Skill interaction

From Fire Emblem Heroes Wiki
(Redirected from Skill Interaction)
Jump to: navigation, search

Basics[edit | edit source]

Main article: Skills

Buff/Debuff Stacking[edit | edit source]

Buffs are temporary beneficial status effects. For example Rally Attack is an assist skill that gives a unit a status increase of +4 Atk for a round. Debuffs are the reverse from buffs and cause detrimental status effects to a unit.

Multiple buffs/debuffs can occur during a match; however, not all buffs/debuffs work together; when two (de-)buff skills work together, this means that these two skills stack, hence (de-)buff stacking.

There is a way to identify which buffs and debuffs do and do not stack. Since both buffs and debuffs follow the same rules, the rest of this section will refer only to buffs but still applies to debuffs as well.

There are two categories of buffs: Field-types and Combat-types.

  • Field-type Buffs: The activation of these buffs occur outside combat. These status effects are visible when a player selects their unit. A net positive in stats will highlight the stat in blue while a net negative will show the stat in red. Skills that fall under this category include:
    • Any Assist Skill (e.g. Rally skills)
    • Hone/Fortify Passives
    • Defiant Passives
    • Certain weapon effects similar to the aforementioned skills (e.g. Fólkvangr has an effect similar to the Defiant Passives and thus is a Field-type Buff).
  • Combat-type Buffs: Buffs which only affect a hero in combat. These gained stats will not be visible in the hero status screen, but will affect the combat forecast. Typically the description of these skills will include the phrase "during combat". Skills that fall under this category include:
    • Spur/Goad/Drive Passives
    • Certain weapon effects similar to the Spur/Goad/Drive Passives.
    • The increased Atk granted by weapons like Gronnblade, from Field-type Buffs (detailed above)

For field buffs, any field buff which affects the same stat will not stack with each other (e.g. Rally Attack and Hone Attack). Only the buff with the highest stat increase will apply. Buffs affecting different stats (e.g. Rally Attack and Hone Speed) will stack.

For combat buffs, all combat buffs will stack with each other with no upper limit.

Both field buffs and combat buffs will stack with each other.

These rules also apply to debuffs. Additionally, buffs and debuffs will stack with each other. They will both apply at the same time and will not cancel each other out.

Skill Interaction[edit | edit source]

There are many skills with different effects and some of them will have contradicting effects to each other when they interact. The following tables note some such interactions.

For general cases, the linked skill is just an example, but the interaction applies when the effect comes from another source as well, such as different levels of the skill, a different weapon type, or a weapon with special effects.

When two skills with contradictory effects interact, the contradictory effects cancel out, but the remaining conditions and effects are still active. A skill can only cancel out one other skill, for example, if there is one skill that has a "yes" effect and two skills that has a "no" effect, one "yes" effect and one "no" effect will cancel out, but the remaining "no" effect will still be active. Note that skills that disable another skill do not interact this way, since they do not have opposite or contradictory effects. For example, an active desperation effect from a refined Sol Katti and another active Desperation 3.png Desperation effect will not cancel out Hardy Bearing 3.png Hardy Bearing.

Follow-up Attacks[edit | edit source]

When the "no follow-up attacks" and "guaranteed follow-up attacks" effects cancel out, a standard speed check decides follow-up attacks.

For the following tables, Attacker means the unit that is initiating combat, while Defender is the unit on the other side being initiated on.

