Passives

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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 Effect SP Cost Inherit Restriction
Armored Blow 1.png Armored Blow 1 Grants Def+2 during combat if unit initiates the attack. 50 Excludes Staff Users
Armored Blow 2.png Armored Blow 2 Grants Def+4 during combat if unit initiates the attack. 100 Excludes Staff Users
Armored Blow 3.png Armored Blow 3 Grants Def+6 during combat if unit initiates the attack. 200 Excludes Staff Users
Atk Def Bond 1.png Atk Def Bond 1 Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally. 60 None
Atk Def Bond 2.png Atk Def Bond 2 Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally. 120 None
Atk Def Bond 3.png Atk Def Bond 3 Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally. 240 None
Atk Res Bond 1.png Atk Res Bond 1 Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally. 60 None
Atk Res Bond 2.png Atk Res Bond 2 Grants Atk/Res+4 to this unit during combat if unit is adjacent to an ally. 120 None
Atk Res Bond 3.png Atk Res Bond 3 Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally. 240 None
Atk Spd 1.png Atk Spd 1 Grants Atk/Spd+1. 80 None
Atk Spd 2.png Atk Spd 2 Grants Atk/Spd+2. 160 None
Attack Plus 1.png Attack +1 Grants Atk+1. 30 None
Attack Plus 2.png Attack +2 Grants Atk+2. 60 None
Attack Plus 3.png Attack +3 Grants Atk+3. 120 None
Attack Def Plus 1.png Attack Def +1 Grants Atk/Def+1. 80 None
Attack Def Plus 2.png Attack Def +2 Grants Atk/Def+2. 160 None
Attack Res 1.png Attack Res 1 Grants Atk/Res+1. 80 None
Attack Res 2.png Attack Res 2 Grants Atk/Res+2. 160 None
Bracing Blow 1.png Bracing Blow 1 Grants Def/Res+2 during combat if unit initiates combat. 120 Excludes Staff Users
Bracing Blow 2.png Bracing Blow 2 Grants Def/Res+4 during combat if unit initiates combat. 240 Excludes Staff Users
63px Brazen Atk/Def 1 ? 0 ?
63px Brazen Atk/Def 2 ? 0 ?
63px Brazen Atk/Def 3 If unit's HP ≥ 80% at the start of combat, grants Atk/Def+7 during combat. 0 ?
63px Brazen Atk/Spd 1 ? 0 ?
63px Brazen Atk/Spd 2 ? 0 ?
63px Brazen Atk/Spd 3 If unit's HP ≥ 80% at the start of combat, grants Atk/Spd+7 during combat. 0 ?
Close Counter.png Close Counter Enables unit to counterattack regardless of distance to attacker. 300 Ranged Weapon Users Only
Close Def 1.png Close Def 1 If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat. 60 None
Close Def 2.png Close Def 2 If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat. 120 None
Close Def 3.png Close Def 3 If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat. 240 None
Darting Blow 1.png Darting Blow 1 Grants Spd+2 during combat if unit initiates the attack. 50 Excludes Staff Users
Darting Blow 2.png Darting Blow 2 Grants Spd+4 during combat if unit initiates the attack. 100 Excludes Staff Users
Darting Blow 3.png Darting Blow 3 Grants Spd+6 during combat if unit initiates the attack. 200 Excludes Staff Users
Death Blow 1.png Death Blow 1 Grants Atk+2 during combat if unit initiates the attack. 50 Excludes Staff Users
Death Blow 2.png Death Blow 2 Grants Atk+4 during combat if unit initiates the attack. 100 Excludes Staff Users
Death Blow 3.png Death Blow 3 Grants Atk+6 during combat if unit initiates the attack. 200 Excludes Staff Users
Defense Plus 1.png Defense +1 Grants Def+1. 30 None
Defense Plus 2.png Defense +2 Grants Def+2. 60 None
Defense Plus 3.png Defense +3 Grants Def+3. 120 None
Defiant Atk 1.png Defiant Atk 1 Grants Atk+3 at start of turn if unit's HP ≤ 50%. 40 None
Defiant Atk 2.png Defiant Atk 2 Grants Atk+5 at start of turn if unit's HP ≤ 50%. 80 None
Defiant Atk 3.png Defiant Atk 3 Grants Atk+7 at start of turn if unit's HP ≤ 50%. 160 None
Defiant Def 1.png Defiant Def 1 Grants Def+3 at start of turn if unit's HP ≤ 50%. 40 None
Defiant Def 2.png Defiant Def 2 Grants Def+5 at start of turn if unit's HP ≤ 50%. 80 None
Defiant Def 3.png Defiant Def 3 Grants Def+7 at start of turn if unit's HP ≤ 50%. 160 None
Defiant Res 1.png Defiant Res 1 Grants Res+3 at start of turn if unit's HP ≤ 50%. 40 None
Defiant Res 2.png Defiant Res 2 Grants Res+5 at start of turn if unit's HP ≤ 50%. 80 None
Defiant Res 3.png Defiant Res 3 Grants Res+7 at start of turn if unit's HP ≤ 50%. 160 None
Defiant Spd 1.png Defiant Spd 1 Grants Spd+3 at start of turn if unit's HP ≤ 50%. 40 None
Defiant Spd 2.png Defiant Spd 2 Grants Spd+5 at start of turn if unit's HP ≤ 50%. 80 None
Defiant Spd 3.png Defiant Spd 3 Grants Spd+7 at start of turn if unit's HP ≤ 50%. 160 None
Distant Counter.png Distant Counter Enables unit to counterattack regardless of distance to attacker. 300 Melee Weapon Users Only
Distant Def 1.png Distant Def 1 If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat. 60 None
Distant Def 2.png Distant Def 2 If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat. 120 None
Distant Def 3.png Distant Def 3 If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat. 240 None
Earth Boost 1.png Earth Boost 1 If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat. 50 None
Earth Boost 2.png Earth Boost 2 If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat. 100 None
Earth Boost 3.png Earth Boost 3 If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+6 during combat. 200 None
Fierce Stance 1.png Fierce Stance 1 Grants Atk+2 during combat when this unit is attacked. 50 Excludes Staff Users
Fierce Stance 2.png Fierce Stance 2 Grants Atk+4 during combat when this unit is attacked. 100 Excludes Staff Users
Fierce Stance 3.png Fierce Stance 3 Grants Atk+6 during combat when this unit is attacked. 200 Excludes Staff Users
Fire Boost 1.png Fire Boost 1 If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat. 50 None
Fire Boost 2.png Fire Boost 2 If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat. 100 None
Fire Boost 3.png Fire Boost 3 If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat. 200 None
Flashing Blade 1.png Flashing Blade 1 If unit's Spd - foe's Spd ≥ 5, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
60 Excludes Staff Users
Infantry and Armored Only
Flashing Blade 2.png Flashing Blade 2 If unit's Spd - foe's Spd ≥ 3, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
120 Excludes Staff Users
Infantry and Armored Only
Flashing Blade 3.png Flashing Blade 3 If unit's Spd - foe's Spd ≥ 1, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
240 Excludes Staff Users
Infantry and Armored Only
Fortress Def 1.png Fortress Def 1 Grants Def+3.
