Turn

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A turn consists of a player phase and an enemy phase.

A defense map requires at least one unit to survive within a set amount of turns.

A turn limit map requires routing all enemies within a set amount of turns.

The speed score of Tempest Trials becomes higher the lower amount of turns is used to complete the Tempest Trials.

Some skills operate based on the turn number, such as Quickened Pulse.png Quickened Pulse or Icon Class Red Sword.png Falchion.

Sources of effects operate based on a specific turn number[edit]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Breath of Blight Neutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit = number of foes within 3 spaces × 5. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Frost Breath Grants Res+3. At start of turn or when Play is used, inflicts Atk/Spd/Def/Res-4 on closest foe within 4 spaces of unit through their next action. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Grandscratcher+ At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.)
Grandscratcher At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.)
Groom's Wing Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Imhullu Grants Res+3. At the start of turn 3, deals 5 damage to non-magic foes within 5 columns centered on unit, and inflicts status on those foes preventing counterattacks through their next actions.
It's Curtains...+ At the start of turn 1, grants Special cooldown count-2.
It's Curtains... At the start of turn 1, grants Special cooldown count-2.
Missiletainn Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit).
Ouch Pouch+ At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Ouch Pouch At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-5 on foes within 2 spaces of target through their next actions.
Skadi Effective against flying foes.
Grants Spd+3. At the start of turn 3, deals 10 damage to foes within 3 columns centered on unit, and converts bonuses on those foes into penalties through their next actions.
Wolfpup Fang Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Weapons related to this keyword when refined

None, currently.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Quickened Pulse W.png Dark Excalibur At the start of turn 1, grants Special cooldown count-2.
Scarlet Sword

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

Icon Passive Description
S Drink.png S Drink At the start of turn 1, restores 99 HP and grants Special cooldown count-1.
Shield Pulse 1.png Shield Pulse 1 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1.
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.
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.
Upheaval.png Upheaval At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within same column as unit. (Does not affect structures that cannot be destroyed.)
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.
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.)
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.)
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.)
Quickened Pulse.png Quickened Pulse At the start of turn 1, grants Special cooldown count-1.

List of items

None, currently.

List of structures

Icon Structure Level Description
Structure Bolt Tower.png Bolt Tower (D) 1 At the start of turn 3, deals 10 damage to foes within 7 rows and 3 columns centered on structure.
Structure Bolt Tower.png Bolt Tower (O) 1 At the start of turn 3, deals 10 damage to foes within 3 columns centered on structure.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

Sources of effects that operate indefinitely based on multiple of turns[edit]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Adult (Armored) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Adult (Cavalry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Adult (Flier) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Adult (Infantry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Ardent Durandal Grants Atk+3. At start of turn, grants 【Bonus Doubler】 to ally with the highest Atk.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Ardent Service+ At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Ardent Service At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Aversa's Night Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-3 on that foe and bonuses on that foe become penalties through its next action.
Berserk Armads Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Brazen Cat Fang Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Breath of Fog Effective against dragon foes. At start of odd-numbered turns, restores 10 HP. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Bride's Fang Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, inflicts Atk/Spd/Def-5 on foe during combat, and if Special triggers before or during combat and unit attacked, grants Special cooldown count-1 after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Bunny Fang Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP ≤ 75%, grants Special cooldown count-2.
Effect:【Beast (Cavalry)】

【Beast (Cavalry)】
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Býleistr At start of odd-numbered turns, grants Atk/Spd/Def/Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Covert Cat Fang Grants Def+3. If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit and allies within 2 spaces of unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Dark Aura At start of turn, if adjacent allies use sword, axe, lance, dragonstone, or beast damage, grants Atk+6 to those allies for 1 turn.
Dignified Bow Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Eckesachs At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.
Falchion Effective against dragon foes. At the start of every third turn, restores 10 HP.
Falchion Effective against dragons. At the start of every third turn, unit recovers 10 HP.
Falchion Effective against dragon foes. At the start of every third turn, restores 10 HP.
Fensalir At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions.
Fledgling (Flier) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Flower Hauteclere Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, unit can move 1 extra space (that turn only; does not stack) and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat.
Fólkvangr At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn.
Forblaze At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
Fortune Bow+ Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Fortune Bow Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Foxkit Fang Grants Res+3. At start of combat, if unit's Res > foe's Res, and if foe uses sword, lance, axe, dragonstone, or beast damage, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Fresh Bouquet+ At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Fresh Bouquet At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Frost Breath Grants Res+3. At start of turn or when Play is used, inflicts Atk/Spd/Def/Res-4 on closest foe within 4 spaces of unit through their next action. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Geishun+ At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Geishun At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Gjallarbrú Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal directions, inflicts【Isolation】on foe.

