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
240 No
Surtrs Menace Surtr's Menace At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd/Def/Res+4 for 1 turn and inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces through their next actions. 300 Yes
Surtrs Portent Surtr's Portent At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd/Def/Res-5 on closest foes through their next actions and grants Atk/Spd/Def/Res+5 to unit for 1 turn. 300 Yes
Sword Exp. 1 Sword Exp. 1 While unit lives and uses a sword, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Sword Exp. 2 Sword Exp. 2 While unit lives, all sword allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Sword Exp. 3 Sword Exp. 3 While unit lives, all sword allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Sword Valor 1 Sword Valor 1 While unit lives and uses a sword, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Sword Valor 2 Sword Valor 2 While unit lives, all sword allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Sword Valor 3 Sword Valor 3 While unit lives, all sword allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Threat. Atk Def 1 Threat. Atk/Def 1 At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions. 100 No
Threat. Atk Def 2 Threat. Atk/Def 2 At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions. 200 No
Threat. Atk Def 3 Threat. Atk/Def 3 At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def+5 to unit for 1 turn and inflicts Atk/Def-5 on foes within 2 spaces through their next actions. 300 No
Threat. Atk Res 1 Threat. Atk/Res 1 At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions. 100 No
Threat. Atk Res 2 Threat. Atk/Res 2 At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions. 200 No
Threat. Atk Res 3 Threat. Atk/Res 3 At start of turn, if unit is within 2 spaces of a foe, grants Atk/Res+5 to unit for 1 turn and inflicts Atk/Res-5 on foes within 2 spaces through their next actions. 300 No
Threat. Atk Spd 1 Threat. Atk/Spd 1 At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions. 100 No
Threat. Atk Spd 2 Threat. Atk/Spd 2 At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions. 200 No
Threat. Atk Spd 3 Threat. Atk/Spd 3 At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd+5 to unit for 1 turn and inflicts Atk/Spd-5 on foes within 2 spaces through their next actions. 300 No
Threat. Def Res 1 Threat. Def/Res 1 At start of turn, inflicts Def/Res-3 on foes within 2 spaces of unit through their next actions. 100 No
Threat. Def Res 2 Threat. Def/Res 2 At start of turn, inflicts Def/Res-4 on foes within 2 spaces of unit through their next actions. 200 No
Threat. Spd Def 1 Threat. Spd/Def 1 At start of turn, inflicts Spd/Def-3 on foes within 2 spaces through their next actions. 100 No
Threat. Spd Def 2 Threat. Spd/Def 2 At start of turn, inflicts Spd/Def-4 on foes within 2 spaces through their next actions. 200 No
Threat. Spd Res 1 Threat. Spd/Res 1 At start of turn, inflicts Spd/Res-3 on foes within 2 spaces through their next actions. 100 No
Threat. Spd Res 2 Threat. Spd/Res 2 At start of turn, inflicts Spd/Res-4 on foes within 2 spaces through their next actions. 200 No
Threaten Atk 1 Threaten Atk 1 At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. 50 No
Threaten Atk 2 Threaten Atk 2 At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. 100 No
Threaten Atk 3 Threaten Atk 3 At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. 200 No
Threaten Def 1 Threaten Def 1 At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. 50 No
Threaten Def 2 Threaten Def 2 At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. 100 No
Threaten Def 3 Threaten Def 3 At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. 200 No
Threaten Res 1 Threaten Res 1 At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions. 50 No
Threaten Res 2 Threaten Res 2 At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions. 100 No
Threaten Res 3 Threaten Res 3 At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions. 200 No
Threaten Spd 1 Threaten Spd 1 At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. 50 No
Threaten Spd 2 Threaten Spd 2 At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. 100 No
Threaten Spd 3 Threaten Spd 3 At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. 200 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
Tip the Scales Tip the Scales! At start of turn, if unit is within 2 spaces of an ally, grants【Rally Spectrum】to unit and allies within 2 spaces of unit. Unit can move to a space adjacent to an ally with【Rally Spectrum】 that is within 5 spaces of unit. If unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+3 to unit during combat.

【Rally Spectrum】
Grants Atk/Spd/Def/Res+5 to unit during combat and if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack during combat (X = 1 if unit can trigger the "unit attacks twice" effect or if unit's maximum Special cooldown count is reduced (Special trigger is accelerated); otherwise, X = 2). (That turn only.)
