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.

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]

NameEffectsSP CostInherit Restriction
Armored Blow 1.pngArmored Blow 1Grants Def+2 during combat if unit initiates the attack.50Excludes Staff Users
Armored Blow 2.pngArmored Blow 2Grants Def+4 during combat if unit initiates the attack.100Excludes Staff Users
Armored Blow 3.pngArmored Blow 3Grants Def+6 during combat if unit initiates the attack.200Excludes Staff Users
Attack Def Plus 1.pngAttack Def +1Grants Atk/Def+1.80None
Attack Def Plus 2.pngAttack Def +2Grants Atk/Def+2.160None
Attack Plus 1.pngAttack +1Grants Atk+1.30None
Attack Plus 2.pngAttack +2Grants Atk+2.60None
Attack Plus 3.pngAttack +3Grants Atk+3.120None
Attack Res 1.pngAttack Res 1Grants Atk/Res+1.80None
Attack Res 2.pngAttack Res 2Grants Atk/Res+2.160None
Atk Spd 1.pngAtk Spd 1Grants Atk/Spd+1.80None
Atk Spd 2.pngAtk Spd 2Grants Atk/Spd+2.160None
Close Counter.pngClose CounterEnables unit to counterattack regardless of distance to attacker.300Ranged Weapon Users Only
Close Def 1.pngClose Def 1If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat.60None
Close Def 2.pngClose Def 2If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat.120None
Close Def 3.pngClose Def 3If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat.240None
Darting Blow 1.pngDarting Blow 1Grants Spd+2 during combat if unit initiates the attack.50Excludes Staff Users
Darting Blow 2.pngDarting Blow 2Grants Spd+4 during combat if unit initiates the attack.100Excludes Staff Users
Darting Blow 3.pngDarting Blow 3Grants Spd+6 during combat if unit initiates the attack.200Excludes Staff Users
Death Blow 1.pngDeath Blow 1Grants Atk+2 during combat if unit initiates the attack.50Excludes Staff Users
Death Blow 2.pngDeath Blow 2Grants Atk+4 during combat if unit initiates the attack.100Excludes Staff Users
Death Blow 3.pngDeath Blow 3Grants Atk+6 during combat if unit initiates the attack.200Excludes Staff Users
Defense Plus 1.pngDefense +1Grants Def+1.30None
Defense Plus 2.pngDefense +2Grants Def+2.60None
Defense Plus 3.pngDefense +3Grants Def+3.120None
Defiant Atk 1.pngDefiant Atk 1Grants Atk+3 at start of turn if unit's HP ≤ 50%.40None
Defiant Atk 2.pngDefiant Atk 2Grants Atk+5 at start of turn if unit's HP ≤ 50%.80None
Defiant Atk 3.pngDefiant Atk 3Grants Atk+7 at start of turn if unit's HP ≤ 50%.160None
Defiant Def 1.pngDefiant Def 1Grants Def+3 at start of turn if unit's HP ≤ 50%.40None
Defiant Def 2.pngDefiant Def 2Grants Def+5 at start of turn if unit's HP ≤ 50%.80None
Defiant Def 3.pngDefiant Def 3Grants Def+7 at start of turn if unit's HP ≤ 50%.160None
Defiant Res 1.pngDefiant Res 1Grants Res+3 at start of turn if unit's HP ≤ 50%.40None
Defiant Res 2.pngDefiant Res 2Grants Res+5 at start of turn if unit's HP ≤ 50%.80None
Defiant Res 3.pngDefiant Res 3Grants Res+7 at start of turn if unit's HP ≤ 50%.160None
Defiant Spd 1.pngDefiant Spd 1Grants Spd+3 at start of turn if unit's HP ≤ 50%.40None
Defiant Spd 2.pngDefiant Spd 2Grants Spd+5 at start of turn if unit's HP ≤ 50%.80None
Defiant Spd 3.pngDefiant Spd 3Grants Spd+7 at start of turn if unit's HP ≤ 50%.160None
Distant Counter.pngDistant CounterEnables unit to counterattack regardless of distance to attacker.300Melee Weapon Users Only
Distant Def 1.pngDistant Def 1If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat.60None
Distant Def 2.pngDistant Def 2If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat.120None
Distant Def 3.pngDistant Def 3If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat.240None
Earth Boost 1.pngEarth Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat.50None
Earth Boost 2.pngEarth Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat.100None
Earth Boost 3.pngEarth Boost 3If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+6 during combat.200None
Fire Boost 1.pngFire Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.50None
Fire Boost 2.pngFire Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.100None
Fire Boost 3.pngFire Boost 3If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.200None
Fortress Def 1.pngFortress Def 1Grants Def+3.
