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 Is exclusive
Armored Blow 1.png Armored Blow 1 If unit initiates combat, grants Def+2 during combat. 50 No
Armored Blow 2.png Armored Blow 2 If unit initiates combat, grants Def+4 during combat. 100 No
Armored Blow 3.png Armored Blow 3 If unit initiates combat, grants Def+6 during combat. 200 No
Atk Def Bond 1.png Atk/Def Bond 1 If unit is adjacent to an ally, grants Atk/Def+3 during combat. 60 No
Atk Def Bond 2.png Atk/Def Bond 2 If unit is adjacent to an ally, grants Atk/Def+4 during combat. 120 No
Atk Def Bond 3.png Atk/Def Bond 3 If unit is adjacent to an ally, grants Atk/Def+5 during combat. 240 No
Atk Res Bond 1.png Atk/Res Bond 1 If unit is adjacent to an ally, grants Atk/Res+3 during combat. 60 No
Atk Res Bond 2.png Atk/Res Bond 2 If unit is adjacent to an ally, grants Atk/Res+4 during combat. 120 No
Atk Res Bond 3.png Atk/Res Bond 3 If unit is adjacent to an ally, grants Atk/Res+5 during combat. 240 No
Atk Res Solo 1.png Atk/Res Solo 1 If unit is not adjacent to an ally, grants Atk/Res+2 during combat. 60 No
Atk Res Solo 2.png Atk/Res Solo 2 If unit is not adjacent to an ally, grants Atk/Res+4 during combat. 120 No
Atk Res Solo 3.png Atk/Res Solo 3 If unit is not adjacent to an ally, grants Atk/Res+6 during combat. 240 No
Atk Spd 1.png Atk/Spd 1 Grants Atk/Spd+1. 80 No
Atk Spd 2.png Atk/Spd 2 Grants Atk/Spd+2. 160 No
Atk Spd Bond 1.png Atk/Spd Bond 1 If unit is adjacent to an ally, grants Atk/Spd+3 during combat. 60 No
Atk Spd Bond 2.png Atk/Spd Bond 2 If unit is adjacent to an ally, grants Atk/Spd+4 during combat. 120 No
Atk Spd Bond 3.png Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat. 240 No
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. 60 No
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. 120 No
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. 240 No
Atk Spd Solo 1.png Atk/Spd Solo 1 If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. 60 No
Atk Spd Solo 2.png Atk/Spd Solo 2 If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. 120 No
Atk Spd Solo 3.png Atk/Spd Solo 3 If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. 240 No
Attack Def Plus 1.png Attack/Def +1 Grants Atk/Def+1. 80 No
Attack Def Plus 2.png Attack/Def +2 Grants Atk/Def+2. 160 No
Attack Plus 1.png Attack +1 Grants Atk+1. 30 No
Attack Plus 2.png Attack +2 Grants Atk+2. 60 No
Attack Plus 3.png Attack +3 Grants Atk+3. 120 No
Attack Res 1.png Attack/Res 1 Grants Atk/Res+1. 80 No
Attack Res 2.png Attack/Res 2 Grants Atk/Res+2. 160 No
Bracing Blow 1.png Bracing Blow 1 If unit initiates combat, grants Def/Res+2 during combat. 120 No
Bracing Blow 2.png Bracing Blow 2 If unit initiates combat, grants Def/Res+4 during combat. 240 No
Bracing Stance 1.png Bracing Stance 1 If foe initiates combat, grants Def/Res+2 during combat. 120 No
Bracing Stance 2.png Bracing Stance 2 If foe initiates combat, grants Def/Res+4 during combat. 240 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
C Duel Infantry 1.png C Duel Infantry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
70 No
C Duel Infantry 2.png C Duel Infantry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
150 No
C Duel Infantry 3.png C Duel Infantry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
300 No
Close Counter.png Close Counter Unit can counterattack regardless of foe's range. 300 No
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 No
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 No
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 No
Darting Blow 1.png Darting Blow 1 If unit initiates combat, grants Spd+2 during combat. 50 No
Darting Blow 2.png Darting Blow 2 If unit initiates combat, grants Spd+4 during combat. 100 No
Darting Blow 3.png Darting Blow 3 If unit initiates combat, grants Spd+6 during combat. 200 No
Darting Stance 1.png Darting Stance 1 If foe initiates combat, grants Spd+2 during combat. 50 No
Darting Stance 2.png Darting Stance 2 If foe initiates combat, grants Spd+4 during combat. 100 No
Darting Stance 3.png Darting Stance 3 If foe initiates combat, grants Spd+6 during combat. 200 No
Death Blow 1.png Death Blow 1 If unit initiates combat, grants Atk+2 during combat. 50 No
Death Blow 2.png Death Blow 2 If unit initiates combat, grants Atk+4 during combat. 100 No
Death Blow 3.png Death Blow 3 If unit initiates combat, grants Atk+6 during combat. 200 No
Death Blow 4.png Death Blow 4 If unit initiates combat, grants Atk+8 during combat. 300 No
Def Res 1.png Def/Res 1 Grants Def/Res+1. 80 No
Def Res 2.png Def/Res 2 Grants Def/Res+2. 160 No
Defense Plus 1.png Defense +1 Grants Def+1. 30 No
Defense Plus 2.png Defense +2 Grants Def+2. 60 No
Defense Plus 3.png Defense +3 Grants Def+3. 120 No
Defiant Atk 1.png Defiant Atk 1 At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. 40 No
Defiant Atk 2.png Defiant Atk 2 At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. 80 No
Defiant Atk 3.png Defiant Atk 3 At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. 160 No
Defiant Def 1.png Defiant Def 1 At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. 40 No
Defiant Def 2.png Defiant Def 2 At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. 80 No
Defiant Def 3.png Defiant Def 3 At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. 160 No
Defiant Res 1.png Defiant Res 1 At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn. 40 No
Defiant Res 2.png Defiant Res 2 At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn. 80 No
Defiant Res 3.png Defiant Res 3 At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn. 160 No
Defiant Spd 1.png Defiant Spd 1 At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn. 40 No
Defiant Spd 2.png Defiant Spd 2 At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn. 80 No
Defiant Spd 3.png Defiant Spd 3 At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn. 160 No
Distant Counter.png Distant Counter Unit can counterattack regardless of foe's range. 300 No
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 No
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 No
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 No
Dragonskin.png Dragonskin Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
300 Yes
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 No
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 No
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 No
Fierce Breath.png Fierce Breath If foe initiates combat, grants Atk+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Fierce Stance 1.png Fierce Stance 1 If foe initiates combat, grants Atk+2 during combat. 50 No
Fierce Stance 2.png Fierce Stance 2 If foe initiates combat, grants Atk+4 during combat. 100 No
Fierce Stance 3.png Fierce Stance 3 If foe initiates combat, grants Atk+6 during combat. 200 No
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 No
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 No
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 No
Flashing Blade 1.png Flashing Blade 1 If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
60 No
Flashing Blade 2.png Flashing Blade 2 If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
120 No
Flashing Blade 3.png Flashing Blade 3 If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
240 No
Fort. Def Res 1.png Fort. Def/Res 1 Grants Def/Res+3.
