Passives

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

Just like their names state, passive skills are skills that, under certain circumstances, apply various effects affecting gameplay. Passives in Fire Emblem Heroes are divided into 3 categories, A, B and C. Although not official, skill types roughly determine the general effect of the skill.

  • Type A - Affect only the character, either by adding additional effects or characteristics to the unit, or simply by buffing the character's stats.
  • Type B - Battle related skills. These skills change the dynamic of the game during or after combat. This category has varied effects.
  • Type C - Can affect your allies or enemies. The buffs or debuffs applied to the battlefield, although not directly affecting combat.

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

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

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

List of Type A[edit | edit source]

Icon Name Description SP Cost Inherit Restriction
Armored Blow 1.png Armored Blow 1 If unit initiates combat, grants Def+2 during combat. 50 Excludes Staff Users
Armored Blow 2.png Armored Blow 2 If unit initiates combat, grants Def+4 during combat. 100 Excludes Staff Users
Armored Blow 3.png Armored Blow 3 If unit initiates combat, grants Def+6 during combat. 200 Excludes Staff Users
Attack Def Plus 1.png Atk/Def 1 Grants Atk/Def+1. 80 None
Attack Def Plus 2.png Atk/Def 2 Grants Atk/Def+2. 160 None
Atk Def Bond 1.png Atk/Def Bond 1 If unit is adjacent to an ally, grants Atk/Def+3 during combat. 60 None
Atk Def Bond 2.png Atk/Def Bond 2 If unit is adjacent to an ally, grants Atk/Def+4 during combat. 120 None
Atk Def Bond 3.png Atk/Def Bond 3 If unit is adjacent to an ally, grants Atk/Def+5 during combat. 240 None
Attack Res 1.png Atk/Res 1 Grants Atk/Res+1. 80 None
Attack Res 2.png Atk/Res 2 Grants Atk/Res+2. 160 None
Atk Res Bond 1.png Atk/Res Bond 1 If unit is adjacent to an ally, grants Atk/Res+3 during combat. 60 None
Atk Res Bond 2.png Atk/Res Bond 2 If unit is adjacent to an ally, grants Atk/Res+4 during combat. 120 None
Atk Res Bond 3.png Atk/Res Bond 3 If unit is adjacent to an ally, grants Atk/Res+5 during combat. 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
Atk Spd Bond 1.png Atk/Spd Bond 1 If unit is adjacent to an ally, grants Atk/Spd+3 during combat. 60 None
Atk Spd Bond 2.png Atk/Spd Bond 2 If unit is adjacent to an ally, grants Atk/Spd+4 during combat. 120 None
Atk Spd Bond 3.png Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat. 240 None
Atk Spd Push 1.png Atk/Spd Push 1 At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat. 0 None
Atk Spd Push 2.png Atk/Spd Push 2 At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat. 0 None
Atk Spd Push 3.png Atk/Spd Push 3 At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but if unit attacked, deals 1 damage to unit after combat. 0 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
Bracing Blow 1.png Bracing Blow 1 If unit initiates combat, grants Def/Res+2 during combat. 120 Excludes Staff Users
Bracing Blow 2.png Bracing Blow 2 If unit initiates combat, grants Def/Res+4 during combat. 240 Excludes Staff Users
Brazen Atk Def 1.png Brazen Atk/Def 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+3 during combat. 60 None
Brazen Atk Def 2.png Brazen Atk/Def 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+5 during combat. 120 None
Brazen Atk Def 3.png Brazen Atk/Def 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+7 during combat. 240 None
Brazen Atk Res 1.png Brazen Atk/Res 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. 60 None
Brazen Atk Res 2.png Brazen Atk/Res 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. 120 None
Brazen Atk Res 3.png Brazen Atk/Res 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+7 during combat. 240 None
Brazen Atk Spd 1.png Brazen Atk/Spd 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat. 60 None
Brazen Atk Spd 2.png Brazen Atk/Spd 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat. 120 None
Brazen Atk Spd 3.png Brazen Atk/Spd 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat. 240 None
Brazen Def Res 1.png Brazen Def/Res 1 At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat. 60 None
Brazen Def Res 2.png Brazen Def/Res 2 At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat. 120 None
Brazen Def Res 3.png Brazen Def/Res 3 At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat. 240 None
Close Counter.png Close Counter Unit can counterattack regardless of foe's range. 300 Ranged Weapon Users Only
Close Def 1.png Close Def 1 If foe initiates combat and uses sword, lance, axe, or dragonstone, grants Def/Res+2 during combat. 60 None
Close Def 2.png Close Def 2 If foe initiates combat and uses sword, lance, axe, or dragonstone, grants Def/Res+4 during combat. 120 None
Close Def 3.png Close Def 3 If foe initiates combat and uses sword, lance, axe, or dragonstone, grants Def/Res+6 during combat. 240 None
Darting Blow 1.png Darting Blow 1 If unit initiates combat, grants Spd+2 during combat. 50 Excludes Staff Users
Darting Blow 2.png Darting Blow 2 If unit initiates combat, grants Spd+4 during combat. 100 Excludes Staff Users
Darting Blow 3.png Darting Blow 3 If unit initiates combat, grants Spd+6 during combat. 200 Excludes Staff Users
Darting Stance 1.png Darting Stance 1 If foe initiates combat, grants Spd+2 during combat. 50 Excludes Staff Users
Darting Stance 2.png Darting Stance 2 If foe initiates combat, grants Spd+4 during combat. 100 Excludes Staff Users
Darting Stance 3.png Darting Stance 3 If foe initiates combat, grants Spd+6 during combat. 200 Excludes Staff Users
Death Blow 1.png Death Blow 1 If unit initiates combat, grants Atk+2 during combat. 50 Excludes Staff Users
Death Blow 2.png Death Blow 2 If unit initiates combat, grants Atk+4 during combat. 100 Excludes Staff Users
Death Blow 3.png Death Blow 3 If unit initiates combat, grants Atk+6 during combat. 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 At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. 40 None
Defiant Atk 2.png Defiant Atk 2 At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. 80 None
Defiant Atk 3.png Defiant Atk 3 At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. 160 None
Defiant Def 1.png Defiant Def 1 At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. 40 None
Defiant Def 2.png Defiant Def 2 At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. 80 None
Defiant Def 3.png Defiant Def 3 At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. 160 None
Defiant Res 1.png Defiant Res 1 At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn. 40 None
Defiant Res 2.png Defiant Res 2 At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn. 80 None
Defiant Res 3.png Defiant Res 3 At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn. 160 None
Defiant Spd 1.png Defiant Spd 1 At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn. 40 None
Defiant Spd 2.png Defiant Spd 2 At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn. 80 None
Defiant Spd 3.png Defiant Spd 3 At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn. 160 None
Distant Counter.png Distant Counter Unit can counterattack regardless of foe's range. 300 Melee Weapon Users Only
Distant Def 1.png Distant Def 1 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+2 during combat. 60 None
Distant Def 2.png Distant Def 2 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+4 during combat. 120 None
Distant Def 3.png Distant Def 3 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. 240 None
Dragonskin.png Dragonskin Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
300 Is exclusive
Earth Boost 1.png Earth Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+2 during combat. 50 None
Earth Boost 2.png Earth Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+4 during combat. 100 None
Earth Boost 3.png Earth Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat. 200 None
Fierce Stance 1.png Fierce Stance 1 If foe initiates combat, grants Atk+2 during combat. 50 Excludes Staff Users
Fierce Stance 2.png Fierce Stance 2 If foe initiates combat, grants Atk+4 during combat. 100 Excludes Staff Users
Fierce Stance 3.png Fierce Stance 3 If foe initiates combat, grants Atk+6 during combat. 200 Excludes Staff Users
Fire Boost 1.png Fire Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+2 during combat. 50 None
Fire Boost 2.png Fire Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+4 during combat. 100 None
Fire Boost 3.png Fire Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+6 during combat. 200 None
Flashing Blade 1.png Flashing Blade 1 If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per attack.
