Passives
“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 3 categories, A, B and C. 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.
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[edit | edit source]
Icon | Name | Description | SP | Is exclusive |
---|---|---|---|---|
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Armored Blow 1 | If unit initiates combat, grants Def+2 during combat. | 50 | No |
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Armored Blow 2 | If unit initiates combat, grants Def+4 during combat. | 100 | No |
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Armored Blow 3 | If unit initiates combat, grants Def+6 during combat. | 200 | No |
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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 |
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Atk/Def Bond 1 | If unit is adjacent to an ally, grants Atk/Def+3 during combat. | 60 | No |
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Atk/Def Bond 2 | If unit is adjacent to an ally, grants Atk/Def+4 during combat. | 120 | No |
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Atk/Def Bond 3 | If unit is adjacent to an ally, grants Atk/Def+5 during combat. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Atk/Def Solo 1 | If unit is not adjacent to an ally, grants Atk/Def+2 during combat. | 60 | No |
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Atk/Def Solo 2 | If unit is not adjacent to an ally, grants Atk/Def+4 during combat. | 120 | No |
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Atk/Def Solo 3 | If unit is not adjacent to an ally, grants Atk/Def+6 during combat. | 240 | No |
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Atk/Def Solo 4 | If unit is not adjacent to an ally, grants Atk/Def+7 during combat. | 300 | No |
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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 |
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Atk/Res Bond 1 | If unit is adjacent to an ally, grants Atk/Res+3 during combat. | 60 | No |
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Atk/Res Bond 2 | If unit is adjacent to an ally, grants Atk/Res+4 during combat. | 120 | No |
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Atk/Res Bond 3 | If unit is adjacent to an ally, grants Atk/Res+5 during combat. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Atk/Res Solo 1 | If unit is not adjacent to an ally, grants Atk/Res+2 during combat. | 60 | No |
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Atk/Res Solo 2 | If unit is not adjacent to an ally, grants Atk/Res+4 during combat. | 120 | No |
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Atk/Res Solo 3 | If unit is not adjacent to an ally, grants Atk/Res+6 during combat. | 240 | No |
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Atk/Res Solo 4 | If unit is not adjacent to an ally, grants Atk/Res+7 during combat. | 300 | No |
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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 |
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Atk/Spd 1 | Grants Atk/Spd+1. | 80 | No |
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Atk/Spd 2 | Grants Atk/Spd+2. | 160 | No |
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Atk/Spd Bond 1 | If unit is adjacent to an ally, grants Atk/Spd+3 during combat. | 60 | No |
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Atk/Spd Bond 2 | If unit is adjacent to an ally, grants Atk/Spd+4 during combat. | 120 | No |
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Atk/Spd Bond 3 | If unit is adjacent to an ally, grants Atk/Spd+5 during combat. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Atk/Spd Solo 1 | If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. | 60 | No |
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Atk/Spd Solo 2 | If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. | 120 | No |
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Atk/Spd Solo 3 | If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. | 240 | No |
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Atk/Spd Solo 4 | If unit is not adjacent to an ally, grants Atk/Spd+7 during combat. | 300 | No |
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Attack/Def +1 | Grants Atk/Def+1. | 80 | No |
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Attack/Def +2 | Grants Atk/Def+2. | 160 | No |
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Attack +1 | Grants Atk+1. | 30 | No |
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Attack +2 | Grants Atk+2. | 60 | No |
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Attack +3 | Grants Atk+3. | 120 | No |
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Attack/Res 1 | Grants Atk/Res+1. | 80 | No |
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Attack/Res 2 | Grants Atk/Res+2. | 160 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Bracing Blow 1 | If unit initiates combat, grants Def/Res+2 during combat. | 120 | No |
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Bracing Blow 2 | If unit initiates combat, grants Def/Res+4 during combat. | 240 | No |
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Bracing Stance 1 | If foe initiates combat, grants Def/Res+2 during combat. | 120 | No |
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Bracing Stance 2 | If foe initiates combat, grants Def/Res+4 during combat. | 240 | No |
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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 |
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Brazen Atk/Def 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Def+3 during combat. | 60 | No |
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Brazen Atk/Def 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Def+5 during combat. | 120 | No |
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Brazen Atk/Def 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Def+7 during combat. | 240 | No |
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Brazen Atk/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. | 60 | No |
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Brazen Atk/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. | 120 | No |
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Brazen Atk/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+7 during combat. | 240 | No |
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Brazen Atk/Spd 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat. | 60 | No |
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Brazen Atk/Spd 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat. | 120 | No |
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Brazen Atk/Spd 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat. | 240 | No |
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Brazen Atk/Spd 4 | At start of combat, if unit's HP ≤ 80%, grants Atk+9 and Spd+10 during combat. | 300 | No |
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Brazen Def/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat. | 60 | No |
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Brazen Def/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat. | 120 | No |
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Brazen Def/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat. | 240 | No |
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Brazen Spd/Def 1 | At start of combat, if unit's HP ≤ 80%, grants Spd/Def+3 during combat. | 60 | No |
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Brazen Spd/Def 2 | At start of combat, if unit's HP ≤ 80%, grants Spd/Def+5 during combat. | 120 | No |
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Brazen Spd/Def 3 | At start of combat, if unit's HP ≤ 80%, grants Spd/Def+7 during combat. | 240 | No |
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Brazen Spd/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat. | 60 | No |
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Brazen Spd/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat. | 120 | No |
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Brazen Spd/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat. | 240 | No |
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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 |
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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 |
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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 |
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Close Counter | Unit can counterattack regardless of foe's range. | 300 | No |
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Close Def 1 | If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat. | 60 | No |
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Close Def 2 | If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat. | 120 | No |
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Close Def 3 | If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+6 during combat. | 240 | No |
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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 |
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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 |
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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 |
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Darting Blow 1 | If unit initiates combat, grants Spd+2 during combat. | 50 | No |
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Darting Blow 2 | If unit initiates combat, grants Spd+4 during combat. | 100 | No |
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Darting Blow 3 | If unit initiates combat, grants Spd+6 during combat. | 200 | No |
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Darting Blow 4 | If unit initiates combat, grants Spd+9 during combat. | 300 | No |
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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 |
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Darting Stance 1 | If foe initiates combat, grants Spd+2 during combat. | 50 | No |
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Darting Stance 2 | If foe initiates combat, grants Spd+4 during combat. | 100 | No |
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Darting Stance 3 | If foe initiates combat, grants Spd+6 during combat. | 200 | No |
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Death Blow 1 | If unit initiates combat, grants Atk+2 during combat. | 50 | No |
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Death Blow 2 | If unit initiates combat, grants Atk+4 during combat. | 100 | No |
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Death Blow 3 | If unit initiates combat, grants Atk+6 during combat. | 200 | No |
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Death Blow 4 | If unit initiates combat, grants Atk+8 during combat. | 300 | No |
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Def/Res 1 | Grants Def/Res+1. | 80 | No |
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Def/Res 2 | Grants Def/Res+2. | 160 | No |
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Def/Res Bond 1 | If unit is adjacent to an ally, grants Def/Res+3 during combat. | 60 | No |
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Def/Res Bond 2 | If unit is adjacent to an ally, grants Def/Res+4 during combat. | 120 | No |
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Def/Res Bond 3 | If unit is adjacent to an ally, grants Def/Res+5 during combat. | 240 | No |
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Def/Res Solo 1 | If unit is not adjacent to an ally, grants Def/Res+2 during combat. | 60 | No |
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Def/Res Solo 2 | If unit is not adjacent to an ally, grants Def/Res+4 during combat. | 120 | No |
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Def/Res Solo 3 | If unit is not adjacent to an ally, grants Def/Res+6 during combat. | 240 | No |
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Def/Res Solo 4 | If unit is not adjacent to an ally, grants Def/Res+7 during combat. | 300 | No |
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Defense +1 | Grants Def+1. | 30 | No |
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Defense +2 | Grants Def+2. | 60 | No |