Inflicts Atk-3.
40None
Fortress Def 2.pngFortress Def 2Grants Def+4.
Inflicts Atk-3.
80None
Fortress Def 3.pngFortress Def 3Grants Def+5.
Inflicts Atk-3.
160None
Fortress Res 1.pngFortress Res 1Grants Res+3.
Inflicts Atk-3.
40None
Fortress Res 2.pngFortress Res 2Grants Res+4.
Inflicts Atk-3.
80None
Fortress Res 3.pngFortress Res 3Grants Res+5.
Inflicts Atk-3.
160None
Fury 1.pngFury 1Grants Atk/Spd/Def/Res+1.
Unit takes 2 damage after combat.
50Excludes Staff Users
Fury 2.pngFury 2Grants Atk/Spd/Def/Res+2.
Unit takes 4 damage after combat.
100Excludes Staff Users
Fury 3.pngFury 3Grants Atk/Spd/Def/Res+3.
Unit takes 6 damage after combat.
200Excludes Staff Users
Grani's Shield.pngGrani's ShieldNeutralizes "effective against" bonuses.200Cavalry Only
HP Def 1.pngHP Def 1Grants HP+3, Def+1.100None
HP Def 2.pngHP Def 2Grants HP+4, Def+2.200None
HP Plus 3.pngHP +3Grants +3 to max HP.40None
HP Plus 4.pngHP +4Grants +4 to max HP.80None
HP Plus 5.pngHP +5Grants +5 to max HP.160None
HP Spd 1.pngHP Spd 1Grants HP+3, Spd+1.100None
HP Spd 2.pngHP Spd 2Grants HP+4, Spd+2.200None
Heavy Blade 1.pngHeavy Blade 1If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
60Excludes Staff Users
Heavy Blade 2.pngHeavy Blade 2If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
120Excludes Staff Users
Heavy Blade 3.pngHeavy Blade 3If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
240Excludes Staff Users
Iote's Shield.pngIote's ShieldNeutralizes "effective against" bonuses.200Fliers Only
Life and Death 1.pngLife and Death 1Grants Atk/Spd+3.
Inflicts Def/Res-3.
50Excludes Staff Users
Life and Death 2.pngLife and Death 2Grants Atk/Spd+4.
Inflicts Def/Res-4.
100Excludes Staff Users
Life and Death 3.pngLife and Death 3Grants Atk/Spd+5.
Inflicts Def/Res-5.
200Excludes Staff Users
Mirror Strike 1.pngMirror Strike 1Grants Atk/Res+2 during combat if unit initiates combat.120Excludes Staff Users
Mirror Strike 2.pngMirror Strike 2Grants Atk/Res+4 during combat if unit initiates combat.240Excludes Staff Users
Resistance Plus 1.pngResistance +1Grants Res+1.30None
Resistance Plus 2.pngResistance +2Grants Res+2.60None
Resistance Plus 3.pngResistance +3Grants Res+3.120None
Spd Def 1.pngSpd Def 1Grants Spd/Def+1.80None
Spd Def 2.pngSpd Def 2Grants Spd/Def+2.160None
Speed Plus 1.pngSpeed +1Grants Spd+1.30None
Speed Plus 2.pngSpeed +2Grants Spd+2.60None
Speed Plus 3.pngSpeed +3Grants Spd+3.120None
Spd Res 1.pngSpd Res 1Grants Spd/Res+1.80None
Spd Res 2.pngSpd Res 2Grants Spd/Res+2.160None
Steady Blow 1.pngSteady Blow 1If unit initiates combat, unit granted Spd/Def+2 during battle.120Excludes Staff Users
Steady Blow 2.pngSteady Blow 2If unit initiates combat, unit granted Spd/Def+4 during battle.240Excludes Staff Users
Steady Breath.pngSteady BreathIf attacked, unit granted Def+4 during combat; also gains Special cooldown charge +1. (If using other similar skill, only highest value applied.)240Melee Weapon Users Only, Infantry and Armored Only
Steady Stance 1.pngSteady Stance 1Grants Def+2 during combat when this unit is attacked.50None
Steady Stance 2.pngSteady Stance 2Grants Def+4 during combat when this unit is attacked.100None
Steady Stance 3.pngSteady Stance 3Grants Def+6 during combat when this unit is attacked.200None
Sturdy Blow 1.pngSturdy Blow 1Grants Atk/Def+2 during combat if unit initiates combat.120Excludes Staff Users
Sturdy Blow 2.pngSturdy Blow 2Grants Atk/Def+4 during combat if unit initiates combat.240Excludes Staff Users
Svalinn Shield.pngSvalinn ShieldNeutralizes "effective against" bonuses.200Armored Only
Swift Sparrow 1.pngSwift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.120Excludes Staff Users
Swift Sparrow 2.pngSwift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.240Excludes Staff Users