(Only highest value applied. Does not stack.)
60 Excludes Staff Users
Infantry and Armored Only
Flashing Blade 2.png Flashing Blade 2 If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per attack.
(Only highest value applied. Does not stack.)
120 Excludes Staff Users
Infantry and Armored Only
Flashing Blade 3.png Flashing Blade 3 If unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack.
(Only highest value applied. Does not stack.)
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.
After combat, deals 2 damage to unit.
50 Excludes Staff Users
Fury 2.png Fury 2 Grants Atk/Spd/Def/Res+2.
After combat, deals 4 damage to unit.
100 Excludes Staff Users
Fury 3.png Fury 3 Grants Atk/Spd/Def/Res+3.
After combat, deals 6 damage to unit.
200 Excludes Staff Users
Grani's Shield.png Grani's Shield Neutralizes "effective against cavalry" bonuses. 200 Cavalry Only
Heavy Blade 1.png Heavy Blade 1 If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 60 Excludes Staff Users
Heavy Blade 2.png Heavy Blade 2 If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 120 Excludes Staff Users
Heavy Blade 3.png Heavy Blade 3 If unit's Atk > foe's Atk, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 Excludes Staff Users
HP Atk 1.png HP/Atk 1 Grants HP+3, Atk+1. 100 None
HP Atk 2.png HP/Atk 2 Grants HP+4, Atk+2. 200 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 Plus 3.png HP +3 Grants HP+3. 40 None
HP Plus 4.png HP +4 Grants HP+4. 80 None
HP Plus 5.png HP +5 Grants HP+5. 160 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 flying" bonuses. 200 Fliers Only
Kestrel Stance 1.png Kestrel Stance 1 If foe initiates combat, grants Atk/Spd+2 during combat. 120 Excludes Staff Users
Kestrel Stance 2.png Kestrel Stance 2 If foe initiates combat, grants Atk/Spd+4 during combat. 240 Excludes Staff Users
Laws of Sacae.png Laws of Sacae If foe initiates combat and the number of allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+4 during combat. 300 Is exclusive
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 Stance 1.png Mirror Stance 1 If foe initiates combat, grants Atk/Res+2 during combat. 120 Excludes Staff Users
Mirror Stance 2.png Mirror Stance 2 If foe initiates combat, grants Atk/Res+4 during combat. 240 Excludes Staff Users
Mirror Strike 1.png Mirror Strike 1 If unit initiates combat, grants Atk/Res+2 during combat. 120 Excludes Staff Users
Mirror Strike 2.png Mirror Strike 2 If unit initiates combat, grants Atk/Res+4 during 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 Def Bond 1.png Spd/Def Bond 1 If unit is adjacent to an ally, grants Spd/Def+3 during combat. 60 None
Spd Def Bond 2.png Spd/Def Bond 2 If unit is adjacent to an ally, grants Spd/Def+4 during combat. 120 None
Spd Def Bond 3.png Spd/Def Bond 3 If unit is adjacent to an ally, grants Spd/Def+5 during combat. 240 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
Spd Res Bond 1.png Spd/Res Bond 1 If unit is adjacent to an ally, grants Spd/Res+3 during combat. 60 None
Spd Res Bond 2.png Spd/Res Bond 2 If unit is adjacent to an ally, grants Spd/Res+4 during combat. 120 None
Spd Res Bond 3.png Spd/Res Bond 3 If unit is adjacent to an ally, grants Spd/Res+5 during combat. 240 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, grants Spd/Def+2 during battle. 120 Excludes Staff Users
Steady Blow 2.png Steady Blow 2 If unit initiates combat, grants Spd/Def+4 during battle. 240 Excludes Staff Users
Steady Breath.png Steady Breath If foe initiates combat, grants Def+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 Melee Weapon Users Only
Infantry and Armored Only
Steady Stance 1.png Steady Stance 1 If foe initiates combat, grants Def+2 during combat. 50 None
Steady Stance 2.png Steady Stance 2 If foe initiates combat, grants Def+4 during combat. 100 None
Steady Stance 3.png Steady Stance 3 If foe initiates combat, grants Def+6 during combat. 200 None
Sturdy Blow 1.png Sturdy Blow 1 If unit initiates combat, grants Atk/Def+2 during combat. 120 Excludes Staff Users
Sturdy Blow 2.png Sturdy Blow 2 If unit initiates combat, grants Atk/Def+4 during combat. 240 Excludes Staff Users
Sturdy Stance 1.png Sturdy Stance 1 If foe initiates combat, grants Atk/Def+2 during combat. 120 Excludes Staff Users
Sturdy Stance 2.png Sturdy Stance 2 If foe initiates combat, grants Atk/Def+4 during combat. 240 Excludes Staff Users
Svalinn Shield.png Svalinn Shield Neutralizes "effective against armored" bonuses. 200 Armored Only
Swift Sparrow 1.png Swift Sparrow 1 If unit initiates combat, grants Atk/Spd+2 during combat. 120 Excludes Staff Users
Swift Sparrow 2.png Swift Sparrow 2 If unit initiates combat, grants Atk/Spd+4 during combat. 240 Excludes Staff Users
Swift Stance 1.png Swift Stance 1 If foe initiates combat, grants Spd/Res+2 during combat. 120 Excludes Staff Users
Swift Stance 2.png Swift Stance 2 If foe initiates combat, grants Spd/Res+4 during combat. 240 Excludes Staff Users
Swift Strike 1.png Swift Strike 1 If unit initiates combat, grants Spd/Res+2 during combat. 120 Excludes Staff Users
Swift Strike 2.png Swift Strike 2 If unit initiates combat, grants Spd/Res+4 during combat. 240 Excludes Staff Users
Triangle Adept 1.png Triangle Adept 1 If unit has weapon-triangle advantage, boosts Atk by 10%.
If unit has weapon-triangle disadvantage, reduces Atk by 10%.
50 Excludes Colorless Weapon Users
Triangle Adept 2.png Triangle Adept 2 If unit has weapon-triangle advantage, boosts Atk by 15%.
If unit has weapon-triangle disadvantage, reduces Atk by 15%.
100 Excludes Colorless Weapon Users
Triangle Adept 3.png Triangle Adept 3 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
200 Excludes Colorless Weapon Users
Warding Blow 1.png Warding Blow 1 If unit initiates combat, grants Res+2 during combat. 50 Excludes Staff Users
Warding Blow 2.png Warding Blow 2 If unit initiates combat, grants Res+4 during combat. 100 Excludes Staff Users
Warding Blow 3.png Warding Blow 3 If unit initiates combat, grants Res+6 during combat. 200 Excludes Staff Users
Warding Breath.png Warding Breath If foe initiates combat, grants Res+4 during combat. Grants Special cooldown charge +1 per attack.
(Only highest value applied. Does not stack.)
