User:HertzDevil/Skill effect tags

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Core assumptions[edit | edit source]

  • The SkillAbility ID of every skill is evaluated at most once within a single context.
    • The SAID of a skill has its condition checked at most once and its effect applied at most once.
    • A context is any stage during gameplay where skills may be evaluated, e.g. upon movement, before combat, or during stat comparison.
    • Every context corresponds to one or more SkillTiming IDs.
    • Skills without an STID associated with a given context are never evaluated within that context.
    • An SAID may be evaluated multiple times if its STID is associated with multiple contexts.
    • A skill may produce other skill effects not provided by the SAIDs, such as effectiveness and weapon class effects.
  • Every skill completely finishes its evaluation before the next skill starts its evaluation.
    • No two skills are ever simultaneously evaluated.
    • Therefore, every set of skills within a context can always be sorted by their evaluation order.
  • Skills are first sequenced by their SAIDs, then by their skill positions.
    • The SAID order is predetermined and is not the order over their numerical indices. STIDs do not affect the SAID order.
    • Skills are normally made in such a way that their logical dependencies cannot violate the SAID order.
    • The skill position priority is necessary for skill sequencing if a skill logically depends on another skill with the same SAID. Certain groups of SAIDs may also be considered to have equivalent priorities.
  • A during-combat property has a unique value if all skills that logically depend on the property are evaluated after all skills that alter the property.
    • Intermediate states can be observed if these logical dependencies are not resolved along the skill evaluation order.
    • Different final values can be observed if skill position priorities are used to sequence skills affecting the property.

Keywords[edit | edit source]

sync with Module:User:HertzDevil/Keywords

Keyword Description
ONES(x) x mod 10
TENS(x) floor(x ÷ 10) mod 10
HUNDREDS(x) floor(x ÷ 100) mod 10
TENS_ONES(x) x mod 100
WITHIN_RANGE(u) within skill_range spaces of u
WITHIN_COLUMN(u) within (2 × skill_range + 1) columns centered on u
WITHIN_RANGE_EX(u)
  • range_shape = 0: within skill_range spaces of u
  • range_shape = 1 (used by Duo skills): within skill_range spaces of u
  • range_shape = 2: within (2 × ONES(skill_range) + 1) rows and (2 × TENS(skill_range) + 1) columns centered on u
  • range_shape = 3: in cardinal directions of u
  • range_shape = 4: within (2 × skill_range + 1) columns centered on u
  • range_shape = 5: within (2 × skill_range + 1) rows centered on u
COUNT_AROUND(u, v)
  • SkillLimit: the number of v within param1 spaces of u (excluding u)
  • SkillAbility: the number of v within skill_range spaces of u (excluding u)
UNIT_NEAR(u) if unit is WITHIN_RANGE(u)
NEIGHBORHOOD(u) u and units on u’s team WITHIN_RANGE(u)
NEIGHBORHOOD_EX(u) u and units on u’s team WITHIN_RANGE_EX(u)
STAT(x)
  • x = 0: Current HP
  • x = 1: Atk
  • x = 2: Spd
  • x = 3: Def
  • x = 4: Res
STAT_DIFFERENCE(x; u) unit’s STAT(x)u’s STAT(x) (including Phantom skills)
STAT_DIFFERENCE(stat; u) unit’s statu’s stat (including Phantom skills)
HP_BETWEEN(x; y; u) x% ≤ u’s HP ≤ y%
SKILL_TARGETS(u)
  • target_either = true: u is a target_mov unit or u uses target_wep
  • target_either = false: target_mov u uses target_wep
TARGETED(u)
  • target_either = true: target_mov u and u using target_wep
  • target_either = false: target_mov u using target_wep
COMBAT_BOOST(u) for each stat, grants/inflicts stat+skill_params.stat to/on u during combat
COMBAT_BOOST2(u) for each stat, grants/inflicts stat+skill_params2.stat to/on u during combat
COUNTER(u) u can counterattack regardless of opponent’s range
NO_COUNTER(u) u cannot counterattack
FOLLOW_UP(x; u)
  • x = 1: u makes a guaranteed follow-up attack
  • x = −1: u cannot make a follow-up attack
NULL_FOLLOW_UP(x; y)
  • x = 1: neutralizes effects that guarantee foe’s follow-up attacks during combat
  • y = 1: neutralizes effects that prevent unit’s follow-up attacks during combat
VANTAGE(u) u can counterattack before opponent’s first attack
DESPERATION(u) u can make a follow-up attack before opponent can counterattack
BRAVE(u) u attacks twice
CHARGE(mode; x; u)
  • mode = 0: grants/inflicts Special cooldown charge +x to/on u per attack during combat (Only highest value applied. Does not stack.)
  • mode = 1: grants/inflicts Special cooldown charge +x to/on u per u’s attack during combat (Only highest value applied. Does not stack.)
  • mode = 2: grants/inflicts Special cooldown charge +x to/on u per opponent of u’s attack during combat (Only highest value applied. Does not stack.)
BLADE(u) CHARGE(skill_params.hp; skill_params.atk; u) and CHARGE(skill_params.hp; skill_params.spd; u’s opponent)
RAVEN(u) grants weapon-triangle advantage to u against colorless opponents, and inflicts weapon-triangle disadvantage on colorless opponents during combat
CANCEL_AFFINITY(x; u)
  • x = 1: neutralizes weapon-triangle advantage granted by u’s skills
  • x = 2: if u has weapon-triangle advantage, neutralizes weapon-triangle advantage granted by u’s skills
  • x = 3: if u has weapon-triangle advantage, reverses weapon-triangle advantage granted by u’s skills
ADAPTIVE(u) calculates u’s damage during combat using the lower of opponent’s Def or Res
ADAPTIVE_AOE(u) calculates damage from u’s area-of-effect Specials using the lower of opponent’s Def or Res
WRATHFUL_STAFF(u) calculates damage from u’s staff like other weapons
DAMAGE(x) deals x damage
COMBAT_ADD_HP(x; u) restores x HP to u during combat
MAP_ADD_HP(x; u)
  • x > 0: restores x HP to u
  • x < 0: deals −x damage to u
COOLDOWN(x; u) inflicts/grants Special cooldown count+x on/to u (Cannot exceed u’s maximum Special cooldown. No effect if u does not have a Special skill.)
BUFF(u) for each stat,
  • skill_params.stat > 0: grants stat+skill_params.stat to u for 1 turn
  • skill_params.stat < 0: inflicts stat+skill_params.stat on u through their next actions
BUFF2(u) for each stat,
  • skill_params2.stat > 0: grants stat+skill_params2.stat to u for 1 turn
  • skill_params2.stat < 0: inflicts stat+skill_params2.stat on u through their next actions
STATUS(x)
ADD_STATUS(status; u) grants/inflicts status to/on u
SPECIAL_DAMAGE(x) boosts damage by x
LUNA(x) treats foe’s Def/Res as if reduced by x%
ARENA_ASSAULT_ITEM(x)

SkillTiming contexts[edit | edit source]

SkillTiming ID Start of
turn
Movement Combat Attack Use Arena
score
Notes
Upon After Before During After Assist Duo skill
STID 0: STID_無し No No No No No No No Yes Yes No Not shown: SAID 55 / 56 (Experience / Valor / Live for Honor / Live for Bounty)
STID 1: STID_戦闘 No No No Yes Yes Yes No No No No Before-combat check required for most SAIDs that "calculate damage using the lower of foe's Def or Res"
After-combat check required for skills like Push
STID 2: STID_周囲戦闘 No No No No Yes No No No No No
STID 3: STID_攻撃 No No No No No Yes Yes No No No Includes Special skills
After-combat check required for Fire Emblem
STID 4: STID_防御 No No No No No No Yes No No No Includes Special skills
STID 5: STID_戦闘前 No No No Yes No No No No No No Includes Special skills
STID 6: STID_戦闘後 No No No No No Yes No No No No Includes Special skills
STID 7: STID_回復 No No No No No No No Yes No No Includes Special skills
STID 8: STID_ターン開始 Yes No No No No No No No No No
STID 9: STID_移動 No Yes No No No No No No No No
STID 10: STID_奥義 No No No No No No Yes No No No
STID 11: STID_ダメージ No No No No No No Yes No No No
STID 12: STID_比較 Yes No No Yes Yes No Yes No No No Required for any context that performs stat comparisons
STID 13: STID_ターン開始+奥義 Yes No No No No No Yes No No No
STID 14: STID_再行動 No No No No No No No Yes No No
STID 15: STID_戦闘+戦闘後 No No No Yes Yes Yes No No No No Before-combat check required for AoE damage reduction
STID 16: STID_応援 No No No No No No No Yes No No
STID 17: STID_移動補助 No No No No No No No Yes No No
STID 18: STID_スコア No No No No No No No No No Yes
STID 19: 5QG1jwJ... No No Yes No No No No No No No
STID 20: QoNr7ui... No No No No Yes No No No No No
STID 21: Hw6AqxV... No No No Yes Yes Yes Yes No No No Before-combat check required for AoE damage reduction
After-combat check required for Scendscale
STID 22: 5JNmdj7... Yes No No No No No No Yes No No
STID 23: q94Tq3y... No No No Yes Yes No No Yes No No Before-combat check required for AoE damage
STID 24: 7x7AWch... No Yes No No Yes No No No No No
STID 25: GoC83xr... Yes No No No No No No No No No Also during Aether Raids
STID 26: ZJdT0ch... No Yes No No No Yes No No No No

Weapon class effects[edit | edit source]

Weapon classes Effect
 Dagger
  • class_params.hp ≥ 0: After combat, if unit attacked, for each stat, inflicts stat+class_params.stat on NEIGHBORHOOD(foe) through their next actions.
 Staff
  • class_params.hp = 1: WRATHFUL_STAFF(unit).
  • class_params.hp = 2: NO_COUNTER(foe).
 Dragonstone
  • class_params.hp = 1: If mov_adaptive foe uses wep_adaptive, ADAPTIVE(unit) and ADAPTIVE_AOE(unit).
 Beast
  • class_params.hp = 1: 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, for each stat, grants stat+class_params.stat. If unit transforms, grants the effects of beast_effect_id.

Conditions by SkillLimit ID[edit | edit source]