Swift Strike 1.pngSwift Strike 1If unit initiates combat, unit granted Spd/Res+2 during battle.120Excludes Staff Users
Swift Strike 2.pngSwift Strike 2If unit initiates combat, unit granted Spd/Res+4 during battle.240Excludes Staff Users
Triangle Adept 1.pngTriangle Adept 1Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.50Excludes Colorless Weapon Users
Triangle Adept 2.pngTriangle Adept 2Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.100Excludes Colorless Weapon Users
Triangle Adept 3.pngTriangle Adept 3Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.200Excludes Colorless Weapon Users
Warding Blow 1.pngWarding Blow 1Grants Res+2 during combat if unit initiates attack.50Excludes Staff Users
Warding Blow 2.pngWarding Blow 2Grants Res+4 during combat if unit initiates attack.100Excludes Staff Users
Warding Blow 3.pngWarding Blow 3Grants Res+6 during combat if unit initiates attack.200Excludes Staff Users
Water Boost 1.pngWater Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+2 during combat.50None
Water Boost 2.pngWater Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+4 during combat.100None
Water Boost 3.pngWater Boost 3If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+6 during combat.200None
Wind Boost 1.pngWind Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.50None
Wind Boost 2.pngWind Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.100None
Wind Boost 3.pngWind Boost 3If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+6 during combat.200None

List of Type B[edit | edit source]

NameEffectsSP CostInherit Restriction
Axebreaker 1.pngAxebreaker 1If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and foe cannot.50Excludes Blue Weapon Users
Axebreaker 2.pngAxebreaker 2If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and foe cannot.100Excludes Blue Weapon Users
Axebreaker 3.pngAxebreaker 3If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and foe cannot.200Excludes Blue Weapon Users
Beorc's Blessing.pngBeorc's BlessingIf foe is cavalry or flier type, foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. (Skill cannot be inherited.)300Is exclusive
B Tomebreaker 1.pngB Tomebreaker 1If unit's HP ≥ 90% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.50Excludes Red Weapon Users
B Tomebreaker 2.pngB Tomebreaker 2If unit's HP ≥ 70% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.100Excludes Red Weapon Users
B Tomebreaker 3.pngB Tomebreaker 3If unit's HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.200Excludes Red Weapon Users
Bowbreaker 1.pngBowbreaker 1If unit's HP ≥ 90% in combat against a bow user, unit makes a follow-up attack and foe cannot.50Excludes Fliers
Bowbreaker 2.pngBowbreaker 2If unit's HP ≥ 70% in combat against a bow user, unit makes a follow-up attack and foe cannot.100Excludes Fliers
Bowbreaker 3.pngBowbreaker 3If unit's HP ≥ 50% in combat against a bow user, unit makes a follow-up attack and foe cannot.200Excludes Fliers
Brash Assault 1.pngBrash Assault 1Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.50None
Brash Assault 2.pngBrash Assault 2Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.100None
Brash Assault 3.pngBrash Assault 3Unit automatically makes a follow-up when at HP ≤ 50% and attacking a foe that can counter.200None
Cancel Affinity 1.pngCancel Affinity 1Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills.50Excludes Tome and Staff Users
Cancel Affinity 2.pngCancel Affinity 2Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated.100Excludes Tome and Staff Users
Cancel Affinity 3.pngCancel Affinity 3Any weapon triangle affinity granted by unit's skills is negated.
If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.
