| Black Yule Lance | ||
|---|---|---|
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| Weapon type | ||
| Might | 16 | |
| Range | 1 | |
| Required | Silver Lance | |
| SP | 400 | |
| Exclusive? | Yes | |
| String ID | SID_黒鷲の聖夜の槍 | |
| Numeric ID | 3910 | |
| Description 【Switch】 | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% and unit initiates combat, applies【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 15 - number of adjacent allies × 2; min 6), grants Special cooldown count-Y to unit before unit's first attack (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if foe is in a space where allied 【Divine Vein (Flame)】is applied, then the value is treated as 3), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = 100 - number of allies adjacent to unit × 30 during combat, and also, if unit has weapon-triangle advantage or if foe is in a space where allied【Divine Vein (Flame)】is applied, neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% and unit initiates combat, applies【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 15 - number of adjacent allies × 2; min 6), grants Special cooldown count-Y to unit before unit's first attack (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if foe is in a space where allied 【Divine Vein (Flame)】is applied, then the value is treated as 3), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = 100 - number of allies adjacent to unit × 30 during combat, and also, if unit has weapon-triangle advantage or if foe is in a space where allied【Divine Vein (Flame)】is applied, neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. 【Divine Vein (Flame)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
Effects[]
| Effects | Targets | Conditions |
|---|---|---|
| Permanent effects | ||
| Max cooldown count-1 | Unit | — |
| Map effects | ||
| 【Divine Vein (Flame)】 | 2 5 space lines with closest line centered on Target | After combat in Player Phase & Unit's HP ≥ 25% at start of combat |
| Combat effects | ||
| Special cooldown count-X (max: 3*) X = Spaces Initiator moved before Unit's first attack | Unit | Unit's HP ≥ 25% at start of combat |
| Atk/Def-X (min: 6) X = 15 - Adjacent Allies x 2 | Foe | |
| Reduces "Reduces damage by X%" by Y% Y = 100 - Adjacent Allies x 30 | ||
| Neutralizes "Survive with 1 HP" | Unit's HP ≥ 25% at start of combat & ( Unit has Triangle advantage or Foe is on an allied 【Divine Vein (Flame)】 space) | |
* If Foe is on an allied 【Divine Vein (Flame)】 space,
value is treated as max.
value is treated as max.
Notes[]
- 【Divine Vein (Flame)】 adds effects to spaces regardless of the terrain of those spaces.
- Divine Vein effects do not stack with each other. if a Divine Vein effect is applied to a space where another Divine Vein effect is active, the previous Divine Vein effect is overwritten.
- Divine Vein effects applied at the same time cancel each other out, leaving the overlapped spaces without a Divine Vein effect.
- Divine Vein effects do not apply to spaces with unbreakable walls, unbreakable structures, and other unbreakable terrain.
- 【Divine Vein (Flame)】 increases movement cost needed to enter or pass through the affected space by 1 for Range = 2 units.
- This effect triggers as long as the movement cost does not exceed the affected unit's maximum allowed movement value.
- This effect can be ignored if the affected space is occupied by a unit with 【Pathfinder】 or if the affected unit has effects such as Fujin Yumi or Traverse Terrain.
- 【Divine Vein (Flame)】 inflicts out of combat damage.
- Out of combat damage cannot reduce a unit's HP to 0.
- A foe equipped with Invincibility Seals will neutralize all sources of out of combat damage except from Røkkr area-of-effect Specials.
- A foe equipped with Røkkr or a unit with En Garde will neutralize all sources of out of combat damage except Area-of-effect Specials.
- The damage dealt as combat begins is a flat +7 that ignores the foe's Def or Res, and cannot be reduced by damage-reduction effects such as Gust, Atk/Spd Excel, and Dodge.
- The damage dealt as combat begins cannot reduce a unit's HP to 0.
- The damage dealt as combat begins will still trigger if the unit is prevented from countering.
- Damage dealt as combat begins effects stack additively, similar to flat damage-reduction effects and interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Units with effects such as Divine Nectar or Imbue will recover HP after damage dealt as combat begins.
- A foe equipped with Invincibility Seals will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
- Divine Vein effects do not stack with each other. if a Divine Vein effect is applied to a space where another Divine Vein effect is active, the previous Divine Vein effect is overwritten.
- The stat reduction that can be applied during combat by Black Yule Lance is considered a temporary debuff.
- Black Yule Lance's Special cooldown count reduction that occurs during combat is a flat -X (max: 3) and is not affected by effects related to Special cooldown charge such as Guard, Special Cooldown Charge +1, and Tempo Echo.
- All flat cooldown count increases and/or reductions during combat will stack with each other if they trigger at the same time.
- For example, if a unit has Preempt Pulse and Hush Spectrum, the effects will stack and the unit's cooldown count will neither increase nor decrease.
- All flat cooldown count increases and/or reductions during combat will stack with each other if they trigger at the same time.
- Black Yule Lance will reduce the effect of non-Special "reduces damage by X%" effects from Specials such as Vital Astra.
- Damage-reduction reducing effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- For example, if a unit has Halves non-Special damage reduction and a foe with Dodge is on a space with 【Divine Vein (Water)】, the maximum total damage-reduction is reduced to 10%, since the two effects reduce the damage to (1 − ((40% − 50%) − 50%)) = 90% of the original damage instead of 60% of the original damage.
- Each damage-reduction effect is reduced individually.
- For example, if a unit has Halves non-Special damage reduction and the foe has both Spurn 4 and Dodge, the maximum total damage-reduction is reduced to 40%, since the two effects reduce the damage to (1 − (50% − 50%)) × (1 − (40% − 50%)) = 60% of the original damage instead of 30% of the original damage.
- Black Yule Lance will not reduce the effect of Special "reduces damage by X%" effects or flat damage-reduction effects such as Ice Wall or Laguz Loyalty.
- For more information, see Damage calculation.
- Damage-reduction reducing effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Black Yule Lance will neutralize non-Special "unit survives with 1 HP" effects from Specials such as Balance Circlet II.
- Black Yule Lance will not neutralize Special "unit survives with 1 HP" effects such as Miracle or Life Unending II.
- For more information, see Damage calculation.
| Examples of 【Divine Vein (Flame)】's area-of-effect | |
|---|---|
| Horizontal | |
| Vertical | |
| Diagonal Left Range: 2 Style |
|
| Diagonal Right Range: 2 Style |
|
List of owners[]
| Unit | Skill chain | |||
|---|---|---|---|---|
| Iron Lance 5 | Steel Lance 5 | Silver Lance 5 | Black Yule Lance 5 | |
In other languages[]
| Language | Name |
|---|---|
| Japanese | 黒鷲の聖夜の槍 |
| German | Festliche Lanze |
| Spanish (Europe) | Lanza invernal |
| Spanish (Latin America) | Lanza invernal |
| French | Lance des fêtes |
| Italian | Lancia festiva |
| Traditional Chinese (Taiwan) | 黑鷲的聖夜之槍 |
| Portuguese | Lança festiva |
See also[]
- According to Plan
- Adroit War Tome
- Airborne Spear
- Already Dead
- An Open Book
- Ancient Majesty
- Arcane Blutgang
- Arcane Crest
- Arcane Crimson
- Arcane Fell Arts
- Arcane Giant Axe
- Arcane Hex Bow
- Arcane Latona
- Arcane Medusa
- Arcane Outburst
- Arcane Renegade
- Arcane Rexbolt
- Arcane Sly Knife
- Arcane Truthfire
- Argent Aura