Inflicts Atk-3.
40 None
Fortress Def 2.png Fortress Def 2 Grants Def+4.
Inflicts Atk-3.
80 None
Fortress Def 3.png Fortress Def 3 Grants Def+5.
Inflicts Atk-3.
160 None
Fortress Res 1.png Fortress Res 1 Grants Res+3.
Inflicts Atk-3.
40 None
Fortress Res 2.png Fortress Res 2 Grants Res+4.
Inflicts Atk-3.
80 None
Fortress Res 3.png Fortress Res 3 Grants Res+5.
Inflicts Atk-3.
160 None
Fury 1.png Fury 1 Grants Atk/Spd/Def/Res+1.
Unit takes 2 damage after combat.
50 Excludes Staff Users
Fury 2.png Fury 2 Grants Atk/Spd/Def/Res+2.
Unit takes 4 damage after combat.
100 Excludes Staff Users
Fury 3.png Fury 3 Grants Atk/Spd/Def/Res+3.
Unit takes 6 damage after combat.
200 Excludes Staff Users
Grani's Shield.png Grani's Shield Neutralizes "effective against" bonuses. 200 Cavalry Only
Heavy Blade 1.png Heavy Blade 1 If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
60 Excludes Staff Users
Heavy Blade 2.png Heavy Blade 2 If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
120 Excludes Staff Users
Heavy Blade 3.png Heavy Blade 3 If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
240 Excludes Staff Users
HP Plus 3.png HP +3 Grants +3 to max HP. 40 None
HP Plus 4.png HP +4 Grants +4 to max HP. 80 None
HP Plus 5.png HP +5 Grants +5 to max HP. 160 None
HP Def 1.png HP Def 1 Grants HP+3, Def+1. 100 None
HP Def 2.png HP Def 2 Grants HP+4, Def+2. 200 None
HP Res 1.png HP Res 1 Grants HP+3, Res+1. 100 None
HP Res 2.png HP Res 2 Grants HP+4, Res+2. 200 None
HP Spd 1.png HP Spd 1 Grants HP+3, Spd+1. 100 None
HP Spd 2.png HP Spd 2 Grants HP+4, Spd+2. 200 None
Iote's Shield.png Iote's Shield Neutralizes "effective against" bonuses. 200 Fliers Only
Life and Death 1.png Life and Death 1 Grants Atk/Spd+3.
Inflicts Def/Res-3.
50 Excludes Staff Users
Life and Death 2.png Life and Death 2 Grants Atk/Spd+4.
Inflicts Def/Res-4.
100 Excludes Staff Users
Life and Death 3.png Life and Death 3 Grants Atk/Spd+5.
Inflicts Def/Res-5.
200 Excludes Staff Users
Mirror Strike 1.png Mirror Strike 1 Grants Atk/Res+2 during combat if unit initiates combat. 120 Excludes Staff Users
Mirror Strike 2.png Mirror Strike 2 Grants Atk/Res+4 during combat if unit initiates combat. 240 Excludes Staff Users
Resistance Plus 1.png Resistance +1 Grants Res+1. 30 None
Resistance Plus 2.png Resistance +2 Grants Res+2. 60 None
Resistance Plus 3.png Resistance +3 Grants Res+3. 120 None
Spd Def 1.png Spd Def 1 Grants Spd/Def+1. 80 None
Spd Def 2.png Spd Def 2 Grants Spd/Def+2. 160 None
Spd Res 1.png Spd Res 1 Grants Spd/Res+1. 80 None
Spd Res 2.png Spd Res 2 Grants Spd/Res+2. 160 None
Speed Plus 1.png Speed +1 Grants Spd+1. 30 None
Speed Plus 2.png Speed +2 Grants Spd+2. 60 None
Speed Plus 3.png Speed +3 Grants Spd+3. 120 None
Steady Blow 1.png Steady Blow 1 If unit initiates combat, unit granted Spd/Def+2 during battle. 120 Excludes Staff Users
Steady Blow 2.png Steady Blow 2 If unit initiates combat, unit granted Spd/Def+4 during battle. 240 Excludes Staff Users
Steady Breath.png Steady Breath If attacked, unit granted Def+4 during combat; also gains Special cooldown charge +1.
(If using other similar skill, only highest value applied.)