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Defense +3 | Grants Def+3. | 120 | No |
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Defiant Atk 1 | At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. | 40 | No |
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Defiant Atk 2 | At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. | 80 | No |
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Defiant Atk 3 | At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. | 160 | No |
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Defiant Def 1 | At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. | 40 | No |
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Defiant Def 2 | At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. | 80 | No |
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Defiant Def 3 | At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. | 160 | No |
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Defiant Res 1 | At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn. | 40 | No |
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Defiant Res 2 | At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn. | 80 | No |
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Defiant Res 3 | At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn. | 160 | No |
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Defiant Spd 1 | At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn. | 40 | No |
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Defiant Spd 2 | At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn. | 80 | No |
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Defiant Spd 3 | At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn. | 160 | No |
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Distant Counter | Unit can counterattack regardless of foe's range. | 300 | No |
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Distant Def 1 | If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+2 during combat. | 60 | No |
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Distant Def 2 | If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+4 during combat. | 120 | No |
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Distant Def 3 | If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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Dragonskin | Neutralizes "effective against flying" bonuses. If foe initiates combat, grants Def/Res+4 during combat. |
300 | Yes |
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Dragoon Shield | Neutralizes "effective against flying" bonuses. Grants Atk/Spd/Def+3. | 300 | Yes |
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Earth Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+2 during combat. | 50 | No |
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Earth Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+4 during combat. | 100 | No |
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Earth Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat. | 200 | No |
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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 |
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Fierce Stance 1 | If foe initiates combat, grants Atk+2 during combat. | 50 | No |
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Fierce Stance 2 | If foe initiates combat, grants Atk+4 during combat. | 100 | No |
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Fierce Stance 3 | If foe initiates combat, grants Atk+6 during combat. | 200 | No |
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Fire Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+2 during combat. | 50 | No |
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Fire Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+4 during combat. | 100 | No |
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Fire Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+6 during combat. | 200 | No |
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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 |
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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 |
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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 |
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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 |
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Fort. Def/Res 1 | Grants Def/Res+3. Inflicts Atk-3. |
100 | No |
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Fort. Def/Res 2 | Grants Def/Res+4. Inflicts Atk-3. |
200 | No |
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Fort. Def/Res 3 | Grants Def/Res+6. Inflicts Atk-2. |
300 | No |
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Fortress Def 1 | Grants Def+3. Inflicts Atk-3. |
40 | No |
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Fortress Def 2 | Grants Def+4. Inflicts Atk-3. |
80 | No |
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Fortress Def 3 | Grants Def+5. Inflicts Atk-3. |
160 | No |
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Fortress Res 1 | Grants Res+3. Inflicts Atk-3. |
40 | No |
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Fortress Res 2 | Grants Res+4. Inflicts Atk-3. |
80 | No |
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Fortress Res 3 | Grants Res+5. Inflicts Atk-3. |
160 | No |
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Fury 1 | Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. | 50 | No |
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Fury 2 | Grants Atk/Spd/Def/Res+2. After combat, deals 4 damage to unit. | 100 | No |
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Fury 3 | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. | 200 | No |
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Fury 4 | Grants Atk/Spd/Def/Res+4. After combat, deals 8 damage to unit. | 300 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Grani's Shield | Neutralizes "effective against cavalry" bonuses. | 200 | No |
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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 |
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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 |
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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 |
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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 |
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HP/Atk 1 | Grants HP+3, Atk+1. | 100 | No |
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HP/Atk 2 | Grants HP+4, Atk+2. | 200 | No |
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HP/Def 1 | Grants HP+3, Def+1. | 100 | No |
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HP/Def 2 | Grants HP+4, Def+2. | 200 | No |
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HP +3 | Grants HP+3. | 40 | No |
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HP +4 | Grants HP+4. | 80 | No |
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HP +5 | Grants HP+5. | 160 | No |
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HP/Res 1 | Grants HP+3, Res+1. | 100 | No |
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HP/Res 2 | Grants HP+4, Res+2. | 200 | No |
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HP/Spd 1 | Grants HP+3, Spd+1. | 100 | No |
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HP/Spd 2 | Grants HP+4, Spd+2. | 200 | No |
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Iote's Shield | Neutralizes "effective against flying" bonuses. | 200 | No |
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Kestrel Stance 1 | If foe initiates combat, grants Atk/Spd+2 during combat. | 120 | No |
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Kestrel Stance 2 | If foe initiates combat, grants Atk/Spd+4 during combat. | 240 | No |
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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 |
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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 |
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Life and Death 1 | Grants Atk/Spd+3. Inflicts Def/Res-3. |
50 | No |
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Life and Death 2 | Grants Atk/Spd+4. Inflicts Def/Res-4. |
100 | No |
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Life and Death 3 | Grants Atk/Spd+5. Inflicts Def/Res-5. |
200 | No |
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Life and Death 4 | Grants Atk/Spd+7. Inflicts Def/Res-5. |
300 | No |
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Mirror Impact | If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack. | 300 | No |
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Mirror Stance 1 | If foe initiates combat, grants Atk/Res+2 during combat. | 120 | No |
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Mirror Stance 2 | If foe initiates combat, grants Atk/Res+4 during combat. | 240 | No |
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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 |
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Mirror Strike 1 | If unit initiates combat, grants Atk/Res+2 during combat. | 120 | No |
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Mirror Strike 2 | If unit initiates combat, grants Atk/Res+4 during combat. | 240 | No |
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Ostian Counter | Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. | 350 | Yes |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Resistance +1 | Grants Res+1. | 30 | No |
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Resistance +2 | Grants Res+2. | 60 | No |
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Resistance +3 | Grants Res+3. | 120 | No |
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Scendscale | Deals damage = 25% of unit's Atk, but after combat, if unit attacked, deals 7 damage to unit. | 300 | Yes |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Spd/Def 1 | Grants Spd/Def+1. | 80 | No |
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Spd/Def 2 | Grants Spd/Def+2. | 160 | No |
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Spd/Def Bond 1 | If unit is adjacent to an ally, grants Spd/Def+3 during combat. | 60 | No |
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Spd/Def Bond 2 | If unit is adjacent to an ally, grants Spd/Def+4 during combat. | 120 | No |
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Spd/Def Bond 3 | If unit is adjacent to an ally, grants Spd/Def+5 during combat. | 240 | No |
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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 |
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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 |
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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 |
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Spd/Def Solo 1 | If unit is not adjacent to an ally, grants Spd/Def+2 during combat. | 60 | No |
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Spd/Def Solo 2 | If unit is not adjacent to an ally, grants Spd/Def+4 during combat. | 120 | No |
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Spd/Def Solo 3 | If unit is not adjacent to an ally, grants Spd/Def+6 during combat. | 240 | No |
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Spd/Res 1 | Grants Spd/Res+1. | 80 | No |
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Spd/Res 2 | Grants Spd/Res+2. | 160 | No |
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Spd/Res Bond 1 | If unit is adjacent to an ally, grants Spd/Res+3 during combat. | 60 | No |
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Spd/Res Bond 2 | If unit is adjacent to an ally, grants Spd/Res+4 during combat. | 120 | No |
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Spd/Res Bond 3 | If unit is adjacent to an ally, grants Spd/Res+5 during combat. | 240 | No |
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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 |
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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 |
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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 |