Inflicts Atk-3.
100 No
Fort. Def Res 2.png Fort. Def/Res 2 Grants Def/Res+4.
Inflicts Atk-3.
200 No
Fort. Def Res 3.png Fort. Def/Res 3 Grants Def/Res+6.
Inflicts Atk-2.
300 No
Fortress Def 1.png Fortress Def 1 Grants Def+3.
Inflicts Atk-3.
40 No
Fortress Def 2.png Fortress Def 2 Grants Def+4.
Inflicts Atk-3.
80 No
Fortress Def 3.png Fortress Def 3 Grants Def+5.
Inflicts Atk-3.
160 No
Fortress Res 1.png Fortress Res 1 Grants Res+3.
Inflicts Atk-3.
40 No
Fortress Res 2.png Fortress Res 2 Grants Res+4.
Inflicts Atk-3.
80 No
Fortress Res 3.png Fortress Res 3 Grants Res+5.
Inflicts Atk-3.
160 No
Fury 1.png Fury 1 Grants Atk/Spd/Def/Res+1.
After combat, deals 2 damage to unit.
50 No
Fury 2.png Fury 2 Grants Atk/Spd/Def/Res+2.
After combat, deals 4 damage to unit.
100 No
Fury 3.png Fury 3 Grants Atk/Spd/Def/Res+3.
After combat, deals 6 damage to unit.
200 No
G Duel Infantry 1.png G Duel Infantry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
70 No
G Duel Infantry 2.png G Duel Infantry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
150 No
G Duel Infantry 3.png G Duel Infantry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
300 No
Granis Shield.png Grani's Shield Neutralizes "effective against cavalry" bonuses. 200 No
Heavy Blade 1.png Heavy Blade 1 If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) 60 No
Heavy Blade 2.png Heavy Blade 2 If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) 120 No
Heavy Blade 3.png Heavy Blade 3 If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) 240 No
HP Atk 1.png HP/Atk 1 Grants HP+3, Atk+1. 100 No
HP Atk 2.png HP/Atk 2 Grants HP+4, Atk+2. 200 No
HP Def 1.png HP/Def 1 Grants HP+3, Def+1. 100 No
HP Def 2.png HP/Def 2 Grants HP+4, Def+2. 200 No
HP Plus 3.png HP +3 Grants HP+3. 40 No
HP Plus 4.png HP +4 Grants HP+4. 80 No
HP Plus 5.png HP +5 Grants HP+5. 160 No
HP Res 1.png HP/Res 1 Grants HP+3, Res+1. 100 No
HP Res 2.png HP/Res 2 Grants HP+4, Res+2. 200 No
HP Spd 1.png HP/Spd 1 Grants HP+3, Spd+1. 100 No
HP Spd 2.png HP/Spd 2 Grants HP+4, Spd+2. 200 No
Iotes Shield.png Iote's Shield Neutralizes "effective against flying" bonuses. 200 No
Kestrel Stance 1.png Kestrel Stance 1 If foe initiates combat, grants Atk/Spd+2 during combat. 120 No
Kestrel Stance 2.png Kestrel Stance 2 If foe initiates combat, grants Atk/Spd+4 during combat. 240 No
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 Yes
Life and Death 1.png Life and Death 1 Grants Atk/Spd+3.
Inflicts Def/Res-3.
50 No
Life and Death 2.png Life and Death 2 Grants Atk/Spd+4.
Inflicts Def/Res-4.
100 No
Life and Death 3.png Life and Death 3 Grants Atk/Spd+5.
Inflicts Def/Res-5.