240 Melee Weapon Users Only
Infantry and Armored Only
Steady Stance 1.png Steady Stance 1 Grants Def+2 during combat when this unit is attacked. 50 None
Steady Stance 2.png Steady Stance 2 Grants Def+4 during combat when this unit is attacked. 100 None
Steady Stance 3.png Steady Stance 3 Grants Def+6 during combat when this unit is attacked. 200 None
Sturdy Blow 1.png Sturdy Blow 1 Grants Atk/Def+2 during combat if unit initiates combat. 120 Excludes Staff Users
Sturdy Blow 2.png Sturdy Blow 2 Grants Atk/Def+4 during combat if unit initiates combat. 240 Excludes Staff Users
Svalinn Shield.png Svalinn Shield Neutralizes "effective against" bonuses. 200 Armored Only
Swift Sparrow 1.png Swift Sparrow 1 If unit initiates combat, unit granted Atk/Spd+2 during battle. 120 Excludes Staff Users
Swift Sparrow 2.png Swift Sparrow 2 If unit initiates combat, unit granted Atk/Spd+4 during battle. 240 Excludes Staff Users
Swift Strike 1.png Swift Strike 1 If unit initiates combat, unit granted Spd/Res+2 during battle. 120 Excludes Staff Users
Swift Strike 2.png Swift Strike 2 If unit initiates combat, unit granted Spd/Res+4 during battle. 240 Excludes Staff Users
Triangle Adept 1.png Triangle Adept 1 Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage. 50 Excludes Colorless Weapon Users
Triangle Adept 2.png Triangle Adept 2 Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage. 100 Excludes Colorless Weapon Users
Triangle Adept 3.png Triangle Adept 3 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. 200 Excludes Colorless Weapon Users
Warding Blow 1.png Warding Blow 1 Grants Res+2 during combat if unit initiates attack. 50 Excludes Staff Users
Warding Blow 2.png Warding Blow 2 Grants Res+4 during combat if unit initiates attack. 100 Excludes Staff Users
Warding Blow 3.png Warding Blow 3 Grants Res+6 during combat if unit initiates attack. 200 Excludes Staff Users
Warding Stance 1.png Warding Stance 1 Grants Res+2 during combat when this unit is attacked. 50 None
Warding Stance 2.png Warding Stance 2 Grants Res+4 during combat when this unit is attacked. 100 None
Warding Stance 3.png Warding Stance 3 Grants Res+6 during combat when this unit is attacked. 200 None
Water Boost 1.png Water Boost 1 If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+2 during combat. 50 None
Water Boost 2.png Water Boost 2 If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+4 during combat. 100 None
Water Boost 3.png Water Boost 3 If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+6 during combat. 200 None
Wind Boost 1.png Wind Boost 1 If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat. 50 None
Wind Boost 2.png Wind Boost 2 If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat. 100 None
Wind Boost 3.png Wind Boost 3 If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+6 during combat. 200 None

List of Type B[edit | edit source]

Icon Name Effect SP Cost Inherit Restriction
Axebreaker 1.png Axebreaker 1 If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and foe cannot. 50 Excludes Blue Weapon Users
Axebreaker 2.png Axebreaker 2 If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and foe cannot. 100 Excludes Blue Weapon Users
Axebreaker 3.png Axebreaker 3 If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and foe cannot. 200 Excludes Blue Weapon Users
B Tomebreaker 1.png B Tomebreaker 1 If unit's HP ≥ 90% in combat against a blue tome user, unit makes a follow-up attack and foe cannot. 50 Excludes Red Weapon Users
B Tomebreaker 2.png B Tomebreaker 2 If unit's HP ≥ 70% in combat against a blue tome user, unit makes a follow-up attack and foe cannot. 100 Excludes Red Weapon Users
B Tomebreaker 3.png B Tomebreaker 3 If unit's HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and foe cannot. 200 Excludes Red Weapon Users
Beorc's Blessing.png Beorc's Blessing If foe is cavalry or flier type, foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat.
(Skill cannot be inherited.)
300 Is exclusive
Blaze Dance 1.png Blaze Dance 1 If Sing or Dance is used, target also granted Atk+2. 50 Excludes Staff Users
Blaze Dance 2.png Blaze Dance 2 If Sing or Dance is used, target also granted Atk+3. 100 Excludes Staff Users
Blaze Dance 3.png Blaze Dance 3 If Sing or Dance is used, target also granted Atk+4. 200 Excludes Staff Users
63px Bold Fighter 1 ? 0 ?
63px Bold Fighter 2 ? 0 ?
63px Bold Fighter 3 If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.) 0 ?
Bowbreaker 1.png Bowbreaker 1 If unit's HP ≥ 90% in combat against a colorless bow user, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 Excludes Fliers
Bowbreaker 2.png Bowbreaker 2 If unit's HP ≥ 70% in combat against a colorless bow user, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 Excludes Fliers
Bowbreaker 3.png Bowbreaker 3 If unit's HP ≥ 50% in combat against a colorless bow user, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 Excludes Fliers
Brash Assault 1.png 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 None
Brash Assault 2.png 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 None
Brash Assault 3.png 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 None
Cancel Affinity 1.png Cancel Affinity 1 Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills. 50 Excludes Tome and Staff Users
Cancel Affinity 2.png Cancel Affinity 2 Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated. 100 Excludes Tome and Staff Users
Cancel Affinity 3.png Cancel Affinity 3 Any weapon triangle affinity granted by unit's skills is negated.
If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.
200 Excludes Tome and Staff Users
Crusader's Ward.png Crusader's Ward If unit receives consecutive attack from a foe 2 spaces away, damage from second attack onward reduced by 80%.
(Skill cannot be inherited.)
300 Is exclusive
Daggerbreaker 1.png Daggerbreaker 1 If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot. 50 None
Daggerbreaker 2.png Daggerbreaker 2 If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot. 100 None
Daggerbreaker 3.png Daggerbreaker 3 If unit's HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and foe cannot. 200 None
Dazzling Staff 1.png Dazzling Staff 1 If unit has 100% HP at the start of combat, the enemy cannot counterattack. 60 Staff Users Only
Dazzling Staff 2.png Dazzling Staff 2 If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. 120 Staff Users Only
Dazzling Staff 3.png Dazzling Staff 3 The enemy cannot counterattack. 240 Staff Users Only
Desperation 1.png Desperation 1 If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack. 50 None
Desperation 2.png Desperation 2 If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack. 100 None
Desperation 3.png Desperation 3 If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack. 200 None
Drag Back.png Drag Back If unit initiates attack, the unit moves 1 space away after combat.
