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User:HertzDevil/Skill effect tags

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Common parameter types[edit | edit source]

Names are provisional.

STAT_TYPE[edit | edit source]

Index Description
0 Current HP
1 Atk
2 Spd
3 Def
4 Res

STATUS_TYPE[edit | edit source]

Index Description
-1 None
0 Status Effect Gravity.png Gravity
1 Status Effect Panic.png Panic
2 Status Effect Counterattacks Disrupted.png No counterattacks
3 Status Effect Mobility Increased.png March
4 Status Effect Triangle Adept.png Triangle Adept
5 Status Effect Guard.png Guard
6 Status Effect Air Orders.png Air Orders
7 Status Effect Isolation.png Isolation
8 Status Effect Effective Against Dragons.png Effective against dragons
9 Status Effect Bonus Doubler.png Bonus Doubler

SkillTiming[edit | edit source]

ID Effect
STID_無し (Other)
STID_戦闘 During combat
STID_周囲戦闘 target_mov units within skill_range spaces using target_wep during combat
STID_攻撃 When unit attacks
STID_防御 When foe attacks
STID_戦闘前 Before combat
STID_戦闘後 After combat (+ SLID_攻撃側: Unit survives after combat)
STID_回復 When healing an ally with a staff
STID_ターン開始 At start of turn
STID_移動 During movement
STID_奥義 When Special triggers
STID_ダメージ During damage calculation
STID_比較 If a skill compares unit's stats to a foe's or ally's stats
STID_ターン開始+奥義 At start of turn + When Special triggers
STID_再行動 If Sing or Dance is used
STID_戦闘+戦闘後 During combat + After combat
STID_応援 If a Rally Assist skill is used by unit or targets unit
STID_移動補助 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit
STID_スコア In modes like Arena
5QG1jwJ... After movement
QoNr7ui... During combat + target_mov units within skill_range spaces using target_wep during combat
Hw6AqxV... During combat + During damage calculation

SkillLimit[edit | edit source]

p1 and p2 refer to limit1_params[0] and limit1_params[1] respectively (limit2_params[0] and limit2_params[1] for second restriction).

ID Effect
SLID_無し (No restriction)
SLID_攻撃側 If unit initiates combat
SLID_防御側 If foe initiates combat
SLID_HP If unit's HP ≥ p1% and unit's HP ≤ p2%
SLID_ターン周期
  • p1 = 0: On start of turn (1 - p2)
  • p1 > 0: On start of Turn x if (x − 1) mod p1 = p2
SLID_敵HP If foe's HP ≥ p1% and foe's HP ≤ p2%
SLID_命中 If unit attacked
SLID_能力差以上 If unit's STAT_TYPE[p1] ≥ foe's STAT_TYPE[p1]+p2
SLID_能力差以下 If unit's STAT_TYPE[p1] ≤ foe's STAT_TYPE[p1]+p2
SLID_対象制限 If target_mov foe uses target_wep
SLID_対象移動タイプ数制限 If number of that ally's movement type on current team ≥ p1 and ≤ p2
SLID_被包囲 If the number of foes within p1 spaces (excluding target) ≥ the number of allies within p1 spaces (excluding unit)+p2
SLID_敵守備魔防比較 If foe's Def ≥ foe's Res+p2 (p1 = −1)
SLID_包囲 If the number of allies within p1 spaces (excluding unit) ≥ the number of foes within p1 spaces (excluding target)+p2
SLID_周囲味方数 If the number of allies within p1 spaces ≥ p2
SLID_弱点対象外 If foe has no skills with "effective against wep_weakness"
SLID_周囲味方射程
SLID_支援関係 If unit is within 2 spaces of support partner
SLID_奥義 If Special triggers before or during combat
SLID_周囲味方数以下 If the number of allies within p1 spaces ≤ p2
SLID_周囲戦闘_敵射程 Allies gain: "If foe's Range = p1"
SLID_被強化 Any of the following:
  • p1 = 1: If a bonus granted by a skill like Rally or Hone is active
  • p2 = 1: If extra movement granted by a skill like Armor March or Armored Boots is active
SLID_戦闘前能力差以上 At start of combat, if unit's STAT_TYPE[p1] ≥ foe's STAT_TYPE[p1]+p2
SLID_戦闘前能力差以下 At start of combat, if unit's STAT_TYPE[p1] ≤ foe's STAT_TYPE[p1]+p2
SLID_奥義待機 At start of combat, if Special is ready
SLID_敵被弱化 If a penalty inflicted by a skill like Panic or Threaten and/or a negative status effect (preventing counterattacks or restricting movement) is active on foe
SLID_竜特効持ち対象外 ???
F7Zxn+u... If a negative status effect is active on unit, or if unit's HP ≥ p1% and unit's HP ≤ p2%
l20jL67... If unit has weapon-triangle advantage
ctolGNx... ???
mr33UuG... If unit is adjacent to only dragon allies or if unit is not adjacent to any ally (p1 = 1, p2 = 0)
sOqdppU... If a dragon or beast ally is deployed (p1 = 99, p2 = 1)
ZZwYVZf... If a bonus granted by a skill like Rally or Hone is not active on foe
4gW0YiX... At start of combat, if both unit's and foe's HP ≥ p2% or if both unit's and foe's HP ≤ p1%
0QRNzN2... When total bonuses on unit + total penalties on foe ≥ p1
JurHlNZ... If Special cooldown count is at its maximum value
bcGllB3... Any of the following:
  • p1 = 1: If a bonus granted by a skill like Rally or Hone is active on foe
  • p2 = 1: If extra movement granted by a skill like Armor March or Armored Boots is active on foe