240 Melee Weapon Users Only
Infantry and Armored Only
Warding Stance 1.png Warding Stance 1 If foe initiates combat, grants Res+2 during combat. 50 None
Warding Stance 2.png Warding Stance 2 If foe initiates combat, grants Res+4 during combat. 100 None
Warding Stance 3.png Warding Stance 3 If foe initiates combat, grants Res+6 during combat. 200 None
Water Boost 1.png Water Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+2 during combat. 50 None
Water Boost 2.png Water Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+4 during combat. 100 None
Water Boost 3.png Water Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+6 during combat. 200 None
Wind Boost 1.png Wind Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+2 during combat. 50 None
Wind Boost 2.png Wind Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+4 during combat. 100 None
Wind Boost 3.png Wind Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+6 during combat. 200 None

List of Type B[edit | edit source]

Icon Name Description SP Cost Inherit Restriction
Aerobatics 1.png Aerobatics 1 If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 60 Fliers Only
Aerobatics 2.png Aerobatics 2 If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 120 Fliers Only
Aerobatics 3.png Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 240 Fliers Only
Axebreaker 1.png Axebreaker 1 If unit's HP ≥ 90% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 Excludes Blue Weapon Users
Axebreaker 2.png Axebreaker 2 If unit's HP ≥ 70% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 Excludes Blue Weapon Users
Axebreaker 3.png Axebreaker 3 If unit's HP ≥ 50% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 Excludes Blue Weapon Users
B Tomebreaker 1.png B Tomebreaker 1 If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 Excludes Red Weapon Users
B Tomebreaker 2.png B Tomebreaker 2 If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 Excludes Red Weapon Users
B Tomebreaker 3.png B Tomebreaker 3 If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 Excludes Red Weapon Users
Beorc's Blessing.png Beorc's Blessing Neutralizes cavalry and flying foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
(Skill cannot be inherited.)
300 Is exclusive
Blaze Dance 1.png Blaze Dance 1 If Sing or Dance is used, grants Atk+2 to target. 50 Excludes Staff Users
Blaze Dance 2.png Blaze Dance 2 If Sing or Dance is used, grants Atk+3 to target. 100 Excludes Staff Users
Blaze Dance 3.png Blaze Dance 3 If Sing or Dance is used, grants Atk+4 to target. 200 Excludes Staff Users
Bold Fighter 1.png Bold Fighter 1 If unit's HP = 100% and unit initiates combat, unit makes a guaranteed follow-up attack.
Grants Special cooldown charge +1 per attack. (Does not stack.)
60 Armored Only
Bold Fighter 2.png Bold Fighter 2 If unit's HP ≥ 50% and unit initiates combat, unit makes a guaranteed follow-up attack.
Grants Special cooldown charge +1 per attack. (Does not stack.)
120 Armored Only
Bold Fighter 3.png Bold Fighter 3 If unit initiates combat, unit makes a guaranteed follow-up attack.
Grants Special cooldown charge +1 per attack. (Does not stack.)
240 Armored Only
Bowbreaker 1.png Bowbreaker 1 If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 Excludes Fliers
Bowbreaker 2.png Bowbreaker 2 If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 Excludes Fliers
Bowbreaker 3.png Bowbreaker 3 If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 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
Bushido.png Bushido Deals +10 damage when Special triggers. 300 Is exclusive
Cancel Affinity 1.png Cancel Affinity 1 Neutralizes all weapon-triangle advantage granted by unit's and foe's skills. 50 Excludes Tome, Colored Bow, and Staff Users
Cancel Affinity 2.png Cancel Affinity 2 Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, neutralizes weapon-triangle advantage granted by foe's skills. 100 Excludes Tome, Colored Bow, and Staff Users
Cancel Affinity 3.png Cancel Affinity 3 Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills. 200 Excludes Tome, Colored Bow, and Staff Users
Chill Atk 1.png Chill Atk 1 At the start of each turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action. 60 None
Chill Atk 2.png Chill Atk 2 At the start of each turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action. 120 None
Chill Atk 3.png Chill Atk 3 At the start of each turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. 240 None
Chill Def 1.png Chill Def 1 At the start of each turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. 60 None
Chill Def 2.png Chill Def 2 At the start of each turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. 120 None
Chill Def 3.png Chill Def 3 At the start of each turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. 240 None
Chill Res 1.png Chill Res 1 At the start of each turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. 60 None
Chill Res 2.png Chill Res 2 At the start of each turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. 120 None
Chill Res 3.png Chill Res 3 At the start of each turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. 240 None
Chill Spd 1.png Chill Spd 1 At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. 60 None
Chill Spd 2.png Chill Spd 2 At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. 120 None
Chill Spd 3.png Chill Spd 3 At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. 240 None
Chilling Seal.png Chilling Seal At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action.
(Skill cannot be inherited.)
300 Is exclusive
Crusader's Ward.png Crusader's Ward If unit receives consecutive attacks and foe's Range = 2, reduces damage from foe's second attack onward by 80%. (Skill cannot be inherited.) 300 Is exclusive
Daggerbreaker 1.png Daggerbreaker 1 If unit's HP ≥ 90% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 None
Daggerbreaker 2.png Daggerbreaker 2 If unit's HP ≥ 70% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 None
Daggerbreaker 3.png Daggerbreaker 3 If unit's HP ≥ 50% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 None
Dazzling Staff 1.png Dazzling Staff 1 At start of combat, if unit's HP = 100%, foe cannot counterattack. 60 This skill can only be equipped by staff users.
Dazzling Staff 2.png Dazzling Staff 2 At start of combat, if unit's HP ≥ 50%, foe cannot counterattack. 120 This skill can only be equipped by staff users.
Dazzling Staff 3.png Dazzling Staff 3 Foe cannot counterattack. 240 This skill can only be equipped by staff users.
Def Feint 1.png Def Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions. 60 Excludes Staff Users
Def Feint 2.png Def Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions. 120 Excludes Staff Users
Def Feint 3.png Def Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions. 240 Excludes Staff Users
Def Res Link 1.png Def/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 Excludes Staff Users
Def Res Link 2.png Def/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 Excludes Staff Users
Def Res Link 3.png Def/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 Excludes Staff Users
Desperation 1.png Desperation 1 If unit’s HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 50 None
Desperation 2.png Desperation 2 If unit’s HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 100 None
Desperation 3.png Desperation 3 If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 200 None
Drag Back.png Drag Back If unit initiates combat, unit moves 1 space away after combat.
Target foe moves to unit's previous space.
150 Melee Weapon Users Only
Dull Close 1.png Dull Close 1 At start of combat, if unit's HP = 100% and foe uses sword, lance, axe, or dragonstone, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 60 Melee Weapon Users Only
Dull Close 2.png Dull Close 2 At start of combat, if unit's HP ≥ 50% and foe uses sword, lance, axe, or dragonstone, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 120 Melee Weapon Users Only
Dull Close 3.png Dull Close 3 If foe uses sword, lance, axe, or dragonstone, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 240 Melee Weapon Users Only
Dull Ranged 1.png Dull Ranged 1 At start of combat, if unit's HP = 100% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 60 None
Dull Ranged 2.png Dull Ranged 2 At start of combat, if unit's HP ≥ 50% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 120 None
Dull Ranged 3.png Dull Ranged 3 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 240 None
Earth Dance 1.png Earth Dance 1 If Sing or Dance is used, grants Def+3 to target. 50 Excludes Staff Users
Earth Dance 2.png Earth Dance 2 If Sing or Dance is used, grants Def+4 to target. 100 Excludes Staff Users
Earth Dance 3.png Earth Dance 3 If Sing or Dance is used, grants Def+5 to target. 200 Excludes Staff Users
Escape Route 1.png Escape Route 1 If unit’s HP ≤ 30%, unit can move to a space adjacent to any ally. 60 None
Escape Route 2.png Escape Route 2 If unit’s HP ≤ 40%, unit can move to a space adjacent to any ally. 120 None
Escape Route 3.png Escape Route 3 If unit’s HP ≤ 50%, unit can move to a space adjacent to any ally. 240 None
Firestorm Dance 1.png Firestorm Dance 1 If Sing or Dance is used, grants Atk/Spd+2 to target. 120 Excludes Staff Users
Firestorm Dance 2.png Firestorm Dance 2 If Sing or Dance is used, grants Atk/Spd+3 to target. 240 Excludes Staff Users
Flier Formation 1.png Flier Formation 1 If unit HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 Fliers Only
Flier Formation 2.png Flier Formation 2 If unit HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 Fliers Only
Flier Formation 3.png Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces. 240 Fliers Only
Follow-Up Ring.png Follow-Up Ring At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack.