Foe moves into unit's previous space.
150 Melee Weapon Users Only
Escape Route 1.png Escape Route 1 Enables unit whose own HP is ≤ 30% to warp adjacent to any ally. 60 None
Escape Route 2.png Escape Route 2 Enables unit whose own HP is ≤ 40% to warp adjacent to any ally. 120 None
Escape Route 3.png Escape Route 3 Enables unit whose own HP is ≤ 50% to warp adjacent to any ally. 240 None
Flier Formation 1.png Flier Formation 1 If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces. 60 Fliers Only
Flier Formation 2.png Flier Formation 2 If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces. 120 Fliers Only
Flier Formation 3.png Flier Formation 3 Unit can move to a space adjacent to a flier ally within 2 spaces. 240 Fliers Only
Follow-Up Ring.png Follow-Up Ring Unit makes a guaranteed follow-up attack when unit's HP ≥ 50% at start of combat.
(Skill cannot be inherited.)
200 Is exclusive
G Tomebreaker 1.png G Tomebreaker 1 If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot. 50 Excludes Blue Weapon Users
G Tomebreaker 2.png G Tomebreaker 2 If unit's HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot. 100 Excludes Blue Weapon Users
G Tomebreaker 3.png G Tomebreaker 3 If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot. 200 Excludes Blue Weapon Users
Gale Dance 1.png Gale Dance 1 If Sing or Dance is used, target also granted Spd+2. 50 Excludes Staff Users
Gale Dance 2.png Gale Dance 2 If Sing or Dance is used, target also granted Spd+3. 100 Excludes Staff Users
Gale Dance 3.png Gale Dance 3 If Sing or Dance is used, target also granted Spd+4. 200 Excludes Staff Users
Geyser Dance 1.png Geyser Dance 1 If Sing or Dance is used, target also granted Def/Res+3. 120 Excludes Staff Users
Geyser Dance 2.png Geyser Dance 2 If Sing or Dance is used, target also granted Def/Res+4. 240 Excludes Staff Users
Guard 1.png Guard 1 If unit's HP is 100% at start of combat, enemy is inflicted with Special cooldown charge-1.
(If using similar skill, only highest value applied.)
50 None
Guard 2.png Guard 2 If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1.
(If using similar skill, only highest value applied.)
100 None
Guard 3.png Guard 3 If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1.
(If using similar skill, only highest value applied.)
200 None
Hit and Run.png Hit and Run If unit initiates attack, unit retreats 1 space after battle. 150 Melee Weapon Users Only
Knock Back.png Knock Back If unit initiates attack, foe is moved 1 space away after combat. 150 Melee Weapon Users Only
Lancebreaker 1.png Lancebreaker 1 If unit's HP ≥ 90% in combat against a lance user, unit makes a follow-up attack and foe cannot. 50 Excludes Red Weapon Users
Lancebreaker 2.png Lancebreaker 2 If unit's HP ≥ 70% in combat against a lance user, unit makes a follow-up attack and foe cannot. 100 Excludes Red Weapon Users
Lancebreaker 3.png Lancebreaker 3 If unit's HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and foe cannot. 200 Excludes Red Weapon Users
Live for Bounty.png Live for Bounty If unit survives, get 1.5x shards/crystals from a Training Tower map.
(If similar skill effects also used, only highest multiplier applied.)
100 None
Live for Honor.png Live for Honor If unit survives, get 1.5x normal badges from a Training Tower map.
(If similar skill effects also used, only highest multiplier applied.)
100 None
Live to Serve 1.png Live to Serve 1 When healing allies with a staff, unit also recovers 50% of the HP restored. 40 Staff Users Only
Live to Serve 2.png Live to Serve 2 When healing allies with a staff, unit also recovers 75% of the HP restored. 80 Staff Users Only
Live to Serve 3.png Live to Serve 3 When healing allies with a staff, unit also recovers the same amount. 160 Staff Users Only
Lunge.png Lunge If unit initiates attack, after combat, unit and targeted foe swap places. 150 Melee Weapon Users Only
Obstruct 1.png Obstruct 1 Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%.
(No effect on foes with a Pass skill.)
50 None
Obstruct 2.png Obstruct 2 Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%.
(No effect on foes with a Pass skill.)
100 None
Obstruct 3.png Obstruct 3 Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%.
(No effect on foes with a Pass skill.)
200 None
Pass 1.png Pass 1 Units can pass through foes if its own HP ≥ 75%. 50 None
Pass 2.png Pass 2 Units can pass through foes if its own HP ≥ 50%. 100 None
Pass 3.png Pass 3 Units can pass through foes if its own HP ≥ 25%. 200 None
Poison Strike 1.png Poison Strike 1 Inflicts 4 damage to foe after any combat this unit initiates. 60 Excludes Staff Users
Poison Strike 2.png Poison Strike 2 Inflicts 7 damage to foe after any combat this unit initiates. 120 Excludes Staff Users
Poison Strike 3.png Poison Strike 3 Inflicts 10 damage to foe after any combat this unit initiates. 240 Excludes Staff Users
Quick Riposte 1.png Quick Riposte 1 Unit automatically makes a follow-up attack if attacked at HP ≥ 90%. 60 None
Quick Riposte 2.png Quick Riposte 2 Unit automatically makes a follow-up attack if attacked at HP ≥ 80%. 120 None
Quick Riposte 3.png Quick Riposte 3 Unit automatically makes a follow-up attack if attacked at HP ≥ 70%. 240 None
R Tomebreaker 1.png R Tomebreaker 1 If unit's HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and foe cannot. 50 Excludes Green Weapon Users
R Tomebreaker 2.png R Tomebreaker 2 If unit's HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and foe cannot. 100 Excludes Green Weapon Users
R Tomebreaker 3.png R Tomebreaker 3 If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot. 200 Excludes Green Weapon Users
Recover Ring.png Recover Ring Restores 10 HP at the start of each turn.