200Excludes Tome and Staff Users
Daggerbreaker 1.pngDaggerbreaker 1If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot.50None
Daggerbreaker 2.pngDaggerbreaker 2If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot.100None
Daggerbreaker 3.pngDaggerbreaker 3If unit's HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and foe cannot.200None
Dazzling Staff 1.pngDazzling Staff 1If unit has 100% HP at the start of combat, the enemy cannot counterattack.60Staff Users Only
Dazzling Staff 2.pngDazzling Staff 2If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.120Staff Users Only
Dazzling Staff 3.pngDazzling Staff 3The enemy cannot counterattack.240Staff Users Only
Desperation 1.pngDesperation 1If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack.50None
Desperation 2.pngDesperation 2If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack.100None
Desperation 3.pngDesperation 3If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack.200None
Drag Back.pngDrag BackIf unit initiates attack, the unit moves 1 space away after combat.
Foe moves into unit's previous space.
150Melee Weapon Users Only
Escape Route 1.pngEscape Route 1Enables unit whose own HP is ≤ 30% to warp adjacent to any ally.60None
Escape Route 2.pngEscape Route 2Enables unit whose own HP is ≤ 40% to warp adjacent to any ally.120None
Escape Route 3.pngEscape Route 3Enables unit whose own HP is ≤ 50% to warp adjacent to any ally.240None
Flier Formation 1.pngFlier Formation 1If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces.60Fliers Only
Flier Formation 2.pngFlier Formation 2If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces.120Fliers Only
Flier Formation 3.pngFlier Formation 3Unit can move to a space adjacent to a flier ally within 2 spaces.240Fliers Only
G Tomebreaker 1.pngG Tomebreaker 1If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot.50Excludes Blue Weapon Users
G Tomebreaker 2.pngG Tomebreaker 2If unit's HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot.100Excludes Blue Weapon Users
G Tomebreaker 3.pngG Tomebreaker 3If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot.200Excludes Blue Weapon Users
Guard 1.pngGuard 1If 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.)
50None
Guard 2.pngGuard 2If 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.)
100None
Guard 3.pngGuard 3If 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.)
200None
Hit and Run.pngHit and RunIf unit initiates attack, unit retreats 1 space after battle.150Melee Weapon Users Only
Knock Back.pngKnock BackIf unit initiates attack, foe is moved 1 space away after combat.150Melee Weapon Users Only
Lancebreaker 1.pngLancebreaker 1If unit's HP ≥ 90% in combat against a lance user, unit makes a follow-up attack and foe cannot.50Excludes Red Weapon Users
Lancebreaker 2.pngLancebreaker 2If unit's HP ≥ 70% in combat against a lance user, unit makes a follow-up attack and foe cannot.100Excludes Red Weapon Users
Lancebreaker 3.pngLancebreaker 3If unit's HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and foe cannot.200Excludes Red Weapon Users
Live for Bounty.pngLive for BountyIf unit survives, get 1.5x shards/crystals from a Training Tower map.
(If similar skill effects also used, only highest multiplier applied.)
100None
Live for Honor.pngLive for HonorIf unit survives, get 1.5x normal badges from a Training Tower map.
(If similar skill effects also used, only highest multiplier applied.)
100None
Live to Serve 1.pngLive to Serve 1When healing allies with a staff, unit also recovers 50% of the HP restored.40Staff Users Only
Live to Serve 2.pngLive to Serve 2When healing allies with a staff, unit also recovers 75% of the HP restored.80Staff Users Only
Live to Serve 3.pngLive to Serve 3When healing allies with a staff, unit also recovers the same amount.160Staff Users Only
Lunge.pngLungeIf unit initiates attack, after combat, unit and targeted foe swap places.150Melee Weapon Users Only
Obstruct 1.pngObstruct 1Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%.
(No effect on foes with a Pass skill.)
50None
Obstruct 2.pngObstruct 2Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%.
(No effect on foes with a Pass skill.)
100None
Obstruct 3.pngObstruct 3Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%.
(No effect on foes with a Pass skill.)