300 Yes
Upheaval Plus Upheaval+ At the start of turn 1, deals 10 damage to all foes, and if defending in Aether Raids during Anima season, destroys nearest offensive structure. (Does not affect structures that cannot be destroyed.) At start of combat, if unit's Atk > foe's Atk, or if foe's HP < 100%, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 Yes
Upheaval Upheaval At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within same column as unit. (Does not affect structures that cannot be destroyed.) 300 Yes
Vision of Arcadia II Vision of Arcadia II At start of turn, if a dragon or beast ally is deployed, grants Atk/Spd/Def+6,【Null Panic】, and【Canto (1)】to unit and ally with the highest Atk (excluding unit) for 1 turn.

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

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
300 Yes
Vision of Arcadia Vision of Arcadia At start of turn, if a dragon or beast ally is deployed, grants Atk/Def+6 to ally with the highest Atk for 1 turn. 300 Yes
Ward Armor Ward Armor Grants Def/Res+4 to armored allies within 2 spaces during combat. 200 No
Ward Beasts Ward Beasts Grants Def/Res+4 to beast allies within 2 spaces during combat. 200 No
Ward Cavalry Ward Cavalry Grants Def/Res+4 to cavalry allies within 2 spaces during combat. 200 No
Ward Dragons Ward Dragons Grants Def/Res+4 to dragon allies within 2 spaces during combat. 200 No
Ward Fliers Ward Fliers Grants Def/Res+4 to flying allies within 2 spaces during combat. 200 No
Wings of Light Plus Wings of Light+ If the number of Mythic Hero allies on team ≤ 3 (including unit), grants Atk/Spd/Def/Res+X (X = turn number + 3; max 8) and "reduces damage from attacks (excluding area-of-effect Specials) by 30%" to Mythic Hero allies (excluding unit) during their combat. Grants Atk/Spd/Def/Res+4 and Special cooldown charge +1 (only highest value applied; does not stack) per attack to allies within 3 rows or 3 columns centered on unit during their combat. If there is a Mythic Hero ally on your team (excluding unit), or if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+5 to unit, reduces damage from attacks during combat by 30% (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 300 Yes
Wings of Light Wings of Light Grants Atk/Spd/Def/Res+2+X to ally Mythic Heroes during combat in turns 1 through 5 (X = turn number). (Excludes unit.)

(Effect only active if team includes three or fewer Mythic Heroes, including unit.)
300 Yes
With Everyone II With Everyone! II At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd/Def/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 Yes
With Everyone With Everyone! At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn. 300 Yes
Woeful Upheaval Woeful Upheaval At the start of turn 1, deals 7 damage to all foes. Reduces damage from foe's first attack during combat by percentage = difference between unit's Atk and foe's Atk (min. 0) + difference between foe's max HP and foe's current HP at start of combat, × 3 (max. 30). If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 Yes
Worldbreaker Worldbreaker Grants Special cooldown charge +1 per attack during combat to unit and allies within 2 spaces. (Only highest value applied. Does not stack.) 300 Yes

List of Attuned Skills[ | ]

Icon Name Description SP Exclusive
Atk Oath Echo Atk Oath Echo At start of turn, if unit is within 2 spaces of an ally, grants Atk+6 and "unit can move to a space adjacent to any ally within 2 spaces" to unit for 1 turn. 0 No
Death Blow Echo Death Blow Echo If unit initiates combat, grants Atk+4 to unit during combat. 0 No
Fleeting Echo Fleeting Echo If unit initiates combat, grants Spd+2 to unit and reduces damage from foe's first attack by 30% during combat. 0 No
Guard Echo Guard Echo At start of combat, if unit's HP ≥ 25%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe initiates combat, reduces damage from foe's first attack by 20% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). 0 No
Soaring Echo Soaring Echo Infantry and flying allies within 2 spaces can move to a space within 2 spaces of unit. 0 No

List of Seal Exclusive Skills[ | ]

Icon Name Description SP Exclusive
Armored Boots Armored Boots At start of turn, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) 100 No
Attack Plus 1 Initiate Seal Atk 1 Grants Atk+1. 30 No
Attack Plus 2 Initiate Seal Atk 2 Grants Atk+2. 60 No
Attack Plus 3 Initiate Seal Atk 3 Grants Atk+3. 120 No
Defense Plus 1 Initiate Seal Def 1 Grants Def+1. 30 No
Defense Plus 2 Initiate Seal Def 2 Grants Def+2. 60 No
Defense Plus 3 Initiate Seal Def 3 Grants Def+3. 120 No
Deflect Magic 1 Deflect Magic 1 If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 30%. 50 No
Deflect Magic 2 Deflect Magic 2 If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 50%. 100 No
Deflect Magic 3 Deflect Magic 3 If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%. 200 No
Deflect Melee 1 Deflect Melee 1 If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 30%. 50 No
Deflect Melee 2 Deflect Melee 2 If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 50%. 100 No
Deflect Melee 3 Deflect Melee 3 If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%. 200 No
Deflect Missile 1 Deflect Missile 1 If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 30%. 50 No
Deflect Missile 2 Deflect Missile 2 If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 50%. 100 No
Deflect Missile 3 Deflect Missile 3 If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%. 200 No
Distant Counter Dist. Counter (D) Unit can counterattack regardless of foe's range. 300 No
Distant Counter Dist. Counter (M) Unit can counterattack regardless of foe's range. 300 No
Hardy Bearing 1 Hardy Bearing 1 Disables unit's skills that change attack priority.