SkillLimit tag SkillTiming tag Effect
SLID 1: SLID_攻撃側 STID 1: STID_戦闘 If unit initiates combat
STID 2: STID_周囲戦闘 If unit or an ally initiates combat against a foe
STID 5: STID_戦闘前 Before combat this unit initiates
STID 6: STID_戦闘後 If unit initiates combat
STID 11: STID_ダメージ If unit initiates combat
STID 15: STID_戦闘+戦闘後 If unit initiates combat
STID 21: Hw6AqxV... If unit initiates combat
SLID 2: SLID_防御側 STID 1: STID_戦闘 If foe initiates combat
STID 2: STID_周囲戦闘 If foe initiates combat against an ally
SLID 3: SLID_HP STID 1: STID_戦闘 At start of combat, if HP_BETWEEN(param1; param2; unit)
STID 6: STID_戦闘後 After combat, if HP_BETWEEN(param1; param2; unit)
STID 8: STID_ターン開始 At start of turn, if HP_BETWEEN(param1; param2; unit)
STID 9: STID_移動 If HP_BETWEEN(param1; param2; unit)
STID 13: STID_ターン開始+奥義 At start of turn and during combat, if HP_BETWEEN(param1; param2; unit)
SLID 4: SLID_ターン周期 STID 1: STID_戦闘
  • param1 = 0: If it is turn (1 − param2)
  • param1 > 0: If it is turn x and (x − 1) mod param1 = param2
STID 8: STID_ターン開始
  • param1 = 0: At the start of turn (1 − param2)
  • param1 > 0: At start of turn x, if (x − 1) mod param1 = param2
SLID 5: SLID_敵HP STID 1: STID_戦闘 At start of combat, if HP_BETWEEN(param1; param2; foe)
SLID 6: SLID_命中 STID 1: STID_戦闘 Always
STID 6: STID_戦闘後 After combat, if unit attacked
STID 15: STID_戦闘+戦闘後 During combat, always; after combat, if unit attacked
STID 27: xaJ0rCa... At start of turn, always; after combat, if unit attacked
SLID 7: SLID_能力差以上 STID 1: STID_戦闘 During combat, if STAT_DIFFERENCE(param1; foe)param2
STID 8: STID_ターン開始 At start of turn, if STAT_DIFFERENCE(param1; target)param2
STID 21: Hw6AqxV... During combat, if STAT_DIFFERENCE(param1; foe)param2
STID 25: GoC83xr... At start of turn, if STAT_DIFFERENCE(param1; target)param2; during Aether Raids, always
SLID 9: SLID_対象制限 STID 0: STID_無し If SKILL_TARGETS(target ally)
STID 1: STID_戦闘 If SKILL_TARGETS(foe)
STID 8: STID_ターン開始 If SKILL_TARGETS(target)
STID 21: Hw6AqxV... If SKILL_TARGETS(foe)
SLID 10: SLID_対象移動タイプ数制限 STID 8: STID_ターン開始 If param1 ≤ number of target ally’s movement type on current team ≤ param2
SLID 11: SLID_被包囲 STID 1: STID_戦闘 If COUNT_AROUND(unit; foes (excluding target))COUNT_AROUND(unit; allies)+param2
SLID 12: SLID_敵守備魔防比較 STID 11: STID_ダメージ If foe’s Def ≥ foe’s Res+param2 (param1 = −1)
SLID 13: SLID_包囲 STID 1: STID_戦闘 If COUNT_AROUND(unit; allies)COUNT_AROUND(unit; foes (excluding target))+param2
SLID 14: SLID_周囲味方数 STID 1: STID_戦闘 If COUNT_AROUND(unit; allies)param2
STID 8: STID_ターン開始 At start of turn, if COUNT_AROUND(unit; allies)param2
SLID 15: SLID_弱点対象外 STID 1: STID_戦闘 If foe does not have "effective against wep_weakness"
SLID 17: SLID_支援関係 STID 2: STID_周囲戦闘 If unit is within skill_range spaces of support partner
STID 20: QoNr7ui... If unit is within skill_range spaces of support partner
STID 24: 7x7AWch... During movement, if target is unit’s support partner; during combat, if unit is within skill_range spaces of support partner
SLID 18: SLID_奥義 STID 6: STID_戦闘後 After combat, if Special triggers before or during combat
STID 15: STID_戦闘+戦闘後 During combat, always; after combat, if Special triggers before or during combat
SLID 19: SLID_周囲味方数以下 STID 1: STID_戦闘 If COUNT_AROUND(unit; allies)param2
STID 8: STID_ターン開始 At start of turn, if COUNT_AROUND(unit; allies)param2
STID 15: STID_戦闘+戦闘後 If COUNT_AROUND(unit; allies)param2
SLID 20: SLID_周囲戦闘_敵射程 STID 2: STID_周囲戦闘 If an ally is in combat against a foe whose Range = param1
SLID 21: SLID_被強化 STID 1: STID_戦闘 Any of the following:
  • param1 = 1, param2 = 0: If  Bonus is active on unit
  • param1 = 1, param2 = 1: If  March is active on unit
  • param1 = 1, param2 = 2: If【Bonus】is active on unit
SLID 22: SLID_戦闘前能力差以上 STID 1: STID_戦闘 At start of combat, if STAT_DIFFERENCE(param1; foe)param2
SLID 23: SLID_戦闘前能力差以下 STID 1: STID_戦闘 At start of combat, if STAT_DIFFERENCE(param1; foe)param2
SLID 24: SLID_奥義待機 STID 1: STID_戦闘 At start of combat, if unit’s Special is ready
SLID 25: SLID_敵被弱化 STID 1: STID_戦闘 If【Penalty】is active on foe
STID 2: STID_周囲戦闘 If【Penalty】is active on a foe
STID 21: Hw6AqxV... If【Penalty】is active on foe
SLID 27: F7Zxn+u... STID 1: STID_戦闘 At start of combat, if【Penalty】is active on unit or if HP_BETWEEN(param1; param2; unit)
SLID 28: l20jL67... STID 1: STID_戦闘 If unit has weapon-triangle advantage
SLID 29: ctolGNx... STID 1: STID_戦闘 If COUNT_AROUND(unit; allies (excluding dragon or beast allies))param2
SLID 30: mr33UuG... STID 8: STID_ターン開始 At start of turn, if COUNT_AROUND(unit; allies (excluding dragon allies))param2
SLID 31: sOqdppU... STID 8: STID_ターン開始 At start of turn, if COUNT_AROUND(unit; dragon or beast allies)param2
SLID 32: ZZwYVZf... STID 1: STID_戦闘 If  Bonus is not active on foe
SLID 33: 4gW0YiX... STID 1: STID_戦闘 At start of combat, if HP_BETWEEN(param1; param2; unit and foe), or if HP_BETWEEN(param1; param2; neither unit nor foe)
SLID 34: 0QRNzN2... STID 1: STID_戦闘 If total bonuses on unit + total penalties on foe ≥ param1
SLID 35: JurHlNZ... STID 8: STID_ターン開始 At start of turn, if Special cooldown count is at its maximum value
SLID 36: bcGllB3... STID 1: STID_戦闘 Any of the following:
  • param1 = 1: If  Bonus is active on foe
  • param2 = 1: If  March is active on foe
SLID 37: Yiq3fWt... STID 1: STID_戦闘 At start of combat, if【Penalty】is active on foe or if HP_BETWEEN(param1; param2; foe)
SLID 38: IK9ZAKO... STID 1: STID_戦闘 If it is an odd-numbered turn or if HP_BETWEEN(param1; param2; foe) at start of combat
SLID 39: F0IzDXU... STID 1: STID_戦闘 At start of combat, if unit’s max HP ≥ foe’s HP+param2
SLID 40: apk1XqD... STID 1: STID_戦闘 If  March is active on unit or if STAT_DIFFERENCE(param1; foe)param2 during combat
SLID 41: DPE9dFd... STID 1: STID_戦闘 If foe initiates combat or if a bonus granted by a skill like Rally or Hone is not active on foe
SLID 42: 40YQ+vV... STID 1: STID_戦闘 At start of combat, if HP_BETWEEN(param1; param2; unit)
STID 11: STID_ダメージ Before combat and at start of combat, if HP_BETWEEN(param1; param2; unit)
SLID 43: DC5lKNd... STID 1: STID_戦闘 If【Penalty】is active on unit, or if HP_BETWEEN(param1; param2; unit) at start of combat
SLID 44: HRVi//2... STID 1: STID_戦闘 If STAT_DIFFERENCE(param1; foe)param2 at start of combat or during combat
SLID 45: x0Ku4Bt... STID 1: STID_戦闘 At start of combat, if STAT_DIFFERENCE(HUNDREDS(param1); foe)TENS_ONES(param1) or if foe’s HP ≥ param2%
SLID 46: xhHoNd2... STID 1: STID_戦闘 If foe initiates combat or if HP_BETWEEN(param1; param2; foe) at start of combat
SLID 47: usELzUV... STID 1: STID_戦闘 If COUNT_AROUND(unit; allies who have already acted)param2
SLID 48: DKSvFMd... STID 1: STID_戦闘 At start of combat, if  Bonus is active on unit or if HP_BETWEEN(param1; param2; unit)
SLID 49: GV27ZKj... STID 1: STID_戦闘 If COUNT_AROUND(unit; allies who each have total bonuses ≥ TENS_ONES(param2))HUNDREDS(param2)
SLID 50: efU2iRX... STID 1: STID_戦闘 If unit is within param1 spaces of an ally who has HP ≤ param2%
SLID 51: U+9hkDf... STID 1: STID_戦闘 If  Bonus is active on unit or if COUNT_AROUND(unit; allies)param2
SLID 52: 3VYn67T... STID 1: STID_戦闘 If foe initiates combat or if HP_BETWEEN(param1; param2; unit) at start of combat
SLID 53: B5k9wwC... STID 11: STID_ダメージ Before combat and at start of combat, if HP_BETWEEN(param1; param2; foe)
STID 15: STID_戦闘+戦闘後 At start of combat, if HP_BETWEEN(param1; param2; foe)
STID 24: 7x7AWch... During movement, always; at start of combat, if HP_BETWEEN(param1; param2; foe)
SLID 54: 8UKGhGB... STID 1: STID_戦闘 If SKILL_TARGETS(foe) or if HP_BETWEEN(param1; param2; unit) at start of combat
SLID 55: sCCvfG7... STID 26: ZJdT0ch... During movement, always; after combat, if unit is defeated
SLID 56: gHkC0oK... STID 1: STID_戦闘 If it is unit’s first combat in player phase or enemy phase
STID 15: STID_戦闘+戦闘後 If it is unit’s first combat in player phase or enemy phase
SLID 57: d6On+Tr... STID 1: STID_戦闘 At start of combat, if HP_BETWEEN(param1; param2; unit) or if HP_BETWEEN(param1; param2; foe)

Conditions by SkillTiming ID[edit | edit source]

SkillTiming tag SkillLimit tag Effect
STID 0: STID_無し SLID 9: SLID_対象制限 If SKILL_TARGETS(target ally)
STID 1: STID_戦闘 SLID 1: SLID_攻撃側 If unit initiates combat
SLID 2: SLID_防御側 If foe initiates combat
SLID 3: SLID_HP At start of combat, if HP_BETWEEN(param1; param2; unit)
SLID 4: SLID_ターン周期
  • param1 = 0: If it is turn (1 − param2)
  • param1 > 0: If it is turn x and (x − 1) mod param1 = param2
SLID 5: SLID_敵HP At start of combat, if HP_BETWEEN(param1; param2; foe)
SLID 6: SLID_命中 Always
SLID 7: SLID_能力差以上 During combat, if STAT_DIFFERENCE(param1; foe)param2
SLID 9: SLID_対象制限 If SKILL_TARGETS(foe)
SLID 11: SLID_被包囲 If COUNT_AROUND(unit; foes (excluding target))COUNT_AROUND(unit; allies)+param2
SLID 13: SLID_包囲 If COUNT_AROUND(unit; allies)COUNT_AROUND(unit; foes (excluding target))+param2
SLID 14: SLID_周囲味方数 If COUNT_AROUND(unit; allies)param2
SLID 15: SLID_弱点対象外 If foe does not have "effective against wep_weakness"
SLID 19: SLID_周囲味方数以下 If COUNT_AROUND(unit; allies)param2
SLID 21: SLID_被強化 Any of the following:
  • param1 = 1, param2 = 0: If  Bonus is active on unit
  • param1 = 1, param2 = 1: If  March is active on unit
  • param1 = 1, param2 = 2: If【Bonus】is active on unit
SLID 22: SLID_戦闘前能力差以上 At start of combat, if STAT_DIFFERENCE(param1; foe)param2
SLID 23: SLID_戦闘前能力差以下 At start of combat, if STAT_DIFFERENCE(param1; foe)param2
SLID 24: SLID_奥義待機 At start of combat, if unit’s Special is ready
SLID 25: SLID_敵被弱化 If【Penalty】is active on foe
SLID 27: F7Zxn+u... At start of combat, if【Penalty】is active on unit or if HP_BETWEEN(param1; param2; unit)
SLID 28: l20jL67... If unit has weapon-triangle advantage
SLID 29: ctolGNx... If COUNT_AROUND(unit; allies (excluding dragon or beast allies))param2
SLID 32: ZZwYVZf... If  Bonus is not active on foe
SLID 33: 4gW0YiX... At start of combat, if HP_BETWEEN(param1; param2; unit and foe), or if HP_BETWEEN(param1; param2; neither unit nor foe)
SLID 34: 0QRNzN2... If total bonuses on unit + total penalties on foe ≥ param1
SLID 36: bcGllB3... Any of the following:
  • param1 = 1: If  Bonus is active on foe
  • param2 = 1: If  March is active on foe
SLID 37: Yiq3fWt... At start of combat, if【Penalty】is active on foe or if HP_BETWEEN(param1; param2; foe)
SLID 38: IK9ZAKO... If it is an odd-numbered turn or if HP_BETWEEN(param1; param2; foe) at start of combat
SLID 39: F0IzDXU... At start of combat, if unit’s max HP ≥ foe’s HP+param2
SLID 40: apk1XqD... If  March is active on unit or if STAT_DIFFERENCE(param1; foe)param2 during combat
SLID 41: DPE9dFd... If foe initiates combat or if a bonus granted by a skill like Rally or Hone is not active on foe
SLID 42: 40YQ+vV... At start of combat, if HP_BETWEEN(param1; param2; unit)
SLID 43: DC5lKNd... If【Penalty】is active on unit, or if HP_BETWEEN(param1; param2; unit) at start of combat
SLID 44: HRVi//2... If STAT_DIFFERENCE(param1; foe)param2 at start of combat or during combat
SLID 45: x0Ku4Bt... At start of combat, if STAT_DIFFERENCE(HUNDREDS(param1); foe)TENS_ONES(param1) or if foe’s HP ≥ param2%
SLID 46: xhHoNd2... If foe initiates combat or if HP_BETWEEN(param1; param2; foe) at start of combat
SLID 47: usELzUV... If COUNT_AROUND(unit; allies who have already acted)param2
SLID 48: DKSvFMd... At start of combat, if  Bonus is active on unit or if HP_BETWEEN(param1; param2; unit)
SLID 49: GV27ZKj... If COUNT_AROUND(unit; allies who each have total bonuses ≥ TENS_ONES(param2))HUNDREDS(param2)
SLID 50: efU2iRX... If unit is within param1 spaces of an ally who has HP ≤ param2%
SLID 51: U+9hkDf... If  Bonus is active on unit or if COUNT_AROUND(unit; allies)param2
SLID 52: 3VYn67T... If foe initiates combat or if HP_BETWEEN(param1; param2; unit) at start of combat
SLID 54: 8UKGhGB... If SKILL_TARGETS(foe) or if HP_BETWEEN(param1; param2; unit) at start of combat
SLID 56: gHkC0oK... If it is unit’s first combat in player phase or enemy phase
SLID 57: d6On+Tr... At start of combat, if HP_BETWEEN(param1; param2; unit) or if HP_BETWEEN(param1; param2; foe)
STID 2: STID_周囲戦闘 SLID 1: SLID_攻撃側 If unit or an ally initiates combat against a foe
SLID 2: SLID_防御側 If foe initiates combat against an ally
SLID 17: SLID_支援関係 If unit is within skill_range spaces of support partner
SLID 20: SLID_周囲戦闘_敵射程 If an ally is in combat against a foe whose Range = param1
SLID 25: SLID_敵被弱化 If【Penalty】is active on a foe
STID 5: STID_戦闘前 SLID 1: SLID_攻撃側 Before combat this unit initiates
STID 6: STID_戦闘後 SLID 1: SLID_攻撃側 If unit initiates combat
SLID 3: SLID_HP After combat, if HP_BETWEEN(param1; param2; unit)
SLID 6: SLID_命中 After combat, if unit attacked
SLID 18: SLID_奥義 After combat, if Special triggers before or during combat
STID 8: STID_ターン開始 SLID 3: SLID_HP At start of turn, if HP_BETWEEN(param1; param2; unit)
SLID 4: SLID_ターン周期
  • param1 = 0: At the start of turn (1 − param2)
  • param1 > 0: At start of turn x, if (x − 1) mod param1 = param2
SLID 7: SLID_能力差以上 At start of turn, if STAT_DIFFERENCE(param1; target)param2
SLID 9: SLID_対象制限 If SKILL_TARGETS(target)
SLID 10: SLID_対象移動タイプ数制限 If param1 ≤ number of target ally’s movement type on current team ≤ param2
SLID 14: SLID_周囲味方数 At start of turn, if COUNT_AROUND(unit; allies)param2
SLID 19: SLID_周囲味方数以下 At start of turn, if COUNT_AROUND(unit; allies)param2
SLID 30: mr33UuG... At start of turn, if COUNT_AROUND(unit; allies (excluding dragon allies))param2
SLID 31: sOqdppU... At start of turn, if COUNT_AROUND(unit; dragon or beast allies)param2
SLID 35: JurHlNZ... At start of turn, if Special cooldown count is at its maximum value
STID 9: STID_移動 SLID 3: SLID_HP If HP_BETWEEN(param1; param2; unit)
STID 11: STID_ダメージ SLID 1: SLID_攻撃側 If unit initiates combat
SLID 12: SLID_敵守備魔防比較 If foe’s Def ≥ foe’s Res+param2 (param1 = −1)
SLID 42: 40YQ+vV... Before combat and at start of combat, if HP_BETWEEN(param1; param2; unit)
SLID 53: B5k9wwC... Before combat and at start of combat, if HP_BETWEEN(param1; param2; foe)
STID 13: STID_ターン開始+奥義 SLID 3: SLID_HP At start of turn and during combat, if HP_BETWEEN(param1; param2; unit)
STID 15: STID_戦闘+戦闘後 SLID 1: SLID_攻撃側 If unit initiates combat
SLID 6: SLID_命中 During combat, always; after combat, if unit attacked
SLID 18: SLID_奥義 During combat, always; after combat, if Special triggers before or during combat
SLID 19: SLID_周囲味方数以下 If COUNT_AROUND(unit; allies)param2
SLID 53: B5k9wwC... At start of combat, if HP_BETWEEN(param1; param2; foe)
SLID 56: gHkC0oK... If it is unit’s first combat in player phase or enemy phase
STID 20: QoNr7ui... SLID 17: SLID_支援関係 If unit is within skill_range spaces of support partner
STID 21: Hw6AqxV... SLID 1: SLID_攻撃側 If unit initiates combat
SLID 7: SLID_能力差以上 During combat, if STAT_DIFFERENCE(param1; foe)param2
SLID 9: SLID_対象制限 If SKILL_TARGETS(foe)
SLID 25: SLID_敵被弱化 If【Penalty】is active on foe
STID 24: 7x7AWch... SLID 17: SLID_支援関係 During movement, if target is unit’s support partner; during combat, if unit is within skill_range spaces of support partner
SLID 53: B5k9wwC... During movement, always; at start of combat, if HP_BETWEEN(param1; param2; foe)
STID 25: GoC83xr... SLID 7: SLID_能力差以上 At start of turn, if STAT_DIFFERENCE(param1; target)param2; during Aether Raids, always
STID 26: ZJdT0ch... SLID 55: sCCvfG7... During movement, always; after combat, if unit is defeated
STID 27: xaJ0rCa... SLID 6: SLID_命中 At start of turn, always; after combat, if unit attacked

Effects by SkillAbility ID[edit | edit source]

SkillAbility tag SkillTiming tag Effect
SAID 1: SAID_天空 STID 3: STID_攻撃 LUNA(skill_params.hp). COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit).
SAID 2: SAID_流星 STID 3: STID_攻撃 Boosts damage dealt by skill_params.hp%.
SAID 3: SAID_太陽 STID 3: STID_攻撃 COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit).
SAID 4: SAID_月光 STID 3: STID_攻撃 LUNA(skill_params.hp).
SAID 5: SAID_復讐 STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of damage dealt to unit).
SAID 6: SAID_竜穿 STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of unit’s Atk).
SAID 7: SAID_華炎 STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of unit’s Def).
SAID 8: SAID_氷華 STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of unit’s Res).
SAID 9: SAID_大盾 STID 4: STID_防御 If foe is adjacent to unit, reduces damage from foe’s attack by skill_params.hp%.
SAID 10: SAID_聖盾 STID 4: STID_防御 If foe is 2 spaces away, reduces damage from foe’s attack by skill_params.hp%. When unit’s Special triggers and unit deals damage to foe during combat, DAMAGE(skill_params.atk% of total damage reduced (by any source, including other skills)). (Triggers even if 0 damage is dealt.) Resets damage at end of that attack.
SAID 11: SAID_祈り STID 1: STID_戦闘 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 4: STID_防御 If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP.
SAID 12: SAID_範囲ダメージ STID 5: STID_戦闘前 Before combat this unit initiates, MAP_ADD_HP(skill_params.hp% of (unit’s Atk minus foe’s Def or Res); foes in an area near target).