Attacker Defender Effects
Attacker (HP ≥ 50%)
Swordbreaker 3.png Swordbreaker 3
Defender (HP ≥ 50%)
Swordbreaker 3.png Swordbreaker 3
If both units are sword users, all effects of both of the skills will cancel each other out; a standard speed check determines follow-up attacks.
Attacker (HP ≥ 50%)
Swordbreaker 3.png Swordbreaker 3
Defender (Sword user, HP ≥ 50%)
Wary Fighter 3.png Wary Fighter 3
The unit with Wary Fighter will be unable to perform a follow-up attack on the Swordbreaker unit. Wary Fighter partially negates the Breaker skill, but if the unit with Breaker is faster than the target (≥5 Spd), that unit will perform a follow-up attack.
Attacker (HP ≥ 50%)
Swordbreaker 3.png Swordbreaker 3
Defender (Sword user, HP ≥ 70%)
Quick Riposte 3.png Quick Riposte 3
The unit with Breaker will perform a follow-up attack regardless of speed. Breaker partially negates Quick Riposte, but if the defender with Quick Riposte can naturally perform a follow-up attack (≥5 Spd), the Quick Riposte unit will do so.
Attacker (HP ≥ 50%)
Swordbreaker 3.png Swordbreaker 3
Defender (Sword user, HP ≥ 70%)
Quick Riposte 3.png Quick Riposte 3
+
Quick Riposte 3.png Quick Riposte 3
The unit with Breaker will perform a follow-up attack regardless of speed. Breaker's "no follow-up attack for the defender" effect and one Quick Riposte effect cancel out, but one Quick Riposte effect remains, thus the defender will perform a guaranteed follow-up attack.
Attacker (HP ≤ 50%)
Brash Assault 3.png Brash Assault 3
Defender (HP ≥ 50%)
Wary Fighter 3.png Wary Fighter 3
The unit with Wary Fighter will be unable to perform a follow-up attack. Wary Fighter partially negates Brash Assault, but if the unit with Brash Assault is capable of performing a follow-up attack (≥5 Spd), that unit will do so.
Attacker (HP ≥ 50%)
Wary Fighter 3.png Wary Fighter 3
Defender (HP ≥ 70%)
Quick Riposte 3.png Quick Riposte 3
The unit with Wary Fighter will be unable to perform a follow-up attack. Wary Fighter partially negates Quick Riposte, but if the unit with Quick Riposte is capable of performing a follow-up attack (≥5 Spd), that unit will do so.
Attacker (HP ≤ 50%)
Brash Assault 3.png Brash Assault 3
Defender (HP ≥ 50%)
Swordbreaker 3.png Swordbreaker 3
The unit with Breaker will perform a follow-up attack. Breaker partially negates Brash Assault, but if the attacker with Brash Assault is capable of performing a follow-up attack (≥5 Spd), the Brash Assault unit will do so.
Attacker
Bold Fighter 3.png Bold Fighter 3
Defender (HP ≥ 50%)
Wary Fighter 3.png Wary Fighter 3
The unit with Wary Fighter will be unable to perform a follow-up attack. Wary Fighter partially negates Bold Fighter, but if the unit with Bold Fighter is capable of performing a follow-up attack (≥5 Spd), the Bold Fighter unit will do so. The Bold Fighter unit gets Special cooldown charge +1 for each of their attacks, regardless of their speed.
Attacker (HP ≥ 50%)
Wary Fighter 3.png Wary Fighter 3
Defender (HP ≥ 50%)
Vengeful Fighter 3.png Vengeful Fighter 3
The unit with Wary Fighter will be unable to perform a follow-up attack. Wary Fighter partially negates Vengeful Fighter, but if the unit with Vengeful Fighter is capable of performing a follow-up attack (≥5 Spd), the Vengeful Fighter unit will do so. The Vengeful Fighter unit gets Special cooldown charge +1 for each of their attacks, regardless of their speed.

In the case of multiple skills on the same unit affecting follow-up attacks, the rule still holds true.

Attacker Defender Effects
Attacker
Icon Skill Weapon.png Brave SwordIcon Skill Weapon.png Brave Sword (5 Mt, 200 SP)

Description: Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Defender (HP ≥ 50%)
Wary Fighter 3.png Wary Fighter 3
The Brave weapon will perform its double-attack and attack twice, but since Wary Fighter disables follow-up attacks, the unit is unable to "quad-attack".
Attacker Defender (HP ≥ 80%)
Icon Skill Weapon.png ArmadsIcon Skill Weapon.png Armads (16 Mt, 400 SP)

Description: If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack.

+
Wary Fighter 3.png Wary Fighter 3
The attacker cannot perform a follow-up attack normally. Wary Fighter partially negates Armads' perk, but if the unit with Armads is capable of performing a follow-up attack (≥5 Spd), that unit will do so.
Attacker Defender (HP ≥ 80%)
Icon Skill Weapon.png ArmadsIcon Skill Weapon.png Armads (16 Mt, 400 SP)

Description: If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack.