At start of combat, if unit's HP = 100%, disables foe's skills that change attack priority.
50 No
Hardy Bearing 2 Hardy Bearing 2 Disables unit's skills that change attack priority. At start of combat, if unit's HP ≥ 50%, disables foe's skills that change attack priority. 100 No
Hardy Bearing 3 Hardy Bearing 3 Disables unit's and foe's skills that change attack priority. 200 No
HP Plus 3 Initiate Seal HP 1 Grants HP+3. 40 No
HP Plus 4 Initiate Seal HP 2 Grants HP+4. 80 No
HP Plus 5 Initiate Seal HP 3 Grants HP+5. 160 No
Phantom Res 1 Phantom Res 1 If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5. 50 No
Phantom Res 2 Phantom Res 2 If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +8. 100 No
Phantom Res 3 Phantom Res 3 If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +10. 200 No
Phantom Spd 1 Phantom Spd 1 If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +5. 50 No
Phantom Spd 2 Phantom Spd 2 If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +8. 100 No
Phantom Spd 3 Phantom Spd 3 If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. 200 No
Quickened Pulse Quickened Pulse At the start of turn 1, grants Special cooldown count-1. 100 No
Resistance Plus 1 Initiate Seal Res 1 Grants Res+1. 30 No
Resistance Plus 2 Initiate Seal Res 2 Grants Res+2. 60 No
Resistance Plus 3 Initiate Seal Res 3 Grants Res+3. 120 No
Speed Plus 1 Initiate Seal Spd 1 Grants Spd+1. 30 No
Speed Plus 2 Initiate Seal Spd 2 Grants Spd+2. 60 No
Speed Plus 3 Initiate Seal Spd 3 Grants Spd+3. 120 No
Squad Ace A 1 Squad Ace A 1 Grants HP+3. 40 No
Squad Ace A 1 Squad Ace F 1 Grants HP+3. 40 No
Squad Ace A 1 Squad Ace K 1 Grants HP+3. 40 No
Squad Ace A 1 Squad Ace P 1 Grants HP+3. 40 No
Squad Ace A 1 Squad Ace U 1 Grants HP+3. 40 No
Squad Ace A 1 Squad Ace Z 1 Grants HP+3. 40 No
Squad Ace A 2 Squad Ace A 2 Grants HP+4. 80 No
Squad Ace A 2 Squad Ace F 2 Grants HP+4. 80 No
Squad Ace A 2 Squad Ace K 2 Grants HP+4. 80 No
Squad Ace A 2 Squad Ace P 2 Grants HP+4. 80 No
Squad Ace A 2 Squad Ace U 2 Grants HP+4. 80 No
Squad Ace A 2 Squad Ace Z 2 Grants HP+4. 80 No
Squad Ace A 3 Squad Ace A 3 Grants HP+5. 160 No
Squad Ace A 3 Squad Ace F 3 Grants HP+5. 160 No
Squad Ace A 3 Squad Ace K 3 Grants HP+5. 160 No
Squad Ace A 3 Squad Ace P 3 Grants HP+5. 160 No
Squad Ace A 3 Squad Ace U 3 Grants HP+5. 160 No
Squad Ace A 3 Squad Ace Z 3 Grants HP+5. 160 No
Squad Ace AE 1 Squad Ace AE 1 Grants HP+3, Atk+1. 100 No