Limit-timing pairings[edit | edit source]

0: STID_無し1: STID_戦闘2: STID_周囲戦闘3: STID_攻撃4: STID_防御5: STID_戦闘前6: STID_戦闘後7: STID_回復8: STID_ターン開始9: STID_移動10: STID_奥義11: STID_ダメージ12: STID_比較13: STID_ターン開始+奥義14: STID_再行動15: STID_戦闘+戦闘後16: STID_応援17: STID_移動補助18: STID_スコア19: 5QG1jwJ...20: QoNr7ui...21: Hw6AqxV...
0: SLID_無しGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgDark Red x.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgGreen check.svgDark Red x.svg
1: SLID_攻撃側Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
2: SLID_防御側Dark Red x.svgGreen check.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
3: SLID_HPDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgGreen check.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
4: SLID_ターン周期Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
5: SLID_敵HPDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
6: SLID_命中Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
7: SLID_能力差以上Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svg
8: SLID_能力差以下Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
9: SLID_対象制限Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
10: SLID_対象移動タイプ数制限Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
11: SLID_被包囲Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
12: SLID_敵守備魔防比較Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
13: SLID_包囲Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
14: SLID_周囲味方数Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
15: SLID_弱点対象外Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
16: SLID_周囲味方射程Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
17: SLID_支援関係Dark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
18: SLID_奥義Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
19: SLID_周囲味方数以下Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
20: SLID_周囲戦闘_敵射程Dark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
21: SLID_被強化Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
22: SLID_戦闘前能力差以上Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
23: SLID_戦闘前能力差以下Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
24: SLID_奥義待機Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
25: SLID_敵被弱化Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
26: SLID_竜特効持ち対象外Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
27: F7Zxn+u...Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
28: l20jL67...Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
29: ctolGNx...Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
30: mr33UuG...Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
31: sOqdppU...Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
32: ZZwYVZf...Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
33: 4gW0YiX...Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
34: 0QRNzN2...Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
35: JurHlNZ...Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
36: bcGllB3...Dark Red x.svgGreen check.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg
37: Yiq3fWt...Dark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svgDark Red x.svg

SkillAbility[edit | edit source]

ID Effect Paired SkillTiming tags Paired SkillLimit tags
SAID_無し (No effects) STID_無し SLID_無し
SAID_天空 Treats foe's Def/Res as if reduced by skill_params.hp% during combat; Restores HP = skill_params.hp of damage dealt STID_攻撃 SLID_無し
SAID_流星 Boosts damage by skill_params.hp% STID_攻撃 SLID_無し
SAID_太陽 Restores HP = skill_params.hp% of damage dealt STID_攻撃 SLID_無し
SAID_月光 Treats foe’s Def/Res as if reduced by skill_params.hp% during combat STID_攻撃 SLID_無し
SAID_復讐 Boosts damage by skill_params.hp% of damage dealt to unit STID_攻撃 SLID_無し
SAID_竜穿 Boosts damage by skill_params.hp% of unit's Atk STID_攻撃 SLID_無し
SAID_華炎 Boosts damage by skill_params.hp% of unit's Def STID_攻撃 SLID_無し
SAID_氷華 Boosts damage by skill_params.hp% of unit's Res STID_攻撃 SLID_無し
SAID_大盾 Reduces damage from an adjacent foe's attack by skill_params.hp% STID_防御 SLID_無し
SAID_聖盾 Reduces damage from attack from foe 2 spaces away by skill_params.hp%; Boosts unit's next attack by skill_params.atk% of total damage reduced (by any source, including other skills) when Special triggers; Resets at end of combat STID_防御 SLID_無し
SAID_祈り If unit’s HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack) STID_戦闘, STID_防御 SLID_無し, SLID_HP
SAID_範囲ダメージ Foes in an area near target take damage equal to skill_params.hp% of (unit's Atk − foe's Def or Res) STID_戦闘前 SLID_攻撃側
SAID_吸収 Restores HP = skill_params.hp% of damage dealt; After combat, if unit attacked, restores skill_params.atk HP to allies within skill_range spaces of unit STID_戦闘, STID_戦闘+戦闘後 SLID_無し, SLID_命中
SAID_回復強化 Restores an additional skill_params.hp HP to target ally STID_回復 SLID_無し
SAID_全体回復 Restores skill_params.hp HP to all allies STID_回復 SLID_無し
SAID_全体強化 Grants stat+skill_params to all allies for 1 turn STID_回復 SLID_無し
SAID_体当たり Pushes target skill_params.hp spaces away STID_無し, STID_戦闘後 SLID_無し, SLID_攻撃側
SAID_入れ替え Unit and target ally swap spaces
skill_params.res = 1: Grants another action to unit (additional action granted once per turn only)
STID_無し, STID_戦闘後 SLID_無し, SLID_攻撃側
SAID_引き寄せ Unit moves 1 space away from target; Target moves to unit's previous space STID_無し, STID_戦闘後 SLID_無し, SLID_攻撃側
SAID_引き戻し Target moves to opposite side of unit STID_無し SLID_無し
SAID_回り込み Unit moves to opposite side of target STID_無し SLID_無し
SAID_回復 Restores HP to target = skill_params.def% of Atk +skill_params.res (minimum of skill_params.hp HP); Restores skill_params.atk HP to unit
  • skill_params.spd = 1: Restores HP to target = damage dealt to unit; Restores HP to unit = half damage dealt to unit
  • skill_params.spd = 2: If target's HP is ≤ 50%, the lower the target's HP, the more HP is restored
  • skill_params.spd = 3: 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