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Spd/Res Solo 1 | If unit is not adjacent to an ally, grants Spd/Res+2 during combat. | 60 | No |
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Spd/Res Solo 2 | If unit is not adjacent to an ally, grants Spd/Res+4 during combat. | 120 | No |
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Spd/Res Solo 3 | If unit is not adjacent to an ally, grants Spd/Res+6 during combat. | 240 | No |
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Speed +1 | Grants Spd+1. | 30 | No |
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Speed +2 | Grants Spd+2. | 60 | No |
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Speed +3 | Grants Spd+3. | 120 | No |
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Steady Blow 1 | If unit initiates combat, grants Spd/Def+2 during combat. | 120 | No |
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Steady Blow 2 | If unit initiates combat, grants Spd/Def+4 during combat. | 240 | No |
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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 |
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Steady Impact | If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack. | 300 | No |
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Steady Posture 1 | If foe initiates combat, grants Spd/Def+2 during combat. | 120 | No |
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Steady Posture 2 | If foe initiates combat, grants Spd/Def+4 during combat. | 240 | No |
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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 |
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Steady Stance 1 | If foe initiates combat, grants Def+2 during combat. | 50 | No |
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Steady Stance 2 | If foe initiates combat, grants Def+4 during combat. | 100 | No |
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Steady Stance 3 | If foe initiates combat, grants Def+6 during combat. | 200 | No |
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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 |
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Sturdy Blow 1 | If unit initiates combat, grants Atk/Def+2 during combat. | 120 | No |
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Sturdy Blow 2 | If unit initiates combat, grants Atk/Def+4 during combat. | 240 | No |
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Sturdy Impact | If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack. | 300 | No |
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Sturdy Stance 1 | If foe initiates combat, grants Atk/Def+2 during combat. | 120 | No |
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Sturdy Stance 2 | If foe initiates combat, grants Atk/Def+4 during combat. | 240 | No |
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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 |
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Svalinn Shield | Neutralizes "effective against armored" bonuses. | 200 | No |
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Swift Sparrow 1 | If unit initiates combat, grants Atk/Spd+2 during combat. | 120 | No |
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Swift Sparrow 2 | If unit initiates combat, grants Atk/Spd+4 during combat. | 240 | No |
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Swift Sparrow 3 | If unit initiates combat, grants Atk+6, Spd+7 during combat. | 300 | No |
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Swift Stance 1 | If foe initiates combat, grants Spd/Res+2 during combat. | 120 | No |
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Swift Stance 2 | If foe initiates combat, grants Spd/Res+4 during combat. | 240 | No |
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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 |
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Swift Strike 1 | If unit initiates combat, grants Spd/Res+2 during combat. | 120 | No |
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Swift Strike 2 | If unit initiates combat, grants Spd/Res+4 during combat. | 240 | No |
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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 |
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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 |
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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 |
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Warding Blow 1 | If unit initiates combat, grants Res+2 during combat. | 50 | No |
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Warding Blow 2 | If unit initiates combat, grants Res+4 during combat. | 100 | No |
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Warding Blow 3 | If unit initiates combat, grants Res+6 during combat. | 200 | No |
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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 |
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Warding Stance 1 | If foe initiates combat, grants Res+2 during combat. | 50 | No |
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Warding Stance 2 | If foe initiates combat, grants Res+4 during combat. | 100 | No |
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Warding Stance 3 | If foe initiates combat, grants Res+6 during combat. | 200 | No |
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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 |
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Water Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+2 during combat. | 50 | No |
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Water Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+4 during combat. | 100 | No |
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Water Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+6 during combat. | 200 | No |
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Wind Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+2 during combat. | 50 | No |
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Wind Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+4 during combat. | 100 | No |
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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[edit | edit source]
Icon | Name | Description | SP | Is exclusive |
---|---|---|---|---|
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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 |
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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 |
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Aerobatics 3 | Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Atrocity | At start of combat, if foe's HP ≥ 50%, boosts damage by 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 and Special cooldown count+1 on target and foes within 2 spaces of target through their next actions. (No effect on Special cooldown counts already at maximum.) | 300 | Yes |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Beorc's Blessing | Neutralizes cavalry and flying foes' bonuses (from skills like Fortify, Rally, etc.) during combat. (Skill cannot be inherited.) |
300 | Yes |
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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 |
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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 |
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Black Eagle Rule | If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also if foe initiates combat, damage received by foe's follow-up attack is also reduced by 80%. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes.) | 300 | Yes |
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Blaze Dance 1 | If Sing or Dance is used, grants Atk+2 to target. | 50 | No |
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Blaze Dance 2 | If Sing or Dance is used, grants Atk+3 to target. | 100 | No |
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Blaze Dance 3 | If Sing or Dance is used, grants Atk+4 to target. | 200 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Bushido | Deals +10 damage when Special triggers. | 300 | Yes |
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Caldera Dance 1 | If Sing or Dance is used, grants Atk+2 and Def+3 to target. | 120 | No |
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Caldera Dance 2 | If Sing or Dance is used, grants Atk+3 and Def+4 to target. | 240 | No |
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Cancel Affinity 1 | Neutralizes all weapon-triangle advantage granted by unit's and foe's skills. | 50 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Dazzling Staff 1 | At start of combat, if unit's HP = 100%, foe cannot counterattack. | 60 | No |
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Dazzling Staff 2 | At start of combat, if unit's HP ≥ 50%, foe cannot counterattack. | 120 | No |
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Dazzling Staff 3 | Foe cannot counterattack. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Deluge Dance 1 | If Sing or Dance is used, grants Spd+2 and Res+3 to target. | 120 | No |
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Deluge Dance 2 | If Sing or Dance is used, grants Spd+3 and Res+4 to target. | 240 | No |
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Desperation 1 | If unit's HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 50 | No |
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Desperation 2 | If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 100 | No |
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Desperation 3 | If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 200 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Drag Back | If unit initiates combat, unit moves 1 space away after combat. Target foe moves to unit's previous space. |
150 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Earth Dance 1 | If Sing or Dance is used, grants Def+3 to target. | 50 | No |
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Earth Dance 2 | If Sing or Dance is used, grants Def+4 to target. | 100 | No |
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Earth Dance 3 | If Sing or Dance is used, grants Def+5 to target. | 200 | No |
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Escape Route 1 | If unit's HP ≤ 30%, unit can move to a space adjacent to any ally. | 60 | No |
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Escape Route 2 | If unit's HP ≤ 40%, unit can move to a space adjacent to any ally. | 120 | No |
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Escape Route 3 | If unit's HP ≤ 50%, unit can move to a space adjacent to any ally. | 240 | No |
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Even Follow-Up 1 | 60 | No | |
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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 |
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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 |
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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 |
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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 |
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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 |
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Fireflood Dance 1 | If Sing or Dance is used, grants Atk+2 and Res+3 to target. | 120 | No |
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Fireflood Dance 2 | If Sing or Dance is used, grants Atk+3 and Res+4 to target. | 240 | No |
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Firestorm Dance 1 | If Sing or Dance is used, grants Atk/Spd+2 to target. | 120 | No |
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Firestorm Dance 2 | If Sing or Dance is used, grants Atk/Spd+3 to target. | 240 | No |
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Flier Formation 1 | If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. | 60 | No |
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Flier Formation 2 | If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. | 120 | No |
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Flier Formation 3 | Unit can move to a space adjacent to a flying ally within 2 spaces. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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Gale Dance 1 | If Sing or Dance is used, grants Spd+2 to target. | 50 | No |