Squad Ace AE 1 Squad Ace AO 1 Grants HP+3, Atk+1. 100 No
Squad Ace AE 1 Squad Ace AY 1 Grants HP+3, Atk+1. 100 No
Squad Ace AE 1 Squad Ace BI 1 Grants HP+3, Atk+1. 100 No
Squad Ace AE 2 Squad Ace AE 2 Grants HP+4, Atk+2. 200 No
Squad Ace AE 2 Squad Ace AO 2 Grants HP+4, Atk+2. 200 No
Squad Ace AE 2 Squad Ace AY 2 Grants HP+4, Atk+2. 200 No
Squad Ace AE 2 Squad Ace BI 2 Grants HP+4, Atk+2. 200 No
Squad Ace AF 1 Squad Ace AF 1 Grants HP+3, Spd+1. 100 No
Squad Ace AF 1 Squad Ace AP 1 Grants HP+3, Spd+1. 100 No
Squad Ace AF 1 Squad Ace AZ 1 Grants HP+3, Spd+1. 100 No
Squad Ace AF 1 Squad Ace BJ 1 Grants HP+3, Spd+1. 100 No
Squad Ace AF 2 Squad Ace AF 2 Grants HP+4, Spd+2. 200 No
Squad Ace AF 2 Squad Ace AP 2 Grants HP+4, Spd+2. 200 No
Squad Ace AF 2 Squad Ace AZ 2 Grants HP+4, Spd+2. 200 No
Squad Ace AF 2 Squad Ace BJ 2 Grants HP+4, Spd+2. 200 No
Squad Ace AG 1 Squad Ace AG 1 Grants HP+3, Def+1. 100 No
Squad Ace AG 1 Squad Ace AQ 1 Grants HP+3, Def+1. 100 No
Squad Ace AG 1 Squad Ace BA 1 Grants HP+3, Def+1. 100 No
Squad Ace AG 1 Squad Ace BK 1 Grants HP+3, Def+1. 100 No
Squad Ace AG 2 Squad Ace AG 2 Grants HP+4, Def+2. 200 No
Squad Ace AG 2 Squad Ace AQ 2 Grants HP+4, Def+2. 200 No
Squad Ace AG 2 Squad Ace BA 2 Grants HP+4, Def+2. 200 No
Squad Ace AG 2 Squad Ace BK 2 Grants HP+4, Def+2. 200 No
Squad Ace AH 1 Squad Ace AH 1 Grants HP+3, Res+1. 100 No
Squad Ace AH 1 Squad Ace AR 1 Grants HP+3, Res+1. 100 No
Squad Ace AH 1 Squad Ace BB 1 Grants HP+3, Res+1. 100 No
Squad Ace AH 1 Squad Ace BL 1 Grants HP+3, Res+1. 100 No
Squad Ace AH 2 Squad Ace AH 2 Grants HP+4, Res+2. 200 No
Squad Ace AH 2 Squad Ace AR 2 Grants HP+4, Res+2. 200 No
Squad Ace AH 2 Squad Ace BB 2 Grants HP+4, Res+2. 200 No
Squad Ace AH 2 Squad Ace BL 2 Grants HP+4, Res+2. 200 No
Squad Ace AI 1 Squad Ace AI 1 Grants Atk/Spd+1. 80 No
Squad Ace AI 1 Squad Ace AS 1 Grants Atk/Spd+1. 80 No
Squad Ace AI 1 Squad Ace BC 1 Grants Atk/Spd+1. 80 No
Squad Ace AI 1 Squad Ace BM 1 Grants Atk/Spd+1. 80 No
Squad Ace AI 2 Squad Ace AI 2 Grants Atk/Spd+2. 160 No
Squad Ace AI 2 Squad Ace AS 2 Grants Atk/Spd+2. 160 No
Squad Ace AI 2 Squad Ace BC 2 Grants Atk/Spd+2. 160 No
Squad Ace AI 2 Squad Ace BM 2 Grants Atk/Spd+2. 160 No
Squad Ace AJ 1 Squad Ace AJ 1 Grants Atk/Def+1. 80 No
Squad Ace AJ 1 Squad Ace AT 1 Grants Atk/Def+1. 80 No
Squad Ace AJ 1 Squad Ace BD 1 Grants Atk/Def+1. 80 No
Squad Ace AJ 1 Squad Ace BN 1 Grants Atk/Def+1. 80 No
