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The cooldown (also found abbreviated as CD) of a skill is a value which has to reach zero before the skill can trigger. By default, one round of combat decreases the cooldown by one, but this can be affected by certain skill effects. Currently only specials have cooldowns. There are 3 different ways the cooldown for Specials can be modified. Cooldown count, often found in skill descriptions, refers to the value for the amount of actions it takes until the special is ready to use. Once the cooldown value of a special becomes zero, it becomes ready to use. Once used, the cooldown value will reset.

Accelerating and slowing the special trigger[]

Some skills can accelerate Special trigger. For example, Icon Class Red Sword.png Slaying Edge+ is an example of such a skill. Equipping both Slaying Edge+ and Icon Skill Special.png Glacies will modify the normal 4 actions required to use Glacies into a requirement of 3 actions instead. Other skills, such as Quickened Pulse.png Quickened Pulse, do not accelerate special trigger and modify the special's cooldown count, but instead only remove an amount of cooldown count from the special, making it ready for use earlier. But in that scenario, after the Special is triggered, the regular amount of actions required to use it again are still the same.

Likewise, some skills can slow Special trigger. Icon Skill Special.png Bonfire, for example, has a normal value of 3, so equipping this special on a unit wielding Icon Skill Weapon.png Lightning Breath+ which causes "cooldown count +1", makes the action value of Bonfire's cooldown 4.

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Achimenes Furl
Accelerates Special trigger (cooldown count-1). Grants effects based on the number of movement types on the current team (excluding unit): If ≥ 1, inflicts Atk/Def/Res-5 on foes within 3 spaces during combat. If ≥ 2, reduces damage from foe's first attack during combat by 30%. If ≥ 3, grants "when unit deals damage to foe during combat, restores 5 HP to unit (triggers even if 0 damage is dealt)" to unit and allies within 3 spaces of unit during combat.
Adroit War Tome
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 1, unit makes a guaranteed follow-up attack. If ≥ 5, if foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack. If ≥ 10, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead).
Amatsu
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 50%, unit can counterattack regardless of foe's range.
Areadbhar
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

(If area-of-effect Special triggers outside of combat, checks stats and conditions for damage reduction at time of trigger and again at start of combat.)
Argent Aura
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Atk/Spd/Def/Res-5 and 【Stall】on foes on the enemy team with the lowest Spd and any foes within 2 spaces of those foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+6 to unit during combat.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Ascending Blade
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and after combat, grants Special cooldown count-1.
Audhulma
Accelerates Special trigger (cooldown count-1).
Grants Res+5.
Axe of Despair
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up attack"; and if ≥ 10, "unit makes a guaranteed follow-up attack"; and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Example: if unit has an Atk/Def+6 bonus and foe has an Atk/Def-6 penalty, the calculated total will be 24.)
Barb Shuriken+
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Barb Shuriken
Accelerates Special trigger (cooldown count-1).
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Basilikos
Accelerates Special trigger (cooldown count-1).
Berserk Armads
Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Beruka's Axe
Accelerates Special trigger (cooldown count-1).
Binding Reginleif
Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, reduces damage from foe's first attack by 30%, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.
Blade of Jehanna
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-6 on foe and neutralizes foe's bonuses to Spd/Def during combat, and also, if foe in combat is in a cardinal direction of unit, foe cannot counterattack, but otherwise, unit deals damage = 15% of foe's Atk. Effect: 【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Blade of Renais
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, and also, if【Bonus】or【Penalty】is active on unit, deals damage = 20% of foe's Def, and also, if unit deals damage to foe during combat, restores HP to unit = 20% of foe's Def. (Triggers even if 0 damage is dealt.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Blade of Shadow
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Spd/Def-5 on foe during combat.
Blárblade+
Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Blárblade
Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Bow of Beauty
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Bow of Frelia
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.
Bow of Twelve
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat, or if unit's HP ≥ 75% at start of combat and foe uses magic or staff, grants Atk/Spd/Def/Res+5 to unit during combat, and also, 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.)

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
Bow of Verdane
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.
Bride's Fang
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, inflicts Atk/Spd/Def-5 on foe during combat, and if Special triggers before or during combat and unit attacked, grants Special cooldown count-1 after combat.