200 No
Mirror Stance 1.png Mirror Stance 1 If foe initiates combat, grants Atk/Res+2 during combat. 120 No
Mirror Stance 2.png Mirror Stance 2 If foe initiates combat, grants Atk/Res+4 during combat. 240 No
Mirror Strike 1.png Mirror Strike 1 If unit initiates combat, grants Atk/Res+2 during combat. 120 No
Mirror Strike 2.png Mirror Strike 2 If unit initiates combat, grants Atk/Res+4 during combat. 240 No
Ostian Counter.png Ostian Counter Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. 350 Yes
R Duel Flying 1.png R Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
70 No
R Duel Flying 2.png R Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
150 No
R Duel Flying 3.png R Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
300 No
Resistance Plus 1.png Resistance +1 Grants Res+1. 30 No
Resistance Plus 2.png Resistance +2 Grants Res+2. 60 No
Resistance Plus 3.png Resistance +3 Grants Res+3. 120 No
Sorcery Blade 1.png Sorcery Blade 1 At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 60 No
Sorcery Blade 2.png Sorcery Blade 2 At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 120 No
Sorcery Blade 3.png Sorcery Blade 3 At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 240 No
Spd Def 1.png Spd/Def 1 Grants Spd/Def+1. 80 No
Spd Def 2.png Spd/Def 2 Grants Spd/Def+2. 160 No
Spd Def Bond 1.png Spd/Def Bond 1 If unit is adjacent to an ally, grants Spd/Def+3 during combat. 60 No
Spd Def Bond 2.png Spd/Def Bond 2 If unit is adjacent to an ally, grants Spd/Def+4 during combat. 120 No
Spd Def Bond 3.png Spd/Def Bond 3 If unit is adjacent to an ally, grants Spd/Def+5 during combat. 240 No
Spd Res 1.png Spd/Res 1 Grants Spd/Res+1. 80 No
Spd Res 2.png Spd/Res 2 Grants Spd/Res+2. 160 No
Spd Res Bond 1.png Spd/Res Bond 1 If unit is adjacent to an ally, grants Spd/Res+3 during combat. 60 No
Spd Res Bond 2.png Spd/Res Bond 2 If unit is adjacent to an ally, grants Spd/Res+4 during combat. 120 No
Spd Res Bond 3.png Spd/Res Bond 3 If unit is adjacent to an ally, grants Spd/Res+5 during combat. 240 No
Speed Plus 1.png Speed +1 Grants Spd+1. 30 No
Speed Plus 2.png Speed +2 Grants Spd+2. 60 No
Speed Plus 3.png Speed +3 Grants Spd+3. 120 No
Steady Blow 1.png Steady Blow 1 If unit initiates combat, grants Spd/Def+2 during combat. 120 No
Steady Blow 2.png Steady Blow 2 If unit initiates combat, grants Spd/Def+4 during combat. 240 No
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 No
Steady Posture 1.png Steady Posture 1 If foe initiates combat, grants Spd/Def+2 during combat. 120 No
Steady Posture 2.png Steady Posture 2 If foe initiates combat, grants Spd/Def+4 during combat. 240 No
Steady Stance 1.png Steady Stance 1 If foe initiates combat, grants Def+2 during combat. 50 No
Steady Stance 2.png Steady Stance 2 If foe initiates combat, grants Def+4 during combat. 100 No
Steady Stance 3.png Steady Stance 3 If foe initiates combat, grants Def+6 during combat. 200 No
Steady Stance 4.png Steady Stance 4 If foe initiates combat, grants Def+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Sturdy Blow 1.png Sturdy Blow 1 If unit initiates combat, grants Atk/Def+2 during combat. 120 No
Sturdy Blow 2.png Sturdy Blow 2 If unit initiates combat, grants Atk/Def+4 during combat. 240 No
Sturdy Stance 1.png Sturdy Stance 1 If foe initiates combat, grants Atk/Def+2 during combat. 120 No
Sturdy Stance 2.png Sturdy Stance 2 If foe initiates combat, grants Atk/Def+4 during combat. 240 No
Svalinn Shield.png Svalinn Shield Neutralizes "effective against armored" bonuses. 200 No
Swift Sparrow 1.png Swift Sparrow 1 If unit initiates combat, grants Atk/Spd+2 during combat. 120 No
Swift Sparrow 2.png Swift Sparrow 2 If unit initiates combat, grants Atk/Spd+4 during combat. 240 No
Swift Stance 1.png Swift Stance 1 If foe initiates combat, grants Spd/Res+2 during combat. 120 No
Swift Stance 2.png Swift Stance 2 If foe initiates combat, grants Spd/Res+4 during combat. 240 No
Swift Strike 1.png Swift Strike 1 If unit initiates combat, grants Spd/Res+2 during combat. 120 No
Swift Strike 2.png Swift Strike 2 If unit initiates combat, grants Spd/Res+4 during combat. 240 No
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 No
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 No
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 No
Warding Blow 1.png Warding Blow 1 If unit initiates combat, grants Res+2 during combat. 50 No
Warding Blow 2.png Warding Blow 2 If unit initiates combat, grants Res+4 during combat. 100 No
Warding Blow 3.png Warding Blow 3 If unit initiates combat, grants Res+6 during combat. 200 No
Warding Breath.png Warding Breath If foe initiates combat, grants Res+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Warding Stance 1.png Warding Stance 1 If foe initiates combat, grants Res+2 during combat. 50 No
Warding Stance 2.png Warding Stance 2 If foe initiates combat, grants Res+4 during combat. 100 No
Warding Stance 3.png Warding Stance 3 If foe initiates combat, grants Res+6 during combat. 200 No
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 No
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 No
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 No
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 No
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 No
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 No

List of Type B[edit | edit source]

Icon Name Description SP Is exclusive
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 No
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 No
Aerobatics 3.png Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 240 No
Atk Def Link 1.png Atk/Def Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Def Link 2.png Atk/Def Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Def Link 3.png Atk/Def Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Atk Res Link 1.png Atk/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Res Link 2.png Atk/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Res Link 3.png Atk/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Atk Spd Link 1.png Atk/Spd Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Spd Link 2.png Atk/Spd Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Spd Link 3.png Atk/Spd Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
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 No
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 No
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 No
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 No
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 No
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 No
Beorcs Blessing.png Beorc's Blessing Neutralizes cavalry and flying foes' bonuses (from skills like Fortify, Rally, etc.) during combat.
(Skill cannot be inherited.)
300 Yes
Binding Shield.png Binding Shield In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack. 300 Yes
Blaze Dance 1.png Blaze Dance 1 If Sing or Dance is used, grants Atk+2 to target. 50 No
Blaze Dance 2.png Blaze Dance 2 If Sing or Dance is used, grants Atk+3 to target. 100 No
Blaze Dance 3.png Blaze Dance 3 If Sing or Dance is used, grants Atk+4 to target. 200 No
Bold Fighter 1.png Bold Fighter 1 If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 60 No
Bold Fighter 2.png Bold Fighter 2 If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 120 No
Bold Fighter 3.png Bold Fighter 3 If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 240 No
Bowbreaker 1.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 No
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 No
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 No
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 No
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 No
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 No
Bushido.png Bushido Deals +10 damage when Special triggers. 300 Yes
Cancel Affinity 1.png Cancel Affinity 1 Neutralizes all weapon-triangle advantage granted by unit's and foe's skills. 50 No
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 No
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 No
Chill Atk 1.png Chill Atk 1 At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action. 60 No
Chill Atk 2.png Chill Atk 2 At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action. 120 No
Chill Atk 3.png Chill Atk 3 At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. 240 No
Chill Def 1.png Chill Def 1 At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. 60 No
Chill Def 2.png Chill Def 2 At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. 120 No
Chill Def 3.png Chill Def 3 At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. 240 No
Chill Res 1.png Chill Res 1 At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. 60 No
Chill Res 2.png Chill Res 2 At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. 120 No
Chill Res 3.png Chill Res 3 At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. 240 No
Chill Spd 1.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 No
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 No
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 No
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 Yes
Crusaders 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 Yes
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 No
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 No
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 No
Dazzling Staff 1.png Dazzling Staff 1 At start of combat, if unit's HP = 100%, foe cannot counterattack. 60 No
Dazzling Staff 2.png Dazzling Staff 2 At start of combat, if unit's HP ≥ 50%, foe cannot counterattack. 120 No
Dazzling Staff 3.png Dazzling Staff 3 Foe cannot counterattack. 240 No
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 No
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 No
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 No
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 No
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 No
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 No
Deluge Dance 1.png Deluge Dance 1 If Sing or Dance is used, grants Spd+2 and Res+3 to target. 120 No
Deluge Dance 2.png Deluge Dance 2 If Sing or Dance is used, grants Spd+3 and Res+4 to target. 240 No
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 No
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 No
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 No
Double Lion.png Double Lion If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.) 300 Yes
Drag Back.png Drag Back If unit initiates combat, unit moves 1 space away after combat.