Squad Ace AJ 2 Squad Ace AJ 2 Grants Atk/Def+2. 160 No
Squad Ace AJ 2 Squad Ace AT 2 Grants Atk/Def+2. 160 No
Squad Ace AJ 2 Squad Ace BD 2 Grants Atk/Def+2. 160 No
Squad Ace AJ 2 Squad Ace BN 2 Grants Atk/Def+2. 160 No
Squad Ace AK 1 Squad Ace AK 1 Grants Atk/Res+1. 80 No
Squad Ace AK 1 Squad Ace AU 1 Grants Atk/Res+1. 80 No
Squad Ace AK 1 Squad Ace BE 1 Grants Atk/Res+1. 80 No
Squad Ace AK 1 Squad Ace BO 1 Grants Atk/Res+1. 80 No
Squad Ace AK 2 Squad Ace AK 2 Grants Atk/Res+2. 160 No
Squad Ace AK 2 Squad Ace AU 2 Grants Atk/Res+2. 160 No
Squad Ace AK 2 Squad Ace BE 2 Grants Atk/Res+2. 160 No
Squad Ace AK 2 Squad Ace BO 2 Grants Atk/Res+2. 160 No
Squad Ace AL 1 Squad Ace AL 1 Grants Spd/Def+1. 80 No
Squad Ace AL 1 Squad Ace AV 1 Grants Spd/Def+1. 80 No
Squad Ace AL 1 Squad Ace BF 1 Grants Spd/Def+1. 80 No
Squad Ace AL 1 Squad Ace BP 1 Grants Spd/Def+1. 80 No
Squad Ace AL 2 Squad Ace AL 2 Grants Spd/Def+2. 160 No
Squad Ace AL 2 Squad Ace AV 2 Grants Spd/Def+2. 160 No
Squad Ace AL 2 Squad Ace BF 2 Grants Spd/Def+2. 160 No
Squad Ace AL 2 Squad Ace BP 2 Grants Spd/Def+2. 160 No
Squad Ace AM 1 Squad Ace AM 1 Grants Spd/Res+1. 80 No
Squad Ace AM 1 Squad Ace AW 1 Grants Spd/Res+1. 80 No
Squad Ace AM 1 Squad Ace BG 1 Grants Spd/Res+1. 80 No
Squad Ace AM 1 Squad Ace BQ 1 Grants Spd/Res+1. 80 No
Squad Ace AM 2 Squad Ace AM 2 Grants Spd/Res+2. 160 No
Squad Ace AM 2 Squad Ace AW 2 Grants Spd/Res+2. 160 No
Squad Ace AM 2 Squad Ace BG 2 Grants Spd/Res+2. 160 No
Squad Ace AM 2 Squad Ace BQ 2 Grants Spd/Res+2. 160 No
Squad Ace AN 1 Squad Ace AN 1 Grants Def/Res+1. 80 No
Squad Ace AN 1 Squad Ace AX 1 Grants Def/Res+1. 80 No
Squad Ace AN 1 Squad Ace BH 1 Grants Def/Res+1. 80 No
Squad Ace AN 1 Squad Ace BR 1 Grants Def/Res+1. 80 No
Squad Ace AN 2 Squad Ace AN 2 Grants Def/Res+2. 160 No
Squad Ace AN 2 Squad Ace AX 2 Grants Def/Res+2. 160 No
Squad Ace AN 2 Squad Ace BH 2 Grants Def/Res+2. 160 No
Squad Ace AN 2 Squad Ace BR 2 Grants Def/Res+2. 160 No
Squad Ace B 1 Squad Ace AA 1 Grants Def+1. 30 No
Squad Ace B 1 Squad Ace B 1 Grants Def+1. 30 No
Squad Ace B 1 Squad Ace G 1 Grants Def+1. 30 No
Squad Ace B 1 Squad Ace L 1 Grants Def+1. 30 No
Squad Ace B 1 Squad Ace Q 1 Grants Def+1. 30 No
Squad Ace B 1 Squad Ace V 1 Grants Def+1. 30 No
Squad Ace B 2 Squad Ace AA 2 Grants Def+2. 60 No
Squad Ace B 2 Squad Ace B 2 Grants Def+2. 60 No
Squad Ace B 2 Squad Ace G 2 Grants Def+2. 60 No
Squad Ace B 2 Squad Ace L 2 Grants Def+2. 60 No