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Gale Dance 2 | If Sing or Dance is used, grants Spd+3 to target. | 100 | No |
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Gale Dance 3 | If Sing or Dance is used, grants Spd+4 to target. | 200 | No |
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Geyser Dance 1 | If Sing or Dance is used, grants Def/Res+3 to target. | 120 | No |
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Geyser Dance 2 | If Sing or Dance is used, grants Def/Res+4 to target. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Hit and Run | If unit initiates combat, unit moves 1 space away after combat. | 150 | No |
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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 |
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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 |
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Knock Back | If unit initiates combat, target foe moves 1 space away after combat. | 150 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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Live for Honor | If unit survives, get 1.5x badges from a Training Tower map. (Only highest value applied. Does not stack.) |
100 | No |
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Live to Serve 1 | When healing an ally with a staff, restores HP to unit = 50% of HP restored to target. | 40 | No |
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Live to Serve 2 | When healing an ally with a staff, restores HP to unit = 75% of HP restored to target. | 80 | No |
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Live to Serve 3 | When healing an ally with a staff, restores HP to unit = HP restored to target. | 160 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Lunar Brace | Slows Special trigger (cooldown count+1). Deals damage = 50% of foe's Def when Special triggers. |
300 | Yes |
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Lunge | If unit initiates combat, unit and target foe swap spaces after combat. | 150 | No |
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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 |
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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 |
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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 |
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Null C-Disrupt 1 | At start of combat, if unit's HP = 100%, neutralizes effects that prevent unit's counterattacks during combat. | 60 | No |
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Null C-Disrupt 2 | At start of combat, if unit's HP ≥ 50%, neutralizes effects that prevent unit's counterattacks during combat. | 120 | No |
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Null C-Disrupt 3 | Neutralizes effects that prevent unit's counterattacks during combat. | 240 | No |
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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 |
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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 |
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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 |
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Obstruct 1 | If unit's HP ≥ 90%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
50 | No |
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Obstruct 2 | If unit's HP ≥ 70%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
100 | No |
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Obstruct 3 | If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.) |
200 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Pass 1 | If unit's HP ≥ 75%, unit can move through foes' spaces. | 50 | No |
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Pass 2 | If unit's HP ≥ 50%, unit can move through foes' spaces. | 100 | No |
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Pass 3 | If unit's HP ≥ 25%, unit can move through foes' spaces. | 200 | No |
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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 |
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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 |
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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 |
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Poison Strike 1 | If unit initiates combat, deals 4 damage to foe after combat. | 60 | No |
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Poison Strike 2 | If unit initiates combat, deals 7 damage to foe after combat. | 120 | No |
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Poison Strike 3 | If unit initiates combat, deals 10 damage to foe after combat. | 240 | No |
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Quick Riposte 1 | If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. | 60 | No |
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Quick Riposte 2 | If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. | 120 | No |
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Quick Riposte 3 | If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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Recover Ring | At start of turn, restores 10 HP. (Skill cannot be inherited.) |
200 | Yes |
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Renewal 1 | At the start of every fourth turn, restores 10 HP. | 60 | No |
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Renewal 2 | At the start of every third turn, restores 10 HP. | 120 | No |
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Renewal 3 | At start of odd-numbered turns, restores 10 HP. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Rockslide Dance 1 | If Sing or Dance is used, grants Spd+2 and Def+3 to target. | 120 | No |
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Rockslide Dance 2 | If Sing or Dance is used, grants Spd+3 and Def+4 to target. | 240 | No |
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S Drink | At the start of turn 1, restores 99 HP and grants Special cooldown count-1. | 300 | Yes |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Sacae's Blessing | If foe uses sword, lance, or axe, foe cannot counterattack. (Skill cannot be inherited.) |
300 | Yes |
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Seal Atk 1 | Inflicts Atk-3 on foe through its next action after combat. | 40 | No |
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Seal Atk 2 | Inflicts Atk-5 on foe through its next action after combat. | 80 | No |
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Seal Atk 3 | Inflicts Atk-7 on foe through its next action after combat. | 160 | No |
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Seal Atk/Def 1 | Inflicts Atk/Def-3 on foe through its next action after combat. | 100 | No |
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Seal Atk/Def 2 | Inflicts Atk/Def-5 on foe through its next action after combat. | 200 | No |
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Seal Atk/Res 1 | Inflicts Atk/Res-3 on foe through its next action after combat. | 100 | No |
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Seal Atk/Res 2 | Inflicts Atk/Res-5 on foe through its next action after combat. | 200 | No |
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Seal Atk/Spd 1 | Inflicts Atk/Spd-3 on foe through its next action after combat. | 100 | No |
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Seal Atk/Spd 2 | Inflicts Atk/Spd-5 on foe through its next action after combat. | 200 | No |
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Seal Def 1 | Inflicts Def-3 on foe through its next action after combat. | 40 | No |
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Seal Def 2 | Inflicts Def-5 on foe through its next action after combat. | 80 | No |
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Seal Def 3 | Inflicts Def-7 on foe through its next action after combat. | 160 | No |
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Seal Def/Res 1 | Inflicts Def/Res-3 on foe through its next action after combat. | 100 | No |
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Seal Def/Res 2 | Inflicts Def/Res-5 on foe through its next action after combat. | 200 | No |
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Seal Res 1 | Inflicts Res-3 on foe through its next action after combat. | 40 | No |
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Seal Res 2 | Inflicts Res-5 on foe through its next action after combat. | 80 | No |
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Seal Res 3 | Inflicts Res-7 on foe through its next action after combat. | 160 | No |
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Seal Spd 1 | Inflicts Spd-3 on foe through its next action after combat. | 40 | No |
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Seal Spd 2 | Inflicts Spd-5 on foe through its next action after combat. | 80 | No |
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Seal Spd 3 | Inflicts Spd-7 on foe through its next action after combat. | 160 | No |
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Seal Spd/Def 1 | Inflicts Spd/Def-3 on foe through its next action after combat. | 100 | No |
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Seal Spd/Def 2 | Inflicts Spd/Def-5 on foe through its next action after combat. | 200 | No |
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Seal Spd/Res 1 | Inflicts Spd/Res-3 on foe through its next action after combat. | 100 | No |
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Seal Spd/Res 2 | Inflicts Spd/Res-5 on foe through its next action after combat. | 200 | No |
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Shield Pulse 1 | At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. | 60 | No |
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Shield Pulse 2 | At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers. | 120 | No |
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Shield Pulse 3 | At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers. | 240 | No |
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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 |
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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 |
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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 |
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Solar Brace | Restores HP = 30% of damage dealt when Special triggers. (Stacks with effects of skills like Sol.) |
300 | Yes |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Special Spiral 2 | If Special triggers before or during combat, grants Special cooldown count-1 after combat. | 120 | No |
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Special Spiral 3 | If Special triggers before or during combat, grants Special cooldown count-2 after combat. | 240 | No |
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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 triggers Special, deals +5 damage when Special triggers. | 60 | No |
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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 triggers Special, deals +5 damage when Special triggers. | 120 | No |
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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 triggers Special, deals +5 damage when Special triggers. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Torrent Dance 1 | If Sing or Dance is used, grants Res+3 to target. | 50 | No |
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Torrent Dance 2 | If Sing or Dance is used, grants Res+4 to target. | 100 | No |
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Torrent Dance 3 | If Sing or Dance is used, grants Res+5 to target. | 200 | No |
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Vantage 1 | If unit's HP ≤ 25% and foe initiates combat, unit can counterattack before foe's first attack. | 50 | No |
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Vantage 2 | If unit's HP ≤ 50% and foe initiates combat, unit can counterattack before foe's first attack. | 100 | No |