Target foe moves to unit's previous space.
150 No
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 No
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 No
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 No
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 No
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 No
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 No
Earth Dance 1.png Earth Dance 1 If Sing or Dance is used, grants Def+3 to target. 50 No
Earth Dance 2.png Earth Dance 2 If Sing or Dance is used, grants Def+4 to target. 100 No
Earth Dance 3.png Earth Dance 3 If Sing or Dance is used, grants Def+5 to target. 200 No
Escape Route 1.png Escape Route 1 If unit's HP ≤ 30%, unit can move to a space adjacent to any ally. 60 No
Escape Route 2.png Escape Route 2 If unit's HP ≤ 40%, unit can move to a space adjacent to any ally. 120 No
Escape Route 3.png Escape Route 3 If unit's HP ≤ 50%, unit can move to a space adjacent to any ally. 240 No
Fireflood Dance 1.png Fireflood Dance 1 If Sing or Dance is used, grants Atk+2 and Res+3 to target. 120 No
Fireflood Dance 2.png Fireflood Dance 2 If Sing or Dance is used, grants Atk+3 and Res+4 to target. 240 No
Firestorm Dance 1.png Firestorm Dance 1 If Sing or Dance is used, grants Atk/Spd+2 to target. 120 No
Firestorm Dance 2.png Firestorm Dance 2 If Sing or Dance is used, grants Atk/Spd+3 to target. 240 No
Flier Formation 1.png Flier Formation 1 If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 No
Flier Formation 2.png Flier Formation 2 If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 No
Flier Formation 3.png Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces. 240 No
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 Yes
Freezing Seal.png Freezing Seal At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Res through its next action. (Skill cannot be inherited.) 300 Yes
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 No
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 No
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 No
Gale Dance 1.png Gale Dance 1 If Sing or Dance is used, grants Spd+2 to target. 50 No
Gale Dance 2.png Gale Dance 2 If Sing or Dance is used, grants Spd+3 to target. 100 No
Gale Dance 3.png Gale Dance 3 If Sing or Dance is used, grants Spd+4 to target. 200 No
Geyser Dance 1.png Geyser Dance 1 If Sing or Dance is used, grants Def/Res+3 to target. 120 No
Geyser Dance 2.png Geyser Dance 2 If Sing or Dance is used, grants Def/Res+4 to target. 240 No
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 No
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 No
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 No
Hit and Run.png Hit and Run If unit initiates combat, unit moves 1 space away after combat. 150 No
Knock Back.png Knock Back If unit initiates combat, target foe moves 1 space away after combat. 150 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
Lunar Brace.png Lunar Brace Slows Special trigger (cooldown count+1).
Deals damage = 50% of foe's Def when Special triggers.
300 Yes
Lunge.png Lunge If unit initiates combat, unit and target foe swap spaces after combat. 150 No
Mystic Boost 1.png Mystic Boost 1 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. 60 No
Mystic Boost 2.png Mystic Boost 2 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. 120 No
Mystic Boost 3.png Mystic Boost 3 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. 240 No
Null Follow Up 1.png Null Follow-Up 1 At start of combat, if unit's HP = 100%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack. 60 No
Null Follow Up 2.png Null Follow-Up 2 At start of combat, if unit's HP ≥ 50%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack. 120 No
Null Follow Up 3.png Null Follow-Up 3 Disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack. 240 No
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 No
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 No
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 No
Pass 1.png Pass 1 If unit's HP ≥ 75%, unit can move through foes' spaces. 50 No
Pass 2.png Pass 2 If unit's HP ≥ 50%, unit can move through foes' spaces. 100 No
Pass 3.png Pass 3 If unit's HP ≥ 25%, unit can move through foes' spaces. 200 No
Poison Strike 1.png Poison Strike 1 If unit initiates combat, deals 4 damage to foe after combat. 60 No
Poison Strike 2.png Poison Strike 2 If unit initiates combat, deals 7 damage to foe after combat. 120 No
Poison Strike 3.png Poison Strike 3 If unit initiates combat, deals 10 damage to foe after combat. 240 No
Quick Riposte 1.png Quick Riposte 1 If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. 60 No
Quick Riposte 2.png Quick Riposte 2 If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. 120 No
Quick Riposte 3.png Quick Riposte 3 If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. 240 No
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 No
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 No
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 No
Recover Ring.png Recover Ring At start of turn, restores 10 HP.
(Skill cannot be inherited.)
200 Yes
Renewal 1.png Renewal 1 At the start of every fourth turn, restores 10 HP. 60 No
Renewal 2.png Renewal 2 At the start of every third turn, restores 10 HP. 120 No
Renewal 3.png Renewal 3 At the start of every second turn, restores 10 HP. 240 No
Rockslide Dance 1.png Rockslide Dance 1 If Sing or Dance is used, grants Spd+2 and Def+3 to target. 120 No
Rockslide Dance 2.png Rockslide Dance 2 If Sing or Dance is used, grants Spd+3 and Def+4 to target. 240 No
S Drink.png S Drink At the start of turn 1, restores 99 HP and grants Special cooldown count-1. 300 Yes
Sacaes Blessing.png Sacae's Blessing If foe uses sword, lance, or axe, foe cannot counterattack.