(Skill cannot be inherited.)
200 Is exclusive
Renewal 1.png Renewal 1 At the start of every fourth turn, restores 10 HP. 60 None
Renewal 2.png Renewal 2 At the start of every third turn, restores 10 HP. 120 None
Renewal 3.png Renewal 3 At the start of every second turn, restores 10 HP. 240 None
Sacae's Blessing.png Sacae's Blessing If foe has sword, lance, or axe, foe cannot counterattack.
(Skill cannot be inherited.)
300 Is exclusive
Seal Atk 1.png Seal Atk 1 After combat, foe suffers Atk-3 through its next action. 40 Excludes Staff Users
Seal Atk 2.png Seal Atk 2 After combat, foe suffers Atk-5 through its next action. 80 Excludes Staff Users
Seal Atk 3.png Seal Atk 3 After combat, foe suffers Atk-7 through its next action. 160 Excludes Staff Users
Seal Atk Def 1.png Seal Atk Def 1 After combat, inflicts Atk/Def-3 on foe through its next action. 100 Excludes Staff Users
Seal Atk Def 2.png Seal Atk Def 2 After combat, inflicts Atk/Def-5 on foe through its next action. 200 Excludes Staff Users
Seal Atk Spd 1.png Seal Atk Spd 1 After combat, inflicts Atk/Spd-3 on foe through its next action. 100 Excludes Staff Users
Seal Atk Spd 2.png Seal Atk Spd 2 After combat, inflicts Atk/Spd-5 on foe through its next action. 200 Excludes Staff Users
Seal Def 1.png Seal Def 1 After combat, foe suffers Def-3 through its next action. 40 Excludes Staff Users
Seal Def 2.png Seal Def 2 After combat, foe suffers Def-5 through its next action. 80 Excludes Staff Users
Seal Def 3.png Seal Def 3 After combat, foe suffers Def-7 through its next action. 160 Excludes Staff Users
Seal Res 1.png Seal Res 1 After combat, foe suffers Res-3 through its next action. 40 Excludes Staff Users
Seal Res 2.png Seal Res 2 After combat, foe suffers Res-5 through its next action. 80 Excludes Staff Users
Seal Res 3.png Seal Res 3 After combat, foe suffers Res-7 through its next action. 160 Excludes Staff Users
Seal Spd 1.png Seal Spd 1 After combat, foe suffers Spd-3 through its next action. 40 Excludes Staff Users
Seal Spd 2.png Seal Spd 2 After combat, foe suffers Spd-5 through its next action. 80 Excludes Staff Users
Seal Spd 3.png Seal Spd 3 After combat, foe suffers Spd-7 through its next action. 160 Excludes Staff Users
Shield Pulse 1.png Shield Pulse 1 If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. 60 Melee Weapon Users Only
Infantry and Armored Only
Shield Pulse 2.png Shield Pulse 2 If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1.
Unit takes 5 less damage when Special triggers.
120 Melee Weapon Users Only
Infantry and Armored Only
Shield Pulse 3.png Shield Pulse 3 If unit's Special triggers based on a foe's attack, Special cooldown count-2 at start of turn 1.
Unit takes 5 less damage when Special triggers.
240 Melee Weapon Users Only
Infantry and Armored Only
Swordbreaker 1.png Swordbreaker 1 If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot. 50 Excludes Green Weapon Users
Swordbreaker 2.png Swordbreaker 2 If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot. 100 Excludes Green Weapon Users
Swordbreaker 3.png Swordbreaker 3 If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot. 200 Excludes Green Weapon Users
Torrent Dance 1.png Torrent Dance 1 If Sing or Dance is used, target also granted Res+3. 50 Excludes Staff Users
Vantage 1.png Vantage 1 Unit counterattacks first when attacked at HP ≤ 25%. 50 None
Vantage 2.png Vantage 2 Unit counterattacks first when attacked at HP ≤ 50%. 100 None
Vantage 3.png Vantage 3 Unit counterattacks first when attacked at HP ≤ 75%. 200 None
63px Vengeful Fighter 1 ? 0 ?
63px Vengeful Fighter 2 ? 0 ?
63px Vengeful Fighter 3 If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.) 0 ?
Wary Fighter 1.png Wary Fighter 1 Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%. 60 Armored Only
Wary Fighter 2.png Wary Fighter 2 Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%. 120 Armored Only
Wary Fighter 3.png Wary Fighter 3 Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%. 240 Armored Only
Watersweep 1.png Watersweep 1 If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. 60 Excludes Staff Users
Watersweep 2.png Watersweep 2 If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. 120 Excludes Staff Users
Watersweep 3.png Watersweep 3 If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. 240 Excludes Staff Users
Windsweep 1.png Windsweep 1 If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. 60 Excludes Staff Users
Windsweep 2.png Windsweep 2 If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. 120 Excludes Staff Users
Windsweep 3.png Windsweep 3 If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. 240 Excludes Staff Users
Wings of Mercy 1.png Wings of Mercy 1 Enables unit to warp adjacent to any ally with HP ≤ 30%. 60 None
Wings of Mercy 2.png Wings of Mercy 2 Enables unit to warp adjacent to any ally with HP ≤ 40%. 120 None
Wings of Mercy 3.png Wings of Mercy 3 Enables unit to warp adjacent to any ally with HP ≤ 50%. 240 None
Wrath 1.png Wrath 1 If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
60 Melee Weapon Users Only
Infantry and Armored Only
Wrath 2.png Wrath 2 If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
120 Melee Weapon Users Only
Infantry and Armored Only
Wrath 3.png Wrath 3 If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
240 Melee Weapon Users Only
Infantry and Armored Only
Wrathful Staff 1.png Wrathful Staff 1 If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. 60 Staff Users Only
Wrathful Staff 2.png Wrathful Staff 2 If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons. 120 Staff Users Only
Wrathful Staff 3.png Wrathful Staff 3 Damage from unit's staff will be calculated the same as other weapons. 240 Staff Users Only

List of Type C[edit | edit source]

Icon Name Effect SP Cost Inherit Restriction
Armor March 1.png Armor March 1 If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space.
