Anchor Axe+ | |
---|---|
Weapon type | |
Might | 14 |
Range | 1 |
Required | Anchor Axe |
SP | 300 |
Exclusive? | No |
String ID | SID_錨の斧+
|
Numeric ID | 4229
|
Description | At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit, grants Atk/Def+X × 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Def ≥ 40 in the same area; max 3), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). |
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Combat effects | ||
Atk/Def+5 | Unit | Unit's HP ≥ 25% at start of combat |
Atk/Def+X (max: 15) X = 5 x ( Allies with Atk ≥ 55 + Allies with Def ≥ 40 within 3 rows or 3 columns centered on Unit) | ||
Special cooldown charge -1 | Foe |
Notes[ | ]
- The stat increase that can be applied by Anchor Axe is considered a temporary buff.
- The "Special cooldown charge +X" effect will stack with the "Special cooldown charge -X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If the effect is active, the unit will gain 2 charges from both attacking and being attacked.
- If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases will apply.
- This means that if a unit has two "Special cooldown charge +1" effects from two different sources, the battle will play out as if only one "Special cooldown charge +1" effect is active.
- Skills such as Spd/Def Tempo 4 and Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.
If unit attacked
means if the user attacked at any time during combat. They do not need to initiate combat, deal damage, or survive.- This means that if the foe initiates combat and the user cannot counterattack, the effect will not trigger.
- The stat decrease that can be applied by Anchor Axe is considered a Penalty.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have Penalties for their first action.
- If the unit also has Grand Strategy, any Penalties will remain active until the start of that unit's next phase.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have Penalties for their first action.
Example of Area of Effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Upgrades[ | ]
Type | Stats | Description | Cost |
---|---|---|---|
+5 HP, +2 Mt | At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit, grants Atk/Def+X × 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Def ≥ 40 in the same area; max 3), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). | 350 SP, 500, 50 | |
+5 HP, +3 Spd | At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit, grants Atk/Def+X × 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Def ≥ 40 in the same area; max 3), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). | 350 SP, 500, 50 | |
+5 HP, +4 Def | At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit, grants Atk/Def+X × 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Def ≥ 40 in the same area; max 3), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). | 350 SP, 500, 50 | |
+5 HP, +4 Res | At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit, grants Atk/Def+X × 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Def ≥ 40 in the same area; max 3), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). | 350 SP, 500, 50 |
List of owners[ | ]
Unit | Skill chain | |||
---|---|---|---|---|
Iron Axe 4 | Steel Axe 4 | Anchor Axe 4 | Anchor Axe+ 5 |
Availability[ | ]
Summoning events
- This skill has not been available on any focus units on any summoning events.
Distributed units
- Tempest Trials+: Past King, Future Queen 1 (×1)
- Tempest Trials+: Past King, Future Queen 1 (×1)
- Use Heroic Grails (×20)
Combat Manuals
- This skill has not been available on any distributed Combat Manuals.
In other languages[ | ]
Language | Name |
---|---|
English (US) | Anchor Axe |
Japanese | 錨の斧 |
German | Ankeraxt |
Spanish (Europe) | Hacha ancla |
Spanish (Latin America) | Hacha ancla |
French | Hache ancre |
Italian | Ancorascia |
Traditional Chinese (Taiwan) | 錨之斧 |
Portuguese | Acha âncora |