(Skill cannot be inherited.)
300 Yes
Seal Atk 1.png Seal Atk 1 Inflicts Atk-3 on foe through its next action after combat. 40 No
Seal Atk 2.png Seal Atk 2 Inflicts Atk-5 on foe through its next action after combat. 80 No
Seal Atk 3.png Seal Atk 3 Inflicts Atk-7 on foe through its next action after combat. 160 No
Seal Atk Def 1.png Seal Atk/Def 1 Inflicts Atk/Def-3 on foe through its next action after combat. 100 No
Seal Atk Def 2.png Seal Atk/Def 2 Inflicts Atk/Def-5 on foe through its next action after combat. 200 No
Seal Atk Spd 1.png Seal Atk/Spd 1 Inflicts Atk/Spd-3 on foe through its next action after combat. 100 No
Seal Atk Spd 2.png Seal Atk/Spd 2 Inflicts Atk/Spd-5 on foe through its next action after combat. 200 No
Seal Def 1.png Seal Def 1 Inflicts Def-3 on foe through its next action after combat. 40 No
Seal Def 2.png Seal Def 2 Inflicts Def-5 on foe through its next action after combat. 80 No
Seal Def 3.png Seal Def 3 Inflicts Def-7 on foe through its next action after combat. 160 No
Seal Def Res 1.png Seal Def/Res 1 Inflicts Def/Res-3 on foe through its next action after combat. 100 No
Seal Def Res 2.png Seal Def/Res 2 Inflicts Def/Res-5 on foe through its next action after combat. 200 No
Seal Res 1.png Seal Res 1 Inflicts Res-3 on foe through its next action after combat. 40 No
Seal Res 2.png Seal Res 2 Inflicts Res-5 on foe through its next action after combat. 80 No
Seal Res 3.png Seal Res 3 Inflicts Res-7 on foe through its next action after combat. 160 No
Seal Spd 1.png Seal Spd 1 Inflicts Spd-3 on foe through its next action after combat. 40 No
Seal Spd 2.png Seal Spd 2 Inflicts Spd-5 on foe through its next action after combat. 80 No
Seal Spd 3.png Seal Spd 3 Inflicts Spd-7 on foe through its next action after combat. 160 No
Shield Pulse 1.png Shield Pulse 1 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. 60 No
Shield Pulse 2.png Shield Pulse 2 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers. 120 No
Shield Pulse 3.png Shield Pulse 3 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers. 240 No
Solar Brace.png Solar Brace Restores HP = 30% of damage dealt when Special triggers.
(Stacks with effects of skills like Sol.)
300 Yes
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 No
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 No
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 No
Spd Res Link 1.png Spd/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Spd Res Link 2.png Spd/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Spd Res Link 3.png Spd/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Special Fighter 1.png Special Fighter 1 At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 60 No
Special Fighter 2.png Special Fighter 2 At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 120 No
Special Fighter 3.png Special Fighter 3 At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 240 No
Special Spiral 1.png Special Spiral 1 If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat. 60 No
Special Spiral 2.png Special Spiral 2 If Special triggers before or during combat, grants Special cooldown count-1 after combat. 120 No
Special Spiral 3.png Special Spiral 3 If Special triggers before or during combat, grants Special cooldown count-2 after combat. 240 No
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 No
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 No
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 No
Torrent Dance 1.png Torrent Dance 1 If Sing or Dance is used, grants Res+3 to target. 50 No
Torrent Dance 2.png Torrent Dance 2 If Sing or Dance is used, grants Res+4 to target. 100 No
Torrent Dance 3.png Torrent Dance 3 If Sing or Dance is used, grants Res+5 to target. 200 No
Vantage 1.png Vantage 1 If unit's HP ≤ 25% and foe initiates combat, unit can counterattack before foe's first attack. 50 No
Vantage 2.png Vantage 2 If unit's HP ≤ 50% and foe initiates combat, unit can counterattack before foe's first attack. 100 No
Vantage 3.png Vantage 3 If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack. 200 No
Vengeful Fighter 1.png Vengeful Fighter 1 If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 60 No
Vengeful Fighter 2.png Vengeful Fighter 2 If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 120 No
Vengeful Fighter 3.png Vengeful Fighter 3 If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 240 No
Warp Powder.png Warp Powder If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces. 300 Yes
Wary Fighter 1.png Wary Fighter 1 If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. 60 No
Wary Fighter 2.png Wary Fighter 2 If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. 120 No
Wary Fighter 3.png Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. 240 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
Wrathful Staff 1.png Wrathful Staff 1 At start of combat, if unit's HP = 100%, calculates damage from staff like other weapons. 60 No
Wrathful Staff 2.png Wrathful Staff 2 At start of combat, if unit's HP ≥ 50%, calculates damage from staff like other weapons. 120 No
Wrathful Staff 3.png Wrathful Staff 3 Calculates damage from staff like other weapons. 240 No

List of Type C[edit | edit source]

Icon Name Description SP Is exclusive
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 No
Armor March 2.png Armor March 2 At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space.
(That turn only. Does not stack.)