+
Wary Fighter 3.png Wary Fighter 3
+
Quick Riposte 3.png Quick Riposte 3
The attacker cannot perform a follow-up attack normally. Wary Fighter's "no follow-up attack for the defender" effect and one "guaranteed follow-up attack for the defender" effect from either Armads or Quick Riposte cancel out, but one "guaranteed follow-up attack for the defender" remains. The defender will perform a guaranteed follow-up attack.
Attacker (HP ≥ 50%)
Wary Fighter 3.png Wary Fighter 3
Defender (HP ≥ 80%)
Icon Skill Weapon.png ArmadsIcon Skill Weapon.png Armads (16 Mt, 400 SP)

Description: If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack.

+
Quick Riposte 3.png Quick Riposte 3
Same as above.
Attacker (HP ≥ 50%)
Axebreaker 3.png Axebreaker 3
Defender (HP ≥ 80%)
Icon Skill Weapon.png ArmadsIcon Skill Weapon.png Armads (16 Mt, 400 SP)

Description: If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack.

+
Wary Fighter 3.png Wary Fighter 3
+
Quick Riposte 3.png Quick Riposte 3
All effects cancel out. The standard speed check decides follow-up attacks for both units.
Attacker
Icon Skill Weapon.png Assassin's BowIcon Skill Weapon.png Assassin's Bow (7 Mt, 200 SP)

Description: Effective against flying foes. Icon Move Flying.png
In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

+
Windsweep 3.png Windsweep 3
Defender Windsweep disables follow-up attacks when initiating, but when fighting a dagger user, Assassin's Bow's Daggerbreaker effect grants a guaranteed follow-up. These effects cancel each other out, and the regular speed check applies when determining follow-up attacks. The dagger unit cannot counterattack if Windsweep's sweep condition is fulfilled (Spd ≥ 1). If the dagger unit can counterattack, they cannot perform a follow-up attack due to Assassin's Bow remaining effect.
Attacker (HP ≤ 50%)
Windsweep 3.png Windsweep 3
+
Brash Assault 3.png Brash Assault 3
Defender Brash Assault will have no effect if Windsweep successfully activates due to its conditions. Brash Assault will only work if the enemy can counterattack.
Attacker
Icon Skill Weapon.png Assassin's BowIcon Skill Weapon.png Assassin's Bow (7 Mt, 200 SP)

Description: Effective against flying foes. Icon Move Flying.png
In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

+
Daggerbreaker 3.png Daggerbreaker 3
Defender The effect is the same, so only the highest one applies. In this case, Daggerbreaker contributes nothing; there will not be additional follow-ups apart from the guaranteed one.
Attacker Defender (70% ≤ HP ≤ 75%)
Vantage 3.png Vantage 3
+
Quick Riposte 3.png Quick Riposte 3
The effect of Vantage applies to both the initial counterattack and the automatic follow-up given by Quick Riposte. Therefore, the attacker will perform a follow-up attack with the order of actions being Defender > Attacker > Defender > Attacker.

Weapon-triangle advantage[edit | edit source]

As a general rule, the weapon triangle advantage modifier in a battle is determined by the difference between the units, a modifier of +40% from one side is always accompanied by a modifier of -40% from the other side, regardless of which unit's skill triggers the increased modifier. The maximum modifier in any given battle is 40%.

Cancel Affinity is described in detail, as it is a common source of confusion

Attacker Defender Effects
Triangle Adept 3.png Triangle Adept 3 Triangle Adept 3.png Triangle Adept 3 They do not stack and combat proceeds with the highest active triangle advantage.
Cancel Affinity 1.png Cancel Affinity 1 Triangle Adept 3.png Triangle Adept 3 Triangle Adept's effects will be ignored, and the battle will continue on as if the skill did not exist. Regular weapon triangle advantages and disadvantages will still exist.
Cancel Affinity 2.png Cancel Affinity 2 Triangle Adept 3.png Triangle Adept 3 If the Cancel Affinity user is at a weapon triangle disadvantage against the Triangle Adept user (e.g. Blue CA vs. Green TA), Triangle Adept's Atk +X% is negated. Triangle Adept's effects will be ignored if the Cancel Affinity user is at a weapon triangle disadvantage, but not ignored if the Cancel Affinity user is at a weapon triangle advantage.
Cancel Affinity 3.png Cancel Affinity 3 Triangle Adept 3.png Triangle Adept 3 If the Cancel Affinity user is at a weapon triangle disadvantage against the Triangle Adept user (e.g. Blue CA vs. Green TA), Triangle Adept's Atk +X% is reversed and subtracted from the normal 20% gained from weapon triangle advantage. This results in:
  • Triangle Adept 1 (+10%). 20% - 10% = +10% additional attack
  • Triangle Adept 2 (+15%). 20% - 15% = +5% additional attack
  • Triangle Adept 3 (+20%). 20% - 20% = +0% additional attack (This makes it as if the Cancel Affinity user is fighting an enemy of the same color).
Cancel Affinity 3.png Cancel Affinity 3 Icon Skill Weapon.png BlárravenIcon Skill Weapon.png Blárraven (7 Mt, 200 SP)