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Gloom Breath At start of turn, inflicts Atk/Spd-7 on foes within 2 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Groom's Wing Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Guardian Fang Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Hatchling (Flier) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hawk King Claw Grants Atk+3. If foe's HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Heron Wing Grants Spd+3. At start of turn, restores 7 HP to allies within 2 spaces of unit. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hikami Grants Spd+3. At start of turn, inflicts Atk/Spd/Def/Res-4 on nearest foes within 4 spaces through their next actions.
Huginn's Egg Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Res through its next action.
Iago's Tome Grants Res+3. At start of odd-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is not adjacent to another foe, inflicts Atk/Spd-4 and【Guard】on that foe. At start of even-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Def/Res-4 and【Panic】on that foe.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Panic】
Converts bonuses on target into penalties through its next action.
Inveterate Axe At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action.
Joyous Lantern+ At start of turn, grants Def/Res+5 to ally with the highest Atk for 1 turn. (Excludes unit.)
Joyous Lantern At start of turn, grants Def/Res+3 to ally with the highest Atk for 1 turn. (Excludes unit.)
Kabura Ya+ Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kabura Ya Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kitsune Fang Grants Def+3. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kumade+ At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Def through its next action.
Kumade At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Def through its next action.
Lion King Fang Grants Atk+3. If foe initiates combat, grants Atk/Spd/Def/Res+4 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Mercurius Grants Atk+3. At start of turn, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit and sword, lance, axe, bow, dagger, or beast allies within 2 spaces for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.)
Muninn's Egg Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Res-5 on foe on the enemy team with the lowest Spd through its next action.
New Foxkit Fang Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Nightmare Horn Grants Spd+3. Unit can counterattack regardless of foe's range. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Ovoid Staff+ At start of turn, restores 7 HP to unit and adjacent allies.
Ovoid Staff At start of turn, restores 5 HP to unit and adjacent allies.
Rapport Wand+ At start of turn, grants Atk/Def+5 to ally with the highest Spd for 1 turn. (Excludes unit.)
Rapport Wand At start of turn, grants Atk/Def+3 to ally with the highest Spd for 1 turn. (Excludes unit.)
Raven King Beak Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Sabertooth Fang Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces of unit and target through their next actions after movement. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Sieglinde At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Siegmund At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Sinmara Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces.
Sky-Pirate Claw Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and unit makes a guaranteed follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Taguel Fang Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+3 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Temari+ At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Temari At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Thökk Calculates damage from staff like other weapons.
At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action.
Tome of Thoron At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Valflame At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Wagasa+ At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Wagasa At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Wargod's Tome At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Weirding Tome Grants Spd+3. At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Whelp (Armored) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Whelp (Cavalry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Whelp (Infantry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wind's Brand At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Wolf Queen Fang Accelerates Special trigger (cooldown count-1).
During combat, boosts unit's Atk/Spd by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wolfpup Fang Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wolfskin Fang Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Yearling (Arm.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Yearling (Cavalry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Yearling (Infantry) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Weapons related to this keyword when refined