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Vantage 3 | If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack. | 200 | No |
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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 |
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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 |
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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 |
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Warp Powder | If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces. | 300 | Yes |
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Wary Fighter 1 | If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. | 60 | No |
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Wary Fighter 2 | If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. | 120 | No |
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Wary Fighter 3 | If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Wings of Mercy 1 | If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally. | 60 | No |
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Wings of Mercy 2 | If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally. | 120 | No |
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Wings of Mercy 3 | If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally. | 240 | No |
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Wrath 1 | At start of turn, if unit's HP ≤ 25% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. | 60 | No |
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Wrath 2 | At start of turn, if unit's HP ≤ 50% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. | 120 | No |
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Wrath 3 | At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. | 240 | No |
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Wrathful Staff 1 | At start of combat, if unit's HP = 100%, calculates damage from staff like other weapons. | 60 | No |
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Wrathful Staff 2 | At start of combat, if unit's HP ≥ 50%, calculates damage from staff like other weapons. | 120 | No |
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Wrathful Staff 3 | Calculates damage from staff like other weapons. | 240 | No |
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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 |
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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 |
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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 |
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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[edit | edit source]
Icon | Name | Description | SP | Is exclusive |
---|---|---|---|---|
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Atk/Def Rein 1 | Inflicts Atk/Def-2 on foes within 2 spaces during combat. | 60 | No |
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Atk/Def Rein 2 | Inflicts Atk/Def-3 on foes within 2 spaces during combat. | 120 | No |
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Atk/Def Rein 3 | Inflicts Atk/Def-4 on foes within 2 spaces during combat. | 240 | No |
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Atk Opening 1 | At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) | 60 | No |
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Atk Opening 2 | At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) | 120 | No |
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Atk Opening 3 | At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Atk/Res Rein 1 | Inflicts Atk/Res-2 on foes within 2 spaces during combat. | 60 | No |
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Atk/Res Rein 2 | Inflicts Atk/Res-3 on foes within 2 spaces during combat. | 120 | No |
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Atk/Res Rein 3 | Inflicts Atk/Res-4 on foes within 2 spaces during combat. | 240 | No |
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Atk Smoke 1 | Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. | 60 | No |
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Atk Smoke 2 | Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. | 120 | No |
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Atk Smoke 3 | Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Atk/Spd Rein 1 | Inflicts Atk/Spd-2 on foes within 2 spaces during combat. | 60 | No |
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Atk/Spd Rein 2 | Inflicts Atk/Spd-3 on foes within 2 spaces during combat. | 120 | No |
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Atk/Spd Rein 3 | Inflicts Atk/Spd-4 on foes within 2 spaces during combat. | 240 | No |
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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 |
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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 |
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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 |
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Axe Experience 1 | While unit lives and uses an axe, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
30 | No |
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Axe Experience 2 | While unit lives, all axe allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
60 | No |
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Axe Experience 3 | While unit lives, all axe allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
120 | No |
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Axe Valor 1 | While unit lives and uses an axe, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
30 | No |
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Axe Valor 2 | While unit lives, all axe allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
60 | No |
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Axe Valor 3 | While unit lives, all axe allies on team get 2x SP. (Only highest value applied. Does not stack.) |
120 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Beast Exp. 1 | While unit lives and uses beast damage, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
30 | No |
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Beast Exp. 2 | While unit lives, all beast allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
60 | No |
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Beast Exp. 3 | While unit lives, all beast allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
120 | No |
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Beast Valor 1 | While unit lives and uses beast damage, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
30 | No |
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Beast Valor 2 | While unit lives, all beast allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
60 | No |
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Beast Valor 3 | While unit lives, all beast allies on team get 2x SP. (Only highest value applied. Does not stack.) |
120 | No |
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Bow Exp. 1 | While unit lives and uses a bow, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
30 | No |
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Bow Exp. 2 | While unit lives, all bow allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
60 | No |
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Bow Exp. 3 | While unit lives, all bow allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
120 | No |
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Bow Valor 1 | While unit lives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) | 30 | No |
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Bow Valor 2 | While unit lives, all bow allies on team get 1.5x SP. (Only highest value applied. Does not stack.) | 60 | No |
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Bow Valor 3 | While unit lives, all bow allies on team get 2x SP. (Only highest value applied. Does not stack.) | 120 | No |
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Breath of Life 1 | If unit initiates combat, restores 3 HP to adjacent allies after combat. | 50 | No |
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Breath of Life 2 | If unit initiates combat, restores 5 HP to adjacent allies after combat. | 100 | No |
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Breath of Life 3 | If unit initiates combat, restores 7 HP to adjacent allies after combat. | 200 | No |
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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 |
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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 |
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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 |
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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 |
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Dagger Exp. 1 | While unit lives and uses a dagger, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) | 30 | No |
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Dagger Exp. 2 | While unit lives, all dagger allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) | 60 | No |
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Dagger Exp. 3 | While unit lives, all dagger allies on team get 2x EXP. (Only highest value applied. Does not stack.) | 120 | No |
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Dagger Valor 1 | While unit lives and uses a dagger, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
30 | No |
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Dagger Valor 2 | While unit lives, all dagger allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
60 | No |
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Dagger Valor 3 | While unit lives, all dagger allies on team get 2x SP. (Only highest value applied. Does not stack.) |
120 | No |
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Def Opening 1 | At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.) | 60 | No |
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Def Opening 2 | At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) | 120 | No |
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Def Opening 3 | At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Def Smoke 1 | Inflicts Def-3 on foes within 2 spaces of target through their next actions after combat. | 60 | No |
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Def Smoke 2 | Inflicts Def-5 on foes within 2 spaces of target through their next actions after combat. | 120 | No |
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Def Smoke 3 | Inflicts Def-7 on foes within 2 spaces of target through their next actions after combat. | 240 | No |
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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 |
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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 |
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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 |
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Distant Guard 1 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." | 60 | No |
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Distant Guard 2 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." | 120 | No |
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Distant Guard 3 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." | 240 | No |
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Divine Fang | At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. | 300 | Yes |
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Dragon Valor 1 | While unit lives and uses a dragonstone, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
30 | No |
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Dragon Valor 2 | While unit lives, all dragonstone allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
60 | No |
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Dragon Valor 3 | While unit lives, all dragonstone allies on team get 2x SP. (Only highest value applied. Does not stack.) |
120 | No |
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Drive Atk 1 | Grants Atk+2 to allies within 2 spaces during combat. | 120 | No |
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Drive Atk 2 | Grants Atk+3 to allies within 2 spaces during combat. | 240 | No |