Squad Ace B 2 Squad Ace Q 2 Grants Def+2. 60 No
Squad Ace B 2 Squad Ace V 2 Grants Def+2. 60 No
Squad Ace B 3 Squad Ace AA 3 Grants Def+3. 120 No
Squad Ace B 3 Squad Ace B 3 Grants Def+3. 120 No
Squad Ace B 3 Squad Ace G 3 Grants Def+3. 120 No
Squad Ace B 3 Squad Ace L 3 Grants Def+3. 120 No
Squad Ace B 3 Squad Ace Q 3 Grants Def+3. 120 No
Squad Ace B 3 Squad Ace V 3 Grants Def+3. 120 No
Squad Ace BS 1 Squad Ace BS 1 Grants HP+3, Atk/Spd+1. 120 No
Squad Ace BS 2 Squad Ace BS 2 Grants HP+4, Atk/Spd+2. 180 No
Squad Ace BS 3 Squad Ace BS 3 Grants HP+5, Atk/Spd+3. 240 No
Squad Ace BT 1 Squad Ace BT 1 Grants HP+3, Atk/Def+1. 120 No
Squad Ace BT 2 Squad Ace BT 2 Grants HP+4, Atk/Def+2. 180 No
Squad Ace BT 3 Squad Ace BT 3 Grants HP+5, Atk/Def+3. 240 No
Squad Ace BU 1 Squad Ace BU 1 Grants HP+3, Atk/Res+1. 120 No
Squad Ace BU 2 Squad Ace BU 2 Grants HP+4, Atk/Res+2. 180 No
Squad Ace BU 3 Squad Ace BU 3 Grants HP+5, Atk/Res+3. 240 No
Squad Ace BV 1 Squad Ace BV 1 Grants HP+3, Spd/Def+1. 120 No
Squad Ace BV 2 Squad Ace BV 2 Grants HP+4, Spd/Def+2. 180 No
Squad Ace BV 3 Squad Ace BV 3 Grants HP+5, Spd/Def+3. 240 No
Squad Ace BW 1 Squad Ace BW 1 Grants HP+3, Spd/Res+1. 120 No
Squad Ace BW 2 Squad Ace BW 2 Grants HP+4, Spd/Res+2. 180 No
Squad Ace BW 3 Squad Ace BW 3 Grants HP+5, Spd/Res+3. 240 No
Squad Ace BX 1 Squad Ace BX 1 Grants HP+3, Def/Res+1. 120 No
Squad Ace BX 2 Squad Ace BX 2 Grants HP+4, Def/Res+2. 180 No
Squad Ace BX 3 Squad Ace BX 3 Grants HP+5, Def/Res+3. 240 No
Squad Ace BY 1 Squad Ace BY 1 Grants Atk/Spd/Def+1. 120 No
Squad Ace BY 2 Squad Ace BY 2 Grants Atk/Spd/Def+2. 180 No
Squad Ace BY 3 Squad Ace BY 3 Grants Atk/Spd/Def+3. 240 No
Squad Ace BZ 1 Squad Ace BZ 1 Grants Atk/Spd/Res+1. 120 No
Squad Ace BZ 2 Squad Ace BZ 2 Grants Atk/Spd/Res+2. 180 No
Squad Ace BZ 3 Squad Ace BZ 3 Grants Atk/Spd/Res+3. 240 No
Squad Ace C 1 Squad Ace AB 1 Grants Res+1. 30 No
Squad Ace C 1 Squad Ace C 1 Grants Res+1. 30 No
Squad Ace C 1 Squad Ace H 1 Grants Res+1. 30 No
Squad Ace C 1 Squad Ace M 1 Grants Res+1. 30 No
Squad Ace C 1 Squad Ace R 1 Grants Res+1. 30 No
Squad Ace C 1 Squad Ace W 1 Grants Res+1. 30 No
Squad Ace C 2 Squad Ace AB 2 Grants Res+2. 60 No
Squad Ace C 2 Squad Ace C 2 Grants Res+2. 60 No
Squad Ace C 2 Squad Ace H 2 Grants Res+2. 60 No
Squad Ace C 2 Squad Ace M 2 Grants Res+2. 60 No
Squad Ace C 2 Squad Ace R 2 Grants Res+2. 60 No
Squad Ace C 2 Squad Ace W 2 Grants Res+2. 60 No