Weapon Refined Description
Ardent Service+ At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Aura At start of turn, grants Atk+6 to adjacent magic and staff allies for 1 turn.
Breath of Fog Effective against dragon foes. At start of odd-numbered turns, restores 10 HP. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Dark Aura At start of turn, if adjacent allies use sword, axe, lance, dragonstone, or beast damage, grants Atk+6 to those allies for 1 turn.
Dignified Bow Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Eckesachs At start of turn, inflicts Def-6 on foes (excluding dragons) within 2 spaces through their next actions.
Falchion Effective against dragon foes. At start of odd-numbered turns, restores 10 HP.
Falchion
Falchion
Forblaze At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
Fortune Bow+ Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Fresh Bouquet+ At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Geishun+ At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Gloom Breath At start of turn, inflicts Atk/Spd-7 on foes within 2 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Inveterate Axe At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action.
Joyous Lantern+ At start of turn, grants Def/Res+5 to ally with the highest Atk for 1 turn. (Excludes unit.)
Kabura Ya+ Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kumade+ At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Def through its next action.
Ovoid Staff+ At start of turn, restores 7 HP to unit and adjacent allies.
Rapport Wand+ At start of turn, grants Atk/Def+5 to ally with the highest Spd for 1 turn. (Excludes unit.)
Sieglinde At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Siegmund
Temari+ At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Tome of Thoron At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wagasa+ At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Weirding Tome Grants Spd+3. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd/Res-5 on that foe through its next action.
Wind's Brand At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Chill Def W.png Argent Bow At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Panic Ploy W.png Cherche's Axe At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
Wrath W.png Devil Axe At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Res Tactic W.png Draconic Poleax 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.
Even Atk Wave W.png Iris's Tome 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.)
Spd Res Ploy W.png Reese's Tome At start of turn, inflicts Spd/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Tactic W.png Silverbrand 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.
All Tactic W.png Tactical Bolt At start of turn, grants Atk/Spd/Def/Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Tactical Gale
Sabotage Atk W.png Veteran Lance At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

