Skill interaction

Stacking
In general, status effects do not stack, and anything that is not a status effect stacks unless explicitly stated otherwise (such as in ). Some skills stack in straightforward ways (e.g. simple addition using two or two ) while some skills stack in ways that are not obvious, such as multiplicative effects, or follow-up interactions which is described later.

Stacking stat increases
set: Bonuses are temporary beneficial status effects. For example is an assist skill that gives a unit a status increase of +4 Atk for a round. set: Penalties are the reverse from bonuses and cause detrimental status effects to a unit.

There is a way to identify which stat increases and decreases do and do not stack. To simplify the following sections, only positive increases will be used. Since status effects all follow the same stacking rules, the rest of this section will refer only to bonuses but still applies to penalties as well. Likewise, everything referring to a boost applies to reductions as well.


 * Bonuses: The activation of these bonuses occur outside combat. These status effects are visible when a player selects their unit. A net positive in stats will highlight the stat in blue while a net negative will show the stat in red. Skills that fall under this category include:
 * Assist skills (e.g. Rally skills)
 * Hone/Fortify skills
 * Defiant skills
 * Certain weapon effects similar to the aforementioned skills (e.g. ).
 * In general, look for skills that say they grant a stat for 1 turn (although technically the statement is false, as bonuses last until the start of the unit's phase, not for exactly 1 turn).
 * Combat boosts: These stat increases only affect a Hero in combat. These gained stats will not be visible in the hero status screen (because that is outside combat), but will affect the combat forecast. Typically the description of these skills will include the phrase "during combat". Examples of skills that fall under this category include:
 * Spur/Goad/Drive Passives

For bonuses, any bonus which affects the same stat will not stack with each other (e.g. and ). Only the bonus with the highest stat increase will apply. Bonuses affecting different stats (e.g. and ) will not affect each other, as they affect different stats.

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

Both bonuses and combat boosts will stack with each other, as well as non-combat boosts.

These rules also apply to penalties. Additionally, bonuses and penalties both apply at the same time and will not cancel each other out. Their interaction with each other is calculated before being applied to Heroes.

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

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

Follow-up attacks
Some skills can grant or deny the ability to perform a follow-up attack. When the "no follow-up attacks" and "guaranteed follow-up attacks" effects cancel out, a standard speed check decides follow-up attacks.

Attacking twice
Examples of skills which allow a unit to attack twice are or.

Weapon-triangle
Before continuing, some terms will be defined. Weapon-triangle advantage/disadvantage itself is the normal ±20% that colored weapon users have granted by default against their opponent color. Weapon-triangle advantage can be granted by skills as well. Affinity is different, and enhances the effect of the regular weapon-triangle advantage. It can be thought of as the intensification of the weapon-triangle, rather than the weapon-triangle advantage/disadvantage itself.

Examples of skills that grant weapon-triangle advantage are, while examples of skills that grant affinity are or.

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

Special cooldown charge
Every attack a unit makes in combat charges their special. By default, the Special cooldown charge amount is 1. Some skills can grant or inflict additional Special cooldown charges during combat. This is not the same as skills which accelerate or slow the Special trigger. As many skill descriptions state, only the highest value is applied of each effect.

Bonuses and penalties
In general, skills affecting bonuses and penalties only consider the highest valued one. Ploy skills are not affected by combat boosts.

Combat
During combat, skills that are only active during combat are evaluated in this order:
 * 1) Skills that grant combat boosts
 * 2) *Skills that grant combat boosts are evaluated in the following order:
 * 3) *#Player unit's skills
 * 4) *#*Skill slot order
 * 5) *#Enemy unit's skills
 * 6) *#*Skill slot order
 * 7) Skills that do not grant combat boosts
 * 8) *Skill slot order

Skill slot order is as follows:
 * 1) Weapon
 * 2) Assist
 * 3) Special
 * 4) Passive A
 * 5) Passive B
 * 6) Passive C
 * 7) Sacred Seal
 * 8) Refined skill effect of weapons

The order of skill evaluation is largely trivial, and only comes into play when there are skills that check a unit's stats during combat.

There appear to be two methods which skills can use to check stats during combat:
 * Stat check: The simplest method where skills just check the latest value and use it. Skills like use this method. However, currently no skill exists that uses this check and can grant combat boosts.
 * Outside stats: Method where skills take the stats before combat was entered. Typically and other skills that both grant and check stats use this method.

Outside combat

 * When a skill has a targeting condition where multiple units are eligible/tied, such as, , , , all units will be selected. For example, Sparkling Boost will restore HP for all allies if they all have taken exactly 7 damage.