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Drive Def 1 | Grants Def+2 to allies within 2 spaces during combat. | 120 | No |
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Drive Def 2 | Grants Def+3 to allies within 2 spaces during combat. | 240 | No |
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Drive Res 1 | Grants Res+2 to allies within 2 spaces during combat. | 120 | No |
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Drive Res 2 | Grants Res+3 to allies within 2 spaces during combat. | 240 | No |
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Drive Spd 1 | Grants Spd+2 to allies within 2 spaces during combat. | 120 | No |
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Drive Spd 2 | Grants Spd+3 to allies within 2 spaces during combat. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Flier Guidance 1 | If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. | 60 | No |
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Flier Guidance 2 | If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. | 120 | No |
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Flier Guidance 3 | Flying allies within 2 spaces can move to a space adjacent to unit. | 240 | No |
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Fortify Armor | At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. | 200 | No |
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Fortify Beasts | At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. | 200 | No |
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Fortify Cavalry | At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn. | 200 | No |
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Fortify Def 1 | At start of turn, grants Def+2 to adjacent allies for 1 turn. | 50 | No |
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Fortify Def 2 | At start of turn, grants Def+3 to adjacent allies for 1 turn. | 100 | No |
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Fortify Def 3 | At start of turn, grants Def+4 to adjacent allies for 1 turn. | 200 | No |
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Fortify Def 4 | At start of turn, grants Def+7 to adjacent allies for 1 turn. | 300 | No |
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Fortify Dragons | At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. | 200 | No |
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Fortify Fliers | At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. | 200 | No |
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Fortify Res 1 | At start of turn, grants Res+2 to adjacent allies for 1 turn. | 50 | No |
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Fortify Res 2 | At start of turn, grants Res+3 to adjacent allies for 1 turn. | 100 | No |
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Fortify Res 3 | At start of turn, grants Res+4 to adjacent allies for 1 turn. | 200 | No |
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Fortify Res 4 | At start of turn, grants Res+7 to adjacent allies for 1 turn. | 300 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Goad Armor | Grants Atk/Spd+4 to armored allies within 2 spaces during combat. | 200 | No |
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Goad Beasts | Grants Atk/Spd+4 to beast allies within 2 spaces during combat. | 200 | No |
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Goad Cavalry | Grants Atk/Spd+4 to cavalry allies within 2 spaces during combat. | 200 | No |
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Goad Dragons | Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. | 200 | No |
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Goad Fliers | Grants Atk/Spd+4 to flying allies within 2 spaces during combat. | 200 | No |
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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 |
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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 |
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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 |
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Guidance 1 | If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 60 | No |
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Guidance 2 | If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 120 | No |
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Guidance 3 | Infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 240 | No |
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Hone Armor | At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. | 200 | No |
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Hone Atk 1 | At start of turn, grants Atk+2 to adjacent allies for 1 turn. | 50 | No |
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Hone Atk 2 | At start of turn, grants Atk+3 to adjacent allies for 1 turn. | 100 | No |
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Hone Atk 3 | At start of turn, grants Atk+4 to adjacent allies for 1 turn. | 200 | No |
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Hone Atk 4 | At start of turn, grants Atk+7 to adjacent allies for 1 turn. | 300 | No |
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Hone Beasts | At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. | 200 | No |
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Hone Cavalry | At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn. | 200 | No |
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Hone Dragons | At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. | 200 | No |
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Hone Fliers | At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. | 200 | No |
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Hone Spd 1 | At start of turn, grants Spd+2 to adjacent allies for 1 turn. | 50 | No |
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Hone Spd 2 | At start of turn, grants Spd+3 to adjacent allies for 1 turn. | 100 | No |
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Hone Spd 3 | At start of turn, grants Spd+4 to adjacent allies for 1 turn. | 200 | No |
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Hone Spd 4 | At start of turn, grants Spd+7 to adjacent allies for 1 turn. | 300 | No |
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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 |
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Impenetrable Dark | During combat, disables skills of all foes excluding foe in combat. | 300 | Yes |
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Inevitable Death | Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat. | 300 | Yes |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Lance Exp. 1 | While unit lives and uses a lance, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
30 | No |
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Lance Exp. 2 | While unit lives, all lance allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
60 | No |
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Lance Exp. 3 | While unit lives, all lance allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
120 | No |
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Lance Valor 1 | While unit lives and uses a lance, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
30 | No |
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Lance Valor 2 | While unit lives, all lance allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
60 | No |
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Lance Valor 3 | While unit lives, all lance allies on team get 2x SP. (Only highest value applied. Does not stack.) |
120 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Odd Recovery 1 | At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit 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 |
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Odd Recovery 2 | At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit 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 |
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Odd Recovery 3 | At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit 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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Odd Tempest 3 | At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Res Opening 1 | At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) | 60 | No |
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Res Opening 2 | At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) | 120 | No |
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Res Opening 3 | At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) | 240 | No |
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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 |
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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 |
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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 |
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Res Smoke 1 | Inflicts Res-3 on foes within 2 spaces of target through their next actions after combat. | 60 | No |
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Res Smoke 2 | Inflicts Res-5 on foes within 2 spaces of target through their next actions after combat. | 120 | No |
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Res Smoke 3 | Inflicts Res-7 on foes within 2 spaces of target through their next actions after combat. | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Savage Blow 1 | If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat. | 50 | No |
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Savage Blow 2 | If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat. | 100 | No |
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Savage Blow 3 | If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat. | 200 | No |
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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 |
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Sparkling Boost | At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) | 300 | Yes |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Spd/Def Rein 1 | Inflicts Spd/Def-2 on foes within 2 spaces during combat. | 60 | No |
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Spd/Def Rein 2 | Inflicts Spd/Def-3 on foes within 2 spaces during combat. | 120 | No |
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Spd/Def Rein 3 | Inflicts Spd/Def-4 on foes within 2 spaces during combat. | 240 | No |
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Spd Opening 1 | At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) | 60 | No |
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Spd Opening 2 | At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) | 120 | No |
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Spd Opening 3 | At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) | 240 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Spd/Res Rein 1 | Inflicts Spd/Res-2 on foes within 2 spaces during combat. | 60 | No |
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Spd/Res Rein 2 | Inflicts Spd/Res-3 on foes within 2 spaces during combat. | 120 | No |
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Spd/Res Rein 3 | Inflicts Spd/Res-4 on foes within 2 spaces during combat. | 240 | No |
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Spd Smoke 1 | Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat. | 60 | No |
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Spd Smoke 2 | Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat. | 120 | No |
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Spd Smoke 3 | Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat. | 240 | No |
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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 |
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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 |
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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 |
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Spur Atk 1 | Grants Atk+2 to adjacent allies during combat. | 50 | No |
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Spur Atk 2 | Grants Atk+3 to adjacent allies during combat. | 100 | No |
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Spur Atk 3 | Grants Atk+4 to adjacent allies during combat. | 200 | No |