120 No
Armor March 3.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 No
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 No
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 No
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 No
Atk Smoke 1.png Atk Smoke 1 Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Atk Smoke 2.png Atk Smoke 2 Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Atk Smoke 3.png Atk Smoke 3 Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. 240 No
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 No
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 No
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 No
Axe Experience 1.png Axe Experience 1 While unit lives and uses an axe, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Axe Experience 2.png Axe Experience 2 While unit lives, all axe allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Axe Experience 3.png Axe Experience 3 While unit lives, all axe allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Axe Valor 1.png Axe Valor 1 While unit lives and uses an axe, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Axe Valor 2.png Axe Valor 2 While unit lives, all axe allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Axe Valor 3.png Axe Valor 3 While unit lives, all axe allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
B Tome Exp. 1.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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
Breath of Life 1.png Breath of Life 1 If unit initiates combat, restores 3 HP to adjacent allies after combat. 50 No
Breath of Life 2.png Breath of Life 2 If unit initiates combat, restores 5 HP to adjacent allies after combat. 100 No
Breath of Life 3.png Breath of Life 3 If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 No
Close Guard 2.png Close Guard 2 Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+3 during combat." 120 No
Close Guard 3.png Close Guard 3 Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+4 during combat." 240 No
Close Guard.png Close Guard Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+2 during combat." 60 No
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 No
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 No
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 No
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 No
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 No
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 No
Def Smoke 1.png Def Smoke 1 Inflicts Def-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Def Smoke 2.png Def Smoke 2 Inflicts Def-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Def Smoke 3.png Def Smoke 3 Inflicts Def-7 on foes within 2 spaces of target through their next actions after combat. 240 No
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 No
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 No
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 No
Distant Guard 1.png Distant Guard 1 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." 60 No
Distant Guard 2.png Distant Guard 2 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." 120 No
Distant Guard 3.png Distant Guard 3 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." 240 No
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 No
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 No
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 No
Drive Atk 1.png Drive Atk 1 Grants Atk+2 to allies within 2 spaces during combat. 120 No
Drive Atk 2.png Drive Atk 2 Grants Atk+3 to allies within 2 spaces during combat. 240 No
Drive Def 1.png Drive Def 1 Grants Def+2 to allies within 2 spaces during combat. 120 No
Drive Def 2.png Drive Def 2 Grants Def+3 to allies within 2 spaces during combat. 240 No
Drive Res 1.png Drive Res 1 Grants Res+2 to allies within 2 spaces during combat. 120 No
Drive Res 2.png Drive Res 2 Grants Res+3 to allies within 2 spaces during combat. 240 No
Drive Spd 1.png Drive Spd 1 Grants Spd+2 to allies within 2 spaces during combat. 120 No
Drive Spd 2.png Drive Spd 2 Grants Spd+3 to allies within 2 spaces during combat. 240 No
Even Atk Wave 1.png Even Atk Wave 1 At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Even Atk Wave 2.png Even Atk Wave 2 At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Even Atk Wave 3.png Even Atk Wave 3 At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Even Def Wave 1.png Even Def Wave 1 At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Even Def Wave 2.png Even Def Wave 2 At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Even Def Wave 3.png Even Def Wave 3 At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Even Res Wave 1.png Even Res Wave 1 At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Even Res Wave 2.png Even Res Wave 2 At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Even Res Wave 3.png Even Res Wave 3 At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Even Spd Wave 1.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 No
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 No
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 No
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 No
Flier Guidance 2.png Flier Guidance 2 If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. 120 No
Flier Guidance 3.png Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit. 240 No
Fortify Armor.png Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. 200 No
Fortify Cavalry.png Fortify Cavalry At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn. 200 No
Fortify Def 1.png Fortify Def 1 At start of turn, grants Def+2 to adjacent allies for 1 turn. 50 No
Fortify Def 2.png Fortify Def 2 At start of turn, grants Def+3 to adjacent allies for 1 turn. 100 No
Fortify Def 3.png Fortify Def 3 At start of turn, grants Def+4 to adjacent allies for 1 turn. 200 No
Fortify Dragons.png Fortify Dragons At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. 200 No
Fortify Fliers.png Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. 200 No
Fortify Res 1.png Fortify Res 1 At start of turn, grants Res+2 to adjacent allies for 1 turn. 50 No
Fortify Res 2.png Fortify Res 2 At start of turn, grants Res+3 to adjacent allies for 1 turn. 100 No
Fortify Res 3.png Fortify Res 3 At start of turn, grants Res+4 to adjacent allies for 1 turn. 200 No
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 No
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 No
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 No
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 No
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 No
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 No
Goad Armor.png Goad Armor Grants Atk/Spd+4 to armored allies within 2 spaces during combat. 200 No
Goad Cavalry.png Goad Cavalry Grants Atk/Spd+4 to cavalry allies within 2 spaces during combat. 200 No
Goad Dragons.png Goad Dragons Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. 200 No
Goad Fliers.png Goad Fliers Grants Atk/Spd+4 to flying allies within 2 spaces during combat. 200 No
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 No