(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 foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 Excludes Blue Weapon Users
G Tomebreaker 2.png G Tomebreaker 2 If unit's HP ≥ 70% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 Excludes Blue Weapon Users
G Tomebreaker 3.png G Tomebreaker 3 If unit's HP ≥ 50% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 Excludes Blue Weapon Users
Gale Dance 1.png Gale Dance 1 If Sing or Dance is used, grants Spd+2 to target. 50 Excludes Staff Users
Gale Dance 2.png Gale Dance 2 If Sing or Dance is used, grants Spd+3 to target. 100 Excludes Staff Users
Gale Dance 3.png Gale Dance 3 If Sing or Dance is used, grants Spd+4 to target. 200 Excludes Staff Users
Geyser Dance 1.png Geyser Dance 1 If Sing or Dance is used, grants Def/Res+3 to target. 120 Excludes Staff Users
Geyser Dance 2.png Geyser Dance 2 If Sing or Dance is used, grants Def/Res+4 to target. 240 Excludes Staff Users
Guard 1.png Guard 1 At start of combat, if unit's HP = 100%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 50 None
Guard 2.png Guard 2 At start of combat, if unit's HP ≥ 90%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 100 None
Guard 3.png Guard 3 At start of combat, if unit's HP ≥ 80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 200 None
Hit and Run.png Hit and Run If unit initiates combat, unit moves 1 space away after combat. 150 Melee Weapon Users Only
Knock Back.png Knock Back If unit initiates combat, target foe moves 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 foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 Excludes Red Weapon Users
Lancebreaker 2.png Lancebreaker 2 If unit's HP ≥ 70% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 Excludes Red Weapon Users
Lancebreaker 3.png Lancebreaker 3 If unit's HP ≥ 50% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 Excludes Red Weapon Users
Live for Bounty.png Live for Bounty If unit survives, get 1.5x shards/crystals from a Training Tower map.
(Only highest value applied. Does not stack.)
100 None
Live for Honor.png Live for Honor If unit survives, get 1.5x badges from a Training Tower map.
(Only highest value applied. Does not stack.)
100 None
Live to Serve 1.png Live to Serve 1 When healing an ally with a staff, restores HP to unit = 50% of HP restored to target. 40 This skill can only be equipped by staff users.
Live to Serve 2.png Live to Serve 2 When healing an ally with a staff, restores HP to unit = 75% of HP restored to target. 80 This skill can only be equipped by staff users.
Live to Serve 3.png Live to Serve 3 When healing an ally with a staff, restores HP to unit = HP restored to target. 160 This skill can only be equipped by staff users.
Lunge.png Lunge If unit initiates combat, unit and target foe swap spaces after combat. 150 Melee Weapon Users Only
Obstruct 1.png Obstruct 1 If unit's HP ≥ 90%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
50 None
Obstruct 2.png Obstruct 2 If unit's HP ≥ 70%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
100 None
Obstruct 3.png Obstruct 3 If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
200 None
Pass 1.png Pass 1 If unit’s HP ≥ 75%, unit can move through foes’ spaces. 50 None
Pass 2.png Pass 2 If unit’s HP ≥ 50%, unit can move through foes’ spaces. 100 None
Pass 3.png Pass 3 If unit’s HP ≥ 25%, unit can move through foes’ spaces. 200 None
Poison Strike 1.png Poison Strike 1 If unit initiates combat, deals 4 damage to foe after combat. 60 Excludes Staff Users
Poison Strike 2.png Poison Strike 2 If unit initiates combat, deals 7 damage to foe after combat. 120 Excludes Staff Users
Poison Strike 3.png Poison Strike 3 If unit initiates combat, deals 10 damage to foe after combat. 240 Excludes Staff Users
Quick Riposte 1.png Quick Riposte 1 If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. 60 None
Quick Riposte 2.png Quick Riposte 2 If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. 120 None
Quick Riposte 3.png Quick Riposte 3 If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. 240 None
R Tomebreaker 1.png R Tomebreaker 1 If unit's HP ≥ 90% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 Excludes Green Weapon Users
R Tomebreaker 2.png R Tomebreaker 2 If unit's HP ≥ 70% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 Excludes Green Weapon Users
R Tomebreaker 3.png R Tomebreaker 3 If unit's HP ≥ 50% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 Excludes Green Weapon Users
Recover Ring.png Recover Ring At start of turn, restores 10 HP.
(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
S Drink.png S Drink At the start of turn 1, restores 99 HP and grants Special cooldown count-1. 300 Is exclusive
Sacae's Blessing.png Sacae's Blessing If foe uses sword, lance, or axe, foe cannot counterattack.
(Skill cannot be inherited.)
300 Is exclusive
Seal Atk 1.png Seal Atk 1 Inflicts Atk-3 on foe through its next action after combat. 40 Excludes Staff Users
Seal Atk 2.png Seal Atk 2 Inflicts Atk-5 on foe through its next action after combat. 80 Excludes Staff Users
Seal Atk 3.png Seal Atk 3 Inflicts Atk-7 on foe through its next action after combat. 160 Excludes Staff Users
Seal Atk Def 1.png Seal Atk/Def 1 Inflicts Atk/Def-3 on foe through its next action after combat. 100 Excludes Staff Users
Seal Atk Def 2.png Seal Atk/Def 2 Inflicts Atk/Def-5 on foe through its next action after combat. 200 Excludes Staff Users
Seal Atk Spd 1.png Seal Atk/Spd 1 Inflicts Atk/Spd-3 on foe through its next action after combat. 100 Excludes Staff Users
Seal Atk Spd 2.png Seal Atk/Spd 2 Inflicts Atk/Spd-5 on foe through its next action after combat. 200 Excludes Staff Users
Seal Def 1.png Seal Def 1 Inflicts Def-3 on foe through its next action after combat. 40 Excludes Staff Users
Seal Def 2.png Seal Def 2 Inflicts Def-5 on foe through its next action after combat. 80 Excludes Staff Users
Seal Def 3.png Seal Def 3 Inflicts Def-7 on foe through its next action after combat. 160 Excludes Staff Users
Seal Def Res 1.png Seal Def/Res 1 Inflicts Def/Res-3 on foe through its next action after combat. 100 Excludes Staff Users
Seal Def Res 2.png Seal Def/Res 2 Inflicts Def/Res-5 on foe through its next action after combat. 200 Excludes Staff Users
Seal Res 1.png Seal Res 1 Inflicts Res-3 on foe through its next action after combat. 40 Excludes Staff Users
Seal Res 2.png Seal Res 2 Inflicts Res-5 on foe through its next action after combat. 80 Excludes Staff Users
Seal Res 3.png Seal Res 3 Inflicts Res-7 on foe through its next action after combat. 160 Excludes Staff Users
Seal Spd 1.png Seal Spd 1 Inflicts Spd-3 on foe through its next action after combat. 40 Excludes Staff Users
Seal Spd 2.png Seal Spd 2 Inflicts Spd-5 on foe through its next action after combat. 80 Excludes Staff Users
Seal Spd 3.png Seal Spd 3 Inflicts Spd-7 on foe through its next action after combat. 160 Excludes Staff Users
Shield Pulse 1.png Shield Pulse 1 At start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. 60 Melee Weapon Users Only
Infantry and Armored Only
Shield Pulse 2.png Shield Pulse 2 At start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers. 120 Melee Weapon Users Only
Infantry and Armored Only
Shield Pulse 3.png Shield Pulse 3 At start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers. 240 Melee Weapon Users Only
Infantry and Armored Only
Solar Brace.png Solar Brace Restores HP = 30% of damage dealt when Special triggers.