Description: Grants weapon-triangle advantage against colorless foes.
Inflicts weapon-triangle disadvantage against colorless foes.
(without Triangle Adept)
Cancel Affinity does not affect -raven Tomes when Triangle Adept is not equipped, as -raven Tomes do not enhance an existing triangle advantage but rather inserts a new triangle advantage.
Cancel Affinity 3.png Cancel Affinity 3 Icon Skill Weapon.png BlárravenIcon Skill Weapon.png Blárraven (7 Mt, 200 SP)

Description: Grants weapon-triangle advantage against colorless foes.
Inflicts weapon-triangle disadvantage against colorless foes.
(with Triangle Adept)
Cancel Affinity does not affect the base 20% advantage granted by -raven Tomes, but, depending on the level of Cancel Affinity, a certain amount of the added advantage from Triangle Adept will be negated or reversed.

In the case of multiple skills on the same unit affecting triangle advantage, the rule still holds true.

Skill 1 Skill 2 Effects
Unit 1
Icon Skill Weapon.png Ruby SwordIcon Skill Weapon.png Ruby Sword (8 Mt, 200 SP)

Description: If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Unit 1
Triangle Adept 3.png Triangle Adept 3
They do not stack and combat proceeds with the highest active triangle advantage. (Max 40%)
Unit 1
Icon Skill Weapon.png BlárravenIcon Skill Weapon.png Blárraven (7 Mt, 200 SP)

Description: Grants weapon-triangle advantage against colorless foes.
Inflicts weapon-triangle disadvantage against colorless foes.
Unit 1
Triangle Adept 3.png Triangle Adept 3
Triangle Adept increases the advantage against colorless units granted by the Raven tome, in addition to the advantage of the regular triangle.

Other[edit | edit source]

Unit 1 Unit 2 Effects
Attacker
Icon Skill Weapon.png Brave Axe+Icon Skill Weapon.png Brave Axe+ (8 Mt, 300 SP)

Description: Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Defender
Icon Skill Weapon.png UrvanIcon Skill Weapon.png Urvan (16 Mt, 400 SP)

Description: Accelerates Special trigger (cooldown count-1).
If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%.

+
Deflect Melee 3.png Deflect Melee
Unlike interactions like gem weapons and Triangle Adept, Urvan's mitigation effect does stack (albeit multiplicatively) with Deflect Seals. For instance, two consecutive hits for 19 damage will do 19 and 4 damage respectively with just Urvan, but with the first-level Deflect Seal the second hit will do 3 damage instead.
Unit 1 (HP ≤ 50%)
Icon Skill Weapon.png MeisterschwertIcon Skill Weapon.png Meisterschwert (11 Mt, 400 SP)

Description: Inflicts Spd-5. Unit attacks twice.
(Even if foe initiates combat, unit attacks twice.)

Vantage 3.png Vantage
Unit will attack twice when activating vantage.

Special[edit | edit source]

Skill 1 Skill 2 Effects
Unit 1
Special trigger-based skills
e.g. Icon Skill Weapon.png Wo Dao+Icon Skill Weapon.png Wo Dao+ (13 Mt, 300 SP)

Description: Deals +10 damage when Special triggers.
, Shield Pulse 3.png Shield Pulse
Unit 1
Special that works with the skill
The effect of the special will occur before the damage addition/subtraction of the skill, e.g., Icon Skill Special.png GlimmerIcon Skill Special.png Glimmer (2 CD, 200 SP)

Effect: Boosts damage dealt by 50%.
when used with Icon Skill Weapon.png Wo Dao+Icon Skill Weapon.png Wo Dao+ (13 Mt, 300 SP)

Description: Deals +10 damage when Special triggers.
will multiply base damage first, then add 10 damage, instead of adding 10 to base damage then multiplying that. Likewise, Icon Skill Special.png Sacred CowlIcon Skill Special.png Sacred Cowl (2 CD, 200 SP)