Guidance 2.png Guidance 2 If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 120 No
Guidance 3.png Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit. 240 No
Hone Armor.png Hone Armor At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. 200 No
Hone Atk 1.png Hone Atk 1 At start of turn, grants Atk+2 to adjacent allies for 1 turn. 50 No
Hone Atk 2.png Hone Atk 2 At start of turn, grants Atk+3 to adjacent allies for 1 turn. 100 No
Hone Atk 3.png Hone Atk 3 At start of turn, grants Atk+4 to adjacent allies for 1 turn. 200 No
Hone Cavalry.png Hone Cavalry At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn. 200 No
Hone Dragons.png Hone Dragons At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. 200 No
Hone Fliers.png Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 No
Hone Spd 1.png Hone Spd 1 At start of turn, grants Spd+2 to adjacent allies for 1 turn. 50 No
Hone Spd 2.png Hone Spd 2 At start of turn, grants Spd+3 to adjacent allies for 1 turn. 100 No
Hone Spd 3.png Hone Spd 3 At start of turn, grants Spd+4 to adjacent allies for 1 turn. 200 No
Infantry Flash 1.png Infantry Flash 1 Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 60 No
Infantry Flash 2.png Infantry Flash 2 Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 120 No
Infantry Flash 3.png Infantry Flash 3 Infantry allies within 2 spaces gain: "If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 240 No
Infantry Pulse 1.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 No
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 No
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 No
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 unit's attack. (Only highest value applied. Does not stack.)" 60 No
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 unit's attack. (Only highest value applied. Does not stack.)" 120 No
Infantry Rush 3.png Infantry Rush 3 Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" 240 No
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 No
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 No
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 No
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 No
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 No
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 No
Odd Def Wave 1.png Odd Def Wave 1 At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Odd Def Wave 2.png Odd Def Wave 2 At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Odd Def Wave 3.png Odd Def Wave 3 At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Odd 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 No
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 No
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 No
Odd Spd Wave 1.png Odd Spd Wave 1 At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
60 No
Odd Spd Wave 2.png Odd Spd Wave 2 At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
120 No
Odd Spd Wave 3.png Odd Spd Wave 3 At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
240 No
Ostias 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 Yes
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
Res Smoke 1.png Res Smoke 1 Inflicts Res-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Res Smoke 2.png Res Smoke 2 Inflicts Res-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Res Smoke 3.png Res Smoke 3 Inflicts Res-7 on foes within 2 spaces of target through their next actions after combat. 240 No
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 No
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 No
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 No
Savage Blow 1.png Savage Blow 1 If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat. 50 No
Savage Blow 2.png Savage Blow 2 If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat. 100 No
Savage Blow 3.png Savage Blow 3 If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat. 200 No
Sparkling Boost.png Sparkling Boost At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) 300 Yes
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 No
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 No
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 No
Spd Smoke 1.png Spd Smoke 1 Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Spd Smoke 2.png Spd Smoke 2 Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Spd Smoke 3.png Spd Smoke 3 Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat. 240 No
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 No
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 No
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 No
Spur Atk 1.png Spur Atk 1 Grants Atk+2 to adjacent allies during combat. 50 No
Spur Atk 2.png Spur Atk 2 Grants Atk+3 to adjacent allies during combat. 100 No
Spur Atk 3.png Spur Atk 3 Grants Atk+4 to adjacent allies during combat. 200 No
Spur Atk Def 1.png Spur Atk/Def 1 Grants Atk/Def+2 to adjacent allies during combat. 120 No
Spur Atk Def 2.png Spur Atk/Def 2 Grants Atk/Def+3 to adjacent allies during combat. 240 No
Spur Atk Res 1.png Spur Atk/Res 1 Grants Atk/Res+2 to adjacent allies during combat. 120 No
Spur Atk Res 2.png Spur Atk/Res 2 Grants Atk/Res+3 to adjacent allies during combat. 240 No
Spur Atk Spd 1.png Spur Atk/Spd 1 Grants Atk/Spd+2 to adjacent allies during combat. 120 No
Spur Atk Spd 2.png Spur Atk/Spd 2 Grants Atk/Spd+3 to adjacent allies during combat. 240 No
Spur Def 1.png Spur Def 1 Grants Def+2 to adjacent allies during combat. 50 No
Spur Def 2.png Spur Def 2 Grants Def+3 to adjacent allies during combat. 100 No
Spur Def 3.png Spur Def 3 Grants Def+4 to adjacent allies during combat. 200 No
Spur Def Res 1.png Spur Def/Res 1 Grants Def/Res +2 to adjacent allies during combat. 120 No
Spur Def Res 2.png Spur Def/Res 2 Grants Def/Res +3 to adjacent allies during combat. 240 No
Spur Res 1.png Spur Res 1 Grants Res+2 to adjacent allies during combat. 50 No
Spur Res 2.png Spur Res 2 Grants Res+3 to adjacent allies during combat. 100 No
Spur Res 3.png Spur Res 3 Grants Res+4 to adjacent allies during combat. 200 No
Spur Spd 1.png Spur Spd 1 Grants Spd+2 to adjacent allies during combat. 50 No
Spur Spd 2.png Spur Spd 2 Grants Spd+3 to adjacent allies during combat. 100 No
Spur Spd 3.png Spur Spd 3 Grants Spd+4 to adjacent allies during combat. 200 No
Spur Spd Def 1.png Spur Spd/Def 1 Grants Spd/Def+2 to adjacent allies during combat. 120 No
Spur Spd Def 2.png Spur Spd/Def 2 Grants Spd/Def+3 to adjacent allies during combat. 240 No
Spur Spd Res 1.png Spur Spd/Res 1 Grants Spd/Res+2 to adjacent allies during combat. 120 No
Spur Spd Res 2.png Spur Spd/Res 2 Grants Spd/Res+3 to adjacent allies during combat. 240 No
Staff Valor 1.png Staff Valor 1 While unit lives and uses a staff, unit gets 1.5x SP after combat or after using a healing Assist skill.
(Only highest value applied. Does not stack.)
30 No
Staff Valor 2.png Staff Valor 2 While unit lives, all staff allies on team get 1.5x SP after combat or after using healing Assist skills.
(Only highest value applied. Does not stack.)
60 No
Staff Valor 3.png Staff Valor 3 While unit lives, all staff allies on team get 2x SP after combat or after using healing Assist skills.
(Only highest value applied. Does not stack.)