Where area is determined by skill_params.atk:

SAID 13: SAID_吸収 STID 1: STID_戦闘 When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit).
STID 15: STID_戦闘+戦闘後 When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit). After combat, if unit attacked, MAP_ADD_HP(skill_params.atk; allies WITHIN_RANGE(unit)).
SAID 14: SAID_回復強化 STID 7: STID_回復 When healing an ally with a staff, MAP_ADD_HP(skill_params.hp; target ally).
SAID 15: SAID_全体回復 STID 7: STID_回復 When healing an ally with a staff, MAP_ADD_HP(skill_params.hp; all allies (excluding unit and target ally)).
SAID 16: SAID_全体強化 STID 7: STID_回復 When healing an ally with a staff, BUFF(all allies (excluding unit)).
SAID 17: SAID_体当たり STID 0: STID_無し Pushes target ally skill_params.hp spaces away from unit.
STID 6: STID_戦闘後 After combat, pushes foe skill_params.hp spaces away from unit.
SAID 18: SAID_入れ替え STID 0: STID_無し Unit and target ally swap spaces.
  • skill_params.res = 1: Grants another action to unit. (Additional action granted once per turn only.)
STID 6: STID_戦闘後 After combat, unit and foe swap spaces.
SAID 19: SAID_引き寄せ STID 0: STID_無し Moves unit 1 space away from target ally. Moves target ally to unit’s previous space.
STID 6: STID_戦闘後 After combat, moves unit 1 space away from foe, and moves foe to unit’s previous space.
SAID 20: SAID_引き戻し STID 0: STID_無し Moves target ally to opposite side of unit.
  • skill_params.res = 2: Grants another action to unit. (Additional action granted once per turn only.) Grants Atk+6 to unit and Pair Up cohort for 1 turn. ADD_STATUS( Isolation; unit and Pair Up cohort).
SAID 21: SAID_回り込み STID 0: STID_無し Moves unit to opposite side of target ally.
SAID 22: SAID_回復 STID 0: STID_無し MAP_ADD_HP(skill_params.def% of unit’s Atk +skill_params.res (minimum skill_params.hp HP); target ally). MAP_ADD_HP(skill_params.atk; unit).
  • skill_params.spd = 1: MAP_ADD_HP(damage dealt to unit; target ally). MAP_ADD_HP(50% of damage dealt to unit; unit).
  • skill_params.spd = 2: MAP_ADD_HP(target ally’s maximum HP − 2 × target ally’s current HP (minimum 0); target ally).
  • skill_params.spd = 3: Neutralizes【Penalty】on target ally.
STID 1: STID_戦闘 When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp; unit). (Triggers even if 0 damage is dealt.)
STID 8: STID_ターン開始 At start of turn, MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD(unit)).
SAID 23: SAID_強化 STID 0: STID_無し BUFF(NEIGHBORHOOD(target ally) (excluding unit)).
STID 6: STID_戦闘後 After combat, BUFF(NEIGHBORHOOD(unit)).
STID 8: STID_ターン開始 At start of turn, BUFF(NEIGHBORHOOD(unit)).
STID 14: STID_再行動 If a skill like Sing or Dance is used, BUFF(target ally).
SAID 24: SAID_弱化 STID 6: STID_戦闘後 After combat, if SKILL_TARGETS(foe), MAP_ADD_HP(skill_params.hp; foe) and BUFF(NEIGHBORHOOD(foe)).
STID 27: xaJ0rCa... At start of turn, BUFF(foes WITHIN_RANGE(unit)). After combat, BUFF(NEIGHBORHOOD(foe)).
SAID 25: SAID_能力奪取 STID 6: STID_戦闘後 After combat, BUFF(NEIGHBORHOOD(foe)), and for each stat, grants stat−skill_params.stat to NEIGHBORHOOD(unit) for 1 turn.
SAID 26: SAID_移動制限 STID 6: STID_戦闘後 After combat, ADD_STATUS( Gravity; NEIGHBORHOOD(foe)).
STID 15: STID_戦闘+戦闘後 If unit initiates combat, COMBAT_BOOST(unit). After combat, ADD_STATUS( Gravity; NEIGHBORHOOD(foe)).
SAID 27: SAID_HP譲渡 STID 0: STID_無し
  • skill_params.hp > 0: MAP_ADD_HP(skill_params.hp; target ally). MAP_ADD_HP(skill_params.hp; unit).
  • skill_params.hp = −1: Restores HP to target = unit’s current HP−1. Reduces unit’s HP by amount restored.
  • skill_params.atk = 1: Converts penalties on target into bonuses.
SAID 28: SAID_HP交換 STID 0: STID_無し Unit and target ally swap HP. (Neither can go above their maximum HP.)
SAID 29: SAID_強弱変換 STID 0: STID_無し Converts penalties on target into bonuses.
  • skill_params.hp = 1: Neutralizes【Penalty】on target ally.
SAID 30: SAID_再行動 STID 0: STID_無し Grants another action to target ally. (Cannot target an ally with a skill like Sing or Dance.)
  • skill_params.res = 1: If SKILL_TARGETS(target ally), ADD_STATUS( March; target ally).
  • skill_params.res = 2: Grants Atk/Spd/Def/Res+skill_params.atk to target ally and allies in cardinal directions of unit or target (excluding unit) for 1 turn. ADD_STATUS(STATUS(skill_params.hp); target ally and allies in cardinal directions of unit or target (excluding unit)).
  • skill_params.res = 3: Inflicts Atk/Spd/Def/Res+skill_params.atk on foes in cardinal directions of unit or target through their next actions. ADD_STATUS(STATUS(skill_params.hp); foes in cardinal directions of unit or target).
  • skill_params.res = 4: Grants Atk/Spd/Def/Res+skill_params.atk to target ally for 1 turn. Inflicts Atk/Spd/Def/Res+skill_params.spd on nearest foes WITHIN_RANGE(target ally) through those foes’ next actions.
  • skill_params.res = 5: Grants Atk+skill_params.atk to target ally and allies within skill_params.hp spaces of target (excluding unit) for 1 turn. Inflicts Atk+skill_params.spd on nearest foes within skill_range spaces of target ally and any foe within skill_params.hp spaces of those foes through their next actions.
STID 6: STID_戦闘後 After combat, grants another action to unit. (Additional action granted once per turn only.)
  • skill_params.res = 1: After combat, ADD_STATUS( Gravity; unit and Pair Up cohort).
SAID 31: SAID_ダメージ STID 6: STID_戦闘後 After combat, MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD(foe)).
SAID 32: SAID_自身ダメージ STID 6: STID_戦闘後 After combat, MAP_ADD_HP(skill_params.hp; unit).
SAID 33: SAID_パニック STID 6: STID_戦闘後 After combat, ADD_STATUS( Panic; NEIGHBORHOOD(foe)).
SAID 34: SAID_周囲パニック STID 6: STID_戦闘後 After combat, ADD_STATUS( Panic; foes WITHIN_RANGE(target foe)).
SAID 35: SAID_戦闘強化 STID 1: STID_戦闘 COMBAT_BOOST(unit).
STID 2: STID_周囲戦闘 TARGETED(allies WITHIN_RANGE_EX(unit)) gain: "COMBAT_BOOST(unit)."
SAID 36: SAID_戦闘相性 STID 1: STID_戦闘 If unit has weapon-triangle advantage, boosts Atk by skill_params.hp%. If unit has weapon-triangle disadvantage, reduces Atk by skill_params.hp%.
SAID 37: SAID_戦闘有利 STID 1: STID_戦闘 RAVEN(unit).
SAID 38: SAID_敵通過 STID 9: STID_移動 Unit can move through foes’ spaces.
SAID 39: SAID_移動阻害 STID 9: STID_移動 Foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
SAID 40: SAID_ワープ移動 STID 9: STID_移動 If an ally’s HP ≤ skill_params.hp%, unit can move to a space adjacent to that ally.
SAID 41: SAID_先制攻撃 STID 1: STID_戦闘 VANTAGE(unit).
SAID 42: SAID_追撃連携 STID 1: STID_戦闘 DESPERATION(unit).
SAID 43: SAID_応酬追撃 STID 1: STID_戦闘 COMBAT_BOOST(unit). If foe can attack or counterattack, FOLLOW_UP(1; unit).
SAID 44: SAID_特殊射程 STID 1: STID_戦闘 COMBAT_BOOST(unit). COUNTER(unit).
SAID 46: SAID_連撃 STID 1: STID_戦闘 BRAVE(unit).
SAID 47: SAID_強撃 STID 1: STID_戦闘 Grants bonus to unit’s Atk during combat = total bonuses on unit.
SAID 48: SAID_追撃 STID 1: STID_戦闘 If SKILL_TARGETS(foe), FOLLOW_UP(skill_params.hp; unit) and FOLLOW_UP(skill_params.atk; foe).
  • skill_params.spd = 1: If SKILL_TARGETS(foe), NO_COUNTER(foe).
  • skill_params.def = 1: DESPERATION(unit).
SAID 49: SAID_奉仕 STID 7: STID_回復 When healing an ally with a staff, MAP_ADD_HP(skill_params.hp% of HP restored to target; unit).
SAID 50: SAID_周囲回復 STID 6: STID_戦闘後 After combat, MAP_ADD_HP(skill_params.hp; allies WITHIN_RANGE(unit)).
STID 8: STID_ターン開始 At start of turn, MAP_ADD_HP(skill_params.hp; allies WITHIN_RANGE(unit)).
SAID 51: SAID_周囲ダメージ STID 6: STID_戦闘後 After combat, MAP_ADD_HP(skill_params.hp; foes WITHIN_RANGE(target foe)).
STID 8: STID_ターン開始 At start of turn, MAP_ADD_HP(skill_params.hp; foes WITHIN_RANGE(unit)).
SAID 52: SAID_周囲強化 STID 6: STID_戦闘後 After combat, BUFF(allies WITHIN_RANGE(unit)).
STID 8: STID_ターン開始 At start of turn, BUFF(TARGETED(allies WITHIN_RANGE(unit))).
STID 17: STID_移動補助 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, after movement, BUFF(allies WITHIN_RANGE(unit)) and BUFF(NEIGHBORHOOD(target or targeting ally) (excluding unit)).
SAID 53: SAID_周囲弱化 STID 6: STID_戦闘後 After combat, BUFF(foes WITHIN_RANGE(target foe)).
STID 8: STID_ターン開始 At start of turn, BUFF(TARGETED(foes WITHIN_RANGE(unit))).
STID 17: STID_移動補助 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, after movement, BUFF(foes WITHIN_RANGE(unit)) and BUFF(foes WITHIN_RANGE(target or targeting ally)).
SAID 54: SAID_奥義強化 STID 10: STID_奥義 When unit’s Special triggers, DAMAGE(skill_params.hp).
SAID 55: SAID_獲得成長値変化 STID 0: STID_無し
  • skill_params.spd = 0: While unit lives and SKILL_TARGETS(unit), unit gets skill_params.hp% resources. (Only highest value applied. Does not stack.)
  • skill_params.spd = 1: While unit lives, all TARGETED(allies (including unit)) get skill_params.hp% resources. (Only highest value applied. Does not stack.)

Where resources are determined by skill_params.atk:

  • skill_params.atk = 1: EXP
  • skill_params.atk = 2: SP
SAID 56: SAID_獲得報酬変化 STID 0: STID_無し If unit survives, get skill_params.hp% resources from a Training Tower map. (Only highest value applied. Does not stack.) (skill_params.spd = 1)

Where resources are determined by skill_params.atk:

  • skill_params.atk = 1: Badges
  • skill_params.atk = 2: Shards/Crystals
SAID 57: SAID_反撃抑制_速 STID 1: STID_戦闘 FOLLOW_UP(−1; unit). If STAT_DIFFERENCE(Spd; foe)skill_params.hp and SKILL_TARGETS(foe), NO_COUNTER(foe).
SAID 58: SAID_一撃離脱 STID 6: STID_戦闘後 After combat, moves unit 1 space away from foe.
SAID 59: SAID_TP変動値変化 STID 1: STID_戦闘 BLADE(unit).
SAID 60: SAID_反撃抑制_互 STID 1: STID_戦闘 NO_COUNTER(unit). NO_COUNTER(foe).
SAID 61: SAID_被ダメージ無効 STID 11: STID_ダメージ Reduces damage dealt to unit to 0 (excluding Røkkr weapons and Røkkr area-of-effect Specials).
SAID 62: SAID_戦闘強化_消耗 STID 1: STID_戦闘 COMBAT_BOOST(unit). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; unit).
SAID 63: SAID_被周囲強化 STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.stat × X + HUNDREDS(skill_params.hp).
  • skill_params.hp = 0: (X = COUNT_AROUND(unit; TARGETED(allies)).)
  • skill_params.hp ≠ 0: (X = COUNT_AROUND(unit; TARGETED(allies)). Maximum of TENS_ONES(skill_params.hp).)
SAID 64: SAID_反撃抑制 STID 1: STID_戦闘 NO_COUNTER(foe).
SAID 65: SAID_反撃抑制_状態 STID 6: STID_戦闘後 After combat, MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD(foe)) and ADD_STATUS( No Counterattacks; NEIGHBORHOOD(foe)).
SAID 66: SAID_ダメージ倍率補正無効 STID 1: STID_戦闘 WRATHFUL_STAFF(unit).
SAID 67: SAID_TP変動 STID 0: STID_無し COOLDOWN(skill_params.hp; unit and TARGETED(allies WITHIN_RANGE_EX(unit))).
STID 6: STID_戦闘後 After combat, COOLDOWN(skill_params.hp; unit).
STID 8: STID_ターン開始 At start of turn, MAP_ADD_HP(skill_params.atk; unit) and COOLDOWN(skill_params.hp; unit).
SAID 68: SAID_十字弱化 STID 8: STID_ターン開始 At start of turn, BUFF(foes in cardinal directions of unit).
STID 16: STID_応援 If a Rally Assist skill is used by unit or targets unit, BUFF(foes in cardinal directions of unit).
SAID 69: SAID_十字状態変化 STID 8: STID_ターン開始 At start of turn, ADD_STATUS(STATUS(skill_params.hp); foes in cardinal directions of unit).
SAID 70: SAID_戦闘相性効果変化 STID 1: STID_戦闘 CANCEL_AFFINITY(skill_params.hp; unit). CANCEL_AFFINITY(skill_params.atk; foe).
SAID 71: SAID_比較強化 STID 12: STID_比較 If a skill compares unit’s stats to a foe’s or ally’s stats, treats unit’s stats as if granted +skill_params.
SAID 72: SAID_特定タイミング奥義TP変動+強化 STID 13: STID_ターン開始+奥義
  • skill_params.hp = 3: If unit’s attack triggers unit’s Special, COOLDOWN(skill_params.atk; unit) at start of turn, and when unit’s Special triggers, DAMAGE(skill_params.spd). (skill_params.def = 1)
  • skill_params.hp = 4: If foe’s attack triggers unit’s Special, COOLDOWN(skill_params.atk; unit) at the start of turn 1, and reduces damage dealt to unit by −skill_params.spd when unit’s Special triggers.
SAID 73: SAID_周囲TP変動 STID 8: STID_ターン開始 At start of turn, COOLDOWN(skill_params.hp; all TARGETED(allies) (excluding unit)).
SAID 74: SAID_周囲連動状態変化 STID 8: STID_ターン開始 At start of turn, if UNIT_NEAR(a TARGETED(ally)), ADD_STATUS(STATUS(skill_params.hp); unit and TARGETED(allies WITHIN_RANGE(unit))).
SAID 75: SAID_先導 STID 9: STID_移動 TARGETED(allies WITHIN_RANGE(unit)) can move to a space adjacent to unit.
SAID 76: SAID_戦闘強化_TP変動値変化 STID 1: STID_戦闘 COMBAT_BOOST(unit). CHARGE(skill_params.hp; 1; unit).
STID 2: STID_周囲戦闘 TARGETED(allies WITHIN_RANGE(unit)) gain: "COMBAT_BOOST(unit). CHARGE(skill_params.hp; 1; unit)."
SAID 77: SAID_連撃軽減 STID 1: STID_戦闘 If unit receives consecutive attacks, reduces damage from foe’s second attack onward by skill_params.hp%.
SAID 78: SAID_敵強化無効 STID 1: STID_戦闘 Neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.) during combat.
SAID 79: SAID_戦闘順序変更無効 STID 1: STID_戦闘 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.
SAID 80: SAID_追従 STID 9: STID_移動 Unit can move to a space adjacent to any TARGETED(ally within 2 spaces).
STID 24: 7x7AWch... Unit can move to a space adjacent to any TARGETED(ally within 2 spaces). COMBAT_BOOST2(unit).
SAID 81: SAID_流星亜種 STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of unit’s Spd).
SAID 82: SAID_初撃軽減 STID 1: STID_戦闘 Reduces damage from foe’s first attack by skill_params.hp%.
SAID 83: SAID_移動コスト無視 STID 9: STID_移動 Unit cannot be slowed by terrain. (Does not apply to impassable terrain.)
SAID 84: SAID_追撃_TP変動値変化 STID 1: STID_戦闘 BLADE(unit). FOLLOW_UP(skill_params.def; unit). FOLLOW_UP(skill_params.res; foe).
SAID 85: SAID_弱撃 STID 1: STID_戦闘 Grants bonus to unit’s Atk during combat = total penalties on foe.
SAID 86: SAID_最低値弱化 STID 8: STID_ターン開始 At start of turn, BUFF(foes with the lowest STAT(skill_params.hp) among all foes).
SAID 88: SAID_状態変化 STID 0: STID_無し BUFF(unit and TARGETED(allies WITHIN_RANGE_EX(unit))). ADD_STATUS(STATUS(skill_params.hp); unit and TARGETED(allies WITHIN_RANGE_EX(unit))).
STID 8: STID_ターン開始 At start of turn, BUFF(unit) and ADD_STATUS(STATUS(skill_params.hp); unit).
SAID 89: SAID_最高値弱化 STID 8: STID_ターン開始 At start of turn, BUFF(foes with the highest X among all foes).

Where X is determined as follows:

  • skill_params.hp = −1: total of stats for which skill_params.stat ≠ 0
  • skill_params.hp ≠ −1: STAT(skill_params.hp)
SAID 90: SAID_守備魔防最低値参照 STID 1: STID_戦闘 ADAPTIVE(unit). ADAPTIVE_AOE(unit).
SAID 91: SAID_連撃_消耗 STID 1: STID_戦闘 BRAVE(unit). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; unit).
SAID 92: SAID_縦列ダメージ_状態変化 STID 0: STID_無し MAP_ADD_HP(skill_params.hp; foes WITHIN_RANGE_EX(unit)). ADD_STATUS(STATUS(skill_params.atk); foes WITHIN_RANGE_EX(unit)).
STID 8: STID_ターン開始 At start of turn, MAP_ADD_HP(skill_params.hp; TARGETED(foes WITHIN_COLUMN(unit))) and ADD_STATUS(STATUS(skill_params.atk); TARGETED(foes WITHIN_COLUMN(unit))).
SAID 93: SAID_戦闘強化_敵強化合算 STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.stat% of total bonuses on foe.
SAID 94: SAID_奥義回復 STID 10: STID_奥義 When unit’s Special triggers, COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit). (Stacks with effects of skills like Sol.)
SAID 95: SAID_強化共有 STID 1: STID_戦闘 For each stat,
  • skill_params.stat = 1: Grants bonus to unit’s stat during combat = highest stat bonus on allies WITHIN_RANGE(unit).
SAID 96: SAID_ダメージ強化 STID 11: STID_ダメージ DAMAGE(skill_params.hp).
SAID 97: SAID_敵戦闘強化 STID 1: STID_戦闘 COMBAT_BOOST(foe).
STID 2: STID_周囲戦闘 Foes WITHIN_RANGE_EX(unit) gain: "COMBAT_BOOST(unit)".
SAID 98: SAID_周囲連動強化 STID 8: STID_ターン開始 At start of turn, if UNIT_NEAR(a TARGETED(ally)), BUFF(unit and TARGETED(allies WITHIN_RANGE(unit))).
SAID 99: SAID_対象連動強化 STID 17: STID_移動補助 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, after movement, BUFF(unit) and BUFF(target or targeting ally).
SAID 100: SAID_周囲TP変動値変化 STID 2: STID_周囲戦闘 TARGETED(allies WITHIN_RANGE(unit)) gain: "If STAT_DIFFERENCE(skill_params.def; foe)skill_params.res, BLADE(unit)."
SAID 101: SAID_ダメージ強化_差分 STID 11: STID_ダメージ For each stat, DAMAGE(skill_params.stat% of X). (X = STAT_DIFFERENCE(stat; foe). No effect unless X > 0.) (Maximum bonus of +skill_params.hp damage.)
SAID 102: SAID_戦闘相性_状態 STID 6: STID_戦闘後 After combat, ADD_STATUS( Triangle Adept; NEIGHBORHOOD(foe)).
SAID 103: SAID_群の英雄 STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of unit’s Spd). After combat, BUFF(unit and all allies). (Bonus granted to allies even if unit’s HP reaches 0.)
SAID 104: SAID_戦闘強化_強化個別 STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.stat% of current bonus on unit’s stat.
SAID 105: SAID_TP変動_味方数 STID 8: STID_ターン開始 At start of turn, COOLDOWN(−number of TARGETED(allies on team (including unit)); unit).
SAID 106: SAID_周囲ダメージ_吸収 STID 8: STID_ターン開始 At start of turn, MAP_ADD_HP(skill_params.hp; foes WITHIN_RANGE(unit)) and MAP_ADD_HP(COUNT_AROUND(unit; foes) × skill_params.atk; unit).
SAID 107: SAID_能力値スコア STID 18: STID_スコア If unit is 5★ and level 40 and unit’s stats total less than skill_params.hp, treats unit’s stat total as skill_params.hp in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
SAID 108: SAID_ダメージ計算効果無効 STID 15: STID_戦闘+戦闘後 Neutralizes effects that grant "ADAPTIVE(foe)", "ADAPTIVE_AOE(foe)", or "WRATHFUL_STAFF(foe)". After combat, MAP_ADD_HP(skill_params.hp; unit).
SAID 109: SAID_奥義強化_敵割合 STID 10: STID_奥義 When unit’s Special triggers, for each stat, DAMAGE(skill_params.stat% of foe’s stat). (Ignores reductions to foe’s stats from Special skills.)
SAID 110: SAID_TP変動_状態 STID 6: STID_戦闘後 After combat, ADD_STATUS(STATUS(skill_params.atk); NEIGHBORHOOD(foe)) and COOLDOWN(skill_params.hp; NEIGHBORHOOD(foe)).
SAID 111: SAID_敵連動弱化_状態 STID 8: STID_ターン開始 At start of turn, if any foe is adjacent to another foe, BUFF(that foe) and ADD_STATUS(STATUS(skill_params.hp); that foe).
SAID 112: SAID_禁炎 STID 3: STID_攻撃 SPECIAL_DAMAGE(X). (X = skill_params.atk if unit is adjacent to an ally, otherwise skill_params.hp.)
SAID 113: SAID_追撃効果無効 STID 1: STID_戦闘 NULL_FOLLOW_UP(skill_params.hp; skill_params.atk).
SAID 114: SAID_周囲能力奪取 STID 8: STID_ターン開始 At start of turn, if UNIT_NEAR(a foe), grants stat−skill_params to unit for 1 turn and BUFF(foes WITHIN_RANGE(unit)).
SAID 115: SAID_守備魔防最低値参照_味方隣接 STID 1: STID_戦闘 If UNIT_NEAR(a TARGETED(ally)), ADAPTIVE(unit) and ADAPTIVE_AOE(unit).
SAID 116: SAID_戦闘強化_敵TP変動値変化 STID 1: STID_戦闘 COMBAT_BOOST(unit). CHARGE(0; −1; foe).
SAID 117: SAID_トライアングル STID 1: STID_戦闘 If COUNT_AROUND(unit; TARGETED(allies))skill_params.hp, COMBAT_BOOST(unit), and if unit initiates combat, BRAVE(unit).
SAID 118: SAID_周囲状態変化 STID 8: STID_ターン開始 At start of turn, ADD_STATUS(STATUS(skill_params.hp); TARGETED(allies WITHIN_RANGE(unit))).
SAID 119: SAID_戦闘強化_絶対追撃_生贄ダメージ STID 1: STID_戦闘 COMBAT_BOOST(unit). FOLLOW_UP(1; unit). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; nearest allies).
SAID 120: SAID_戦闘強化_絶対追撃無効_生贄弱化 STID 1: STID_戦闘 COMBAT_BOOST(unit). NULL_FOLLOW_UP(1; 0). After combat, if unit attacked, inflicts Atk/Spd/Def/Res+skill_params.hp on nearest allies through their next actions.
SAID 121: SAID_戦闘強化_攻撃時追撃不可_消耗 STID 1: STID_戦闘 COMBAT_BOOST(unit). If unit initiates combat, FOLLOW_UP(−1; foe). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; unit).
SAID 122: SAID_最被ダメージ回復 STID 8: STID_ターン開始 At start of turn, MAP_ADD_HP(skill_params.hp; allies that have been dealt the most damage (excluding unit)).
SAID 123: SAID_最高値強化 STID 8: STID_ターン開始 At start of turn, BUFF(allies with the highest X among all allies (excluding unit)).

Where X is determined as follows:

  • skill_params.hp = −1: total of stats for which skill_params.stat ≠ 0
  • skill_params.hp ≠ −1: STAT(skill_params.hp)
SAID 124: SAID_強化拡大 STID 14: STID_再行動 If a skill like Sing or Dance is used, grants bonus to target’s Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. (Example: if target has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6.)
SAID 125: SAID_最寄弱化 STID 8: STID_ターン開始 At start of turn, BUFF(nearest foes WITHIN_RANGE(unit)).
STID 14: STID_再行動 If a skill like Sing or Dance is used, BUFF(nearest foes WITHIN_RANGE(unit)).
STID 17: STID_移動補助 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, after movement, BUFF(nearest foes WITHIN_RANGE(unit)).
STID 22: 5JNmdj7... At start of turn or if a skill like Sing or Dance is used, BUFF(nearest foes WITHIN_RANGE(unit)).
SAID 126: SAID_反撃不可無効 STID 1: STID_戦闘 Neutralizes effects that inflict "NO_COUNTER(unit)".
SAID 127: SAID_戦闘強化_追撃不可 STID 1: STID_戦闘 COMBAT_BOOST(unit). FOLLOW_UP(−1; foe).
SAID 128: SAID_敵強化無効_守備魔防最低値参照無効 STID 1: STID_戦闘 Neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.) during combat. Neutralizes effects that grant "ADAPTIVE(foe)" or "ADAPTIVE_AOE(foe)".
SAID 129: SAID_特殊射程_守備魔防最低値参照無効 STID 1: STID_戦闘 COUNTER(unit). Neutralizes effects that grant "ADAPTIVE(foe)" or "ADAPTIVE_AOE(foe)".
SAID 130: SAID_魔防参照_祈り STID 1: STID_戦闘 Calculates damage using foe’s Res. 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.)
SAID 131: SAID_最高値TP変動 STID 8: STID_ターン開始 At start of turn, COOLDOWN(skill_params.atk; allies with the highest STAT(skill_params.hp) among all allies (excluding unit)).
SAID 132: SAID_全体ダメージ_縦列攻撃設備破壊 STID 8: STID_ターン開始 At start of turn, MAP_ADD_HP(skill_params.hp; all foes), and if defending in Aether Raids during anima season, destroys offensive structures within same column as unit. (Does not affect structures that cannot be destroyed.)
SAID 133: SAID_TP変動_支援 STID 8: STID_ターン開始 At start of turn, COOLDOWN(skill_params.hp; unit) and COOLDOWN(skill_params.atk; unit’s support partner (if any)).
SAID 134: SAID_戦闘強化_強化値 STID 2: STID_周囲戦闘 Allies WITHIN_RANGE(unit) gain: "For each stat, grants bonus to unit’s stat during combat = current stat bonus on targeting ally."
SAID 135: SAID_戦闘強化_差分 STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.stat% of X. (X = STAT_DIFFERENCE(ONES(skill_params.hp); foe) at start of combat. Maximum of TENS(skill_params.hp). Minimum of 0.)
SAID 136: SAID_戦闘強化_孤軍 STID 1: STID_戦闘 If COUNT_AROUND(unit; TARGETED(allies)) = 0, COMBAT_BOOST(unit).
SAID 137: SAID_敵戦闘強化_追撃不可 STID 1: STID_戦闘 COMBAT_BOOST(foe). FOLLOW_UP(−1; foe).
SAID 138: B3JrR5T... STID 1: STID_戦闘 COMBAT_BOOST(unit). Neutralizes penalties on unit during combat.
SAID 139: qSiHno3... STID 19: 5QG1jwJ...
  • skill_params.hp = 0: 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, cancels trap’s effect.
  • skill_params.hp ≠ 0: While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap’s effect.
SAID 140: rAxMxdc... STID 1: STID_戦闘 COMBAT_BOOST(unit). FOLLOW_UP(1; unit).
SAID 141: 7gl41Bn... STID 8: STID_ターン開始 At start of turn, if any foe is WITHIN_COLUMN(unit), inflicts +skill_params.hp on the highest of that foe’s Atk/Spd/Def/Res stats through its next action. (When calculating highest stat, treats each stat as +skill_params.stat.)
SAID 142: hoHg7vk... STID 1: STID_戦闘 COMBAT_BOOST(unit). Neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.) during combat.
SAID 143: ZVQob4P... STID 20: QoNr7ui... If UNIT_NEAR(a TARGETED(ally)), COMBAT_BOOST(unit and TARGETED(allies WITHIN_RANGE(unit))).
SAID 144: uv5LHa4... STID 1: STID_戦闘 For each stat, inflicts penalty on foe’s stat during combat = skill_params.stat% of X. (X = STAT_DIFFERENCE(ONES(skill_params.hp); foe) at start of combat. Maximum of TENS(skill_params.hp). Minimum of 0.)
SAID 145: F9QmgC7... STID 1: STID_戦闘 If attacking in Aether Raids, for each stat, grants bonus to unit’s stat during combat = skill_params.statHUNDREDS(skill_params.hp) × X. (X = number of foe’s defensive structures − ONES(skill_params.hp). Maximum of TENS(skill_params.hp)ONES(skill_params.hp). Minimum of 0. Destroyed defensive structures are not counted.)
SAID 146: 1ZqEyu8... STID 1: STID_戦闘 If defending in Aether Raids, for each stat, grants bonus to unit’s stat during combat = skill_params.statHUNDREDS(skill_params.hp) × X. (X = TENS(skill_params.hp) − number of your defensive structures. Maximum of TENS(skill_params.hp)ONES(skill_params.hp). Minimum of 0. Destroyed defensive structures are not counted.)
SAID 147: LTTm3+C... STID 11: STID_ダメージ For each stat, DAMAGE(skill_params.stat% of foe’s stat). (Ignores reductions to foe’s stats from Special skills.)
SAID 148: cFWvIPO... STID 3: STID_攻撃 LUNA(skill_params.hp). SPECIAL_DAMAGE(skill_params.atk% of unit’s Spd).
SAID 149: R2TG3aj... STID 21: Hw6AqxV... BLADE(unit). DAMAGE(skill_params.res).
SAID 150: F+h7qmA... STID 1: STID_戦闘 If UNIT_NEAR(an ally), COUNTER(unit) and FOLLOW_UP(−1; foe), but after combat, if unit attacked, MAP_ADD_HP(skill_params.hp; nearest allies).
SAID 151: 2XNowy5... STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.statskill_params.hp × COUNT_AROUND(unit; allies). (Minimum of 0.)
  • skill_params2.hp > 0: If COUNT_AROUND(unit; allies)skill_params2.hp, CHARGE(0; −1; foe).
SAID 152: jZDkpwI... STID 1: STID_戦闘 If foe initiates combat and UNIT_NEAR(a TARGETED(ally)), BRAVE(unit).
SAID 153: D1xYd/R... STID 6: STID_戦闘後 After combat, COOLDOWN(skill_params.hp; NEIGHBORHOOD(foe)).
SAID 154: 0a7XAu1... STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.stat × X. (X = COUNT_AROUND(unit; dragon allies or allies that have "effective against dragons"). Maximum of skill_params.hp.)
SAID 155: fx0pyY4... STID 1: STID_戦闘 COUNTER(unit). Deals a minimum of skill_params.hp damage.
SAID 156: TMF632g... STID 6: STID_戦闘後 After combat, MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD(foe)) and then unit and target foe swap spaces.
SAID 157: dx568MF... STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.stat% of current penalty on target’s stat.
SAID 159: l8zslZb... STID 8: STID_ターン開始 At start of turn, ADD_STATUS(STATUS(skill_params.atk); allies with the highest STAT(skill_params.hp) among all allies (excluding unit)).
SAID 160: 4tNEeyB... STID 16: STID_応援 If a Rally Assist skill is used by unit or targets unit, BUFF(foes in cardinal directions of unit or target) and ADD_STATUS(STATUS(skill_params.hp); foes in cardinal directions of unit or target).
SAID 161: gaynhLI... STID 3: STID_攻撃 SPECIAL_DAMAGE(X% of foe’s Atk). (X = skill_params.atk if SKILL_TARGETS(foe), otherwise skill_params.hp.)
SAID 162: 7FMNCVB... STID 1: STID_戦闘 COMBAT_BOOST(foe). Neutralizes bonuses on foe’s stats during combat for which skill_params.stat ≠ 0.
SAID 163: DQ1115J... STID 1: STID_戦闘 NULL_FOLLOW_UP(skill_params.hp; skill_params.atk).
  • skill_params.spd = 1: Neutralizes effects that grant "Special cooldown charge +X" to foe during combat.
  • skill_params.def = 1: Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
SAID 164: 5YxYmmZ... STID 1: STID_戦闘 COMBAT_BOOST(unit). If foe initiates combat, VANTAGE(unit).
SAID 165: P/XXEWv... STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of unit’s Spd). COMBAT_ADD_HP(skill_params.atk% of damage dealt; unit).
SAID 166: auiTV9b... STID 20: QoNr7ui... If UNIT_NEAR(any ally with STAT_DIFFERENCE(skill_params.hp; that ally) at start of combat < 0), for each stat, grants stat+HUNDREDS(skill_params.stat) to those allies during combat. If no such allies exist, for each stat, grants stat+TENS_ONES(skill_params.stat) to unit during combat.
SAID 167: PLlX0QO... STID 1: STID_戦闘 For each stat, if STAT_DIFFERENCE(stat; any ally WITHIN_RANGE(unit)) at start of combat < 0, grants stat+skill_params.stat to unit during combat.
SAID 168: PzjZ2q1... STID 2: STID_周囲戦闘 TARGETED(allies WITHIN_RANGE(unit)) gain: "COMBAT_BOOST(unit). ADAPTIVE(unit)."
SAID 169: /cwpSF3... STID 1: STID_戦闘 COMBAT_BOOST(foe). CHARGE(0; −1; foe).
SAID 170: GiCsEPA... STID 21: Hw6AqxV... For each stat, DAMAGE(skill_params.stat% of unit’s stat). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; unit).
SAID 171: 2uZbqre... STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.stat × X, and if stat bonus was granted to unit, neutralizes penalties on unit’s stat during combat.
  • skill_params.hp = 0: (X = COUNT_AROUND(unit; TARGETED(allies)).)
  • skill_params.hp ≠ 0: (X = COUNT_AROUND(unit; TARGETED(allies)). Maximum of TENS_ONES(skill_params.hp).)
SAID 172: TeSmBmi... STID 1: STID_戦闘 COMBAT_BOOST(foe). Neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.) during combat. Neutralizes effects that grant "ADAPTIVE(foe)".
SAID 173: xr2j/8I... STID 1: STID_戦闘 Reduces damage from foe’s first attack by skill_params.hp%. If foe initiates combat, DESPERATION(foe).
SAID 174: 9Fd59hO... STID 2: STID_周囲戦闘 TARGETED(allies WITHIN_RANGE(unit)) gain: "COMBAT_BOOST(unit). If foe initiates combat, CHARGE(0; 1; unit)."
SAID 175: LGnkQdq... STID 21: Hw6AqxV... RAVEN(unit). Reduces damage from area-of-effect Specials by skill_params.hp% (excluding Røkkr area-of-effect Specials). Reduces damage from attacks during combat by 'skill_params2.hp%.
SAID 176: JRQBQOY... STID 1: STID_戦闘 COMBAT_BOOST(foe). If unit initiates combat, DESPERATION(unit).
SAID 177: O1/h0BS... STID 11: STID_ダメージ DAMAGE(skill_params.hp% of X). (No effect unless X > 0.)

Where X is the total over all stats of:

  • skill_params.stat = 1: unit’s stat
  • skill_params.stat = −1: foe’s stat
SAID 178: +sqUOBe... STID 1: STID_戦闘 BRAVE(unit). When under player’s control, unit gains: "If unit initiates combat, FOLLOW_UP(−1; foe)."
SAID 179: LqvfaDQ... STID 1: STID_戦闘 COUNTER(unit). BRAVE(unit).
SAID 180: crP5NZz... STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of unit’s Res). Disables non-Special skills that "reduce damage by X%."
SAID 181: HVTuEZa... STID 1: STID_戦闘 COMBAT_BOOST(unit). NULL_FOLLOW_UP(skill_params.hp & 1; (skill_params.hp >> 1) & 1).
SAID 182: BzLjoPF... STID 15: STID_戦闘+戦闘後 Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = X × skill_params.hp (maximum skill_params.atk%). (X = STAT_DIFFERENCE(Spd; foe). No effect unless X > 0.)
  • skill_params.res = 1: If unit initiates combat, moves unit 1 space away from foe after combat.
  • skill_params.res = 2: If unit initiates combat, pushes foe skill_params.def spaces away from unit after combat.
SAID 183: Vj2TKn5... STID 1: STID_戦闘 NULL_FOLLOW_UP(0; 1). If unit’s HP ≤ skill_params.hp% at start of combat, DESPERATION(unit).
SAID 184: B4b09Qz... STID 1: STID_戦闘 NULL_FOLLOW_UP(skill_params.hp; skill_params.atk). If unit’s HP ≤ skill_params.hp% at start of combat and unit initiates combat, DESPERATION(unit).
SAID 185: MdJHT43... STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.hp% of unit’s Def). COMBAT_ADD_HP(skill_params.atk% of damage dealt; unit).
SAID 186: RfCAWst... STID 21: Hw6AqxV... DAMAGE(skill_params.atk% of X (maximum +skill_params.spd damage)), and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = X × skill_params.def (maximum skill_params.res%). (X = STAT_DIFFERENCE(skill_params.hp; foe). No effect unless X > 0.)
SAID 187: zhtGgU7... STID 1: STID_戦闘 COMBAT_BOOST(foe). (This effect calculated after all other skills that grant stat+X or inflict stat−X to unit or foe during combat. If unit and foe both have this skill equipped, effect is calculated first for whoever initiates combat.)
SAID 188: kQvVdIN... STID 1: STID_戦闘 For each stat, grants bonus to unit’s stat during combat = skill_params.stat + X × ONES(skill_params.hp). (If unit initiates combat, X = COUNT_AROUND(unit; allies who have already acted). If foe initiates combat, X = TENS(skill_params.hp)COUNT_AROUND(unit; foes who have already acted). Maximum of TENS(skill_params.hp). Minimum of 0.)
SAID 189: PhoZwax... STID 1: STID_戦闘 COMBAT_BOOST(unit). DESPERATION(unit).
SAID 190: TzgVLhX... STID 1: STID_戦闘 COMBAT_BOOST(foe). CHARGE(skill_params.hp; 1; unit).
SAID 191: 2d+I+z2... STID 1: STID_戦闘 Grants bonus to unit’s Atk during combat = skill_params.spd% of foe’s STAT(skill_params.atk) at start of combat. Inflicts penalty on foe’s Atk during combat = skill_params.res% of foe’s STAT(skill_params.def) at start of combat.
SAID 192: FQhQJkJ... STID 0: STID_無し MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD_EX(unit)). Neutralizes【Penalty】on NEIGHBORHOOD_EX(unit). BUFF(NEIGHBORHOOD_EX(unit)).
SAID 193: m37fvWB... STID 1: STID_戦闘 COMBAT_BOOST(unit). BRAVE(unit).
SAID 194: lGneH6D... STID 1: STID_戦闘 COMBAT_BOOST(unit). If unit is within skill_range spaces of support partner, NO_COUNTER(foe).
STID 15: STID_戦闘+戦闘後 COMBAT_BOOST(unit). If unit is within skill_range spaces of support partner, NO_COUNTER(foe) and unit and support partner swap spaces after combat. (If unit is within skill_range spaces of more than one support partner, swap does not occur.) (skill_params2.hp = 1)
SAID 195: 33Tx7f1... STID 8: STID_ターン開始 At start of turn, COOLDOWN(skill_params.spd; foes with the lowest HP among foes who have their Specials ready).
SAID 196: GhvWRGX... STID 1: STID_戦闘 COMBAT_BOOST(foe). Neutralizes penalties on unit during combat.
SAID 197: gVv9APW... STID 23: q94Tq3y... ADAPTIVE(unit). ADAPTIVE_AOE(unit). If a Rally Assist skill is used by unit on a TARGETED(ally), ADD_STATUS( March; target ally).
SAID 198: 8W4IflK... STID 1: STID_戦闘 For each stat, grants stat+TENS_ONES(skill_params.stat) to unit during combat, and if unit’s Special is ready at start of combat, grants an additional stat+HUNDREDS(skill_params.stat) during combat.
SAID 199: HI/qwps... STID 1: STID_戦闘 COMBAT_BOOST(foe). Neutralizes penalties on unit during combat. FOLLOW_UP(−1; foe).
SAID 200: DZbvjht... STID 0: STID_無し BUFF(NEIGHBORHOOD_EX(unit)). ADD_STATUS(STATUS(skill_params.hp); NEIGHBORHOOD_EX(unit)). ADD_STATUS(STATUS(skill_params2.hp); NEIGHBORHOOD_EX(unit)).
SAID 201: N28OhUA... STID 1: STID_戦闘 During unit's combat, disables skills of all foes excluding foe in combat.
SAID 202: hjxcVl0... STID 1: STID_戦闘 At start of combat, if foe's Atk ≥ skill_params.atk or if【Penalty】is active on foe, grants stats+skill_params.res during combat for which skill_params.def & (1 << stat) ≠ 0. At start of combat, if foe's Spd ≥ skill_params.spd or if【Penalty】 is active on foe, FOLLOW_UP(1; unit).
SAID 203: mixN4LO... STID 8: STID_ターン開始 At start of odd-numbered turns, if any foe is not adjacent to another foe, BUFF(that foe) and ADD_STATUS(STATUS(skill_params.hp); that foe). At start of even-numbered turns, if any foe is adjacent to another foe, BUFF2(that foe) and ADD_STATUS(STATUS(skill_params2.hp); that foe).
SAID 204: os2bgpF... STID 24: 7x7AWch... If an ally’s HP ≤ skill_params2.hp%, unit can move to a space adjacent to that ally. COMBAT_BOOST(unit).
SAID 205: DEYMKoT... STID 15: STID_戦闘+戦闘後 COMBAT_BOOST(unit). COMBAT_BOOST2(foe). After combat, if unit attacked, COOLDOWN(skill_params.hp; unit).
SAID 206: 7OpZuz2... STID 21: Hw6AqxV... COMBAT_BOOST(unit). For each stat, DAMAGE(skill_params2.stat% of unit’s stat).
SAID 207: CY36Xmh... STID 8: STID_ターン開始 At start of turn, if Duo or Harmonized Skill has already been used, unit can use Duo or Harmonized Skill again.
SAID 208: e40Y7VN... STID 1: STID_戦闘 If the number of TARGETED(allies on team (excluding unit))skill_params.hp, COMBAT_BOOST(foe) and FOLLOW_UP(1; unit). If COUNT_AROUND(unit; TARGETED(allies))skill_params.hp, BRAVE(unit).
SAID 209: Lv6zhaB... STID 3: STID_攻撃 SPECIAL_DAMAGE(skill_params.spd% of unit’s Spd). After combat, MAP_ADD_HP(skill_params.hp; all allies). (Healing does not stack if triggered more than once per combat. HP restored to allies even if unit’s HP reaches 0.)
SAID 210: rfjzn5a... STID 1: STID_戦闘 COMBAT_BOOST(foe). When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp; unit). (Triggers even if 0 damage is dealt.)
SAID 211: T0vrzoD... STID 15: STID_戦闘+戦闘後 If foe uses dragonstone or beast damage, FOLLOW_UP(1; unit). If unit initiates combat, grants another action to unit after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.)
SAID 212: ewvy5mr... STID 1: STID_戦闘 COUNTER(unit). COMBAT_BOOST(unit). For each stat, grants bonus to unit’s stat during combat = skill_params2.stat% of current penalty on unit’s stat.
SAID 213: AqDXVwb... STID 1: STID_戦闘 COMBAT_BOOST(foe). If foe does not have "effective against dragons," FOLLOW_UP(1; unit).
SAID 214: 9WRnFB8... STID 0: STID_無し ADD_STATUS(STATUS(skill_params.hp); NEIGHBORHOOD_EX(unit)). ADD_STATUS(STATUS(skill_params2.hp); foes WITHIN_RANGE_EX(unit)). BUFF2(foes WITHIN_RANGE_EX(unit)).
SAID 215: 05uvcgQ... STID 25: GoC83xr... At start of turn, ADD_STATUS(STATUS(skill_params.hp); foes in cardinal directions of unit). If deployed in Aether Raids offense during Light season, grants Turn Limit+skill_params2.hp.
SAID 216: NSx0nTM... STID 26: ZJdT0ch... After combat, MAP_ADD_HP(skill_params2.hp; foe) and COOLDOWN(skill_params2.atk; unit).
  • skill_params.hp = 0: After combat, an ARENA_ASSAULT_ITEM(skill_params2.res) drops.
  • skill_params.hp = 1: Foes with Range = 2 cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
SAID 217: m52wF2I... STID 0: STID_無し ADD_STATUS(STATUS(skill_params.hp); unit and allies from the same titles WITHIN_RANGE_EX(unit)).
SAID 219: W49AXH8... STID 15: STID_戦闘+戦闘後 COMBAT_BOOST(unit). After combat, MAP_ADD_HP(skill_params.hp; unit).
SAID 220: mxpHQPQ... STID 1: STID_戦闘 COMBAT_BOOST(unit). When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp; unit). (Triggers even if 0 damage is dealt.)