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Spur Atk/Def 1 | Grants Atk/Def+2 to adjacent allies during combat. | 120 | No |
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Spur Atk/Def 2 | Grants Atk/Def+3 to adjacent allies during combat. | 240 | No |
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Spur Atk/Res 1 | Grants Atk/Res+2 to adjacent allies during combat. | 120 | No |
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Spur Atk/Res 2 | Grants Atk/Res+3 to adjacent allies during combat. | 240 | No |
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Spur Atk/Spd 1 | Grants Atk/Spd+2 to adjacent allies during combat. | 120 | No |
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Spur Atk/Spd 2 | Grants Atk/Spd+3 to adjacent allies during combat. | 240 | No |
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Spur Def 1 | Grants Def+2 to adjacent allies during combat. | 50 | No |
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Spur Def 2 | Grants Def+3 to adjacent allies during combat. | 100 | No |
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Spur Def 3 | Grants Def+4 to adjacent allies during combat. | 200 | No |
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Spur Def/Res 1 | Grants Def/Res +2 to adjacent allies during combat. | 120 | No |
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Spur Def/Res 2 | Grants Def/Res +3 to adjacent allies during combat. | 240 | No |
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Spur Res 1 | Grants Res+2 to adjacent allies during combat. | 50 | No |
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Spur Res 2 | Grants Res+3 to adjacent allies during combat. | 100 | No |
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Spur Res 3 | Grants Res+4 to adjacent allies during combat. | 200 | No |
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Spur Spd 1 | Grants Spd+2 to adjacent allies during combat. | 50 | No |
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Spur Spd 2 | Grants Spd+3 to adjacent allies during combat. | 100 | No |
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Spur Spd 3 | Grants Spd+4 to adjacent allies during combat. | 200 | No |
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Spur Spd/Def 1 | Grants Spd/Def+2 to adjacent allies during combat. | 120 | No |
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Spur Spd/Def 2 | Grants Spd/Def+3 to adjacent allies during combat. | 240 | No |
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Spur Spd/Res 1 | Grants Spd/Res+2 to adjacent allies during combat. | 120 | No |
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Spur Spd/Res 2 | Grants Spd/Res+3 to adjacent allies during combat. | 240 | No |
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Staff Exp. 1 | While unit lives and uses a staff, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) | 30 | No |
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Staff Exp. 2 | While unit lives, all staff allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) | 60 | No |
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Staff Exp. 3 | While unit lives, all staff allies on team get 2x EXP. (Only highest value applied. Does not stack.) | 120 | No |
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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 |
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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 |
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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 |
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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 |
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Sword Exp. 1 | While unit lives and uses a sword, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) |
30 | No |
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Sword Exp. 2 | While unit lives, all sword allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) |
60 | No |
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Sword Exp. 3 | While unit lives, all sword allies on team get 2x EXP. (Only highest value applied. Does not stack.) |
120 | No |
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Sword Valor 1 | While unit lives and uses a sword, unit gets 1.5x SP. (Only highest value applied. Does not stack.) |
30 | No |
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Sword Valor 2 | While unit lives, all sword allies on team get 1.5x SP. (Only highest value applied. Does not stack.) |
60 | No |
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Sword Valor 3 | While unit lives, all sword allies on team get 2x SP. (Only highest value applied. Does not stack.) |
120 | No |
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Threat. Atk/Def 1 | At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions. | 100 | No |
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Threat. Atk/Def 2 | At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions. | 200 | No |
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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 |
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Threat. Atk/Res 1 | At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions. | 100 | No |
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Threat. Atk/Res 2 | At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions. | 200 | No |
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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 |
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Threat. Atk/Spd 1 | At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions. | 100 | No |
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Threat. Atk/Spd 2 | At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions. | 200 | No |
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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 |
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Threaten Atk 1 | At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. | 50 | No |
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Threaten Atk 2 | At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. | 100 | No |
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Threaten Atk 3 | At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. | 200 | No |
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Threaten Def 1 | At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. | 50 | No |
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Threaten Def 2 | At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. | 100 | No |
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Threaten Def 3 | At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. | 200 | No |
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Threaten Res 1 | At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions. | 50 | No |
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Threaten Res 2 | At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions. | 100 | No |
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Threaten Res 3 | At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions. | 200 | No |
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Threaten Spd 1 | At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. | 50 | No |
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Threaten Spd 2 | At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. | 100 | No |
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Threaten Spd 3 | At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. | 200 | No |
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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 |
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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 |
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Time's Pulse 3 | At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 240 | No |
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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 |
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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 |
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Ward Armor | Grants Def/Res+4 to armored allies within 2 spaces during combat. | 200 | No |
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Ward Beasts | Grants Def/Res+4 to beast allies within 2 spaces during combat. | 200 | No |
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Ward Cavalry | Grants Def/Res+4 to cavalry allies within 2 spaces during combat. | 200 | No |
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Ward Dragons | Grants Def/Res+4 to dragon allies within 2 spaces during combat. | 200 | No |
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Ward Fliers | Grants Def/Res+4 to flying allies within 2 spaces during combat. | 200 | No |
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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 |
List of Seal Exclusive Skills[edit | edit source]
Icon | Name | Description | SP | Is exclusive |
---|---|---|---|---|
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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 |
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Initiate Seal Atk 1 | Grants Atk+1. | 30 | No |
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Initiate Seal Atk 2 | Grants Atk+2. | 60 | No |
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Initiate Seal Atk 3 | Grants Atk+3. | 120 | No |
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Blade Seal | When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Special Blade】drops. 【Special Blade】 Enables use of Specials for all allies. |
0 | No |
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Boots Seal | When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and【Infantry Boots】drop. 【Infantry Boots】 Grants +1 to movement to all allies for 1 turn. |
0 | No |
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Charm Seal | When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Lightning Charm】drops. 【Lightning Charm】 Inflicts 20 damage to all enemies. |
0 | No |
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Initiate Seal Def 1 | Grants Def+1. | 30 | No |
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Initiate Seal Def 2 | Grants Def+2. | 60 | No |
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Initiate Seal Def 3 | Grants Def+3. | 120 | No |
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Deflect Magic 1 | If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 30%. | 50 | No |
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Deflect Magic 2 | If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 50%. | 100 | No |
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Deflect Magic 3 | If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%. | 200 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Elixir Seal | When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and an【Elixir】drops. 【Elixir】 Restores 99 HP to all allies |
0 | No |
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Embla's Ward | Reduces damage dealt to unit to 0. | 0 | No |
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Guardian Seal | Units on the opposing team with Range = 2 cannot move through a space adjacent to the holder of this seal. (Does not affect units with Pass.) When foe with this seal is defeated, restores 10 HP to unit that defeated foe and inflicts Special cooldown count+1 on that unit after combat. | 0 | No |
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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 |
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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 |
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Hardy Bearing 3 | Disables unit's and foe's skills that change attack priority. | 200 | No |
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Horn Seal | When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Fortifying Horn】drops. 【Fortifying Horn】 Grants all allies Atk/Spd/Def/Res+6 for 1 turn. |
0 | No |
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Initiate Seal HP 1 | Grants HP+3. | 40 | No |
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Initiate Seal HP 2 | Grants HP+4. | 80 | No |
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Initiate Seal HP 3 | Grants HP+5. | 160 | No |