Effect: If foe's Range = 2, reduces damage from that foe's attack by 30%.
when used with Shield Pulse 3.png Shield Pulse will reduce damage by 30% first, then remove 5 damage.
Attacker
Offensive special trigger-based skills that add damage
e.g. Icon Skill Weapon.png Wo Dao+Icon Skill Weapon.png Wo Dao+ (13 Mt, 300 SP)

Description: Deals +10 damage when Special triggers.
Attacker
AoE Specials
e.g. Icon Skill Special.png Blazing WindIcon Skill Special.png Blazing Wind (4 CD, 300 SP)

Effect: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
The added damage will affect all enemies the AoE special damages.
Attacker
Icon Skill Weapon.png Felicia's PlateIcon Skill Weapon.png Felicia's Plate (14 Mt, 400 SP)

Description: After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces through their next actions.
Calculates damage using the lower of foe's Def or Res.
Attacker
AoE Specials
e.g. Icon Skill Special.png Blazing WindIcon Skill Special.png Blazing Wind (4 CD, 300 SP)

Effect: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
Offensive special trigger-based skills that add damage
e.g. Icon Skill Weapon.png Wo Dao+Icon Skill Weapon.png Wo Dao+ (13 Mt, 300 SP)

Description: Deals +10 damage when Special triggers.
Defensive special
e.g. Icon Skill Special.png PaviseIcon Skill Special.png Pavise (3 CD, 200 SP)

Effect: Reduces damage from an adjacent foe's attack by 50%.
The offensive special trigger-based skill will not add any damage if used with a defensive special. If used against a special, the +10 damage effect of Icon Skill Weapon.png Wo Dao+Icon Skill Weapon.png Wo Dao+ (13 Mt, 300 SP)

Description: Deals +10 damage when Special triggers.
for example, will be counted in being reduced by Icon Skill Special.png PaviseIcon Skill Special.png Pavise (3 CD, 200 SP)

Effect: Reduces damage from an adjacent foe's attack by 50%.
.
Attacker
Solar Brace.png Solar Brace
Attacker
AoE Specials
e.g. Icon Skill Special.png Blazing WindIcon Skill Special.png Blazing Wind (4 CD, 300 SP)

Effect: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).

Buffs and Debuffs[edit | edit source]

In general, skills affecting buffs and debuffs only consider the highest valued one. Ploy skills are not affected by in-combat buffs.

Skill 1 Skill 2 Effects
Unit 1
HP-Based Activation Skills

e.g. Defiant Atk 3.png Defiant Atk 3, Panic Ploy 3.png Panic Ploy, Chilling Seal.png Chilling Seal, Armored Boots.png Armored Boots etc.

Unit 1
Beginning of turn healing
Renewal 3.png Renewal/Icon Skill Weapon.png FalchionIcon Skill Weapon.png Falchion (16 Mt, 400 SP)

Description: Effective against dragon foes. Icon Class Red Breath.pngIcon Class Blue Breath.pngIcon Class Green Breath.pngIcon Class Colorless Breath.png
At the start of every third turn, restores 10 HP.
/Recover Ring.png Recover Ring
A hero's HP to activate these skills will be checked before healing.
Unit 1
Icon Skill Weapon.png Silver DaggerIcon Skill Weapon.png Silver Dagger (7 Mt, 200 SP)

Description: After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
Unit 1
Seal Def 3.png Seal Def 3
Only the highest amount of each stat decrease will apply.
Unit 1
Panic status effect
Unit 2
Icon Skill Assist.png Harsh CommandIcon Skill Assist.png Harsh Command (150 SP)

Effect: Converts penalties on target into bonuses.
If there is only an ally buff reversed by Panic on the target unit, Harsh Command cannot be used.
If a target unit has an ally buff reversed by Panic as well as a regular enemy debuff, Harsh Command will effectively reverse the stronger of the two (the debuff gets turned into a buff and the stronger buff overwrites the weaker one. The resultant buff on target is still subject to panic status.
Unit 1
Threaten Res 3.png Threaten Res 3
Unit 1
Atk Ploy 3.png Atk Ploy 3/Spd Ploy 3.png Spd Ploy 3/Def Ploy 3.png Def Ploy 3/Res Ploy 3.png Res Ploy 3
Ploy thresholds checked before threaten passives applied.
Unit 1
Icon Skill Weapon.png BlárbladeIcon Skill Weapon.png Blárblade (9 Mt, 200 SP)

Description: Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.