Effects by SkillTiming ID[edit | edit source]

SkillTiming tag SkillAbility tag Effect
STID 0: STID_無し SAID 17: SAID_体当たり Pushes target ally skill_params.hp spaces away from unit.
SAID 18: 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.)
SAID 19: SAID_引き寄せ Moves unit 1 space away from target ally. Moves target ally to unit’s previous space.
SAID 20: SAID_引き戻し Moves target ally to opposite side of unit.
  • skill_params.res = 2: Grants another action to unit. (Additional action granted once per turn only.) Grants Atk+6 to unit and Pair Up cohort for 1 turn. ADD_STATUS( Isolation; unit and Pair Up cohort).
SAID 21: SAID_回り込み Moves unit to opposite side of target ally.
SAID 22: SAID_回復 MAP_ADD_HP(skill_params.def% of unit’s Atk +skill_params.res (minimum skill_params.hp HP); target ally). MAP_ADD_HP(skill_params.atk; unit).
  • skill_params.spd = 1: MAP_ADD_HP(damage dealt to unit; target ally). MAP_ADD_HP(50% of damage dealt to unit; unit).
  • skill_params.spd = 2: MAP_ADD_HP(target ally’s maximum HP − 2 × target ally’s current HP (minimum 0); target ally).
  • skill_params.spd = 3: Neutralizes【Penalty】on target ally.
SAID 23: SAID_強化 BUFF(NEIGHBORHOOD(target ally) (excluding unit)).
SAID 27: SAID_HP譲渡
  • skill_params.hp > 0: MAP_ADD_HP(skill_params.hp; target ally). MAP_ADD_HP(skill_params.hp; unit).
  • skill_params.hp = −1: Restores HP to target = unit’s current HP−1. Reduces unit’s HP by amount restored.
  • skill_params.atk = 1: Converts penalties on target into bonuses.
SAID 28: SAID_HP交換 Unit and target ally swap HP. (Neither can go above their maximum HP.)
SAID 29: SAID_強弱変換 Converts penalties on target into bonuses.
  • skill_params.hp = 1: Neutralizes【Penalty】on target ally.
SAID 30: SAID_再行動 Grants another action to target ally. (Cannot target an ally with a skill like Sing or Dance.)
  • skill_params.res = 1: If SKILL_TARGETS(target ally), ADD_STATUS( March; target ally).
  • skill_params.res = 2: Grants Atk/Spd/Def/Res+skill_params.atk to target ally and allies in cardinal directions of unit or target (excluding unit) for 1 turn. ADD_STATUS(STATUS(skill_params.hp); target ally and allies in cardinal directions of unit or target (excluding unit)).
  • skill_params.res = 3: Inflicts Atk/Spd/Def/Res+skill_params.atk on foes in cardinal directions of unit or target through their next actions. ADD_STATUS(STATUS(skill_params.hp); foes in cardinal directions of unit or target).
  • skill_params.res = 4: Grants Atk/Spd/Def/Res+skill_params.atk to target ally for 1 turn. Inflicts Atk/Spd/Def/Res+skill_params.spd on nearest foes WITHIN_RANGE(target ally) through those foes’ next actions.
  • skill_params.res = 5: Grants Atk+skill_params.atk to target ally and allies within skill_params.hp spaces of target (excluding unit) for 1 turn. Inflicts Atk+skill_params.spd on nearest foes within skill_range spaces of target ally and any foe within skill_params.hp spaces of those foes through their next actions.
SAID 55: SAID_獲得成長値変化
  • skill_params.spd = 0: While unit lives and SKILL_TARGETS(unit), unit gets skill_params.hp% resources. (Only highest value applied. Does not stack.)
  • skill_params.spd = 1: While unit lives, all TARGETED(allies (including unit)) get skill_params.hp% resources. (Only highest value applied. Does not stack.)

Where resources are determined by skill_params.atk:

  • skill_params.atk = 1: EXP
  • skill_params.atk = 2: SP
SAID 56: 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.) (skill_params.spd = 1)

Where resources are determined by skill_params.atk:

  • skill_params.atk = 1: Badges
  • skill_params.atk = 2: Shards/Crystals
SAID 67: SAID_TP変動 COOLDOWN(skill_params.hp; unit and TARGETED(allies WITHIN_RANGE_EX(unit))).
SAID 88: SAID_状態変化 BUFF(unit and TARGETED(allies WITHIN_RANGE_EX(unit))). ADD_STATUS(STATUS(skill_params.hp); unit and TARGETED(allies WITHIN_RANGE_EX(unit))).
SAID 92: SAID_縦列ダメージ_状態変化 MAP_ADD_HP(skill_params.hp; foes WITHIN_RANGE_EX(unit)). ADD_STATUS(STATUS(skill_params.atk); foes WITHIN_RANGE_EX(unit)).
SAID 192: FQhQJkJ... MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD_EX(unit)). Neutralizes【Penalty】on NEIGHBORHOOD_EX(unit). BUFF(NEIGHBORHOOD_EX(unit)).
SAID 200: DZbvjht... BUFF(NEIGHBORHOOD_EX(unit)). ADD_STATUS(STATUS(skill_params.hp); NEIGHBORHOOD_EX(unit)). ADD_STATUS(STATUS(skill_params2.hp); NEIGHBORHOOD_EX(unit)).
SAID 214: 9WRnFB8... ADD_STATUS(STATUS(skill_params.hp); NEIGHBORHOOD_EX(unit)). ADD_STATUS(STATUS(skill_params2.hp); foes WITHIN_RANGE_EX(unit)). BUFF2(foes WITHIN_RANGE_EX(unit)).
SAID 217: m52wF2I... ADD_STATUS(STATUS(skill_params.hp); unit and allies from the same titles WITHIN_RANGE_EX(unit)).
STID 1: STID_戦闘 SAID 11: 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.)
SAID 13: SAID_吸収 When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit).
SAID 22: SAID_回復 When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp; unit). (Triggers even if 0 damage is dealt.)
SAID 35: SAID_戦闘強化 COMBAT_BOOST(unit).
SAID 36: 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%.
SAID 37: SAID_戦闘有利 RAVEN(unit).
SAID 41: SAID_先制攻撃 VANTAGE(unit).
SAID 42: SAID_追撃連携 DESPERATION(unit).
SAID 43: SAID_応酬追撃 COMBAT_BOOST(unit). If foe can attack or counterattack, FOLLOW_UP(1; unit).
SAID 44: SAID_特殊射程 COMBAT_BOOST(unit). COUNTER(unit).
SAID 46: SAID_連撃 BRAVE(unit).
SAID 47: SAID_強撃 Grants bonus to unit’s Atk during combat = total bonuses on unit.
SAID 48: SAID_追撃 If SKILL_TARGETS(foe), FOLLOW_UP(skill_params.hp; unit) and FOLLOW_UP(skill_params.atk; foe).
  • skill_params.spd = 1: If SKILL_TARGETS(foe), NO_COUNTER(foe).
  • skill_params.def = 1: DESPERATION(unit).
SAID 57: SAID_反撃抑制_速 FOLLOW_UP(−1; unit). If STAT_DIFFERENCE(Spd; foe)skill_params.hp and SKILL_TARGETS(foe), NO_COUNTER(foe).
SAID 59: SAID_TP変動値変化 BLADE(unit).
SAID 60: SAID_反撃抑制_互 NO_COUNTER(unit). NO_COUNTER(foe).
SAID 62: SAID_戦闘強化_消耗 COMBAT_BOOST(unit). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; unit).
SAID 63: SAID_被周囲強化 For each stat, grants bonus to unit’s stat during combat = skill_params.stat × X + HUNDREDS(skill_params.hp).
  • skill_params.hp = 0: (X = COUNT_AROUND(unit; TARGETED(allies)).)
  • skill_params.hp ≠ 0: (X = COUNT_AROUND(unit; TARGETED(allies)). Maximum of TENS_ONES(skill_params.hp).)
SAID 64: SAID_反撃抑制 NO_COUNTER(foe).
SAID 66: SAID_ダメージ倍率補正無効 WRATHFUL_STAFF(unit).
SAID 70: SAID_戦闘相性効果変化 CANCEL_AFFINITY(skill_params.hp; unit). CANCEL_AFFINITY(skill_params.atk; foe).
SAID 76: SAID_戦闘強化_TP変動値変化 COMBAT_BOOST(unit). CHARGE(skill_params.hp; 1; unit).
SAID 77: SAID_連撃軽減 If unit receives consecutive attacks, reduces damage from foe’s second attack onward by skill_params.hp%.
SAID 78: SAID_敵強化無効 Neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.) during combat.
SAID 79: 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.
SAID 82: SAID_初撃軽減 Reduces damage from foe’s first attack by skill_params.hp%.
SAID 84: SAID_追撃_TP変動値変化 BLADE(unit). FOLLOW_UP(skill_params.def; unit). FOLLOW_UP(skill_params.res; foe).
SAID 85: SAID_弱撃 Grants bonus to unit’s Atk during combat = total penalties on foe.
SAID 90: SAID_守備魔防最低値参照 ADAPTIVE(unit). ADAPTIVE_AOE(unit).
SAID 91: SAID_連撃_消耗 BRAVE(unit). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; unit).
SAID 93: SAID_戦闘強化_敵強化合算 For each stat, grants bonus to unit’s stat during combat = skill_params.stat% of total bonuses on foe.
SAID 95: SAID_強化共有 For each stat,
  • skill_params.stat = 1: Grants bonus to unit’s stat during combat = highest stat bonus on allies WITHIN_RANGE(unit).
SAID 97: SAID_敵戦闘強化 COMBAT_BOOST(foe).
SAID 104: SAID_戦闘強化_強化個別 For each stat, grants bonus to unit’s stat during combat = skill_params.stat% of current bonus on unit’s stat.
SAID 113: SAID_追撃効果無効 NULL_FOLLOW_UP(skill_params.hp; skill_params.atk).
SAID 115: SAID_守備魔防最低値参照_味方隣接 If UNIT_NEAR(a TARGETED(ally)), ADAPTIVE(unit) and ADAPTIVE_AOE(unit).
SAID 116: SAID_戦闘強化_敵TP変動値変化 COMBAT_BOOST(unit). CHARGE(0; −1; foe).
SAID 117: SAID_トライアングル If COUNT_AROUND(unit; TARGETED(allies))skill_params.hp, COMBAT_BOOST(unit), and if unit initiates combat, BRAVE(unit).
SAID 119: SAID_戦闘強化_絶対追撃_生贄ダメージ COMBAT_BOOST(unit). FOLLOW_UP(1; unit). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; nearest allies).
SAID 120: SAID_戦闘強化_絶対追撃無効_生贄弱化 COMBAT_BOOST(unit). NULL_FOLLOW_UP(1; 0). After combat, if unit attacked, inflicts Atk/Spd/Def/Res+skill_params.hp on nearest allies through their next actions.
SAID 121: SAID_戦闘強化_攻撃時追撃不可_消耗 COMBAT_BOOST(unit). If unit initiates combat, FOLLOW_UP(−1; foe). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; unit).
SAID 126: SAID_反撃不可無効 Neutralizes effects that inflict "NO_COUNTER(unit)".
SAID 127: SAID_戦闘強化_追撃不可 COMBAT_BOOST(unit). FOLLOW_UP(−1; foe).
SAID 128: 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. Neutralizes effects that grant "ADAPTIVE(foe)" or "ADAPTIVE_AOE(foe)".
SAID 129: SAID_特殊射程_守備魔防最低値参照無効 COUNTER(unit). Neutralizes effects that grant "ADAPTIVE(foe)" or "ADAPTIVE_AOE(foe)".
SAID 130: SAID_魔防参照_祈り Calculates damage using foe’s Res. 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.)
SAID 135: SAID_戦闘強化_差分 For each stat, grants bonus to unit’s stat during combat = skill_params.stat% of X. (X = STAT_DIFFERENCE(ONES(skill_params.hp); foe) at start of combat. Maximum of TENS(skill_params.hp). Minimum of 0.)
SAID 136: SAID_戦闘強化_孤軍 If COUNT_AROUND(unit; TARGETED(allies)) = 0, COMBAT_BOOST(unit).
SAID 137: SAID_敵戦闘強化_追撃不可 COMBAT_BOOST(foe). FOLLOW_UP(−1; foe).
SAID 138: B3JrR5T... COMBAT_BOOST(unit). Neutralizes penalties on unit during combat.
SAID 140: rAxMxdc... COMBAT_BOOST(unit). FOLLOW_UP(1; unit).
SAID 142: hoHg7vk... COMBAT_BOOST(unit). Neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.) during combat.
SAID 144: uv5LHa4... For each stat, inflicts penalty on foe’s stat during combat = skill_params.stat% of X. (X = STAT_DIFFERENCE(ONES(skill_params.hp); foe) at start of combat. Maximum of TENS(skill_params.hp). Minimum of 0.)
SAID 145: F9QmgC7... If attacking in Aether Raids, for each stat, grants bonus to unit’s stat during combat = skill_params.statHUNDREDS(skill_params.hp) × X. (X = number of foe’s defensive structures − ONES(skill_params.hp). Maximum of TENS(skill_params.hp)ONES(skill_params.hp). Minimum of 0. Destroyed defensive structures are not counted.)
SAID 146: 1ZqEyu8... If defending in Aether Raids, for each stat, grants bonus to unit’s stat during combat = skill_params.statHUNDREDS(skill_params.hp) × X. (X = TENS(skill_params.hp) − number of your defensive structures. Maximum of TENS(skill_params.hp)ONES(skill_params.hp). Minimum of 0. Destroyed defensive structures are not counted.)
SAID 150: F+h7qmA... If UNIT_NEAR(an ally), COUNTER(unit) and FOLLOW_UP(−1; foe), but after combat, if unit attacked, MAP_ADD_HP(skill_params.hp; nearest allies).
SAID 151: 2XNowy5... For each stat, grants bonus to unit’s stat during combat = skill_params.statskill_params.hp × COUNT_AROUND(unit; allies). (Minimum of 0.)
  • skill_params2.hp > 0: If COUNT_AROUND(unit; allies)skill_params2.hp, CHARGE(0; −1; foe).
SAID 152: jZDkpwI... If foe initiates combat and UNIT_NEAR(a TARGETED(ally)), BRAVE(unit).
SAID 154: 0a7XAu1... For each stat, grants bonus to unit’s stat during combat = skill_params.stat × X. (X = COUNT_AROUND(unit; dragon allies or allies that have "effective against dragons"). Maximum of skill_params.hp.)
SAID 155: fx0pyY4... COUNTER(unit). Deals a minimum of skill_params.hp damage.
SAID 157: dx568MF... For each stat, grants bonus to unit’s stat during combat = skill_params.stat% of current penalty on target’s stat.
SAID 162: 7FMNCVB... COMBAT_BOOST(foe). Neutralizes bonuses on foe’s stats during combat for which skill_params.stat ≠ 0.
SAID 163: DQ1115J... NULL_FOLLOW_UP(skill_params.hp; skill_params.atk).
  • skill_params.spd = 1: Neutralizes effects that grant "Special cooldown charge +X" to foe during combat.
  • skill_params.def = 1: Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
SAID 164: 5YxYmmZ... COMBAT_BOOST(unit). If foe initiates combat, VANTAGE(unit).
SAID 167: PLlX0QO... For each stat, if STAT_DIFFERENCE(stat; any ally WITHIN_RANGE(unit)) at start of combat < 0, grants stat+skill_params.stat to unit during combat.
SAID 169: /cwpSF3... COMBAT_BOOST(foe). CHARGE(0; −1; foe).
SAID 171: 2uZbqre... For each stat, grants bonus to unit’s stat during combat = skill_params.stat × X, and if stat bonus was granted to unit, neutralizes penalties on unit’s stat during combat.
  • skill_params.hp = 0: (X = COUNT_AROUND(unit; TARGETED(allies)).)
  • skill_params.hp ≠ 0: (X = COUNT_AROUND(unit; TARGETED(allies)). Maximum of TENS_ONES(skill_params.hp).)
SAID 172: TeSmBmi... COMBAT_BOOST(foe). Neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.) during combat. Neutralizes effects that grant "ADAPTIVE(foe)".
SAID 173: xr2j/8I... Reduces damage from foe’s first attack by skill_params.hp%. If foe initiates combat, DESPERATION(foe).
SAID 176: JRQBQOY... COMBAT_BOOST(foe). If unit initiates combat, DESPERATION(unit).
SAID 178: +sqUOBe... BRAVE(unit). When under player’s control, unit gains: "If unit initiates combat, FOLLOW_UP(−1; foe)."
SAID 179: LqvfaDQ... COUNTER(unit). BRAVE(unit).
SAID 181: HVTuEZa... COMBAT_BOOST(unit). NULL_FOLLOW_UP(skill_params.hp & 1; (skill_params.hp >> 1) & 1).
SAID 183: Vj2TKn5... NULL_FOLLOW_UP(0; 1). If unit’s HP ≤ skill_params.hp% at start of combat, DESPERATION(unit).
SAID 184: B4b09Qz... NULL_FOLLOW_UP(skill_params.hp; skill_params.atk). If unit’s HP ≤ skill_params.hp% at start of combat and unit initiates combat, DESPERATION(unit).
SAID 187: zhtGgU7... COMBAT_BOOST(foe). (This effect calculated after all other skills that grant stat+X or inflict stat−X to unit or foe during combat. If unit and foe both have this skill equipped, effect is calculated first for whoever initiates combat.)
SAID 188: kQvVdIN... For each stat, grants bonus to unit’s stat during combat = skill_params.stat + X × ONES(skill_params.hp). (If unit initiates combat, X = COUNT_AROUND(unit; allies who have already acted). If foe initiates combat, X = TENS(skill_params.hp)COUNT_AROUND(unit; foes who have already acted). Maximum of TENS(skill_params.hp). Minimum of 0.)
SAID 189: PhoZwax... COMBAT_BOOST(unit). DESPERATION(unit).
SAID 190: TzgVLhX... COMBAT_BOOST(foe). CHARGE(skill_params.hp; 1; unit).
SAID 191: 2d+I+z2... Grants bonus to unit’s Atk during combat = skill_params.spd% of foe’s STAT(skill_params.atk) at start of combat. Inflicts penalty on foe’s Atk during combat = skill_params.res% of foe’s STAT(skill_params.def) at start of combat.
SAID 193: m37fvWB... COMBAT_BOOST(unit). BRAVE(unit).
SAID 194: lGneH6D... COMBAT_BOOST(unit). If unit is within skill_range spaces of support partner, NO_COUNTER(foe).
SAID 196: GhvWRGX... COMBAT_BOOST(foe). Neutralizes penalties on unit during combat.
SAID 198: 8W4IflK... For each stat, grants stat+TENS_ONES(skill_params.stat) to unit during combat, and if unit’s Special is ready at start of combat, grants an additional stat+HUNDREDS(skill_params.stat) during combat.
SAID 199: HI/qwps... COMBAT_BOOST(foe). Neutralizes penalties on unit during combat. FOLLOW_UP(−1; foe).
SAID 201: N28OhUA... During unit's combat, disables skills of all foes excluding foe in combat.
SAID 202: hjxcVl0... At start of combat, if foe's Atk ≥ skill_params.atk or if【Penalty】is active on foe, grants stats+skill_params.res during combat for which skill_params.def & (1 << stat) ≠ 0. At start of combat, if foe's Spd ≥ skill_params.spd or if【Penalty】 is active on foe, FOLLOW_UP(1; unit).
SAID 208: e40Y7VN... If the number of TARGETED(allies on team (excluding unit))skill_params.hp, COMBAT_BOOST(foe) and FOLLOW_UP(1; unit). If COUNT_AROUND(unit; TARGETED(allies))skill_params.hp, BRAVE(unit).
SAID 210: rfjzn5a... COMBAT_BOOST(foe). When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp; unit). (Triggers even if 0 damage is dealt.)
SAID 212: ewvy5mr... COUNTER(unit). COMBAT_BOOST(unit). For each stat, grants bonus to unit’s stat during combat = skill_params2.stat% of current penalty on unit’s stat.
SAID 213: AqDXVwb... COMBAT_BOOST(foe). If foe does not have "effective against dragons," FOLLOW_UP(1; unit).
SAID 220: mxpHQPQ... COMBAT_BOOST(unit). When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp; unit). (Triggers even if 0 damage is dealt.)
STID 2: STID_周囲戦闘 SAID 35: SAID_戦闘強化 TARGETED(allies WITHIN_RANGE_EX(unit)) gain: "COMBAT_BOOST(unit)."
SAID 76: SAID_戦闘強化_TP変動値変化 TARGETED(allies WITHIN_RANGE(unit)) gain: "COMBAT_BOOST(unit). CHARGE(skill_params.hp; 1; unit)."
SAID 97: SAID_敵戦闘強化 Foes WITHIN_RANGE_EX(unit) gain: "COMBAT_BOOST(unit)".
SAID 100: SAID_周囲TP変動値変化 TARGETED(allies WITHIN_RANGE(unit)) gain: "If STAT_DIFFERENCE(skill_params.def; foe)skill_params.res, BLADE(unit)."
SAID 134: SAID_戦闘強化_強化値 Allies WITHIN_RANGE(unit) gain: "For each stat, grants bonus to unit’s stat during combat = current stat bonus on targeting ally."
SAID 168: PzjZ2q1... TARGETED(allies WITHIN_RANGE(unit)) gain: "COMBAT_BOOST(unit). ADAPTIVE(unit)."
SAID 174: 9Fd59hO... TARGETED(allies WITHIN_RANGE(unit)) gain: "COMBAT_BOOST(unit). If foe initiates combat, CHARGE(0; 1; unit)."
STID 3: STID_攻撃 SAID 1: SAID_天空 LUNA(skill_params.hp). COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit).
SAID 2: SAID_流星 Boosts damage dealt by skill_params.hp%.
SAID 3: SAID_太陽 COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit).
SAID 4: SAID_月光 LUNA(skill_params.hp).
SAID 5: SAID_復讐 SPECIAL_DAMAGE(skill_params.hp% of damage dealt to unit).
SAID 6: SAID_竜穿 SPECIAL_DAMAGE(skill_params.hp% of unit’s Atk).
SAID 7: SAID_華炎 SPECIAL_DAMAGE(skill_params.hp% of unit’s Def).
SAID 8: SAID_氷華 SPECIAL_DAMAGE(skill_params.hp% of unit’s Res).
SAID 81: SAID_流星亜種 SPECIAL_DAMAGE(skill_params.hp% of unit’s Spd).
SAID 103: SAID_群の英雄 SPECIAL_DAMAGE(skill_params.hp% of unit’s Spd). After combat, BUFF(unit and all allies). (Bonus granted to allies even if unit’s HP reaches 0.)
SAID 112: SAID_禁炎 SPECIAL_DAMAGE(X). (X = skill_params.atk if unit is adjacent to an ally, otherwise skill_params.hp.)
SAID 148: cFWvIPO... LUNA(skill_params.hp). SPECIAL_DAMAGE(skill_params.atk% of unit’s Spd).
SAID 161: gaynhLI... SPECIAL_DAMAGE(X% of foe’s Atk). (X = skill_params.atk if SKILL_TARGETS(foe), otherwise skill_params.hp.)
SAID 165: P/XXEWv... SPECIAL_DAMAGE(skill_params.hp% of unit’s Spd). COMBAT_ADD_HP(skill_params.atk% of damage dealt; unit).
SAID 180: crP5NZz... SPECIAL_DAMAGE(skill_params.hp% of unit’s Res). Disables non-Special skills that "reduce damage by X%."
SAID 185: MdJHT43... SPECIAL_DAMAGE(skill_params.hp% of unit’s Def). COMBAT_ADD_HP(skill_params.atk% of damage dealt; unit).
SAID 209: Lv6zhaB... SPECIAL_DAMAGE(skill_params.spd% of unit’s Spd). After combat, MAP_ADD_HP(skill_params.hp; all allies). (Healing does not stack if triggered more than once per combat. HP restored to allies even if unit’s HP reaches 0.)
STID 4: STID_防御 SAID 9: SAID_大盾 If foe is adjacent to unit, reduces damage from foe’s attack by skill_params.hp%.
SAID 10: SAID_聖盾 If foe is 2 spaces away, reduces damage from foe’s attack by skill_params.hp%. When unit’s Special triggers and unit deals damage to foe during combat, DAMAGE(skill_params.atk% of total damage reduced (by any source, including other skills)). (Triggers even if 0 damage is dealt.) Resets damage at end of that attack.
SAID 11: SAID_祈り If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP.
STID 5: STID_戦闘前 SAID 12: SAID_範囲ダメージ Before combat this unit initiates, MAP_ADD_HP(skill_params.hp% of (unit’s Atk minus foe’s Def or Res); foes in an area near target).

Where area is determined by skill_params.atk:

STID 6: STID_戦闘後 SAID 17: SAID_体当たり After combat, pushes foe skill_params.hp spaces away from unit.
SAID 18: SAID_入れ替え After combat, unit and foe swap spaces.
SAID 19: SAID_引き寄せ After combat, moves unit 1 space away from foe, and moves foe to unit’s previous space.
SAID 23: SAID_強化 After combat, BUFF(NEIGHBORHOOD(unit)).
SAID 24: SAID_弱化 After combat, if SKILL_TARGETS(foe), MAP_ADD_HP(skill_params.hp; foe) and BUFF(NEIGHBORHOOD(foe)).
SAID 25: SAID_能力奪取 After combat, BUFF(NEIGHBORHOOD(foe)), and for each stat, grants stat−skill_params.stat to NEIGHBORHOOD(unit) for 1 turn.
SAID 26: SAID_移動制限 After combat, ADD_STATUS( Gravity; NEIGHBORHOOD(foe)).
SAID 30: SAID_再行動 After combat, grants another action to unit. (Additional action granted once per turn only.)
  • skill_params.res = 1: After combat, ADD_STATUS( Gravity; unit and Pair Up cohort).
SAID 31: SAID_ダメージ After combat, MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD(foe)).
SAID 32: SAID_自身ダメージ After combat, MAP_ADD_HP(skill_params.hp; unit).
SAID 33: SAID_パニック After combat, ADD_STATUS( Panic; NEIGHBORHOOD(foe)).
SAID 34: SAID_周囲パニック After combat, ADD_STATUS( Panic; foes WITHIN_RANGE(target foe)).
SAID 50: SAID_周囲回復 After combat, MAP_ADD_HP(skill_params.hp; allies WITHIN_RANGE(unit)).
SAID 51: SAID_周囲ダメージ After combat, MAP_ADD_HP(skill_params.hp; foes WITHIN_RANGE(target foe)).
SAID 52: SAID_周囲強化 After combat, BUFF(allies WITHIN_RANGE(unit)).
SAID 53: SAID_周囲弱化 After combat, BUFF(foes WITHIN_RANGE(target foe)).
SAID 58: SAID_一撃離脱 After combat, moves unit 1 space away from foe.
SAID 65: SAID_反撃抑制_状態 After combat, MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD(foe)) and ADD_STATUS( No Counterattacks; NEIGHBORHOOD(foe)).
SAID 67: SAID_TP変動 After combat, COOLDOWN(skill_params.hp; unit).
SAID 102: SAID_戦闘相性_状態 After combat, ADD_STATUS( Triangle Adept; NEIGHBORHOOD(foe)).
SAID 110: SAID_TP変動_状態 After combat, ADD_STATUS(STATUS(skill_params.atk); NEIGHBORHOOD(foe)) and COOLDOWN(skill_params.hp; NEIGHBORHOOD(foe)).
SAID 153: D1xYd/R... After combat, COOLDOWN(skill_params.hp; NEIGHBORHOOD(foe)).
SAID 156: TMF632g... After combat, MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD(foe)) and then unit and target foe swap spaces.
STID 7: STID_回復 SAID 14: SAID_回復強化 When healing an ally with a staff, MAP_ADD_HP(skill_params.hp; target ally).
SAID 15: SAID_全体回復 When healing an ally with a staff, MAP_ADD_HP(skill_params.hp; all allies (excluding unit and target ally)).
SAID 16: SAID_全体強化 When healing an ally with a staff, BUFF(all allies (excluding unit)).
SAID 49: SAID_奉仕 When healing an ally with a staff, MAP_ADD_HP(skill_params.hp% of HP restored to target; unit).
STID 8: STID_ターン開始 SAID 22: SAID_回復 At start of turn, MAP_ADD_HP(skill_params.hp; NEIGHBORHOOD(unit)).
SAID 23: SAID_強化 At start of turn, BUFF(NEIGHBORHOOD(unit)).
SAID 50: SAID_周囲回復 At start of turn, MAP_ADD_HP(skill_params.hp; allies WITHIN_RANGE(unit)).
SAID 51: SAID_周囲ダメージ At start of turn, MAP_ADD_HP(skill_params.hp; foes WITHIN_RANGE(unit)).
SAID 52: SAID_周囲強化 At start of turn, BUFF(TARGETED(allies WITHIN_RANGE(unit))).
SAID 53: SAID_周囲弱化 At start of turn, BUFF(TARGETED(foes WITHIN_RANGE(unit))).
SAID 67: SAID_TP変動 At start of turn, MAP_ADD_HP(skill_params.atk; unit) and COOLDOWN(skill_params.hp; unit).
SAID 68: SAID_十字弱化 At start of turn, BUFF(foes in cardinal directions of unit).
SAID 69: SAID_十字状態変化 At start of turn, ADD_STATUS(STATUS(skill_params.hp); foes in cardinal directions of unit).
SAID 73: SAID_周囲TP変動 At start of turn, COOLDOWN(skill_params.hp; all TARGETED(allies) (excluding unit)).
SAID 74: SAID_周囲連動状態変化 At start of turn, if UNIT_NEAR(a TARGETED(ally)), ADD_STATUS(STATUS(skill_params.hp); unit and TARGETED(allies WITHIN_RANGE(unit))).
SAID 86: SAID_最低値弱化 At start of turn, BUFF(foes with the lowest STAT(skill_params.hp) among all foes).
SAID 88: SAID_状態変化 At start of turn, BUFF(unit) and ADD_STATUS(STATUS(skill_params.hp); unit).
SAID 89: SAID_最高値弱化 At start of turn, BUFF(foes with the highest X among all foes).