In particular, if only skill_params.hp is nonzero, then restores skill_params.hp HP to target (might be unit itself)

STID_無し, STID_ターン開始 SLID_無し, SLID_ターン周期
SAID_強化 Grants stat+skill_params to target and allies within skill_range spaces of target for 1 turn STID_無し, STID_戦闘後, STID_ターン開始, STID_再行動 SLID_無し, SLID_HP, SLID_ターン周期, SLID_命中
SAID_弱化 If target_mov foe uses target_wep, inflicts stat+skill_params on target and foes within skill_range spaces of target through their next actions (entries of skill_params are negative) STID_戦闘後 SLID_無し, SLID_命中
SAID_能力奪取 Inflicts stat+skill_params on target and foes within skill_range spaces of target through their next actions, and grants stat−skill_params to unit and allies within 2 spaces for 1 turn (entries of skill_params are negative)
  • Icon Skill Weapon.png Peshkatz uses SAID_強化 and skill_definition::dagger_debuff
STID_戦闘後 SLID_命中
SAID_移動制限 Inflicts status on target and foes within skill_range spaces of target restricting movement to 1 space through their next actions STID_戦闘後 SLID_攻撃側, SLID_命中
SAID_HP譲渡
  • skill_params.hp > 0: Restores skill_params.hp HP to target ally; Unit loses skill_params.hp HP but cannot go below 1
  • skill_params.hp < 0: Restores HP to target = unit's current HP−skill_params.hp; Reduces unit's HP by amount restored
  • skill_params.atk = 1: Converts penalties on target into bonuses
STID_無し SLID_無し
SAID_HP交換 Unit and target ally swap HP (neither can go above their max HP) STID_無し SLID_無し
SAID_強弱変換 Converts penalties on target into bonuses STID_無し SLID_無し
SAID_再行動 Grants another action to target
  • skill_params.res = 1: If target_mov ally uses target_wep, target can move 1 extra space (that turn only; does not stack)
STID_無し, STID_戦闘後 SLID_無し, SLID_攻撃側
SAID_ダメージ Restores skill_params.hp HP to target / Deals −skill_params.hp damage to target STID_戦闘後 SLID_攻撃側, SLID_命中
SAID_自身ダメージ Restores skill_params.hp HP to unit / Deals −skill_params.hp damage to unit STID_戦闘後 SLID_無し, SLID_攻撃側, SLID_命中
SAID_パニック Converts bonuses on target and foes within skill_range spaces of target into penalties through their next actions STID_戦闘後 SLID_命中
SAID_周囲パニック Converts bonuses on foes within skill_range spaces of target into penalties through their next actions STID_戦闘後 SLID_攻撃側, SLID_命中
SAID_戦闘強化 Grants stat+skill_params during combat STID_戦闘, STID_周囲戦闘 SLID_無し, SLID_攻撃側, SLID_防御側, SLID_HP, SLID_敵HP, SLID_命中, SLID_能力差以上, SLID_対象制限, SLID_被包囲, SLID_包囲, SLID_周囲味方数, SLID_支援関係, SLID_周囲味方数以下, SLID_周囲戦闘_敵射程, SLID_被強化, SLID_戦闘前能力差以上, SLID_戦闘前能力差以下
SAID_戦闘相性 If unit has weapon-triangle advantage, boosts Atk by skill_params.hp%; If unit has weapon-triangle disadvantage, reduces Atk by skill_params.hp% STID_戦闘 SLID_無し
SAID_戦闘有利 Grants weapon-triangle advantage against foes using target_wep, and inflicts weapon-triangle disadvantage on foes using target_wep during combat STID_戦闘 SLID_無し
SAID_敵通過 Unit can move through foes' spaces STID_移動 SLID_HP
SAID_移動阻害 Foes cannot move through spaces adjacent to unit (does not affect foes with Pass skills) STID_移動 SLID_HP
SAID_ワープ移動 Unit can move to a space adjacent to an ally whose HP ≤ skill_params.hp% STID_移動 SLID_無し, SLID_HP
SAID_先制攻撃 Unit can counterattack before foe's first attack STID_戦闘 SLID_防御側, SLID_HP
SAID_追撃連携 Unit can make a follow-up attack before foe can counterattack STID_戦闘 SLID_攻撃側, SLID_HP
SAID_応酬追撃 Grants stat+skill_params during combat, and if foe can attack / counter, unit makes a guaranteed follow-up attack STID_戦闘 SLID_攻撃側, SLID_防御側, SLID_HP, SLID_対象制限
SAID_特殊射程 Unit can counterattack regardless of foe's range; Grants stat+skill_params during combat STID_戦闘 SLID_無し, SLID_防御側, SLID_奥義待機
SAID_特効無効 (Unused) (Unused)
SAID_連撃 Unit attacks twice STID_戦闘 SLID_無し, SLID_攻撃側
SAID_強撃 Adds total bonuses on unit to damage dealt STID_戦闘 SLID_無し
SAID_追撃 If foe uses target_wep,
  • skill_params.hp > 0: Unit makes a guaranteed follow-up attack
  • skill_params.hp < 0: Unit cannot make a follow-up attack
  • skill_params.atk < 0: Foe cannot make a follow-up attack
  • skill_params.spd = 1: Foe cannot counterattack
STID_戦闘 SLID_無し, SLID_攻撃側, SLID_HP, SLID_敵HP, SLID_能力差以上, SLID_対象制限, SLID_被包囲, SLID_包囲, SLID_被強化, SLID_敵被弱化
SAID_奉仕 Restores HP to unit = skill_params.hp% of HP restored to target STID_回復 SLID_無し
SAID_周囲回復 Restores skill_params.hp HP to allies within skill_range spaces of unit STID_戦闘後, STID_ターン開始 SLID_無し, SLID_攻撃側, SLID_命中
SAID_周囲ダメージ Deals −skill_params.hp damage to foes within skill_range spaces of target (skill_params.hp < 0) STID_戦闘後, STID_ターン開始 SLID_無し, SLID_攻撃側
SAID_周囲強化 Grants stat+skill_params to target_mov allies within skill_range spaces of unit who use target_wep for 1 turn STID_戦闘後, STID_ターン開始 SLID_無し, SLID_攻撃側, SLID_命中, SLID_対象移動タイプ数制限
SAID_周囲弱化 Inflicts stat+skill_params on target_mov foes within skill_range spaces of target who use target_wep through their next actions (entries of skill_params are negative) STID_戦闘後, STID_ターン開始, STID_移動補助 SLID_無し, SLID_攻撃側, SLID_命中
SAID_奥義強化 Deals +skill_params.hp damage when Special triggers STID_奥義 SLID_無し
SAID_獲得成長値変化
  • skill_params.spd = 0: While unit lives and uses target_wep, unit gets skill_params.hp% resource (only highest value applied; does not stack)
  • skill_params.spd = 1: While unit lives, all allies on team who use target_wep get skill_params.hp% resource (only highest value applied; does not stack)