Icon Passive Description
Defiant Atk 1.png Defiant Atk 1 At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn.
Defiant Atk 2.png Defiant Atk 2 At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn.
Defiant Atk 3.png Defiant Atk 3 At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn.
Defiant Def 1.png Defiant Def 1 At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn.
Defiant Def 2.png Defiant Def 2 At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn.
Defiant Def 3.png Defiant Def 3 At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn.
Defiant Res 1.png Defiant Res 1 At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn.
Defiant Res 2.png Defiant Res 2 At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn.
Defiant Res 3.png Defiant Res 3 At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn.
Defiant Spd 1.png Defiant Spd 1 At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn.
Defiant Spd 2.png Defiant Spd 2 At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn.
Defiant Spd 3.png Defiant Spd 3 At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn.
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, and deals +10 damage when Special triggers.
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, and deals +10 damage when Special triggers.
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, and deals +10 damage when Special triggers.
Renewal 1.png Renewal 1 At the start of every fourth turn, restores 10 HP.
Renewal 2.png Renewal 2 At the start of every third turn, restores 10 HP.
Renewal 3.png Renewal 3 At start of odd-numbered turns, restores 10 HP.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Recover Ring.png Recover Ring At start of turn, restores 10 HP.
(Skill cannot be inherited.)
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.)
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.
Sabotage Atk 1.png Sabotage Atk 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action.
Sabotage Atk 2.png Sabotage Atk 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action.
Sabotage Atk 3.png Sabotage Atk 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Sabotage Def 1.png Sabotage Def 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action.
Sabotage Def 2.png Sabotage Def 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action.
Sabotage Def 3.png Sabotage Def 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action.
Sabotage Res 1.png Sabotage Res 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action.
Sabotage Res 2.png Sabotage Res 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action.
Sabotage Res 3.png Sabotage Res 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action.
Sabotage Spd 1.png Sabotage Spd 1 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action.
Sabotage Spd 2.png Sabotage Spd 2 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action.
Sabotage Spd 3.png Sabotage Spd 3 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action.
Sudden Panic 1.png Sudden Panic 1 At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sudden Panic 2.png Sudden Panic 2 At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sudden Panic 3.png Sudden Panic 3 At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Chill Atk Res 1.png Chill Atk/Res 1 At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action.
Chill Atk Res 2.png Chill Atk/Res 2 At start of turn, inflicts Atk/Res-5 on foe on the enemy team with the highest Atk+Res total through its next action.
Chill Atk Spd 1.png Chill Atk/Spd 1 At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Atk+Spd total through its next action.
Chill Atk Spd 2.png Chill Atk/Spd 2 At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Atk+Spd total through its next action.
Chill Spd Def 1.png Chill Spd/Def 1 At start of turn, inflicts Spd/Def-3 on foe on the enemy team with the highest Spd+Def total through its next action.
Chill Spd Def 2.png Chill Spd/Def 2 At start of turn, inflicts Spd/Def-5 on foe on the enemy team with the highest Spd+Def total through its next action.
Chill Spd Res 1.png Chill Spd/Res 1 At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action.
Chill Spd Res 2.png Chill Spd/Res 2 At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action.
Odd Pulse Tie 1.png Odd Pulse Tie 1 At start of odd-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 2.png Odd Pulse Tie 2 At start of odd-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 3.png Odd Pulse Tie 3 At start of odd-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Yunes Whispers.png Yune's Whispers At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action.
Even Pulse Tie 1.png Even Pulse Tie 1 At start of even-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 2.png Even Pulse Tie 2 At start of even-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 3.png Even Pulse Tie 3 At start of even-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
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.
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.
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.
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.
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.
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.
Hone Armor.png Hone Armor At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn.
Hone Atk 1.png Hone Atk 1 At start of turn, grants Atk+2 to adjacent allies for 1 turn.
Hone Atk 2.png Hone Atk 2 At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Hone Atk 3.png Hone Atk 3 At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Hone Atk 4.png Hone Atk 4 At start of turn, grants Atk+7 to adjacent allies for 1 turn.
Hone Spd 1.png Hone Spd 1 At start of turn, grants Spd+2 to adjacent allies for 1 turn.
Hone Spd 2.png Hone Spd 2 At start of turn, grants Spd+3 to adjacent allies for 1 turn.
Hone Spd 3.png Hone Spd 3 At start of turn, grants Spd+4 to adjacent allies for 1 turn.
Hone Spd 4.png Hone Spd 4 At start of turn, grants Spd+7 to adjacent allies for 1 turn.
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.
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.
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.
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.
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.
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.
Chaos Named.png Chaos Named At start of turn, if foes within 3 columns centered on unit have Res ≤ unit's Res-3, inflicts -5 on the highest of those foes' Atk/Spd/Def/Res through their next actions. (When calculating highest stat, treats Atk as -15. Calculates each stat penalty independently.)
Divine Fang.png Divine Fang At start of turn, grants "effective against dragons" to adjacent allies for 1 turn.
Hone Beasts.png Hone Beasts At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn.
Hone Fliers.png Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn.
Air Orders 1.png Air Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Air Orders 2.png Air Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Air Orders 3.png Air Orders 3 At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
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.
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.
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.
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.
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.
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.
Hone Cavalry.png Hone Cavalry At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn.
Hone Dragons.png Hone Dragons At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.
Human Virtue.png Human Virtue At start of turn, if unit is adjacent to any allies that are not beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.)
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.)
Atk Opening 1.png Atk Opening 1 At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.)
Atk Opening 2.png Atk Opening 2 At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.)
Atk Opening 3.png Atk Opening 3 At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.)
Atk Def Gap 1.png Atk/Def Gap 1 At start of turn, grants Atk/Def+1 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Atk Def Gap 2.png Atk/Def Gap 2 At start of turn, grants Atk/Def+3 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Atk Def Gap 3.png Atk/Def Gap 3 At start of turn, grants Atk/Def+5 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Atk Res Gap 1.png Atk/Res Gap 1 At start of turn, grants Atk/Res+1 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Atk Res Gap 2.png Atk/Res Gap 2 At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Atk Res Gap 3.png Atk/Res Gap 3 At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Atk Spd Gap 1.png Atk/Spd Gap 1 At start of turn, grants Atk/Spd+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Atk Spd Gap 2.png Atk/Spd Gap 2 At start of turn, grants Atk/Spd+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Atk Spd Gap 3.png Atk/Spd Gap 3 At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Def Opening 1.png Def Opening 1 At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.)