(Stacks with effects of skills like Sol.)
300 Is exclusive
Spd Feint 1.png Spd Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-3 on foes in cardinal directions of unit through their next actions. 60 Excludes Staff Users
Spd Feint 2.png Spd Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-5 on foes in cardinal directions of unit through their next actions. 120 Excludes Staff Users
Spd Feint 3.png Spd Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-7 on foes in cardinal directions of unit through their next actions. 240 Excludes Staff Users
Swordbreaker 1.png Swordbreaker 1 If unit's HP ≥ 90% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 Excludes Green Weapon Users
Swordbreaker 2.png Swordbreaker 2 If unit's HP ≥ 70% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 Excludes Green Weapon Users
Swordbreaker 3.png Swordbreaker 3 If unit's HP ≥ 50% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 Excludes Green Weapon Users
Torrent Dance 1.png Torrent Dance 1 If Sing or Dance is used, grants Res+3 to target. 50 Excludes Staff Users
Torrent Dance 2.png Torrent Dance 2 If Sing or Dance is used, grants Res+4 to target. 100 Excludes Staff Users
Torrent Dance 3.png Torrent Dance 3 If Sing or Dance is used, grants Res+5 to target. 200 Excludes Staff Users
Vantage 1.png Vantage 1 If unit’s HP ≤ 25% and foe initiates combat, unit can counterattack before foe’s first attack. 50 None
Vantage 2.png Vantage 2 If unit’s HP ≤ 50% and foe initiates combat, unit can counterattack before foe’s first attack. 100 None
Vantage 3.png Vantage 3 If unit’s HP ≤ 75% and foe initiates combat, unit can counterattack before foe’s first attack. 200 None
Vengeful Fighter 1.png Vengeful Fighter 1 If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack.
Grants Special cooldown charge +1 per attack. (Does not stack.)
60 Armored Only
Vengeful Fighter 2.png Vengeful Fighter 2 If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
Grants Special cooldown charge +1 per attack. (Does not stack.)
120 Armored Only
Vengeful Fighter 3.png 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.)
240 Armored Only
Warp Powder.png Warp Powder If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces. 300 Is exclusive
Wary Fighter 1.png Wary Fighter 1 If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. 60 Armored Only
Wary Fighter 2.png Wary Fighter 2 If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. 120 Armored Only
Wary Fighter 3.png Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. 240 Armored Only
Watersweep 1.png Watersweep 1 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+5 and foe uses magic, staff, or dragonstone, foe cannot counterattack. 60 Excludes Staff Users
Watersweep 2.png Watersweep 2 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+3 and foe uses magic, staff, or dragonstone, foe cannot counterattack. 120 Excludes Staff Users
Watersweep 3.png Watersweep 3 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd and foe uses magic, staff, or dragonstone, foe cannot counterattack. 240 Excludes Staff Users
Windsweep 1.png Windsweep 1 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+5 and foe uses sword, lance, axe, bow, or dagger, foe cannot counterattack. 60 Excludes Staff Users
Windsweep 2.png Windsweep 2 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+3 and foe uses sword, lance, axe, bow, or dagger, foe cannot counterattack. 120 Excludes Staff Users
Windsweep 3.png Windsweep 3 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd and foe uses sword, lance, axe, bow, or dagger, foe cannot counterattack. 240 Excludes Staff Users
Wings of Mercy 1.png Wings of Mercy 1 If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally. 60 None
Wings of Mercy 2.png Wings of Mercy 2 If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally. 120 None
Wings of Mercy 3.png Wings of Mercy 3 If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally. 240 None
Wrath 1.png Wrath 1 At start of turn, if unit's HP ≤ 25% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers. 60 Melee Weapon Users Only
Infantry and Armored Only
Wrath 2.png Wrath 2 At start of turn, if unit's HP ≤ 50% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers. 120 Melee Weapon Users Only
Infantry and Armored Only
Wrath 3.png Wrath 3 At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers. 240 Melee Weapon Users Only
Infantry and Armored Only
Wrathful Staff 1.png Wrathful Staff 1 At start of combat, if unit's HP = 100%, calculates damage from staff like other weapons. 60 This skill can only be equipped by staff users.
Wrathful Staff 2.png Wrathful Staff 2 At start of combat, if unit's HP ≥ 50%, calculates damage from staff like other weapons. 120 This skill can only be equipped by staff users.
Wrathful Staff 3.png Wrathful Staff 3 Calculates damage from staff like other weapons. 240 This skill can only be equipped by staff users.

List of Type C[edit | edit source]

Icon Name Description SP Cost Inherit Restriction
Armor March 1.png Armor March 1 At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space.
(That turn only. Does not stack.)
60 Armored Only
Armor March 2.png Armor March 2 At start of turn, if unit's HP ≥ 50% HP and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space.
(That turn only. Does not stack.)
120 Armored Only
Armor March 3.png Armor March 3 At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space.
(That turn only. Does not stack.)