200None
Pass 1.pngPass 1Units can pass through foes if its own HP ≥ 75%.50None
Pass 2.pngPass 2Units can pass through foes if its own HP ≥ 50%.100None
Pass 3.pngPass 3Units can pass through foes if its own HP ≥ 25%.200None
Poison Strike 1.pngPoison Strike 1Inflicts 4 damage to foe after any combat this unit initiates.60Excludes Staff Users
Poison Strike 2.pngPoison Strike 2Inflicts 7 damage to foe after any combat this unit initiates.120Excludes Staff Users
Poison Strike 3.pngPoison Strike 3Inflicts 10 damage to foe after any combat this unit initiates.240Excludes Staff Users
Quick Riposte 1.pngQuick Riposte 1Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.60None
Quick Riposte 2.pngQuick Riposte 2Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.120None
Quick Riposte 3.pngQuick Riposte 3Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.240None
R Tomebreaker 1.pngR Tomebreaker 1If unit's HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and foe cannot.50Excludes Green Weapon Users
R Tomebreaker 2.pngR Tomebreaker 2If unit's HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and foe cannot.100Excludes Green Weapon Users
R Tomebreaker 3.pngR Tomebreaker 3If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot.200Excludes Green Weapon Users
Renewal 1.pngRenewal 1At the start of every fourth turn, restores 10 HP.60None
Renewal 2.pngRenewal 2At the start of every third turn, restores 10 HP.120None
Renewal 3.pngRenewal 3At the start of every second turn, restores 10 HP.240None
Sacae's Blessing.pngSacae's BlessingIf foe has sword, lance, or axe, foe cannot counterattack. (Skill cannot be inherited.)300Is exclusive
Seal Atk 1.pngSeal Atk 1After combat, foe suffers Atk-3 through its next action.40Excludes Staff Users
Seal Atk 2.pngSeal Atk 2After combat, foe suffers Atk-5 through its next action.80Excludes Staff Users
Seal Atk 3.pngSeal Atk 3After combat, foe suffers Atk-7 through its next action.160Excludes Staff Users
Seal Atk Def 1.pngSeal Atk Def 1After combat, inflicts Atk/Def-3 on foe through its next action.100Excludes Staff Users
Seal Atk Def 2.pngSeal Atk Def 2After combat, inflicts Atk/Def-5 on foe through its next action.200Excludes Staff Users
Seal Atk Spd 1.pngSeal Atk Spd 1After combat, inflicts Atk/Spd-3 on foe through its next action.100Excludes Staff Users
Seal Atk Spd 2.pngSeal Atk Spd 2After combat, inflicts Atk/Spd-5 on foe through its next action.200Excludes Staff Users
Seal Def 1.pngSeal Def 1After combat, foe suffers Def-3 through its next action.40Excludes Staff Users
Seal Def 2.pngSeal Def 2After combat, foe suffers Def-5 through its next action.80Excludes Staff Users
Seal Def 3.pngSeal Def 3After combat, foe suffers Def-7 through its next action.160Excludes Staff Users
Seal Res 1.pngSeal Res 1After combat, foe suffers Res-3 through its next action.40Excludes Staff Users
Seal Res 2.pngSeal Res 2After combat, foe suffers Res-5 through its next action.80Excludes Staff Users
Seal Res 3.pngSeal Res 3After combat, foe suffers Res-7 through its next action.160Excludes Staff Users
Seal Spd 1.pngSeal Spd 1After combat, foe suffers Spd-3 through its next action.40Excludes Staff Users
Seal Spd 2.pngSeal Spd 2After combat, foe suffers Spd-5 through its next action.80Excludes Staff Users
Seal Spd 3.pngSeal Spd 3After combat, foe suffers Spd-7 through its next action.160Excludes Staff Users
Shield Pulse 1.pngShield Pulse 1If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1.60Melee Weapon Users Only, Infantry and Armored Only
Shield Pulse 2.pngShield Pulse 2If 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.
120Melee Weapon Users Only, Infantry and Armored Only
Shield Pulse 3.pngShield Pulse 3If 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.