Panic status effect
Unit 2
Blárblade will not add or subtract bonuses affected by Panic to damage dealt.
Unit 1
Icon Skill Weapon.png BlizzardIcon Skill Weapon.png Blizzard (14 Mt, 400 SP)

Description: Grants Res+3. Grants bonus to unit's Atk = total penalties on foe during combat.
Unit 2
Panic status effect
Unit 1
Dull Ranged 3.png Dull Ranged
Unit 2
Panic status effect
Icon Skill Weapon.png Blárblade+Icon Skill Weapon.png Blárblade+ (13 Mt, 300 SP)

Description: Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
Unit 1
Icon Skill Assist.png Restore+Icon Skill Assist.png Restore+ (300 SP)

Effect: Restores HP = 50% of Atk. (Minimum of 8 HP.)
Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action.
Unit 2
Panic status effect
Unit 1
Infantry Pulse 3.png Infantry Pulse
Unit 2 (less HP than Unit 1)
Quickened Pulse.png Quickened Pulse + S Drink.png S Drink
All pulse effects will stack, and Unit 2 will have its special charged by 3.

Movement[edit | edit source]

Skill 1 Skill 2 Effects
Unit 1
Gravity status effect
e.g. from getting hit by Icon Skill Weapon.png GravityIcon Skill Weapon.png Gravity (6 Mt, 150 SP)

Description: After combat, if unit attacked, inflicts status on foe restricting movement to 1 space through its next action.
Unit 1
March status effect
e.g. from Armor March 3.png Armor March
The unit can move only one space.
Unit 1
Warp skills
e.g. Escape Route 3.png Escape Route
Unit 2
Obstruct 3.png Obstruct
Obstruct can prevent warping units to warp to their destination as unit warping uses the most direct path to the destination when calculating the move, regardless if there are other options.
Unit 1
Positioning Assists
e.g. Icon Skill Assist.png SmiteIcon Skill Assist.png Smite (150 SP)

Effect: Pushes target ally 2 spaces away.
Unit 2
Obstruct 3.png Obstruct
Obstruct has no effect on movement through assist skills.

Post-combat[edit | edit source]

In general, health-affecting skills trigger independently from each other, and effectively stack. When they occur after battle, they take effect before any potential displacement skills.

Healing[edit | edit source]
Skill 1 Skill 2 Effects
Unit 1
Icon Skill Weapon.png FalchionIcon Skill Weapon.png Falchion (16 Mt, 400 SP)

Description: Effective against dragon foes. Icon Class Red Breath.pngIcon Class Blue Breath.pngIcon Class Green Breath.pngIcon Class Colorless Breath.png
At the start of every third turn, restores 10 HP.
Unit 1
Renewal 3.png Renewal
They both stack with each other.
Unit 1
Icon Skill Weapon.png AuraIcon Skill Weapon.png Aura (14 Mt, 400 SP)

Description: If unit initiates combat, restores 5 HP to adjacent allies after combat.
Unit 1
Breath of Life 3.png Breath of Life
They both stack with each other.
Unit 1
Displacement Skills
Drag Back.png Drag Back/Knock Back.png Knock Back/Hit and Run.png Hit and Run
Unit 1
Savage Blow 3.png Savage Blow/Breath of Life 3.png Breath of Life
The AoE from Savage Blow and Breath of Life will occur before displacement.
Unit 1
Post combat self-healing
e.g. Icon Skill Weapon.png Carrot Lance+Icon Skill Weapon.png Carrot Lance+ (13 Mt, 300 SP)

Description: If unit initiates combat, restores 4 HP after combat.
Unit 1
Post combat self-damage
e.g. Fury 3.png Fury
They both stack with each other.
Chip Damage[edit | edit source]
Skill 1 Skill 2 Effects
Unit 1
Icon Skill Weapon.png Deathly DaggerIcon Skill Weapon.png Deathly Dagger (11 Mt, 400 SP)

Description: After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
If unit initiates combat, deals 7 damage to foe after combat.
Unit 1
Poison Strike 3.png Poison Strike
They both stack with each other.
Poison Strike 3.png Poison Strike Savage Blow 3.png Savage Blow Both apply.
Promotional Content