(That turn only; does not stack.)
60 Armored Only
Armor March 2.png Armor March 2 If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space.
(That turn only; does not stack.)
120 Armored Only
Armor March 3.png Armor March 3 If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space.
(That turn only; does not stack.)
240 Armored Only
Atk Ploy 1.png Atk Ploy 1 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action. 60 None
Atk Ploy 2.png Atk Ploy 2 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action. 120 None
Atk Ploy 3.png Atk Ploy 3 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action. 240 None
Atk Smoke 1.png Atk Smoke 1 After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions. 60 Excludes Staff Users
Atk Smoke 2.png Atk Smoke 2 After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions. 120 Excludes Staff Users
Atk Smoke 3.png Atk Smoke 3 After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions. 240 Excludes Staff Users
Atk Tactic 1.png 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 None
Atk Tactic 2.png 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 None
Atk Tactic 3.png 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 None
Axe Experience 1.png Axe Experience 1 If unit survives, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
30 Axe Users Only
Axe Experience 2.png Axe Experience 2 If unit survives, all axe users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
60 Axe Users Only
Axe Experience 3.png Axe Experience 3 If unit survives, all axe users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)
120 Axe Users Only
Axe Valor 1.png Axe Valor 1 If unit survives and uses an axe, unit gets 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
30 Axe Users Only
Axe Valor 2.png Axe Valor 2 If unit survives, all axe users on team get 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
60 Axe Users Only
Axe Valor 3.png Axe Valor 3 If unit survives, all axe users on team get 2x SP.
(If similar skill effects also used, only highest multiplier applied.)
120 Axe Users Only
B Tome Exp. 1.png B Tome Exp. 1 If using blue magic and unit survives combat, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
30 Blue Tome Users Only
B Tome Exp. 2.png B Tome Exp. 2 If unit survives combat, all blue magic users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
60 Blue Tome Users Only
B Tome Exp. 3.png B Tome Exp. 3 If unit survives combat, all blue magic users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)
120 Blue Tome Users Only
B Tome Valor 1.png B Tome Valor 1 If unit survives and uses a blue tome, unit gets 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
30 Blue Tome Users Only
B Tome Valor 2.png B Tome Valor 2 If unit survives, all blue tome users on team get 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
60 Blue Tome Users Only
B Tome Valor 3.png B Tome Valor 3 If unit survives, all blue tome users on team get 2x SP.
(If similar skill effects also used, only highest multiplier applied.)
120 Blue Tome Users Only
Bow Exp. 1.png Bow Exp. 1 If unit survives and uses a bow, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applies.)
30 Bow Users Only
Bow Exp. 2.png Bow Exp. 2 If unit survives, all bow users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applies.)
60 Bow Users Only
Bow Exp. 3.png Bow Exp. 3 If unit survives, all bow users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applies.)
120 Bow Users Only
Breath of Life 1.png Breath of Life 1 If unit initiates attack, adjacent allies recover 3 HP after combat. 50 None
Breath of Life 2.png Breath of Life 2 If unit initiates attack, adjacent allies recover 5 HP after combat. 100 None
Breath of Life 3.png Breath of Life 3 If unit initiates attack, adjacent allies recover 7 HP after combat. 200 None
Dagger Valor 1.png Dagger Valor 1 If unit survives and uses a dagger, unit gets 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
30 Dagger Users Only
Dagger Valor 2.png Dagger Valor 2 If unit survives, all dagger users on team get 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
60 Dagger Users Only
Dagger Valor 3.png Dagger Valor 3 If unit survives, all dagger users on team get 2x SP.
(If similar skill effects also used, only highest multiplier applied.)
120 Dagger Users Only
Def Ploy 1.png Def Ploy 1 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-3 until the end of foe's next action. 60 None
Def Ploy 2.png Def Ploy 2 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-4 until the end of foe's next action. 120 None
Def Ploy 3.png Def Ploy 3 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action. 240 None
Def Tactic 1.png 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 None
Def Tactic 2.png 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 None
Def Tactic 3.png 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 None
Drive Atk 1.png Drive Atk 1 Grants allies within 2 spaces Atk+2 during combat. 120 None
Drive Atk 2.png Drive Atk 2 Grants allies within 2 spaces Atk+3 during combat. 240 None
Drive Def 1.png Drive Def 1 Grants allies within 2 spaces Def+2 during combat. 120 None
Drive Def 2.png Drive Def 2 Grants allies within 2 spaces Def+3 during combat. 240 None
Drive Res 1.png Drive Res 1 Grants allies within 2 spaces Res+2 during combat. 120 None
Drive Res 2.png Drive Res 2 Grants allies within 2 spaces Res+3 during combat. 240 None
Drive Spd 1.png Drive Spd 1 Grants allies within 2 spaces Spd+2 during combat. 120 None
Drive Spd 2.png Drive Spd 2 Grants allies within 2 spaces Spd+3 during combat. 240 None
Fortify Armor.png Fortify Armor Grants adjacent armor allies Def/Res+6 through their next actions at the start of each turn. 200 Armored Only
Fortify Cavalry.png Fortify Cavalry Grants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn. 200 Cavalry Only
Fortify Def 1.png Fortify Def 1 Grants adjacent allies Def+2 through their next actions at the start of each turn. 50 None
Fortify Def 2.png Fortify Def 2 Grants adjacent allies Def+3 through their next actions at the start of each turn. 100 None
Fortify Def 3.png Fortify Def 3 Grants adjacent allies Def+4 through their next actions at the start of each turn. 200 None
Fortify Dragons.png Fortify Dragons Grants adjacent Dragon allies Def/Res+6 through their next actions at the start of each turn. 200 Breath Users Only
Fortify Fliers.png Fortify Fliers Grants adjacent flying allies Def/Res+6 through their next actions at the start of each turn. 200 Fliers Only
Fortify Res 1.png Fortify Res 1 Grants adjacent allies Res+2 through their next actions at the start of each turn. 50 None
Fortify Res 2.png Fortify Res 2 Grants adjacent allies Res+3 through their next actions at the start of each turn. 100 None
Fortify Res 3.png Fortify Res 3 Grants adjacent allies Res+4 through their next actions at the start of each turn. 200 None
G Tome Valor 1.png G Tome Valor 1 If unit survives and uses a green tome, unit gets 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
30 Green Tome Users Only
G Tome Valor 2.png G Tome Valor 2 If unit survives, all green tome users on team get 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
60 Green Tome Users Only
G Tome Valor 3.png G Tome Valor 3 If unit survives, all green tome users on team get 2x SP.