240Melee Weapon Users Only, Infantry and Armored Only
Swordbreaker 1.pngSwordbreaker 1If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.50Excludes Green Weapon Users
Swordbreaker 2.pngSwordbreaker 2If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.100Excludes Green Weapon Users
Swordbreaker 3.pngSwordbreaker 3If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.200Excludes Green Weapon Users
Vantage 1.pngVantage 1Unit counterattacks first when attacked at HP ≤ 25%.50None
Vantage 2.pngVantage 2Unit counterattacks first when attacked at HP ≤ 50%.100None
Vantage 3.pngVantage 3Unit counterattacks first when attacked at HP ≤ 75%.200None
Wary Fighter 1.pngWary Fighter 1Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.60Armored Only
Wary Fighter 2.pngWary Fighter 2Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.120Armored Only
Wary Fighter 3.pngWary Fighter 3Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.240Armored Only
Watersweep 1.pngWatersweep 1If 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.60Excludes Staff Users
Watersweep 2.pngWatersweep 2If 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.120Excludes Staff Users
Watersweep 3.pngWatersweep 3If 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.240Excludes Staff Users
Windsweep 1.pngWindsweep 1If 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.60Excludes Staff Users
Windsweep 2.pngWindsweep 2If 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.120Excludes Staff Users
Windsweep 3.pngWindsweep 3If 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.240Excludes Staff Users
Wings of Mercy 1.pngWings of Mercy 1Enables unit to warp adjacent to any ally with HP ≤ 30%.60None
Wings of Mercy 2.pngWings of Mercy 2Enables unit to warp adjacent to any ally with HP ≤ 40%.120None
Wings of Mercy 3.pngWings of Mercy 3Enables unit to warp adjacent to any ally with HP ≤ 50%.240None
Wrath 1.pngWrath 1If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
60Melee Weapon Users Only, Infantry and Armored Only
Wrath 2.pngWrath 2If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
120Melee Weapon Users Only, Infantry and Armored Only
Wrath 3.pngWrath 3If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
240Melee Weapon Users Only, Infantry and Armored Only
Wrathful Staff 1.pngWrathful Staff 1If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons.60Staff Users Only
Wrathful Staff 2.pngWrathful Staff 2If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons.120Staff Users Only
Wrathful Staff 3.pngWrathful Staff 3Damage from unit's staff will be calculated the same as other weapons.240Staff Users Only

List of Type C[edit | edit source]

NameEffectsSP CostInherit Restriction
Armor March 1.pngArmor March 1If 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.)60Armored Only
Armor March 2.pngArmor March 2If 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.)120Armored Only
Armor March 3.pngArmor March 3If 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.)240Armored Only
Atk Ploy 1.pngAtk Ploy 1At 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.60None
Atk Ploy 2.pngAtk Ploy 2At 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.120None
Atk Ploy 3.pngAtk Ploy 3At 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.240None
Atk Smoke 1.pngAtk Smoke 1After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.60Excludes Staff Users
Atk Smoke 2.pngAtk Smoke 2After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.120Excludes Staff Users
Atk Smoke 3.pngAtk Smoke 3After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.240Excludes Staff Users
Axe Experience 1.pngAxe Experience 1If unit survives, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
30Axe Users Only
Axe Experience 2.pngAxe Experience 2If unit survives, all axe users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
60Axe Users Only
Axe Experience 3.pngAxe Experience 3If unit survives, all axe users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)
120Axe Users Only
Axe Valor 1.pngAxe Valor 1If unit survives and uses an axe, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)30Axe Users Only
Axe Valor 2.pngAxe Valor 2If unit survives, all axe users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)60Axe Users Only
Axe Valor 3.pngAxe Valor 3If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)120Axe Users Only
B Tome Exp. 1.pngB Tome Exp. 1If using blue magic and unit survives combat, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
30Blue Tome Users Only
B Tome Exp. 2.pngB Tome Exp. 2If unit survives combat, all blue magic users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
60Blue Tome Users Only
B Tome Exp. 3.pngB Tome Exp. 3If unit survives combat, all blue magic users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)
120Blue Tome Users Only
Bow Exp. 1.pngBow Exp. 1If unit survives and uses a bow, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applies.)
30Bow Users Only
Bow Exp. 2.pngBow Exp. 2If unit survives, all bow users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applies.)
60Bow Users Only
Bow Exp. 3.pngBow Exp. 3If unit survives, all bow users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applies.)