120 No
Surtrs Menace.png Surtr's Menace At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd/Def/Res+4 for 1 turn and inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces through their next actions. 300 Yes
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 No
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 No
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 No
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 No
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 No
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 No
Threaten Atk 1.png Threaten Atk 1 At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. 50 No
Threaten Atk 2.png Threaten Atk 2 At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. 100 No
Threaten Atk 3.png Threaten Atk 3 At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. 200 No
Threaten Def 1.png Threaten Def 1 At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. 50 No
Threaten Def 2.png Threaten Def 2 At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. 100 No
Threaten Def 3.png Threaten Def 3 At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. 200 No
Threaten Res 1.png Threaten Res 1 At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions. 50 No
Threaten Res 2.png Threaten Res 2 At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions. 100 No
Threaten Res 3.png Threaten Res 3 At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions. 200 No
Threaten Spd 1.png Threaten Spd 1 At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. 50 No
Threaten Spd 2.png Threaten Spd 2 At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. 100 No
Threaten Spd 3.png Threaten Spd 3 At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. 200 No
Ward Armor.png Ward Armor Grants Def/Res+4 to armored allies within 2 spaces during combat. 200 No
Ward Cavalry.png Ward Cavalry Grants Def/Res+4 to cavalry allies within 2 spaces during combat. 200 No
Ward Dragons.png Ward Dragons Grants Def/Res+4 to dragon allies within 2 spaces during combat. 200 No
Ward Fliers.png Ward Fliers Grants Def/Res+4 to flying allies within 2 spaces during combat. 200 No
With Everyone.png With Everyone! At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn. 300 Yes

List of Seal Exclusive Skills[edit | edit source]

Icon Name Description SP Is exclusive
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
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 No
Emblas Ward.png Embla's Ward Reduces damage dealt to unit to 0. 0 No
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 No
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 No
Hardy Bearing 3.png Hardy Bearing 3 Disables unit's and foe's skills that change attack priority. 200 No
Initiate Seal Atk 1.png Initiate Seal Atk 1 Grants Atk+1. 30 No
Initiate Seal Atk 2.png Initiate Seal Atk 2 Grants Atk+2. 60 No
Initiate Seal Atk 3.png Initiate Seal Atk 3 Grants Atk+3. 120 No
Initiate Seal Def 1.png Initiate Seal Def 1 Grants Def+1. 30 No
Initiate Seal Def 2.png Initiate Seal Def 2 Grants Def+2. 60 No
Initiate Seal Def 3.png Initiate Seal Def 3 Grants Def+3. 120 No
Initiate Seal HP 1.png Initiate Seal HP 1 Grants HP+3. 40 No
Initiate Seal HP 2.png Initiate Seal HP 2 Grants HP+4. 80 No
Initiate Seal HP 3.png Initiate Seal HP 3 Grants HP+5. 160 No
Initiate Seal Res 1.png Initiate Seal Res 1 Grants Res+1. 30 No
Initiate Seal Res 2.png Initiate Seal Res 2 Grants Res+2. 60 No
Initiate Seal Res 3.png Initiate Seal Res 3 Grants Res+3. 120 No
Initiate Seal Spd 1.png Initiate Seal Spd 1 Grants Spd+1. 30 No
Initiate Seal Spd 2.png Initiate Seal Spd 2 Grants Spd+2. 60 No
Initiate Seal Spd 3.png Initiate Seal Spd 3 Grants Spd+3. 120 No
Múspellflame.png Múspellflame Reduces damage dealt to unit to 0. 0 No
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 No
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 No
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 No
Quickened Pulse.png Quickened Pulse At the start of turn 1, grants Special cooldown count-1. 100 No
Squad Ace A 1.png Squad Ace A 1 Grants HP+3. 40 No
Squad Ace A 2.png Squad Ace A 2 Grants HP+4. 80 No
Squad Ace A 3.png Squad Ace A 3 Grants HP+5. 160 No
Squad Ace B 1.png Squad Ace B 1 Grants Def+1. 30 No
Squad Ace B 2.png Squad Ace B 2 Grants Def+2. 60 No
Squad Ace B 3.png Squad Ace B 3 Grants Def+3. 120 No
Squad Ace C 1.png Squad Ace C 1 Grants Res+1. 30 No
Squad Ace C 2.png Squad Ace C 2 Grants Res+2. 60 No
Squad Ace C 3.png Squad Ace C 3 Grants Res+3. 120 No
Squad Ace D 1.png Squad Ace D 1 Grants Spd+1. 30 No
Squad Ace D 2.png Squad Ace D 2 Grants Spd+2. 60 No
Squad Ace D 3.png Squad Ace D 3 Grants Spd+3. 120 No
Squad Ace E 1.png Squad Ace E 1 Grants Atk+1. 30 No
Squad Ace E 2.png Squad Ace E 2 Grants Atk+2. 60 No
Squad Ace E 3.png Squad Ace E 3 Grants Atk+3. 120 No
Squad Ace F 1.png Squad Ace F 1 Grants HP+3. 40 No
Squad Ace F 2.png Squad Ace F 2 Grants HP+4. 80 No
Squad Ace F 3.png Squad Ace F 3 Grants HP+5. 160 No
Squad Ace B 1.png Squad Ace G 1 Grants Def+1. 30 No
Squad Ace B 2.png Squad Ace G 2 Grants Def+2. 60 No
Squad Ace B 3.png Squad Ace G 3 Grants Def+3. 120 No
Squad Ace H 1.png Squad Ace H 1 Grants Res+1. 30 No
Squad Ace H 2.png Squad Ace H 2 Grants Res+2. 60 No
Squad Ace H 3.png Squad Ace H 3 Grants Res+3. 120 No
Squad Ace D 1.png Squad Ace I 1 Grants Spd+1. 30 No
Squad Ace D 2.png Squad Ace I 2 Grants Spd+2. 60 No
Squad Ace D 3.png Squad Ace I 3 Grants Spd+3. 120 No
Squad Ace J 1.png Squad Ace J 1 Grants Atk+1. 30 No
Squad Ace J 2.png Squad Ace J 2 Grants Atk+2. 60 No
Squad Ace J 3.png Squad Ace J 3 Grants Atk+3. 120 No
Squad Ace K 1.png Squad Ace K 1 Grants HP+3. 40 No
Squad Ace K 2.png Squad Ace K 2 Grants HP+4. 80 No
Squad Ace K 3.png Squad Ace K 3 Grants HP+5. 160 No
Squad Ace B 1.png Squad Ace L 1 Grants Def+1. 30 No
Squad Ace B 2.png Squad Ace L 2 Grants Def+2. 60 No
Squad Ace B 3.png Squad Ace L 3 Grants Def+3. 120 No
Squad Ace C 1.png Squad Ace M 1 Grants Res+1. 30 No
Squad Ace C 2.png Squad Ace M 2 Grants Res+2. 60 No
Squad Ace C 3.png Squad Ace M 3 Grants Res+3. 120 No
Squad Ace D 1.png Squad Ace N 1 Grants Spd+1. 30 No
Squad Ace D 2.png Squad Ace N 2 Grants Spd+2. 60 No
Squad Ace D 3.png Squad Ace N 3 Grants Spd+3. 120 No
Squad Ace O 1.png Squad Ace O 1 Grants Atk+1. 30 No
Squad Ace O 2.png Squad Ace O 2 Grants Atk+2. 60 No
Squad Ace O 3.png Squad Ace O 3 Grants Atk+3. 120 No
Squad Ace P 1.png Squad Ace P 1 Grants HP+3. 40 No
Squad Ace P 2.png Squad Ace P 2 Grants HP+4. 80 No
Squad Ace P 3.png Squad Ace P 3 Grants HP+5. 160 No