240 Armored Only
Atk Ploy 1.png Atk Ploy 1 At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 None
Atk Ploy 2.png Atk Ploy 2 At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 None
Atk Ploy 3.png Atk Ploy 3 At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 None
Atk Smoke 1.png Atk Smoke 1 Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. 60 Excludes Staff Users
Atk Smoke 2.png Atk Smoke 2 Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. 120 Excludes Staff Users
Atk Smoke 3.png Atk Smoke 3 Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. 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 Exp. 1 While unit lives and uses an axe, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 Axe Users Only
Axe Experience 2.png Axe Exp. 2 While unit lives, all axe allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 Axe Users Only
Axe Experience 3.png Axe Exp. 3 While unit lives, all axe allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 Axe Users Only
Axe Valor 1.png Axe Valor 1 While unit lives and uses an axe, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 Axe Users Only
Axe Valor 2.png Axe Valor 2 While unit lives, all axe allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 Axe Users Only
Axe Valor 3.png Axe Valor 3 While unit lives, all axe allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 Axe Users Only
B Tome Exp. 1.png B Tome Exp. 1 While unit lives and uses a blue tome, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 Blue Tome Users Only
B Tome Exp. 2.png B Tome Exp. 2 While unit lives, all blue tome allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 Blue Tome Users Only
B Tome Exp. 3.png B Tome Exp. 3 While unit lives, all blue tome allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 Blue Tome Users Only
B Tome Valor 1.png B Tome Valor 1 While unit lives and uses a blue tome, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 Blue Tome Users Only
B Tome Valor 2.png B Tome Valor 2 While unit lives, all blue tome allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 Blue Tome Users Only
B Tome Valor 3.png B Tome Valor 3 While unit lives, all blue tome allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 Blue Tome Users Only
Bow Exp. 1.png Bow Exp. 1 While unit lives and uses a bow, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 Bow Users Only
Bow Exp. 2.png Bow Exp. 2 While unit lives, all bow allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 Bow Users Only
Bow Exp. 3.png Bow Exp. 3 While unit lives, all bow allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 Bow Users Only
Bow Valor 1.png Bow Valor 1 While unit lives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) 30 Bow Users Only
Bow Valor 2.png Bow Valor 2 While unit lives, all bow allies on team get 1.5x SP. (Only highest value applied. Does not stack.) 60 Bow Users Only
Bow Valor 3.png Bow Valor 3 While unit lives, all bow allies on team get 2x SP. (Only highest value applied. Does not stack.) 120 Bow Users Only
Breath of Life 1.png Breath of Life 1 If unit initiates combat, restores 3 HP to adjacent allies after combat. 50 None
Breath of Life 2.png Breath of Life 2 If unit initiates combat, restores 5 HP to adjacent allies after combat. 100 None
Breath of Life 3.png Breath of Life 3 If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 None
Dagger Valor 1.png Dagger Valor 1 While unit lives and uses a dagger, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 Dagger Users Only
Dagger Valor 2.png Dagger Valor 2 While unit lives, all dagger allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 Dagger Users Only
Dagger Valor 3.png Dagger Valor 3 While unit lives, all dagger allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 Dagger Users Only
Def Ploy 1.png Def Ploy 1 At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 None
Def Ploy 2.png Def Ploy 2 At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 None
Def Ploy 3.png Def Ploy 3 At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 None
Def Smoke 1.png Def Smoke 1 Inflicts Def-3 on foes within 2 spaces of target through their next actions after combat. 60 Excludes Staff Users
Def Smoke 2.png Def Smoke 2 Inflicts Def-5 on foes within 2 spaces of target through their next actions after combat. 120 Excludes Staff Users
Def Smoke 3.png Def Smoke 3 Inflicts Def-7 on foes within 2 spaces of target through their next actions after combat. 240 Excludes Staff Users
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
Dragon Valor 1.png Dragon Valor 1 While unit lives and uses a dragonstone, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 Breath Users Only
Dragon Valor 2.png Dragon Valor 2 While unit lives, all dragonstone allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 Breath Users Only
Dragon Valor 3.png Dragon Valor 3 While unit lives, all dragonstone allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 Breath Users Only
Drive Atk 1.png Drive Atk 1 Grants Atk+2 to allies within 2 spaces during combat. 120 None
Drive Atk 2.png Drive Atk 2 Grants Atk+3 to allies within 2 spaces during combat. 240 None
Drive Def 1.png Drive Def 1 Grants Def+2 to allies within 2 spaces during combat. 120 None
Drive Def 2.png Drive Def 2 Grants Def+3 to allies within 2 spaces during combat. 240 None
Drive Res 1.png Drive Res 1 Grants Res+2 to allies within 2 spaces during combat. 120 None
Drive Res 2.png Drive Res 2 Grants Res+3 to allies within 2 spaces during combat. 240 None
Drive Spd 1.png Drive Spd 1 Grants Spd+2 to allies within 2 spaces during combat. 120 None
Drive Spd 2.png Drive Spd 2 Grants Spd+3 to allies within 2 spaces during combat. 240 None
Even Spd Wave 1.png Even Spd Wave 1 At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 None
Even Spd Wave 2.png Even Spd Wave 2 At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 None
Even Spd Wave 3.png Even Spd Wave 3 At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 None
Flier Guidance 1.png Flier Guidance 1 If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. 60 Fliers Only
Flier Guidance 2.png Flier Guidance 2 If unit's HP ≥ 50% HP, flying allies within 2 spaces can move to a space adjacent to unit. 120 Fliers Only
Flier Guidance 3.png Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit. 240 Fliers Only
Fortify Armor.png Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. 200 Armored Only
Fortify Cavalry.png Fortify Cavalry At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn. 200 Cavalry Only
Fortify Def 1.png Fortify Def 1 At start of turn, grants Def+2 to adjacent allies for 1 turn. 50 None
Fortify Def 2.png Fortify Def 2 At start of turn, grants Def+3 to adjacent allies for 1 turn. 100 None
Fortify Def 3.png Fortify Def 3 At start of turn, grants Def+4 to adjacent allies for 1 turn. 200 None
Fortify Dragons.png Fortify Dragons At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. 200 Breath Users Only
Fortify Fliers.png Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. 200 Fliers Only
Fortify Res 1.png Fortify Res 1 At start of turn, grants Res+2 to adjacent allies for 1 turn. 50 None
Fortify Res 2.png Fortify Res 2 At start of turn, grants Res+3 to adjacent allies for 1 turn. 100 None
Fortify Res 3.png Fortify Res 3 At start of turn, grants Res+4 to adjacent allies for 1 turn. 200 None
G Tome Exp. 1.png G Tome Exp. 1 While unit lives and uses a green tome, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 Green Tome Users Only
G Tome Exp. 2.png G Tome Exp. 2 While unit lives, all green tome allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 Green Tome Users Only
G Tome Exp. 3.png G Tome Exp. 3 While unit lives, all green tome allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 Green Tome Users Only
G Tome Valor 1.png G Tome Valor 1 While unit lives and uses a green tome, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 Green Tome Users Only
G Tome Valor 2.png G Tome Valor 2 While unit lives, all green tome allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 Green Tome Users Only
G Tome Valor 3.png G Tome Valor 3 While unit lives, all green tome allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 Green Tome Users Only
Goad Armor.png Goad Armor Grants Atk/Spd+4 to armored allies within 2 spaces during combat. 200 Armored Only
Goad Cavalry.png Goad Cavalry Grants Atk/Spd+4 to cavalry allies within 2 spaces during combat. 200 Cavalry Only
Goad Dragons.png Goad Dragons Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. 200 Breath Users Only
Goad Fliers.png Goad Fliers Grants Atk/Spd+4 to flying allies within 2 spaces during combat. 200 Fliers Only
Guidance 1.png Guidance 1 If unit's HP = 100%, 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's HP ≥ 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 At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. 200 Armored Only
Hone Atk 1.png Hone Atk 1 At start of turn, grants Atk+2 to adjacent allies for 1 turn. 50 None
Hone Atk 2.png Hone Atk 2 At start of turn, grants Atk+3 to adjacent allies for 1 turn. 100 None
Hone Atk 3.png Hone Atk 3 At start of turn, grants Atk+4 to adjacent allies for 1 turn. 200 None
Hone Cavalry.png Hone Cavalry At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn. 200 Cavalry Only
Hone Dragons.png Hone Dragons At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. 200 Breath Users Only
Hone Fliers.png Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 Fliers Only
Hone Spd 1.png Hone Spd 1 At start of turn, grants Spd+2 to adjacent allies for 1 turn. 50 None
Hone Spd 2.png Hone Spd 2 At start of turn, grants Spd+3 to adjacent allies for 1 turn. 100 None