Squad Ace C 3 Squad Ace AB 3 Grants Res+3. 120 No
Squad Ace C 3 Squad Ace C 3 Grants Res+3. 120 No
Squad Ace C 3 Squad Ace H 3 Grants Res+3. 120 No
Squad Ace C 3 Squad Ace M 3 Grants Res+3. 120 No
Squad Ace C 3 Squad Ace R 3 Grants Res+3. 120 No
Squad Ace C 3 Squad Ace W 3 Grants Res+3. 120 No
Squad Ace CA 1 Squad Ace CA 1 Grants Atk/Def/Res+1. 120 No
Squad Ace CA 2 Squad Ace CA 2 Grants Atk/Def/Res+2. 180 No
Squad Ace CA 3 Squad Ace CA 3 Grants Atk/Def/Res+3. 240 No
Squad Ace CB 1 Squad Ace CB 1 Grants Spd/Def/Res+1. 120 No
Squad Ace CB 2 Squad Ace CB 2 Grants Spd/Def/Res+2. 180 No
Squad Ace CB 3 Squad Ace CB 3 Grants Spd/Def/Res+3. 240 No
Squad Ace D 1 Squad Ace AC 1 Grants Spd+1. 30 No
Squad Ace D 1 Squad Ace D 1 Grants Spd+1. 30 No
Squad Ace D 1 Squad Ace I 1 Grants Spd+1. 30 No
Squad Ace D 1 Squad Ace N 1 Grants Spd+1. 30 No
Squad Ace D 1 Squad Ace S 1 Grants Spd+1. 30 No
Squad Ace D 1 Squad Ace X 1 Grants Spd+1. 30 No
Squad Ace D 2 Squad Ace AC 2 Grants Spd+2. 60 No
Squad Ace D 2 Squad Ace D 2 Grants Spd+2. 60 No
Squad Ace D 2 Squad Ace I 2 Grants Spd+2. 60 No
Squad Ace D 2 Squad Ace N 2 Grants Spd+2. 60 No
Squad Ace D 2 Squad Ace S 2 Grants Spd+2. 60 No
Squad Ace D 2 Squad Ace X 2 Grants Spd+2. 60 No
Squad Ace D 3 Squad Ace AC 3 Grants Spd+3. 120 No
Squad Ace D 3 Squad Ace D 3 Grants Spd+3. 120 No
Squad Ace D 3 Squad Ace I 3 Grants Spd+3. 120 No
Squad Ace D 3 Squad Ace N 3 Grants Spd+3. 120 No
Squad Ace D 3 Squad Ace S 3 Grants Spd+3. 120 No
Squad Ace D 3 Squad Ace X 3 Grants Spd+3. 120 No
Squad Ace E 1 Squad Ace AD 1 Grants Atk+1. 30 No
Squad Ace E 1 Squad Ace E 1 Grants Atk+1. 30 No
Squad Ace E 1 Squad Ace J 1 Grants Atk+1. 30 No
Squad Ace E 1 Squad Ace O 1 Grants Atk+1. 30 No
Squad Ace E 1 Squad Ace T 1 Grants Atk+1. 30 No
Squad Ace E 1 Squad Ace Y 1 Grants Atk+1. 30 No
Squad Ace E 2 Squad Ace AD 2 Grants Atk+2. 60 No
Squad Ace E 2 Squad Ace E 2 Grants Atk+2. 60 No
Squad Ace E 2 Squad Ace J 2 Grants Atk+2. 60 No
Squad Ace E 2 Squad Ace O 2 Grants Atk+2. 60 No
Squad Ace E 2 Squad Ace T 2 Grants Atk+2. 60 No
Squad Ace E 2 Squad Ace Y 2 Grants Atk+2. 60 No
Squad Ace E 3 Squad Ace AD 3 Grants Atk+3. 120 No
Squad Ace E 3 Squad Ace E 3 Grants Atk+3. 120 No
Squad Ace E 3 Squad Ace J 3 Grants Atk+3. 120 No
Squad Ace E 3 Squad Ace O 3 Grants Atk+3. 120 No
Squad Ace E 3 Squad Ace T 3 Grants Atk+3. 120 No
Squad Ace E 3 Squad Ace Y 3 Grants Atk+3. 120 No
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