where resource is

  • EXP if skill_params.atk = 1
  • SP if skill_params.atk = 2
STID_無し SLID_無し
SAID_獲得報酬変化 If unit survives, get skill_params.hp% resources from a Training Tower map (only highest value applied; does not stack), where resource is
  • badges if skill_params.atk = 1
  • shards/crystals if skill_params.atk = 2
STID_無し SLID_無し
SAID_反撃抑制_速 Unit cannot make a follow-up attack; If unit's Spd ≥ foe's Spd+skill_params.hp and foe uses target_wep, foe cannot counterattack STID_戦闘 SLID_攻撃側
SAID_一撃離脱 Unit moves 1 space away STID_戦闘後 SLID_攻撃側
SAID_TP変動値変化
  • If skill_params.hp = 0: Grants Special cooldown charge −skill_params.atk to unit and inflicts Special cooldown charge −skill_params.spd on foe (only highest value applied; does not stack) (skill_params.atk < 0, skill_params.spd > 0)
  • If skill_params.hp = 1: Grants Special cooldown charge −skill_params.atk to unit per unit's attack, and inflicts Special cooldown charge −skill_params.spd on foe per foe's attack (only highest value applied; does not stack)
  • If skill_params.hp = 2: Grants Special cooldown charge −skill_params.atk to unit per foe's attack, and inflicts Special cooldown charge −skill_params.spd on foe per unit's attack (only highest value applied; does not stack)
STID_戦闘 SLID_無し, SLID_防御側, SLID_HP, SLID_能力差以上, SLID_対象制限, SLID_周囲味方数
SAID_反撃抑制_互 Unit and foe cannot counterattack STID_戦闘 SLID_無し
SAID_被ダメージ無効 Reduces damage dealt to unit to 0 STID_ダメージ SLID_無し
SAID_戦闘強化_消耗 Grants stat+skill_params during combat, but after combat, if unit attacked, deals skill_params.hp damage to unit STID_戦闘 SLID_無し, SLID_HP
SAID_被周囲強化 Boosts unit's stat by skill_params for each target_mov ally within skill_range spaces of unit using target_wep
  • If skill_params.hp = 0: No maximum (Owl tomes)
  • If skill_params.hp > 0: Maximum bonus of skill_params.hp units
STID_戦闘 SLID_無し
SAID_反撃抑制 Foe cannot counterattack STID_戦闘 SLID_無し, SLID_HP, SLID_対象制限
SAID_反撃抑制_状態 Inflicts status on target and foes within skill_range spaces of target preventing counterattacks through their next actions STID_戦闘後 SLID_命中
SAID_ダメージ倍率補正無効 Calculates damage from staff like other weapons STID_戦闘 SLID_無し, SLID_HP
SAID_TP変動 Restores skill_params.atk HP and grants Special cooldown count−skill_params.hp STID_戦闘後, STID_ターン開始 SLID_攻撃側, SLID_ターン周期, SLID_奥義
SAID_十字弱化 Inflicts stat+skill_params on foes in cardinal directions of unit through their next actions (entries of skill_params are negative) STID_ターン開始, STID_応援 SLID_無し, SLID_能力差以上
SAID_十字状態変化 Inflicts STATUS_TYPE[skill_params.hp] on foes using target_wep in cardinal directions of unit through their next actions STID_ターン開始 SLID_能力差以上
SAID_戦闘相性効果変化 Neutralizes weapon-triangle advantage granted by unit's skills (skill_params.hp = 1)
  • skill_params.atk = 1: Neutralizes weapon-triangle advantage granted by foe's skills
  • skill_params.atk = 2: If foe has weapon-triangle advantage, neutralizes weapon-triangle advantage granted by foe's skills
  • skill_params.atk = 3: If foe has weapon-triangle advantage, reverses weapon-triangle advantage granted by foe's skills
STID_戦闘 SLID_無し
SAID_比較強化 Treats unit's stats as if granted +skill_params STID_比較 SLID_無し
SAID_特定タイミング奥義TP変動+強化
  • skill_params.hp = 3 (STID_攻撃): Deals +skill_params.spd damage when Special triggers
  • skill_params.hp = 4 (STID_防御): Reduces damage dealt to unit by −skill_params.spd when Special triggers (skill_params.spd < 0)
  • skill_params.def = 0: At start of Turn 1, grants Special cooldown count−skill_params.atk
  • skill_params.def = 1: At start of turn, grants Special cooldown count−skill_params.atk
STID_ターン開始+奥義 SLID_無し, SLID_HP
SAID_周囲TP変動 Grants Special cooldown count+skill_params.hp to all target_mov allies on team (stacks with similar skills) STID_ターン開始 SLID_ターン周期, SLID_能力差以上, SLID_対象移動タイプ数制限
SAID_周囲連動状態変化 If unit is within skill_range spaces of any target_mov allies using target_wep, grants STATUS_TYPE[skill_params.hp] to unit and those allies STID_ターン開始 SLID_無し, SLID_HP
SAID_先導 target_mov allies within skill_range spaces can move to a space adjacent to unit STID_移動 SLID_無し, SLID_HP
SAID_戦闘強化_TP変動値変化 Grants stats+skill_params during combat;
  • If skill_params.hp = 0: Grants Special cooldown charge +1 (only highest value applied; does not stack)
  • If skill_params.hp = 1: Grants Special cooldown charge +1 per unit's attack (only highest value applied; does not stack)