Def Opening 2.png Def Opening 2 At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.)
Def Opening 3.png Def Opening 3 At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.)
Def Res Gap 1.png Def/Res Gap 1 At start of turn, grants Def/Res+1 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Def Res Gap 2.png Def/Res Gap 2 At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Def Res Gap 3.png Def/Res Gap 3 At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Fortify Armor.png Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn.
Fortify Def 1.png Fortify Def 1 At start of turn, grants Def+2 to adjacent allies for 1 turn.
Fortify Def 2.png Fortify Def 2 At start of turn, grants Def+3 to adjacent allies for 1 turn.
Fortify Def 3.png Fortify Def 3 At start of turn, grants Def+4 to adjacent allies for 1 turn.
Fortify Def 4.png Fortify Def 4 At start of turn, grants Def+7 to adjacent allies for 1 turn.
Fortify Res 1.png Fortify Res 1 At start of turn, grants Res+2 to adjacent allies for 1 turn.
Fortify Res 2.png Fortify Res 2 At start of turn, grants Res+3 to adjacent allies for 1 turn.
Fortify Res 3.png Fortify Res 3 At start of turn, grants Res+4 to adjacent allies for 1 turn.
Fortify Res 4.png Fortify Res 4 At start of turn, grants Res+7 to adjacent allies for 1 turn.
Res Opening 1.png Res Opening 1 At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.)
Res Opening 2.png Res Opening 2 At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.)
Res Opening 3.png Res Opening 3 At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.)
Spd Opening 1.png Spd Opening 1 At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.)
Spd Opening 2.png Spd Opening 2 At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.)
Spd Opening 3.png Spd Opening 3 At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.)
Spd Res Gap 1.png Spd/Res Gap 1 At start of turn, grants Spd/Res+1 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Spd Res Gap 2.png Spd/Res Gap 2 At start of turn, grants Spd/Res+3 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Spd Res Gap 3.png Spd/Res Gap 3 At start of turn, grants Spd/Res+5 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Atk Def Oath 1.png Atk/Def Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.
Atk Def Oath 2.png Atk/Def Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Atk Def Oath 3.png Atk/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.
Atk Res Oath 1.png Atk/Res Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn.
Atk Res Oath 2.png Atk/Res Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Atk Res Oath 3.png Atk/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.
Atk Spd Oath 1.png Atk/Spd Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.
Atk Spd Oath 2.png Atk/Spd Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Atk Spd Oath 3.png Atk/Spd Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.
Def Res Oath 1.png Def/Res Oath 1 At start of turn, if unit is adjacent to an ally, grants Def/Res+3 to unit for 1 turn.
Def Res Oath 2.png Def/Res Oath 2 At start of turn, if unit is adjacent to an ally, grants Def/Res+4 to unit for 1 turn.
Def Res Oath 3.png Def/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn.
Fortify Beasts.png Fortify Beasts At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn.
Fortify Fliers.png Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn.
Joint Hone Atk.png Joint Hone Atk At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.
Joint Hone Def.png Joint Hone Def At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn.
Joint Hone Res.png Joint Hone Res At start of turn, if unit is adjacent to an ally, grants Res+5 to unit and adjacent allies for 1 turn.
Joint Hone Spd.png Joint Hone Spd At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn.
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
Solitary Dream.png Solitary Dream At start of turn, if unit is adjacent to only dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.)
Spd Def Oath 1.png Spd/Def Oath 1 At start of turn, if unit is adjacent to an ally, grants Spd/Def+3 to unit for 1 turn.
Spd Def Oath 2.png Spd/Def Oath 2 At start of turn, if unit is adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.
Spd Def Oath 3.png Spd/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Spd/Def+5 to unit for 1 turn.
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.
Threaten Atk 1.png Threaten Atk 1 At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions.
Threaten Atk 2.png Threaten Atk 2 At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions.
Threaten Atk 3.png Threaten Atk 3 At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions.
Threaten Def 1.png Threaten Def 1 At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.
Threaten Def 2.png Threaten Def 2 At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.
Threaten Def 3.png Threaten Def 3 At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions.
Threaten Res 1.png Threaten Res 1 At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions.
Threaten Res 2.png Threaten Res 2 At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions.
Threaten Res 3.png Threaten Res 3 At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions.
Threaten Spd 1.png Threaten Spd 1 At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions.
Threaten Spd 2.png Threaten Spd 2 At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions.
Threaten Spd 3.png Threaten Spd 3 At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions.
Times Pulse 1.png Time's Pulse 1 At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 2.png Time's Pulse 2 At start of odd-numbered turns, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 3.png Time's Pulse 3 At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
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.
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
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.)
Fortify Cavalry.png Fortify Cavalry At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn.
Fortify Dragons.png Fortify Dragons At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn.
Ground Orders 1.png Ground Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Ground Orders 2.png Ground Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Ground Orders 3.png Ground Orders 3 At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Rouse Atk Def 1.png Rouse Atk/Def 1 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 to unit for 1 turn.
Rouse Atk Def 2.png Rouse Atk/Def 2 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Rouse Atk Def 3.png Rouse Atk/Def 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn.
Rouse Atk Res 1.png Rouse Atk/Res 1 At start of turn, if unit is not adjacent to an ally, grants Atk/Res+2 to unit for 1 turn.
Rouse Atk Res 2.png Rouse Atk/Res 2 At start of turn, if unit is not adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Rouse Atk Res 3.png Rouse Atk/Res 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 to unit for 1 turn.
Rouse Def Res 1.png Rouse Def/Res 1 At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn.
Rouse Def Res 2.png Rouse Def/Res 2 At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn.
Rouse Def Res 3.png Rouse Def/Res 3 At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn.
Rouse Spd Def 1.png Rouse Spd/Def 1 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn.
Rouse Spd Def 2.png Rouse Spd/Def 2 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.
Rouse Spd Def 3.png Rouse Spd/Def 3 At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn.
Rouse Spd Res 1.png Rouse Spd/Res 1 At start of turn, if unit is not adjacent to an ally, grants Spd/Res+2 to unit for 1 turn.
Rouse Spd Res 2.png Rouse Spd/Res 2 At start of turn, if unit is not adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
Rouse Spd Res 3.png Rouse Spd/Res 3 At start of turn, if unit is not adjacent to an ally, grants Spd/Res+6 to unit for 1 turn.
Sparkling Boost.png Sparkling Boost At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Armored Stride 1.png Armored Stride 1 At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
Armored Stride 2.png Armored Stride 2 At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
Armored Stride 3.png Armored Stride 3 At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
Milas Turnwheel.png Mila's Turnwheel At start of turn, inflicts【Isolation】on foes in cardinal directions with Def < unit's Def through their next actions.