(If similar skill effects also used, only highest multiplier applied.)
120 Green Tome Users Only
Goad Armor.png Goad Armor Grants armored allies within 2 spaces Spd/Atk+4 during combat. 200 Armored Only
Goad Cavalry.png Goad Cavalry Grants cavalry allies within 2 spaces Spd/Atk+4 during combat. 200 Cavalry Only
Goad Fliers.png Goad Fliers Grants flying allies within 2 spaces Spd/Atk+4 during combat. 200 Fliers Only
Guidance 1.png Guidance 1 If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 60 Fliers Only
Guidance 2.png Guidance 2 If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 120 Fliers Only
Guidance 3.png Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit. 240 Fliers Only
Hone Armor.png Hone Armor Grants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn. 200 Armored Only
Hone Atk 1.png Hone Atk 1 Grants adjacent allies Atk+2 through their next actions at the start of each turn. 50 None
Hone Atk 2.png Hone Atk 2 Grants adjacent allies Atk+3 through their next actions at the start of each turn. 100 None
Hone Atk 3.png Hone Atk 3 Grants adjacent allies Atk+4 through their next actions at the start of each turn. 200 None
Hone Cavalry.png Hone Cavalry Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn. 200 Cavalry Only
Hone Fliers.png Hone Fliers Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. 200 Fliers Only
Hone Spd 1.png Hone Spd 1 Grants adjacent allies Spd+2 through their next actions at the start of each turn. 50 None
Hone Spd 2.png Hone Spd 2 Grants adjacent allies Spd+3 through their next actions at the start of each turn. 100 None
Hone Spd 3.png Hone Spd 3 Grants adjacent allies Spd+4 through their next actions at the start of each turn. 200 None
Infantry Pulse 1.png Infantry Pulse 1 Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit.
(Effects will stack with similar skills.)
60 Infantry Only
Infantry Pulse 2.png Infantry Pulse 2 Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit.
(Effects will stack with similar skills.)
120 Infantry Only
Infantry Pulse 3.png Infantry Pulse 3 Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit.
(Effects will stack with similar skills.)
240 Infantry Only
Lance Valor 1.png Lance Valor 1 If unit survives and uses a lance, unit gets 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
30 Lance Users Only
Lance Valor 2.png Lance Valor 2 If unit survives, all lance users on team get 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
60 Lance Users Only
Lance Valor 3.png Lance Valor 3 If unit survives, all lance users on team get 2x SP.
(If similar skill effects also used, only highest multiplier applied.)
120 Lance Users Only
Panic Ploy 1.png Panic Ploy 1 At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action. 60 None
Panic Ploy 2.png Panic Ploy 2 At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action. 120 None
Panic Ploy 3.png Panic Ploy 3 At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action. 240 None
63px R Tome Valor 1 If unit survives and uses a red tome, unit gets 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
30 Red Tome Users Only
63px R Tome Valor 2 If unit survives, all red tome users on team get 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
60 Red Tome Users Only
63px R Tome Valor 3 If unit survives, all red tome users on team get 2x SP.
(If similar skill effects also used, only highest multiplier applied.)
120 Red Tome Users Only
Res Ploy 1.png Res Ploy 1 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-3 until the end of foe's next action. 60 None
Res Ploy 2.png Res Ploy 2 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-4 until the end of foe's next action. 120 None
Res Ploy 3.png Res Ploy 3 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-5 until the end of foe's next action. 240 None
Savage Blow 1.png Savage Blow 1 If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. 50 None
Savage Blow 2.png Savage Blow 2 If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. 100 None
Savage Blow 3.png Savage Blow 3 If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. 200 None
Spd Ploy 1.png Spd Ploy 1 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-3 until the end of foe's next action. 60 None
Spd Ploy 2.png Spd Ploy 2 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-4 until the end of foe's next action. 120 None
Spd Ploy 3.png Spd Ploy 3 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-5 until the end of foe's next action. 240 None
Spd Smoke 1.png Spd Smoke 1 After combat, inflicts Spd-3 on foes within 2 spaces of target through their next actions. 60 Excludes Staff Users
Spd Smoke 2.png Spd Smoke 2 After combat, inflicts Spd-5 on foes within 2 spaces of target through their next actions. 120 Excludes Staff Users
Spd Smoke 3.png Spd Smoke 3 After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions. 240 Excludes Staff Users
Spur Atk 1.png Spur Atk 1 Grants adjacent allies Atk+2 during combat. 50 None
Spur Atk 2.png Spur Atk 2 Grants adjacent allies Atk+3 during combat. 100 None
Spur Atk 3.png Spur Atk 3 Grants adjacent allies Atk+4 during combat. 200 None
Spur Def 1.png Spur Def 1 Grants adjacent allies Def+2 during combat. 50 None
Spur Def 2.png Spur Def 2 Grants adjacent allies Def+3 during combat. 100 None
Spur Def 3.png Spur Def 3 Grants adjacent allies Def+4 during combat. 200 None
Spur Def Res 1.png Spur Def Res 1 Grants adjacent allies Def/Res +2 during combat 120 None
Spur Def Res 2.png Spur Def Res 2 Grants adjacent allies Def/Res +3 during combat. 240 None
Spur Res 1.png Spur Res 1 Grants adjacent allies Res+2 during combat. 50 None
Spur Res 2.png Spur Res 2 Grants adjacent allies Res+3 during combat. 100 None
Spur Res 3.png Spur Res 3 Grants adjacent allies Res+4 during combat. 200 None
Spur Spd 1.png Spur Spd 1 Grants adjacent allies Spd+2 during combat. 50 None
Spur Spd 2.png Spur Spd 2 Grants adjacent allies Spd+3 during combat. 100 None
Spur Spd 3.png Spur Spd 3 Grants adjacent allies Spd+4 during combat. 200 None
Spur Spd Def 1.png Spur Spd Def 1 Grants adjacent allies Spd/Def +2 during combat 120 None
Spur Spd Def 2.png Spur Spd Def 2 Grants adjacent allies Spd/Def +3 during combat. 240 None
Sword Exp. 1.png Sword Exp. 1 If unit survives, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
30 Sword Users Only
Sword Exp. 2.png Sword Exp. 2 If unit survives, all sword users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
60 Sword Users Only
Sword Exp. 3.png Sword Exp. 3 If unit survives, all sword users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)
120 Sword Users Only
Sword Valor 1.png Sword Valor 1 If unit survives and uses a sword, unit gets 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
30 Sword Users Only
Sword Valor 2.png Sword Valor 2 If unit survives, all sword users on team get 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)
60 Sword Users Only
Sword Valor 3.png Sword Valor 3 If unit survives, all sword users on team get 2x SP.