  • If skill_params.hp = 2: Grants Special cooldown charge +1 per foe's attack (only highest value applied; does not stack)
STID_戦闘 SLID_防御側, SLID_被包囲
SAID_連撃軽減 If unit receives consecutive attacks, reduces damage from foe's second attack onward by skill_params.hp% STID_戦闘 SLID_無し, SLID_対象制限
SAID_敵強化無効 Neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat STID_戦闘 SLID_無し, SLID_HP, SLID_対象制限
SAID_戦闘順序変更無効 Disables unit's skills that change attack priority; At start of combat, if unit's HP ≥ skill_params.hp%, disables foe's skills that change attack priority STID_戦闘 SLID_無し
SAID_追従 Unit can move to a space adjacent to any target_mov ally within skill_range spaces STID_移動 SLID_無し, SLID_HP
SAID_流星亜種 Boosts damage by skill_params.hp% of unit's Spd STID_攻撃 SLID_無し
SAID_初撃軽減 Reduces damage from foe's first attack by skill_params.hp% STID_戦闘 SLID_対象制限
SAID_移動コスト無視 Unit cannot be slowed by terrain (does not apply to impassable terrain) STID_移動 SLID_HP
SAID_追撃_TP変動値変化
  • If skill_params.hp = 0: Grants Special cooldown charge −skill_params.atk to unit and inflicts Special cooldown charge −skill_params.spd on foe (only highest value applied; does not stack) (skill_params.atk < 0, skill_params.spd > 0)
  • If skill_params.hp = 1: Grants Special cooldown charge −skill_params.atk to unit per unit's attack, and inflicts Special cooldown charge −skill_params.spd on foe per foe's attack (only highest value applied; does not stack)
  • If skill_params.hp = 2: Grants Special cooldown charge −skill_params.atk to unit per foe's attack, and inflicts Special cooldown charge −skill_params.spd on foe per unit's attack (only highest value applied; does not stack)
  • skill_params.def > 0: Unit makes a guaranteed follow-up attack
  • skill_params.def < 0: Unit cannot make a follow-up attack
  • skill_params.res < 0: Foe cannot make a follow-up attack
STID_戦闘 SLID_攻撃側, SLID_防御側, SLID_HP
SAID_弱撃 Grants bonus to unit's Atk = total penalties on foe during combat STID_戦闘 SLID_無し
SAID_最低値弱化 Inflicts stat+skill_params on foe on the enemy team with the lowest STAT_TYPE[skill_params.hp] through its next action STID_ターン開始 SLID_HP
SAID_HP譲渡2 (Unused) (Unused)
SAID_状態変化 Grants STATUS_TYPE[skill_params.hp] to unit STID_ターン開始 SLID_無し, SLID_HP
SAID_最高値弱化 Inflicts stats+skill_params on foe on the enemy team with the highest STAT_TYPE[skill_params.hp] through its next action STID_ターン開始 SLID_無し
SAID_守備魔防最低値参照 Calculates damage using the lower of foe's Def or Res STID_戦闘 SLID_無し
SAID_連撃_消耗 Unit attacks twice, but deals −skill_params.hp damage to unit after combat (skill_params.hp < 0) STID_戦闘 SLID_攻撃側, SLID_HP
SAID_縦列ダメージ_状態変化 Deals −skill_params.hp damage to target_mov foes using target_wep within 2×skill_range+1 columns centered on unit (skill_params.hp < 0), and Inflicts STATUS_TYPE[skill_params.atk] on those foes through their next actions STID_ターン開始 SLID_ターン周期
SAID_戦闘強化_敵強化合算 Adds skill_params% of total bonuses on foe to unit's stats during combat STID_戦闘 SLID_無し
SAID_奥義回復 Restores HP = skill_params.hp% of damage dealt (stacks with effects of skills like Sol) STID_奥義 SLID_無し
SAID_強化共有 Grants bonus to Atk/Spd/Def/Res = highest bonus on allies within skill_range spaces during combat; calculates each stat bonus independently (skill_params.atk, skill_params.spd, skill_params.def, skill_params.res = 1) STID_戦闘 SLID_無し
SAID_ダメージ強化 Deals +skill_params.hp damage STID_ダメージ SLID_敵守備魔防比較
SAID_敵戦闘強化 Inflicts stat+skill_params on foe during combat (entries of skill_params are negative) STID_戦闘, STID_周囲戦闘 SLID_無し, SLID_周囲味方数, SLID_弱点対象外
SAID_周囲連動強化 If unit is within skill_range spaces of any target_mov allies using target_wep, grants stat+skill_params to unit and those allies for 1 turn STID_ターン開始 SLID_無し
SAID_対象連動強化 Grants stat+skill_params to unit and target ally or unit and targeting ally for 1 turn STID_移動補助 SLID_無し
SAID_周囲TP変動値変化 target_mov allies within skill_range spaces gain:
  • If skill_params.hp = 0: "If unit's STAT_TYPE[skill_params.def] ≥ foe's STAT_TYPE[skill_params.def]+skill_params.res, grants Special cooldown charge −skill_params.atk to unit and inflicts Special cooldown charge −skill_params.spd on foe (only highest value applied; does not stack)" (skill_params.atk < 0, skill_params.spd > 0)
  • If skill_params.hp = 1: "If unit's STAT_TYPE[skill_params.def] ≥ foe's STAT_TYPE[skill_params.def]+skill_params.res, grants Special cooldown charge −skill_params.atk to unit per unit's attack, and inflicts Special cooldown charge −skill_params.spd on foe per foe's attack (only highest value applied; does not stack)"