If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.)

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Threat. Atk Def 1.png Threat. Atk/Def 1 At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.
Threat. Atk Def 2.png Threat. Atk/Def 2 At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.
Threat. Atk Def 3.png Threat. Atk/Def 3 At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def+5 to unit for 1 turn and inflicts Atk/Def-5 on foes within 2 spaces through their next actions.
Threat. Atk Res 1.png Threat. Atk/Res 1 At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.
Threat. Atk Res 2.png Threat. Atk/Res 2 At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.
Threat. Atk Res 3.png Threat. Atk/Res 3 At start of turn, if unit is within 2 spaces of a foe, grants Atk/Res+5 to unit for 1 turn and inflicts Atk/Res-5 on foes within 2 spaces through their next actions.
Threat. Atk Spd 1.png Threat. Atk/Spd 1 At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.
Threat. Atk Spd 2.png Threat. Atk/Spd 2 At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.
Threat. Atk Spd 3.png Threat. Atk/Spd 3 At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd+5 to unit for 1 turn and inflicts Atk/Spd-5 on foes within 2 spaces through their next actions.
Vision of Arcadia.png Vision of Arcadia At start of turn, if a dragon or beast ally is deployed, grants Atk/Def+6 to ally with the highest Atk for 1 turn.
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.)

List of items

None, currently.