120Bow Users Only
Breath of Life 1.pngBreath of Life 1If unit initiates attack, adjacent allies recover 3 HP after combat.50None
Breath of Life 2.pngBreath of Life 2If unit initiates attack, adjacent allies recover 5 HP after combat.100None
Breath of Life 3.pngBreath of Life 3If unit initiates attack, adjacent allies recover 7 HP after combat.200None
Def Ploy 1.pngDef Ploy 1At 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.60None
Def Ploy 2.pngDef Ploy 2At 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.120None
Def Ploy 3.pngDef Ploy 3At 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.240None
Drive Atk 1.pngDrive Atk 1Grants allies within 2 spaces Atk+2 during combat.120None
Drive Atk 2.pngDrive Atk 2Grants allies within 2 spaces Atk+3 during combat.240None
Drive Def 1.pngDrive Def 1Grants allies within 2 spaces Def+2 during combat.120None
Drive Def 2.pngDrive Def 2Grants allies within 2 spaces Def+3 during combat.240None
Drive Spd 1.pngDrive Spd 1Grants allies within 2 spaces Spd+2 during combat.120None
Drive Spd 2.pngDrive Spd 2Grants allies within 2 spaces Spd+3 during combat.240None
Fortify Armor.pngFortify ArmorGrants adjacent armor allies Def/Res+6 through their next actions at the start of each turn.200Armored Only
Fortify Cavalry.pngFortify CavalryGrants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn.200Cavalry Only
Fortify Def 1.pngFortify Def 1Grants adjacent allies Def+2 through their next actions at the start of each turn.50None
Fortify Def 2.pngFortify Def 2Grants adjacent allies Def+3 through their next actions at the start of each turn.100None
Fortify Def 3.pngFortify Def 3Grants adjacent allies Def+4 through their next actions at the start of each turn.200None
Fortify Dragons.pngFortify DragonsGrants adjacent Dragon allies Def/Res+6 through their next actions at the start of each turn.200Breath Users Only
Fortify Fliers.pngFortify FliersGrants adjacent flying allies Def/Res+6 through their next actions at the start of each turn.200Fliers Only
Fortify Res 1.pngFortify Res 1Grants adjacent allies Res+2 through their next actions at the start of each turn.50None
Fortify Res 2.pngFortify Res 2Grants adjacent allies Res+3 through their next actions at the start of each turn.100None
Fortify Res 3.pngFortify Res 3Grants adjacent allies Res+4 through their next actions at the start of each turn.200None
Goad Armor.pngGoad ArmorGrants armored allies within 2 spaces Spd/Atk+4 during combat.200Armored Only
Goad Cavalry.pngGoad CavalryGrants cavalry allies within 2 spaces Spd/Atk+4 during combat.200Cavalry Only
Goad Fliers.pngGoad FliersGrants flying allies within 2 spaces Spd/Atk+4 during combat.200Fliers Only
G Tome Valor 1.pngG Tome Valor 1If unit survives and uses a green tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)30Green Tome Users Only
G Tome Valor 2.pngG Tome Valor 2If unit survives, all green tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)60Green Tome Users Only
G Tome Valor 3.pngG Tome Valor 3If unit survives, all green tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)120Green Tome Users Only
Guidance 1.pngGuidance 1If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.60Fliers Only
Guidance 2.pngGuidance 2If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.120Fliers Only
Guidance 3.pngGuidance 3Infantry and armored allies within 2 spaces can move to a space adjacent to unit.240Fliers Only
Hone Armor.pngHone ArmorGrants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn.200Armored Only
Hone Atk 1.pngHone Atk 1Grants adjacent allies Atk+2 through their next actions at the start of each turn.50None
Hone Atk 2.pngHone Atk 2Grants adjacent allies Atk+3 through their next actions at the start of each turn.100None
Hone Atk 3.pngHone Atk 3Grants adjacent allies Atk+4 through their next actions at the start of each turn.200None
Hone Cavalry.pngHone CavalryGrants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn.200Cavalry Only
Hone Fliers.pngHone FliersGrants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn.200Fliers Only
Hone Spd 1.pngHone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.50None
Hone Spd 2.pngHone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.100None
Hone Spd 3.pngHone Spd 3Grants adjacent allies Spd+4 through their next actions at the start of each turn.200None
Infantry Pulse 1.pngInfantry Pulse 1Special 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.)60Infantry Only
Infantry Pulse 2.pngInfantry Pulse 2Special 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.)120Infantry Only
Infantry Pulse 3.pngInfantry Pulse 3Special 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.)240Infantry Only