  • If skill_params.hp = 2: "If unit's STAT_TYPE[skill_params.def] ≥ foe's STAT_TYPE[skill_params.def]+skill_params.res, grants Special cooldown charge −skill_params.atk to unit per foe's attack, and inflicts Special cooldown charge −skill_params.spd on foe per unit's attack (only highest value applied; does not stack)"
STID_周囲戦闘 SLID_無し
SAID_ダメージ強化_差分 Deals damage = skill_params.spd% of difference between stats (maximum bonus of +skill_params.hp damage; combos with Phantom Spd) STID_ダメージ SLID_無し
SAID_戦闘相性_状態 Inflicts the following status on target and foes within skill_range spaces of target through their next actions: "If unit has weapon-triangle advantage, boosts Atk by 20%; If unit has weapon-triangle disadvantage, reduces Atk by 20%" STID_戦闘後 SLID_命中
SAID_群の英雄 Boosts damage by skill_params.hp% of unit's Spd; Grants stat+skill_params to unit and all allies for 1 turn after combat (bonus granted to allies even if unit's HP reaches 0) STID_攻撃 SLID_無し
SAID_戦闘強化_強化個別 Grants bonus to Atk/Spd/Def/Res during combat = skill_params% of current bonus on each of unit's stats; Calculates each stat bonus independently STID_戦闘 SLID_無し
SAID_TP変動_味方数 Grants Special cooldown count−1 to unit for each ally on your team (including unit) STID_ターン開始 SLID_ターン周期, SLID_対象制限
SAID_周囲ダメージ_吸収 deals −skill_params.hp damage to foes within skill_range spaces (skill_params.hp < 0), and restores HP to unit = number of foes within skill_range spaces × skill_params.atk STID_ターン開始 SLID_ターン周期
SAID_能力値スコア If unit is 5★ and level 40 and unit's stats total less than skill_params.hp, treats unit's stats as skill_params.hp (higher-scoring opponents will appear; stat total calculation excludes any values added by merges and skills) STID_スコア SLID_無し
SAID_ダメージ計算効果無効 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons"; restores skill_params.hp HP after combat STID_戦闘+戦闘後 SLID_無し
SAID_奥義強化_敵割合 Deals damage = skill_params% of foe's stats when Special triggers STID_奥義 SLID_無し
SAID_TP変動_状態 Inflicts Special cooldown count+99 on target and foes within skill_range spaces of target, and inflicts the following status on target and foes within skill_range spaces of target through their next actions: "Inflicts Special cooldown charge −1 per attack during combat (only highest value applied; does not stack)" (neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective) (skill_params.hp = 99, skill_params.atk = 5) STID_戦闘後 SLID_命中
SAID_敵連動弱化_状態 If any foe is adjacent to another foe, inflicts stat+skill_params on that foe and inflicts STATUS_TYPE[skill_params.hp] on that foe through its next action STID_ターン開始 SLID_能力差以上
SAID_禁炎 Boosts damage by skill_params.hp; If unit is adjacent to an ally, boosts damage by skill_params.atk instead STID_攻撃 SLID_無し
SAID_追撃効果無効 Disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack STID_戦闘 SLID_無し, SLID_HP, l20jL67...
SAID_周囲能力奪取 If unit is within skill_range spaces of a target_mov foe that uses target_wep, grants stat−skill_params for 1 turn and inflicts stat+skill_params on foes within skill_range spaces through their next actions (entries of skill_params are negative) STID_ターン開始 SLID_無し
SAID_守備魔防最低値参照_味方隣接 If unit is within skill_range spaces of a target_mov ally that uses target_wep, calculates damage using the lower of foe's Def or Res STID_戦闘 SLID_無し, SLID_HP
SAID_戦闘強化_敵TP変動値変化 Grants stats+skill_params during combat;
  • If skill_params.hp = 0: Inflicts Special cooldown charge −1 on foe (only highest value applied; does not stack)
  • If skill_params.hp = 1: Inflicts Special cooldown charge −1 per foe's attack on foe (only highest value applied; does not stack)
  • If skill_params.hp = 2: Inflicts Special cooldown charge −1 per unit's attack on foe (only highest value applied; does not stack)
STID_戦闘 SLID_防御側
SAID_トライアングル If the number of target_mov allies within skill_range spaces ≥ skill_params.hp, grants stat+skill_params during combat, and if unit initiates combat, unit attacks twice STID_戦闘 SLID_無し
SAID_周囲状態変化 Grants STATUS_TYPE[skill_params.hp] to target_mov allies within skill_range spaces for 1 turn STID_ターン開始 SLID_無し, SLID_HP
SAID_戦闘強化_絶対追撃_生贄ダメージ Grants stat+skill_params during combat and unit makes a guaranteed follow-up attack, but after combat, if unit attacked, deals −skill_params.hp damage to nearest ally (skill_params.hp < 0) STID_戦闘 SLID_周囲味方数