Where X is determined as follows:

  • skill_params.hp = −1: total of stats for which skill_params.stat ≠ 0
  • skill_params.hp ≠ −1: STAT(skill_params.hp)
SAID 92: SAID_縦列ダメージ_状態変化 At start of turn, MAP_ADD_HP(skill_params.hp; TARGETED(foes WITHIN_COLUMN(unit))) and ADD_STATUS(STATUS(skill_params.atk); TARGETED(foes WITHIN_COLUMN(unit))).
SAID 98: SAID_周囲連動強化 At start of turn, if UNIT_NEAR(a TARGETED(ally)), BUFF(unit and TARGETED(allies WITHIN_RANGE(unit))).
SAID 105: SAID_TP変動_味方数 At start of turn, COOLDOWN(−number of TARGETED(allies on team (including unit)); unit).
SAID 106: SAID_周囲ダメージ_吸収 At start of turn, MAP_ADD_HP(skill_params.hp; foes WITHIN_RANGE(unit)) and MAP_ADD_HP(COUNT_AROUND(unit; foes) × skill_params.atk; unit).
SAID 111: SAID_敵連動弱化_状態 At start of turn, if any foe is adjacent to another foe, BUFF(that foe) and ADD_STATUS(STATUS(skill_params.hp); that foe).
SAID 114: SAID_周囲能力奪取 At start of turn, if UNIT_NEAR(a foe), grants stat−skill_params to unit for 1 turn and BUFF(foes WITHIN_RANGE(unit)).
SAID 118: SAID_周囲状態変化 At start of turn, ADD_STATUS(STATUS(skill_params.hp); TARGETED(allies WITHIN_RANGE(unit))).
SAID 122: SAID_最被ダメージ回復 At start of turn, MAP_ADD_HP(skill_params.hp; allies that have been dealt the most damage (excluding unit)).
SAID 123: SAID_最高値強化 At start of turn, BUFF(allies with the highest X among all allies (excluding unit)).

Where X is determined as follows:

  • skill_params.hp = −1: total of stats for which skill_params.stat ≠ 0
  • skill_params.hp ≠ −1: STAT(skill_params.hp)
SAID 125: SAID_最寄弱化 At start of turn, BUFF(nearest foes WITHIN_RANGE(unit)).
SAID 131: SAID_最高値TP変動 At start of turn, COOLDOWN(skill_params.atk; allies with the highest STAT(skill_params.hp) among all allies (excluding unit)).
SAID 132: SAID_全体ダメージ_縦列攻撃設備破壊 At start of turn, MAP_ADD_HP(skill_params.hp; all foes), and if defending in Aether Raids during anima season, destroys offensive structures within same column as unit. (Does not affect structures that cannot be destroyed.)
SAID 133: SAID_TP変動_支援 At start of turn, COOLDOWN(skill_params.hp; unit) and COOLDOWN(skill_params.atk; unit’s support partner (if any)).
SAID 141: 7gl41Bn... At start of turn, if any foe is WITHIN_COLUMN(unit), inflicts +skill_params.hp on the highest of that foe’s Atk/Spd/Def/Res stats through its next action. (When calculating highest stat, treats each stat as +skill_params.stat.)
SAID 159: l8zslZb... At start of turn, ADD_STATUS(STATUS(skill_params.atk); allies with the highest STAT(skill_params.hp) among all allies (excluding unit)).
SAID 195: 33Tx7f1... At start of turn, COOLDOWN(skill_params.spd; foes with the lowest HP among foes who have their Specials ready).
SAID 203: mixN4LO... At start of odd-numbered turns, if any foe is not adjacent to another foe, BUFF(that foe) and ADD_STATUS(STATUS(skill_params.hp); that foe). At start of even-numbered turns, if any foe is adjacent to another foe, BUFF2(that foe) and ADD_STATUS(STATUS(skill_params2.hp); that foe).
SAID 207: CY36Xmh... At start of turn, if Duo or Harmonized Skill has already been used, unit can use Duo or Harmonized Skill again.
STID 9: STID_移動 SAID 38: SAID_敵通過 Unit can move through foes’ spaces.
SAID 39: SAID_移動阻害 Foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
SAID 40: SAID_ワープ移動 If an ally’s HP ≤ skill_params.hp%, unit can move to a space adjacent to that ally.
SAID 75: SAID_先導 TARGETED(allies WITHIN_RANGE(unit)) can move to a space adjacent to unit.
SAID 80: SAID_追従 Unit can move to a space adjacent to any TARGETED(ally within 2 spaces).
SAID 83: SAID_移動コスト無視 Unit cannot be slowed by terrain. (Does not apply to impassable terrain.)
STID 10: STID_奥義 SAID 54: SAID_奥義強化 When unit’s Special triggers, DAMAGE(skill_params.hp).
SAID 94: SAID_奥義回復 When unit’s Special triggers, COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit). (Stacks with effects of skills like Sol.)
SAID 109: SAID_奥義強化_敵割合 When unit’s Special triggers, for each stat, DAMAGE(skill_params.stat% of foe’s stat). (Ignores reductions to foe’s stats from Special skills.)
STID 11: STID_ダメージ SAID 61: SAID_被ダメージ無効 Reduces damage dealt to unit to 0 (excluding Røkkr weapons and Røkkr area-of-effect Specials).
SAID 96: SAID_ダメージ強化 DAMAGE(skill_params.hp).
SAID 101: SAID_ダメージ強化_差分 For each stat, DAMAGE(skill_params.stat% of X). (X = STAT_DIFFERENCE(stat; foe). No effect unless X > 0.) (Maximum bonus of +skill_params.hp damage.)
SAID 147: LTTm3+C... For each stat, DAMAGE(skill_params.stat% of foe’s stat). (Ignores reductions to foe’s stats from Special skills.)
SAID 177: O1/h0BS... DAMAGE(skill_params.hp% of X). (No effect unless X > 0.)

Where X is the total over all stats of:

  • skill_params.stat = 1: unit’s stat
  • skill_params.stat = −1: foe’s stat
STID 12: STID_比較 SAID 71: SAID_比較強化 If a skill compares unit’s stats to a foe’s or ally’s stats, treats unit’s stats as if granted +skill_params.
STID 13: STID_ターン開始+奥義 SAID 72: SAID_特定タイミング奥義TP変動+強化
  • skill_params.hp = 3: If unit’s attack triggers unit’s Special, COOLDOWN(skill_params.atk; unit) at start of turn, and when unit’s Special triggers, DAMAGE(skill_params.spd). (skill_params.def = 1)
  • skill_params.hp = 4: If foe’s attack triggers unit’s Special, COOLDOWN(skill_params.atk; unit) at the start of turn 1, and reduces damage dealt to unit by −skill_params.spd when unit’s Special triggers.
STID 14: STID_再行動 SAID 23: SAID_強化 If a skill like Sing or Dance is used, BUFF(target ally).
SAID 124: SAID_強化拡大 If a skill like Sing or Dance is used, grants bonus to target’s Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. (Example: if target has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6.)
SAID 125: SAID_最寄弱化 If a skill like Sing or Dance is used, BUFF(nearest foes WITHIN_RANGE(unit)).
STID 15: STID_戦闘+戦闘後 SAID 13: SAID_吸収 When unit deals damage to foe during combat, COMBAT_ADD_HP(skill_params.hp% of damage dealt; unit). After combat, if unit attacked, MAP_ADD_HP(skill_params.atk; allies WITHIN_RANGE(unit)).
SAID 26: SAID_移動制限 If unit initiates combat, COMBAT_BOOST(unit). After combat, ADD_STATUS( Gravity; NEIGHBORHOOD(foe)).
SAID 108: SAID_ダメージ計算効果無効 Neutralizes effects that grant "ADAPTIVE(foe)", "ADAPTIVE_AOE(foe)", or "WRATHFUL_STAFF(foe)". After combat, MAP_ADD_HP(skill_params.hp; unit).
SAID 182: BzLjoPF... Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = X × skill_params.hp (maximum skill_params.atk%). (X = STAT_DIFFERENCE(Spd; foe). No effect unless X > 0.)
  • skill_params.res = 1: If unit initiates combat, moves unit 1 space away from foe after combat.
  • skill_params.res = 2: If unit initiates combat, pushes foe skill_params.def spaces away from unit after combat.
SAID 194: lGneH6D... COMBAT_BOOST(unit). If unit is within skill_range spaces of support partner, NO_COUNTER(foe) and unit and support partner swap spaces after combat. (If unit is within skill_range spaces of more than one support partner, swap does not occur.) (skill_params2.hp = 1)
SAID 205: DEYMKoT... COMBAT_BOOST(unit). COMBAT_BOOST2(foe). After combat, if unit attacked, COOLDOWN(skill_params.hp; unit).
SAID 211: T0vrzoD... If foe uses dragonstone or beast damage, FOLLOW_UP(1; unit). If unit initiates combat, grants another action to unit after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.)
SAID 219: W49AXH8... COMBAT_BOOST(unit). After combat, MAP_ADD_HP(skill_params.hp; unit).
STID 16: STID_応援 SAID 68: SAID_十字弱化 If a Rally Assist skill is used by unit or targets unit, BUFF(foes in cardinal directions of unit).
SAID 160: 4tNEeyB... If a Rally Assist skill is used by unit or targets unit, BUFF(foes in cardinal directions of unit or target) and ADD_STATUS(STATUS(skill_params.hp); foes in cardinal directions of unit or target).
STID 17: STID_移動補助 SAID 52: SAID_周囲強化 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, after movement, BUFF(allies WITHIN_RANGE(unit)) and BUFF(NEIGHBORHOOD(target or targeting ally) (excluding unit)).
SAID 53: SAID_周囲弱化 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, after movement, BUFF(foes WITHIN_RANGE(unit)) and BUFF(foes WITHIN_RANGE(target or targeting ally)).
SAID 99: SAID_対象連動強化 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, after movement, BUFF(unit) and BUFF(target or targeting ally).
SAID 125: SAID_最寄弱化 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, after movement, BUFF(nearest foes WITHIN_RANGE(unit)).
STID 18: STID_スコア SAID 107: 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 stat total as skill_params.hp in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
STID 19: 5QG1jwJ... SAID 139: qSiHno3...
  • skill_params.hp = 0: 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, cancels trap’s effect.
  • skill_params.hp ≠ 0: While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap’s effect.
STID 20: QoNr7ui... SAID 143: ZVQob4P... If UNIT_NEAR(a TARGETED(ally)), COMBAT_BOOST(unit and TARGETED(allies WITHIN_RANGE(unit))).
SAID 166: auiTV9b... If UNIT_NEAR(any ally with STAT_DIFFERENCE(skill_params.hp; that ally) at start of combat < 0), for each stat, grants stat+HUNDREDS(skill_params.stat) to those allies during combat. If no such allies exist, for each stat, grants stat+TENS_ONES(skill_params.stat) to unit during combat.
STID 21: Hw6AqxV... SAID 149: R2TG3aj... BLADE(unit). DAMAGE(skill_params.res).
SAID 170: GiCsEPA... For each stat, DAMAGE(skill_params.stat% of unit’s stat). After combat, if unit attacked, MAP_ADD_HP(skill_params.hp; unit).
SAID 175: LGnkQdq... RAVEN(unit). Reduces damage from area-of-effect Specials by skill_params.hp% (excluding Røkkr area-of-effect Specials). Reduces damage from attacks during combat by 'skill_params2.hp%.
SAID 186: RfCAWst... DAMAGE(skill_params.atk% of X (maximum +skill_params.spd damage)), and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = X × skill_params.def (maximum skill_params.res%). (X = STAT_DIFFERENCE(skill_params.hp; foe). No effect unless X > 0.)
SAID 206: 7OpZuz2... COMBAT_BOOST(unit). For each stat, DAMAGE(skill_params2.stat% of unit’s stat).
STID 22: 5JNmdj7... SAID 125: SAID_最寄弱化 At start of turn or if a skill like Sing or Dance is used, BUFF(nearest foes WITHIN_RANGE(unit)).
STID 23: q94Tq3y... SAID 197: gVv9APW... ADAPTIVE(unit). ADAPTIVE_AOE(unit). If a Rally Assist skill is used by unit on a TARGETED(ally), ADD_STATUS( March; target ally).
STID 24: 7x7AWch... SAID 80: SAID_追従 Unit can move to a space adjacent to any TARGETED(ally within 2 spaces). COMBAT_BOOST2(unit).
SAID 204: os2bgpF... If an ally’s HP ≤ skill_params2.hp%, unit can move to a space adjacent to that ally. COMBAT_BOOST(unit).
STID 25: GoC83xr... SAID 215: 05uvcgQ... At start of turn, ADD_STATUS(STATUS(skill_params.hp); foes in cardinal directions of unit). If deployed in Aether Raids offense during Light season, grants Turn Limit+skill_params2.hp.
STID 26: ZJdT0ch... SAID 216: NSx0nTM... After combat, MAP_ADD_HP(skill_params2.hp; foe) and COOLDOWN(skill_params2.atk; unit).
  • skill_params.hp = 0: After combat, an ARENA_ASSAULT_ITEM(skill_params2.res) drops.
  • skill_params.hp = 1: Foes with Range = 2 cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
STID 27: xaJ0rCa... SAID 24: SAID_弱化 At start of turn, BUFF(foes WITHIN_RANGE(unit)). After combat, BUFF(NEIGHBORHOOD(foe)).

Unused tags[edit | edit source]

TypeTags
SkillTiming IDNone
SkillLimit IDSLID 8: SLID_能力差以下
SLID 16: SLID_周囲味方射程
SLID 26: SLID_竜特効持ち対象外
SkillAbility IDSAID 45: SAID_特効無効
SAID 87: SAID_HP譲渡2
SAID 158: MWgXdAF...
SAID 218: qcvyMgI...