Hone Spd 3.png Hone Spd 3 At start of turn, grants Spd+4 to adjacent allies for 1 turn. 200 None
Infantry Pulse 1.png Infantry Pulse 1 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-5. (Stacks with similar skills.) 60 Infantry Only
Infantry Pulse 2.png Infantry Pulse 2 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-3. (Stacks with similar skills.) 120 Infantry Only
Infantry Pulse 3.png Infantry Pulse 3 At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit's HP. (Stacks with similar skills.) 240 Infantry Only
Infantry Rush 1.png Infantry Rush 1 Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 60 Infantry Only
Infantry Rush 2.png Infantry Rush 2 Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 120 Infantry Only
Infantry Rush 3.png Infantry Rush 3 Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+1, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 240 Infantry Only
Lance Valor 1.png Lance Valor 1 While unit lives and uses a lance, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 Lance Users Only
Lance Valor 2.png Lance Valor 2 While unit lives, all lance allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 Lance Users Only
Lance Valor 3.png Lance Valor 3 While unit lives, all lance allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 Lance Users Only
Odd Atk Wave 1.png Odd Atk Wave 1 At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 None
Odd Atk Wave 2.png Odd Atk Wave 2 At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 None
Odd Atk Wave 3.png Odd Atk Wave 3 At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 None
Odd Res Wave 1.png Odd Res Wave 1 At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 None
Odd Res Wave 2.png Odd Res Wave 2 At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 None
Odd Res Wave 3.png Odd Res Wave 3 At start of odd-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 None
Ostia's Pulse.png Ostia's Pulse At the start of turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2. 300 Is exclusive
Panic Ploy 1.png Panic Ploy 1 At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions. 60 None
Panic Ploy 2.png Panic Ploy 2 At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions. 120 None
Panic Ploy 3.png Panic Ploy 3 At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions. 240 None
R Tome Exp. 1.png R Tome Exp. 1 While unit lives and uses a red tome, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 Red Tome Users Only
R Tome Exp. 2.png R Tome Exp. 2 While unit lives, all red tome allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 Red Tome Users Only
R Tome Exp. 3.png R Tome Exp. 3 While unit lives, all red tome allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 Red Tome Users Only
R Tome Valor 1.png R Tome Valor 1 While unit lives and uses a red tome, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 Red Tome Users Only
R Tome Valor 2.png R Tome Valor 2 While unit lives, all red tome allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 Red Tome Users Only
R Tome Valor 3.png R Tome Valor 3 While unit lives, all red tome allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 Red Tome Users Only
Res Ploy 1.png Res Ploy 1 At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 None
Res Ploy 2.png Res Ploy 2 At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 None
Res Ploy 3.png Res Ploy 3 At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 None
Res Smoke 1.png Res Smoke 1 Inflicts Res-3 on foes within 2 spaces of target through their next actions after combat. 60 Excludes Staff Users
Res Smoke 2.png Res Smoke 2 Inflicts Res-5 on foes within 2 spaces of target through their next actions after combat. 120 Excludes Staff Users
Res Smoke 3.png Res Smoke 3 Inflicts Res-7 on foes within 2 spaces of target through their next actions after combat. 240 Excludes Staff Users
Res Tactic 1.png Res Tactic 1 At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 60 None
Res Tactic 2.png Res Tactic 2 At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 120 None
Res Tactic 3.png Res Tactic 3 At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 240 None
Savage Blow 1.png Savage Blow 1 If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat. 50 None
Savage Blow 2.png Savage Blow 2 If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat. 100 None
Savage Blow 3.png Savage Blow 3 If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat. 200 None
Spd Ploy 1.png Spd Ploy 1 At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 None
Spd Ploy 2.png Spd Ploy 2 At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 None
Spd Ploy 3.png Spd Ploy 3 At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 None
Spd Smoke 1.png Spd Smoke 1 Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat. 60 Excludes Staff Users
Spd Smoke 2.png Spd Smoke 2 Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat. 120 Excludes Staff Users
Spd Smoke 3.png Spd Smoke 3 Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat. 240 Excludes Staff Users
Spd Tactic 1.png Spd Tactic 1 At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 60 None
Spd Tactic 2.png Spd Tactic 2 At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 120 None
Spd Tactic 3.png Spd Tactic 3 At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 240 None
Spur Atk 1.png Spur Atk 1 Grants Atk+2 to adjacent allies during combat. 50 None
Spur Atk 2.png Spur Atk 2 Grants Atk+3 to adjacent allies during combat. 100 None
Spur Atk 3.png Spur Atk 3 Grants Atk+4 to adjacent allies during combat. 200 None
Spur Atk Def 1.png Spur Atk/Def 1 Grants Atk/Def+2 to adjacent allies during combat. 120 None
Spur Atk Def 2.png Spur Atk/Def 2 Grants Atk/Def+3 to adjacent allies during combat. 240 None
Spur Atk Spd 1.png Spur Atk/Spd 1 Grants Atk/Spd+2 to adjacent allies during combat. 120 None
Spur Atk Spd 2.png Spur Atk/Spd 2 Grants Atk/Spd+3 to adjacent allies during combat. 240 None
Spur Def 1.png Spur Def 1 Grants Def+2 to adjacent allies during combat. 50 None
Spur Def 2.png Spur Def 2 Grants Def+3 to adjacent allies during combat. 100 None
Spur Def 3.png Spur Def 3 Grants Def+4 to adjacent allies during combat. 200 None
Spur Def Res 1.png Spur Def/Res 1 Grants Def/Res +2 to adjacent allies during combat. 120 None
Spur Def Res 2.png Spur Def/Res 2 Grants Def/Res +3 to adjacent allies during combat. 240 None
Spur Res 1.png Spur Res 1 Grants Res+2 to adjacent allies during combat. 50 None
Spur Res 2.png Spur Res 2 Grants Res+3 to adjacent allies during combat. 100 None
Spur Res 3.png Spur Res 3 Grants Res+4 to adjacent allies during combat. 200 None
Spur Spd 1.png Spur Spd 1 Grants Spd+2 to adjacent allies during combat. 50 None
Spur Spd 2.png Spur Spd 2 Grants Spd+3 to adjacent allies during combat. 100 None
Spur Spd 3.png Spur Spd 3 Grants Spd+4 to adjacent allies during combat. 200 None
Spur Spd Def 1.png Spur Spd/Def 1 Grants Spd/Def+2 to adjacent allies during combat. 120 None
Spur Spd Def 2.png Spur Spd/Def 2 Grants Spd/Def+3 to adjacent allies during combat. 240 None
Sword Exp. 1.png Sword Exp. 1 While unit lives and uses a sword, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 Sword Users Only
Sword Exp. 2.png Sword Exp. 2 While unit lives, all sword allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 Sword Users Only
Sword Exp. 3.png Sword Exp. 3 While unit lives, all sword allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 Sword Users Only
Sword Valor 1.png Sword Valor 1 While unit lives and uses a sword, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 Sword Users Only
Sword Valor 2.png Sword Valor 2 While unit lives, all sword allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 Sword Users Only
Sword Valor 3.png Sword Valor 3 While unit lives, all sword allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 Sword Users Only
Threaten Atk 1.png Threaten Atk 1 At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. 50 None
Threaten Atk 2.png Threaten Atk 2 At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. 100 None
Threaten Atk 3.png Threaten Atk 3 At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. 200 None
Threaten Def 1.png Threaten Def 1 At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. 50 None
Threaten Def 2.png Threaten Def 2 At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. 100 None
Threaten Def 3.png Threaten Def 3 At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. 200 None
Threaten Res 1.png Threaten Res 1 At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions. 50 None
Threaten Res 2.png Threaten Res 2 At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions. 100 None
Threaten Res 3.png Threaten Res 3 At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions. 200 None
Threaten Spd 1.png Threaten Spd 1 At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. 50 None
Threaten Spd 2.png Threaten Spd 2 At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. 100 None
Threaten Spd 3.png Threaten Spd 3 At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. 200 None
Ward Armor.png Ward Armor Grants Def/Res+4 to armored allies within 2 spaces during combat. 200 Armored Only
Ward Cavalry.png Ward Cavalry Grants Def/Res+4 to cavalry allies within 2 spaces during combat. 200 Cavalry Only
Ward Dragons.png Ward Dragons Grants Def/Res+4 to dragon allies within 2 spaces during combat. 200 Breath Users Only
Ward Fliers.png Ward Fliers Grants Def/Res+4 to flying allies within 2 spaces during combat. 200 Fliers Only

List of Seal Exclusive Skills[edit | edit source]

Icon Name Description SP Cost Inherit Restriction
Armored Boots.png Armored Boots At start of turn, if unit's HP = 100%, unit can move 1 extra space.