SAID_戦闘強化_絶対追撃無効_生贄弱化 Grants stat+skill_params during combat and disables foe's skills that guarantee foe's follow-up attack, but after combat, if unit attacked, inflicts Atk/Spd/Def/Res+skill_params.hp on nearest ally through its next action (skill_params.hp < 0) STID_戦闘 SLID_周囲味方数
SAID_戦闘強化_攻撃時追撃不可_消耗 Grants stat+skill_params during combat, and if unit initiates combat, foe cannot make a follow-up attack, but after combat, if unit attacked, deals −skill_params.hp damage to unit (skill_params.hp < 0) STID_戦闘 SLID_HP
SAID_最被ダメージ回復 Restores skill_params.hp HP to ally that has been dealt the most damage (excludes unit) STID_ターン開始 SLID_無し
SAID_最高値強化 Grants stat+skill_params to ally with the highest STAT_TYPE[skill_params.hp] for 1 turn (excludes unit) STID_ターン開始 SLID_無し
SAID_強化拡大 Grants bonus to target's Atk/Spd/Def/Res = highest bonus on target ally for 1 turn (example: if target already has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6) STID_再行動 SLID_無し
SAID_最寄弱化 Inflicts stat+skill_params on nearest foes within skill_range spaces through their next actions (entries of skill_params are negative) STID_ターン開始 SLID_無し
SAID_反撃不可無効 Neutralizes status effects and disables skills that prevent counterattacks STID_戦闘 SLID_無し, SLID_HP
SAID_戦闘強化_追撃不可 Grants stat+skill_params during combat, and foe cannot make a follow-up attack STID_戦闘 SLID_攻撃側, SLID_敵HP
SAID_敵強化無効_守備魔防最低値参照無効 Neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and disables foe's skills that "calculate damage using the lower of foe's Def or Res" STID_戦闘 SLID_無し
SAID_特殊射程_守備魔防最低値参照無効 Disables foe's skills that "calculate damage using the lower of foe's Def or Res", and unit can counterattack regardless of foe's range STID_戦闘 SLID_対象制限
SAID_魔防参照_祈り Calculates damage using foe's Res, and if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack) STID_戦闘 SLID_対象制限
SAID_最高値TP変動 Grants Special cooldown count+skill_params.atk to ally with the highest STAT_TYPE[skill_params.hp] (if that ally does not have a special skill, this skill has no effect) (skill_params.atk < 0) STID_ターン開始 SLID_ターン周期
SAID_全体ダメージ_縦列攻撃設備破壊 Deals −skill_params.hp damage to all foes, and if defending in Aether Raids during unit's season, destroys offensive structure within the same column as unit (does not affect structures that cannot be destroyed) STID_ターン開始 SLID_ターン周期
SAID_TP変動_支援 Grants Special cooldown count+skill_params.hp to unit and +skill_params.atk to unit's support partner (if any) STID_ターン開始 SLID_ターン周期
SAID_戦闘強化_強化値 Grants allies within skill_range spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats; Calculates each stat bonus independently STID_周囲戦闘 SLID_無し
SAID_戦闘強化_差分 At start of combat, if unit's STAT_TYPE[skill_params.hp mod 10] > foe's STAT_TYPE[skill_params.hp mod 10], grants bonus to Atk/Spd/Def/Res = skill_params% of difference between stats (maximum bonus of +STAT_TYPE[skill_params.hp ÷ 10] to each stat) STID_戦闘 SLID_対象制限
SAID_戦闘強化_孤軍 If unit is not adjacent to any target_mov ally using target_wep, grants stat+skill_params during combat STID_戦闘 SLID_無し
SAID_敵戦闘強化_追撃不可 Inflicts stat+skill_params on foe during combat and foe cannot make a follow-up attack (entries of skill_params are negative) STID_戦闘 SLID_攻撃側
B3JrR5T... Neutralizes penalties on unit and grants stat+skill_params during combat STID_戦闘 F7Zxn+u...
qSiHno3... While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ skill_params.hp (or if skill_params.hp = 0), cancels trap's effect 5QG1jwJ... SLID_無し
rAxMxdc... Grants stat+skill_params during combat and unit makes a guaranteed follow-up attack STID_戦闘 SLID_敵被弱化
7gl41Bn... At start of turn, if any foe is within 2×skill_range+1 columns centered on unit, inflicts +skill_params.hp on the highest of that foe's Atk/Spd/Def/Res through its next action (when calculating highest stat, treats stats as +skill_params; calculates each stat penalty independently) STID_ターン開始 SLID_能力差以上
hoHg7vk... Grants stat+skill_params and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat STID_戦闘 SLID_防御側, SLID_対象制限
ZVQob4P... If unit is within skill_range spaces of an ally, grants stat+skill_params to unit and allies within skill_range spaces of unit during combat QoNr7ui... SLID_無し