List of structures

Icon Structure Level Description
Structure Armor School.png Armor School (D) 1 At start of turn, inflicts Atk/Spd/Def/Res-2 on armored foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Armor School.png Armor School (O) 1 At start of turn, inflicts Atk/Spd/Def/Res-2 on armored foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Bright Shrine.png Bright Shrine (D) 1 At start of turn, inflicts Atk/Spd-2 on foe on the enemy team with the highest Atk+Spd total through its next action.
Structure Bright Shrine.png Bright Shrine (O) 1 At start of turn, inflicts Atk/Spd-2 on foe on the enemy team with the highest Atk+Spd total through its next action.
Structure Catapult.png Catapult (D) 1 At start of turn, destroys offensive structures within the same column as this structure if their level ≤ this structure's level. Note: Fortress (O) cannot be destroyed.
Structure Catapult.png Catapult (O) 1 At start of turn, destroys defensive structures within the same column as this structure if their level ≤ this structure's level. Note: Fortress (D), traps, resources, and ornaments cannot be destroyed.
Structure Cavalry School.png Cavalry School (D) 1 At start of turn, inflicts Atk/Spd/Def/Res-2 on cavalry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Cavalry School.png Cavalry School (O) 1 At start of turn, inflicts Atk/Spd/Def/Res-2 on cavalry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Dark Shrine.png Dark Shrine (D) 1 At start of turn, inflicts Def/Res-2 on foe on the enemy team with the highest Def+Res total through its next action.
Structure Dark Shrine.png Dark Shrine (O) 1 At start of turn, inflicts Def/Res-2 on foe on the enemy team with the highest Def+Res total through its next action.
Structure Flier School.png Flier School (D) 1 At start of turn, inflicts Atk/Spd/Def/Res-2 on flying foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Flier School.png Flier School (O) 1 At start of turn, inflicts Atk/Spd/Def/Res-2 on flying foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Healing Tower.png Healing Tower (D) 1 At start of turn, restores 10 HP to allies within 5 rows and 5 columns centered on structure.
Structure Healing Tower.png Healing Tower (O) 1 At start of turn, restores 10 HP to allies within 3 rows and 5 columns centered on structure.
Structure Infantry School.png Infantry School (D) 1 At start of turn, inflicts Atk/Spd/Def/Res-2 on infantry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Infantry School.png Infantry School (O) 1 At start of turn, inflicts Atk/Spd/Def/Res-2 on infantry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Panic Manor.png Panic Manor (D) 1 At start of turn, if any foes are within 7 rows and 3 columns centered on structure and their HP ≤ 40, converts bonuses on those foes into penalties through their next actions.
Structure Panic Manor.png Panic Manor (O) 1 At start of turn, if any foes are within 3 columns centered on structure and their HP ≤ 40, converts bonuses on those foes into penalties through their next actions.
Structure Tactics Room.png Tactics Room (D) 1 At start of turn, if any foes are within 7 rows and 3 columns centered on structure and their HP ≤ 40 and they use bow, dagger, magic, or staff, restricts those foes' movement to 1 space through their next actions.
Structure Tactics Room.png Tactics Room (O) 1 At start of turn, if any foes are within the same column as structure and their HP ≤ 40 and they use bow, dagger, magic, or staff, restricts those foes' movement to 1 space through their next actions.

List of Duo Skills

Owners Duo Skill
Byleth: Fell Star's Duo
Byleth: Fell Star's Duo
Grants【Desperation】to unit and allies within 2 spaces.

At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Palla: Sisterly Trio
Palla: Sisterly Trio
Unit and adjacent flying allies can move 1 extra space. (Unit can move 1 extra space even if adjacent ally is not a flying ally. That turn only. Does not stack.)

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.
Sigurd: Destined Duo
Sigurd: Destined Duo
Moves allies adjacent to unit to opposite side of unit. If an ally cannot move to the target space (if another ally or foe is occupying the space) ally will not move.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

List of Harmonized Skills

Owners Harmonized Skill
Mia: Harmonic Blades
Mia: Harmonic Blades
Grants【Resonance: Blades】to unit and allies from the same titles as unit.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.
Veronica: Harmonic Pirates
Veronica: Harmonic Pirates
Grants【Resonance: Shields】to unit and allies from the same titles as unit.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

In other languages[edit]

Language Name
Japanese ターン
German Zug
Spanish (Europe) Turno
Spanish (Latin America) Turno
French Tour
Italian Turno
Traditional Chinese (Taiwan) 回合
Portuguese Rodada