(If similar skill effects also used, only highest multiplier applied.)
120 Sword Users Only
Threaten Atk 1.png Threaten Atk 1 Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn. 50 None
Threaten Atk 2.png Threaten Atk 2 Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn. 100 None
Threaten Atk 3.png Threaten Atk 3 Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn. 200 None
Threaten Def 1.png Threaten Def 1 Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn. 50 None
Threaten Def 2.png Threaten Def 2 Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn. 100 None
Threaten Def 3.png Threaten Def 3 Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn. 200 None
Threaten Res 1.png Threaten Res 1 Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn. 50 None
Threaten Res 2.png Threaten Res 2 Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn. 100 None
Threaten Res 3.png Threaten Res 3 Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn. 200 None
Threaten Spd 1.png Threaten Spd 1 Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn. 50 None
Threaten Spd 2.png Threaten Spd 2 Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn. 100 None
Threaten Spd 3.png Threaten Spd 3 Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn. 200 None
Ward Armor.png Ward Armor Grants armored allies within 2 spaces Def/Res+4 during combat. 200 Armored Only
Ward Cavalry.png Ward Cavalry Grants cavalry allies within 2 spaces Def/Res+4 during combat. 200 Cavalry Only
Ward Fliers.png Ward Fliers Grants flying allies within 2 spaces Def/Res+4 during combat. 200 Fliers Only

List of Seal Exclusive Skills[edit | edit source]

Icon Name Effect SP Cost Inherit Restriction
Deflect Magic 1.png Deflect Magic 1 If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 30%. None
Deflect Magic 2.png Deflect Magic 2 If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 50%. None
Deflect Magic 3.png Deflect Magic 3 If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 80%. None
Deflect Melee 1.png Deflect Melee 1 If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 30%. Melee Weapon Users Only
Deflect Melee 2.png Deflect Melee 2 If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 50%. Melee Weapon Users Only
Deflect Melee 3.png Deflect Melee 3 If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 80%. Melee Weapon Users Only
Deflect Missile 1.png Deflect Missile 1 If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 30%. None
Deflect Missile 2.png Deflect Missile 2 If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 50%. None
Deflect Missile 3.png Deflect Missile 3 If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 80%. None
Embla's Ward.png Embla's Ward Unit receives 0 damage. None
Hardy Bearing 1.png Hardy Bearing 1 Disables skills that change unit's attack priority.
If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled.
None
Hardy Bearing 2.png Hardy Bearing 2 Disables skills that change unit's attack priority.
If unit has ≥ 50% HP at start of battle, enemy skills that change attack priority are also disabled.
None
Hardy Bearing 3.png Hardy Bearing 3 Disables skills that change unit's attack priority.
Enemy skills that change attack priority are also disabled.
None
Múspellflame.png Múspellflame Unit receives 0 damage. None
Phantom Spd 1.png Phantom Spd 1 When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +5 over actual value. None
Phantom Spd 2.png Phantom Spd 2 When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +8 over actual value. None
Phantom Spd 3.png Phantom Spd 3 When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +10 over actual value. None
Quickened Pulse.png Quickened Pulse Special cooldown count -1 at start of Turn 1. None
Squad Ace A 1.png Squad Ace A 1 Grants HP+3. None
Squad Ace A 2.png Squad Ace A 2 Grants HP+4. None
Squad Ace A 3.png Squad Ace A 3 Grants HP+5. None
Squad Ace B 1.png Squad Ace B 1 Grants Def+1. None
Squad Ace B 2.png Squad Ace B 2 Grants Def+2. None
Squad Ace B 3.png Squad Ace B 3 Grants Def+3. None
Squad Ace C 1.png Squad Ace C 1 Grants Res+1. None
Squad Ace C 2.png Squad Ace C 2 Grants Res+2. None
Squad Ace C 3.png Squad Ace C 3 Grants Res+3. None
Squad Ace D 1.png Squad Ace D 1 Grants Spd+1. None
Squad Ace D 2.png Squad Ace D 2 Grants Spd+2. None
Squad Ace D 3.png Squad Ace D 3 Grants Spd+3. None
Squad Ace E 1.png Squad Ace E 1 Grants Atk+1. None
Squad Ace E 2.png Squad Ace E 2 Grants Atk+2. None
Squad Ace E 3.png Squad Ace E 3 Grants Atk+3. None