uv5LHa4... At start of combat, if unit's STAT_TYPE[skill_params.hp mod 10] > foe's STAT_TYPE[skill_params.hp mod 10], reduces foe's Atk/Spd/Def/Res by skill_params% of difference between stats during combat (calculates reduction before combat; maximum penalty of -STAT_TYPE[skill_params.hp ÷ 10]) STID_戦闘 SLID_無し
F9QmgC7... If attacking in Aether Raids, grants stats+(skill_params - (number of foe's defensive structures (minimum of skill_params.hp mod 10; maximum of (skill_params.hp ÷ 10) mod 10) - skill_params.hp mod 10) × (skill_params.hp ÷ 100)) during combat (destroyed defensive structures are not counted) STID_戦闘 SLID_無し
1ZqEyu8... If defending in Aether Raids, grants stats+(skill_params - (number of foe's defensive structures (minimum of skill_params.hp mod 10; maximum of (skill_params.hp ÷ 10) mod 10) - skill_params.hp mod 10) × (skill_params.hp ÷ 100)) during combat (destroyed defensive structures are not counted) STID_戦闘 SLID_無し
LTTm3+C... Deals damage = skill_params% of foe's stats STID_ダメージ SLID_攻撃側
cFWvIPO... Treats foe's Def/Res as if reduced by skill_params.hp% during combat; Boosts damage by skill_params.atk% of unit's Spd STID_攻撃 SLID_無し
R2TG3aj... Deals +skill_params.res damage
  • If skill_params.hp = 0: Grants Special cooldown charge −skill_params.atk to unit and inflicts Special cooldown charge −skill_params.spd on foe (only highest value applied; does not stack) (skill_params.atk < 0, skill_params.spd > 0)
  • If skill_params.hp = 1: Grants Special cooldown charge −skill_params.atk to unit per unit's attack, and inflicts Special cooldown charge −skill_params.spd on foe per foe's attack (only highest value applied; does not stack)
  • If skill_params.hp = 2: Grants Special cooldown charge −skill_params.atk to unit per foe's attack, and inflicts Special cooldown charge −skill_params.spd on foe per unit's attack (only highest value applied; does not stack)
Hw6AqxV... SLID_能力差以上
F+h7qmA... If unit is within skill_range spaces of an ally, unit can counterattack regardless of foe's range and foe cannot make a follow-up attack, but after combat, if unit attacked, deals −skill_params.hp damage to nearest ally (skill_params.hp < 0) STID_戦闘 SLID_防御側, SLID_対象制限
2XNowy5... Grants stat+(skill_paramsskill_params.hp × number of allies within skill_range of unit) during combat (minimum of +0 to each stat) STID_戦闘 SLID_無し
jZDkpwI... If unit is within skill_range spaces of any target_mov allies using target_wep and foe initiates combat, unit attacks twice STID_戦闘 SLID_無し
D1xYd/R... Inflicts Special cooldown count+skill_params.hp on target and foes within skill_range spaces of target after combat (no effect on Special cooldown counts already at maximum) STID_戦闘後 SLID_無し, SLID_攻撃側
0a7XAu1... Grants stat+X×skill_params during combat (X = number of dragon allies and allies that have "effective against dragons" within skill_range spaces; maximum of skill_params.hp allies) STID_戦闘 SLID_無し
fx0pyY4... Unit can counterattack regardless of foe's range; deals a minimum of skill_params.hp damage STID_戦闘 SLID_無し
TMF632g... Deals skill_params.hp damage to target and foes within skill_range spaces of target and then unit and target foe swap spaces STID_戦闘後 SLID_無し
dx568MF... Grants bonus to Atk/Spd/Def/Res during combat = skill_params% of current penalty on each of target's stats; calculates each stat bonus independently STID_戦闘 SLID_無し
MWgXdAF... ??? (Unused) (Unused)
l8zslZb... Grants STATUS_TYPE[skill_params.atk] to ally with the highest STAT_TYPE[skill_params.hp] STID_ターン開始 SLID_無し
4tNEeyB... Inflicts stat+skill_params and STATUS_TYPE[skill_params.hp] on foes in cardinal directions of unit and target through their next actions (entries of skill_params are negative) STID_応援 SLID_無し
gaynhLI... Boosts damage by skill_params.hp% of foe's Atk; if in combat against a target_wep foe, boosts damage by skill_params.atk% instead of skill_params.hp% STID_攻撃 SLID_無し
7FMNCVB... Inflicts stat+skill_params on foe, and if skill_params < 0, neutralizes foe's bonuses to that stat (from skills like Fortify, Rally, etc.) during combat (entries of skill_params are negative) STID_戦闘 SLID_無し
DQ1115J... Disables foe's skills that guarantee foe's follow-up attack or prevent unit's follow-up attack, and neutralizes skills that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit (skill_params = 1/1/1/1/0) STID_戦闘 SLID_無し
5YxYmmZ... Grants stat+skill_params during combat, and if foe initiates combat, unit can counterattack before foe's first attack STID_戦闘 SLID_敵HP