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Múspellflame | Reduces damage dealt to unit to 0. | 0 | No |
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Niðavellir Axiom | Reduces damage dealt to unit to 0. | 0 | No |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Quickened Pulse | At the start of turn 1, grants Special cooldown count-1. | 100 | No |
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Initiate Seal Res 1 | Grants Res+1. | 30 | No |
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Initiate Seal Res 2 | Grants Res+2. | 60 | No |
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Initiate Seal Res 3 | Grants Res+3. | 120 | No |
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Røkkr | Neutralizes damage outside of combat (from skills like Poison Strike, etc.) except damage dealt by Specials that trigger before combat. Unit's HP can be reduced to 0 only by an attack from allied armies. Unit cannot restore its own HP. | 0 | No |
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Initiate Seal Spd 1 | Grants Spd+1. | 30 | No |
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Initiate Seal Spd 2 | Grants Spd+2. | 60 | No |
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Initiate Seal Spd 3 | Grants Spd+3. | 120 | No |
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Squad Ace A 1 | Grants HP+3. | 40 | No |
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Squad Ace F 1 | Grants HP+3. | 40 | No |
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Squad Ace K 1 | Grants HP+3. | 40 | No |
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Squad Ace P 1 | Grants HP+3. | 40 | No |
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Squad Ace U 1 | Grants HP+3. | 40 | No |
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Squad Ace Z 1 | Grants HP+3. | 40 | No |
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Squad Ace A 2 | Grants HP+4. | 80 | No |
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Squad Ace F 2 | Grants HP+4. | 80 | No |
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Squad Ace K 2 | Grants HP+4. | 80 | No |
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Squad Ace P 2 | Grants HP+4. | 80 | No |
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Squad Ace U 2 | Grants HP+4. | 80 | No |
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Squad Ace Z 2 | Grants HP+4. | 80 | No |
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Squad Ace A 3 | Grants HP+5. | 160 | No |
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Squad Ace F 3 | Grants HP+5. | 160 | No |
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Squad Ace K 3 | Grants HP+5. | 160 | No |
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Squad Ace P 3 | Grants HP+5. | 160 | No |
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Squad Ace U 3 | Grants HP+5. | 160 | No |
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Squad Ace Z 3 | Grants HP+5. | 160 | No |
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Squad Ace AE 1 | Grants HP+3, Atk+1. | 100 | No |
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Squad Ace AO 1 | Grants HP+3, Atk+1. | 80 | No |
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Squad Ace AE 2 | Grants HP+4, Atk+2. | 200 | No |
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Squad Ace AO 2 | Grants HP+4, Atk+2. | 160 | No |
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Squad Ace AF 1 | Grants HP+3, Spd+1. | 100 | No |
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Squad Ace AP 1 | Grants HP+3, Spd+1. | 80 | No |
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Squad Ace AF 2 | Grants HP+4, Spd+2. | 200 | No |
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Squad Ace AP 2 | Grants HP+4, Spd+2. | 160 | No |
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Squad Ace AG 1 | Grants HP+3, Def+1. | 100 | No |
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Squad Ace AG 2 | Grants HP+4, Def+2. | 200 | No |
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Squad Ace AH 1 | Grants HP+3, Res+1. | 100 | No |
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Squad Ace AH 2 | Grants HP+4, Res+2. | 200 | No |
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Squad Ace AI 1 | Grants Atk/Spd+1. | 80 | No |
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Squad Ace AI 2 | Grants Atk/Spd+2. | 160 | No |
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Squad Ace AJ 1 | Grants Atk/Def+1. | 80 | No |
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Squad Ace AJ 2 | Grants Atk/Def+2. | 160 | No |
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Squad Ace AK 1 | Grants Atk/Res+1. | 80 | No |
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Squad Ace AK 2 | Grants Atk/Res+2. | 160 | No |
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Squad Ace AL 1 | Grants Spd/Def+1. | 80 | No |
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Squad Ace AL 2 | Grants Spd/Def+2. | 160 | No |
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Squad Ace AM 1 | Grants Spd/Res+1. | 80 | No |
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Squad Ace AM 2 | Grants Spd/Res+2. | 160 | No |
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Squad Ace AN 1 | Grants Def/Res+1. | 80 | No |
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Squad Ace AN 2 | Grants Def/Res+2. | 160 | No |
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Squad Ace AA 1 | Grants Def+1. | 30 | No |
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Squad Ace B 1 | Grants Def+1. | 30 | No |
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Squad Ace G 1 | Grants Def+1. | 30 | No |
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Squad Ace L 1 | Grants Def+1. | 30 | No |
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Squad Ace Q 1 | Grants Def+1. | 30 | No |
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Squad Ace V 1 | Grants Def+1. | 30 | No |
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Squad Ace AA 2 | Grants Def+2. | 60 | No |
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Squad Ace B 2 | Grants Def+2. | 60 | No |
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Squad Ace G 2 | Grants Def+2. | 60 | No |
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Squad Ace L 2 | Grants Def+2. | 60 | No |
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Squad Ace Q 2 | Grants Def+2. | 60 | No |
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Squad Ace V 2 | Grants Def+2. | 60 | No |
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Squad Ace AA 3 | Grants Def+3. | 120 | No |
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Squad Ace B 3 | Grants Def+3. | 120 | No |
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Squad Ace G 3 | Grants Def+3. | 120 | No |
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Squad Ace L 3 | Grants Def+3. | 120 | No |
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Squad Ace Q 3 | Grants Def+3. | 120 | No |
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Squad Ace V 3 | Grants Def+3. | 120 | No |
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Squad Ace AB 1 | Grants Res+1. | 30 | No |
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Squad Ace C 1 | Grants Res+1. | 30 | No |
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Squad Ace H 1 | Grants Res+1. | 30 | No |
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Squad Ace M 1 | Grants Res+1. | 30 | No |
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Squad Ace R 1 | Grants Res+1. | 30 | No |
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Squad Ace W 1 | Grants Res+1. | 30 | No |
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Squad Ace AB 2 | Grants Res+2. | 60 | No |
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Squad Ace C 2 | Grants Res+2. | 60 | No |
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Squad Ace H 2 | Grants Res+2. | 60 | No |
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Squad Ace M 2 | Grants Res+2. | 60 | No |
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Squad Ace R 2 | Grants Res+2. | 60 | No |
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Squad Ace W 2 | Grants Res+2. | 60 | No |
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Squad Ace AB 3 | Grants Res+3. | 120 | No |
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Squad Ace C 3 | Grants Res+3. | 120 | No |
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Squad Ace H 3 | Grants Res+3. | 120 | No |
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Squad Ace M 3 | Grants Res+3. | 120 | No |
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Squad Ace R 3 | Grants Res+3. | 120 | No |
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Squad Ace W 3 | Grants Res+3. | 120 | No |
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Squad Ace AC 1 | Grants Spd+1. | 30 | No |
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Squad Ace D 1 | Grants Spd+1. | 30 | No |
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Squad Ace I 1 | Grants Spd+1. | 30 | No |
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Squad Ace N 1 | Grants Spd+1. | 30 | No |
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Squad Ace S 1 | Grants Spd+1. | 30 | No |
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Squad Ace X 1 | Grants Spd+1. | 30 | No |
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Squad Ace AC 2 | Grants Spd+2. | 60 | No |
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Squad Ace D 2 | Grants Spd+2. | 60 | No |
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Squad Ace I 2 | Grants Spd+2. | 60 | No |
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Squad Ace N 2 | Grants Spd+2. | 60 | No |
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Squad Ace S 2 | Grants Spd+2. | 60 | No |
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Squad Ace X 2 | Grants Spd+2. | 60 | No |
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Squad Ace AC 3 | Grants Spd+3. | 120 | No |
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Squad Ace D 3 | Grants Spd+3. | 120 | No |
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Squad Ace I 3 | Grants Spd+3. | 120 | No |
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Squad Ace N 3 | Grants Spd+3. | 120 | No |
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Squad Ace S 3 | Grants Spd+3. | 120 | No |
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Squad Ace X 3 | Grants Spd+3. | 120 | No |
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Squad Ace AD 1 | Grants Atk+1. | 30 | No |
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Squad Ace E 1 | Grants Atk+1. | 30 | No |
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Squad Ace J 1 | Grants Atk+1. | 30 | No |
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Squad Ace O 1 | Grants Atk+1. | 30 | No |
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Squad Ace T 1 | Grants Atk+1. | 30 | No |
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Squad Ace Y 1 | Grants Atk+1. | 30 | No |
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Squad Ace AD 2 | Grants Atk+2. | 60 | No |
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Squad Ace E 2 | Grants Atk+2. | 60 | No |
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Squad Ace J 2 | Grants Atk+2. | 60 | No |
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Squad Ace O 2 | Grants Atk+2. | 60 | No |
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Squad Ace T 2 | Grants Atk+2. | 60 | No |
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Squad Ace Y 2 | Grants Atk+2. | 60 | No |
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Squad Ace AD 3 | Grants Atk+3. | 120 | No |
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Squad Ace E 3 | Grants Atk+3. | 120 | No |
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Squad Ace J 3 | Grants Atk+3. | 120 | No |
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Squad Ace O 3 | Grants Atk+3. | 120 | No |
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Squad Ace T 3 | Grants Atk+3. | 120 | No |
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Squad Ace Y 3 | Grants Atk+3. | 120 | No |
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Veil Seal | When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Dancer's Veil】drops. 【Dancer's Veil】 Allows one random ally that has already acted to take another action. |
0 | No |