Lance Valor 1.pngLance Valor 1If unit survives and uses a lance, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)30Lance Users Only
Lance Valor 2.pngLance Valor 2If unit survives, all lance users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)60Lance Users Only
Lance Valor 3.pngLance Valor 3If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)120Lance Users Only
Panic Ploy 1.pngPanic Ploy 1At 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.60None
Panic Ploy 2.pngPanic Ploy 2At 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.120None
Panic Ploy 3.pngPanic Ploy 3At 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.240None
Res Ploy 1.pngRes Ploy 1At 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.60None
Res Ploy 2.pngRes Ploy 2At 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.120None
Res Ploy 3.pngRes Ploy 3At 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.240None
Savage Blow 1.pngSavage Blow 1If unit initiates attack, foes within 2 spaces of target take 3 damage after combat.50None
Savage Blow 2.pngSavage Blow 2If unit initiates attack, foes within 2 spaces of target take 5 damage after combat.100None
Savage Blow 3.pngSavage Blow 3If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.200None
Spur Atk 1.pngSpur Atk 1Grants adjacent allies Atk+2 during combat.50None
Spur Atk 2.pngSpur Atk 2Grants adjacent allies Atk+3 during combat.100None
Spur Atk 3.pngSpur Atk 3Grants adjacent allies Atk+4 during combat.200None
Spur Def 1.pngSpur Def 1Grants adjacent allies Def+2 during combat.50None
Spur Def 2.pngSpur Def 2Grants adjacent allies Def+3 during combat.100None
Spur Def 3.pngSpur Def 3Grants adjacent allies Def+4 during combat.200None
Spur Def Res 1.pngSpur Def Res 1Grants adjacent allies Def/Res +2 during combat120None
Spur Def Res 2.pngSpur Def Res 2Grants adjacent allies Def/Res +3 during combat.240None
Spur Res 1.pngSpur Res 1Grants adjacent allies Res+2 during combat.50None
Spur Res 2.pngSpur Res 2Grants adjacent allies Res+3 during combat.100None
Spur Res 3.pngSpur Res 3Grants adjacent allies Res+4 during combat.200None
Spur Spd 1.pngSpur Spd 1Grants adjacent allies Spd+2 during combat.50None
Spur Spd 2.pngSpur Spd 2Grants adjacent allies Spd+3 during combat.100None
Spur Spd 3.pngSpur Spd 3Grants adjacent allies Spd+4 during combat.200None
Spur Spd Def 1.pngSpur Spd Def 1Grants adjacent allies Spd/Def +2 during combat120None
Spur Spd Def 2.pngSpur Spd Def 2Grants adjacent allies Spd/Def +3 during combat.240None
Sword Exp. 1.pngSword Exp. 1If unit survives, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
30Sword Users Only
Sword Exp. 2.pngSword Exp. 2If unit survives, all sword users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)
60Sword Users Only
Sword Exp. 3.pngSword Exp. 3If unit survives, all sword users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)
120Sword Users Only
Sword Valor 1.pngSword Valor 1If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)30Sword Users Only
Sword Valor 2.pngSword Valor 2If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)60Sword Users Only
Sword Valor 3.pngSword Valor 3If unit survives, all sword users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)120Sword Users Only
Threaten Atk 1.pngThreaten Atk 1Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.50None
Threaten Atk 2.pngThreaten Atk 2Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.100None
Threaten Atk 3.pngThreaten Atk 3Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.200None
Threaten Def 1.pngThreaten Def 1Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn.50None
Threaten Def 2.pngThreaten Def 2Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn.100None
Threaten Def 3.pngThreaten Def 3Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn.200None
Threaten Res 1.pngThreaten Res 1Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn.50None
Threaten Res 2.pngThreaten Res 2Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn.100None
Threaten Res 3.pngThreaten Res 3Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn.200None
Threaten Spd 1.pngThreaten Spd 1Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.50None
Threaten Spd 2.pngThreaten Spd 2Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.100None
Threaten Spd 3.pngThreaten Spd 3Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.200None
Ward Armor.pngWard ArmorGrants armored allies within 2 spaces Def/Res+4 during combat.200Armored Only
Ward Cavalry.pngWard CavalryGrants cavalry allies within 2 spaces Def/Res+4 during combat.200Cavalry Only
Ward Fliers.pngWard FliersGrants flying allies within 2 spaces Def/Res+4 during combat.200Fliers Only