(That turn only. Does not stack.)
100 Armored Only
Deflect Magic 1.png Deflect Magic 1 If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 30%. 50 None
Deflect Magic 2.png Deflect Magic 2 If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 50%. 100 None
Deflect Magic 3.png Deflect Magic 3 If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%. 200 None
Deflect Melee 1.png Deflect Melee 1 If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 30%. 50 Melee Weapon Users Only
Deflect Melee 2.png Deflect Melee 2 If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 50%. 100 Melee Weapon Users Only
Deflect Melee 3.png Deflect Melee 3 If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%. 200 Melee Weapon Users Only
Deflect Missile 1.png Deflect Missile 1 If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 30%. 50 None
Deflect Missile 2.png Deflect Missile 2 If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 50%. 100 None
Deflect Missile 3.png Deflect Missile 3 If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%. 200 None
Embla's Ward.png Embla's Ward Reduces damage dealt to unit to 0. 0 None
Hardy Bearing 1.png Hardy Bearing 1 Disables unit's skills that change attack priority.
At start of combat, if unit's HP = 100%, disables foe's skills that change attack priority.
50 None
Hardy Bearing 2.png Hardy Bearing 2 Disables unit's skills that change attack priority. At start of combat, if unit's HP ≥ 50%, disables foe's skills that change attack priority. 100 None
Hardy Bearing 3.png Hardy Bearing 3 Disables unit's and foe's skills that change attack priority. 200 None
Initiate Seal Atk 1.png Initiate Seal Atk 1 Grants Atk+1. 30 None
Initiate Seal Atk 2.png Initiate Seal Atk 2 Grants Atk+2. 60 None
Initiate Seal Atk 3.png Initiate Seal Atk 3 Grants Atk+3. 120 None
Initiate Seal Def 1.png Initiate Seal Def 1 Grants Def+1. 30 None
Initiate Seal Def 2.png Initiate Seal Def 2 Grants Def+2. 60 None
Initiate Seal Def 3.png Initiate Seal Def 3 Grants Def+3. 120 None
Initiate Seal HP 1.png Initiate Seal HP 1 Grants HP+3. 40 None
Initiate Seal HP 2.png Initiate Seal HP 2 Grants HP+4. 80 None
Initiate Seal HP 3.png Initiate Seal HP 3 Grants HP+5. 160 None
Initiate Seal Res 1.png Initiate Seal Res 1 Grants Res+1. 30 None
Initiate Seal Res 2.png Initiate Seal Res 2 Grants Res+2. 60 None
Initiate Seal Res 3.png Initiate Seal Res 3 Grants Res+3. 120 None
Initiate Seal Spd 1.png Initiate Seal Spd 1 Grants Spd+1. 30 None
Initiate Seal Spd 2.png Initiate Seal Spd 2 Grants Spd+2. 60 None
Initiate Seal Spd 3.png Initiate Seal Spd 3 Grants Spd+3. 120 None
Múspellflame.png Múspellflame Reduces damage dealt to unit to 0. 0 None
Phantom Spd 1.png Phantom Spd 1 If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +5. 50 None
Phantom Spd 2.png Phantom Spd 2 If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +8. 100 None
Phantom Spd 3.png Phantom Spd 3 If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. 200 None
Quickened Pulse.png Quickened Pulse At the start of turn 1, grants Special cooldown count-1. 100 None
Squad Ace A 1.png Squad Ace A 1 Grants HP+3. 40 None
Squad Ace A 2.png Squad Ace A 2 Grants HP+4. 80 None
Squad Ace A 3.png Squad Ace A 3 Grants HP+5. 160 None
Squad Ace B 1.png Squad Ace B 1 Grants Def+1. 30 None
Squad Ace B 2.png Squad Ace B 2 Grants Def+2. 60 None
Squad Ace B 3.png Squad Ace B 3 Grants Def+3. 120 None
Squad Ace C 1.png Squad Ace C 1 Grants Res+1. 30 None
Squad Ace C 2.png Squad Ace C 2 Grants Res+2. 60 None
Squad Ace C 3.png Squad Ace C 3 Grants Res+3. 120 None
Squad Ace D 1.png Squad Ace D 1 Grants Spd+1. 30 None
Squad Ace D 2.png Squad Ace D 2 Grants Spd+2. 60 None
Squad Ace D 3.png Squad Ace D 3 Grants Spd+3. 120 None
Squad Ace E 1.png Squad Ace E 1 Grants Atk+1. 30 None
Squad Ace E 2.png Squad Ace E 2 Grants Atk+2. 60 None
Squad Ace E 3.png Squad Ace E 3 Grants Atk+3. 120 None
Squad Ace F 1.png Squad Ace F 1 Grants HP+3. 40 None
Squad Ace F 2.png Squad Ace F 2 Grants HP+4. 80 None
Squad Ace F 3.png Squad Ace F 3 Grants HP+5. 160 None
Squad Ace B 1.png Squad Ace G 1 Grants Def+1. 30 None
Squad Ace B 2.png Squad Ace G 2 Grants Def+2. 60 None
Squad Ace B 3.png Squad Ace G 3 Grants Def+3. 120 None
Squad Ace H 1.png Squad Ace H 1 Grants Res+1. 30 None
Squad Ace H 2.png Squad Ace H 2 Grants Res+2. 60 None
Squad Ace H 3.png Squad Ace H 3 Grants Res+3. 120 None
Squad Ace I 1.png Squad Ace I 1 Grants Spd+1. 30 None
Squad Ace I 2.png Squad Ace I 2 Grants Spd+2. 60 None
Squad Ace I 3.png Squad Ace I 3 Grants Spd+3. 120 None
Squad Ace J 1.png Squad Ace J 1 Grants Atk+1. 30 None
Squad Ace J 2.png Squad Ace J 2 Grants Atk+2. 60 None
Squad Ace J 3.png Squad Ace J 3 Grants Atk+3. 120 None
Squad Ace K 1.png Squad Ace K 1 Grants HP+3. 40 None
Squad Ace K 2.png Squad Ace K 2 Grants HP+4. 80 None
Squad Ace K 3.png Squad Ace K 3 Grants HP+5. 160 None
Squad Ace B 1.png Squad Ace L 1 Grants Def+1. 30 None
Squad Ace B 2.png Squad Ace L 2 Grants Def+2. 60 None
Squad Ace B 3.png Squad Ace L 3 Grants Def+3. 120 None
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