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, grants Atk+2 and deals +10 damage when Special triggers.
Bright-Shell Egg
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 on nearest foes within 5 spaces of unit through their next actions. If【Bonus】is active on unit or【Penalty】 is active on foe, inflicts Spd/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 6, "neutralizes effects that prevent unit's follow-up attacks," and if ≥ 18, "foe cannot counterattack." (Example: if unit has +6 bonus to Atk/Spd and foe has an -6 penalty to Atk/Spd, the calculated total will be 24.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Bun-Bun Baton
Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Creator Sword
Accelerates Special trigger (cooldown count-1). During combat, neutralizes effects that guarantee foe's follow-up attacks, prevent unit's follow-up attacks, grant "Special cooldown charge +X" to foe, or inflict "Special cooldown charge -X" on unit.
Crimson Axe
Accelerates Special trigger (cooldown count-1).
Crossbones Claw
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts Spd/Def-6 on foe and neutralizes effects that prevent unit's follow-up attacks during combat.

If unit is not adjacent to an ally and unit initiates combat while transformed, unit can make a follow-up attack before foe can counterattack.

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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Cursed Lance
Accelerates Special trigger (cooldown count-1). Grants Atk/Spd+2. Deals 4 damage to unit after combat.
Daniel-Made Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. Grants Atk+5 to allies within 2 spaces during combat. Inflicts Atk-5 on foes within 2 spaces during combat.
Dark Mystletainn
Accelerates Special trigger (cooldown count-1). If Special triggers before or during combat, grants Special cooldown count-2 after combat.
Dauntless Lance
Accelerates Special trigger (cooldown count-1).
Effective against armored foes.
Daybreak Lance
Accelerates Special trigger (cooldown count-1).
Demonic Tome
Effective against dragon and beast foes. Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat.
Destiny's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit during turns 1 through 4, grants Special cooldown count-1 to unit and target ally or unit and targeting ally. (Once per turn only.) If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and unit makes a guaranteed follow-up attack.
Dew Dragonstone
Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes "effective against armored" bonuses. If unit is within 3 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat, neutralizes penalties on unit during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Double Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat and unit can counterattack regardless of foe's range.
Draconic Rage
Accelerates Special trigger (cooldown count-1). If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), grants Atk/Spd+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Dragoon Axe
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Dryblade Lance
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value × 10, + 20).
Eerie Scripture
Accelerates Special trigger (cooldown count-1). Neutralizes "effective against dragons" bonuses. Unit can counterattack regardless of foe's range. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Ethereal Breath
Accelerates Special trigger (cooldown count-1). Effective against dragon foes. Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. Reduces damage from area-of-effect Specials by 80% (excluding Røkkr area-of-effect Specials). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Failnaught
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Fair-Fury Axe
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, deals damage = 15% of unit's Atk and grants Atk/Spd+6 to unit during combat.
Fanged Basilikos
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Fell Flambeau
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Spd/Def/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
Festive Siegmund
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Fireman's Hook
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes penalties that inflict "Special cooldown charge -X" on unit, and grants unit Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Flame of Múspell
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If【Bonus】
is active on unit, grants Atk/Spd+6 and Atk/Spd/Def/Res during combat = 50% of total bonuses on unit and foe (max: +12), and also, if total bonuses on unit and foe ≥ 10, neutralizes effects that prevent unit's follow-up attacks.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Flower Hauteclere
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, unit can move 1 extra space (that turn only; does not stack) and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat.
Gate-Anchor Axe
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Def/Res+5 to unit and inflicts Def/Res-5 on foe during combat and unit makes a guaranteed follow-up attack.
Genesis Falchion
Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also grants effects based on the total value of bonuses on the 3 allies with the highest bonus totals: If ≥ 10, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If ≥ 25, grants an additional Atk+5 during combat, and also, if unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.) If ≥ 60, if foe initiates combat, unit can counterattack before foe's first attack.
Golden Dagger
Accelerates Special trigger (cooldown count-1).
Golden Naginata
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's Atk ≥ unit's Atk+3, grants Atk/Spd/Def/Res+3 during combat.
Grado Poleax
Accelerates Special trigger (cooldown count-1).
Grafcalibur
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Gronnblade+
Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Gronnblade
Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Guardian's Axe
Accelerates Special trigger (cooldown count-1).
Guardian's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's Spd > foe's Spd at start of combat or during combat, inflicts Atk/Spd/Def-5 on foe during combat. (If unit and foe both have this weapon equipped, effect is calculated first for whoever initiates combat.)
Gullinkambi Egg
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat and unit or an ally has already entered combat during the same phase, unit attacks twice.
Hades Ω
Accelerates Special trigger (cooldown count-1). If unit initiates combat, grants Atk/Spd+4 during combat, and if unit's Special is ready, grants an additional Atk+6 during combat.
Hallowed Tyrfing
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit initiates combat or if foe's range = 2, reduces damage from foe's first attack by 40%.
Hauteclere
Accelerates Special trigger (cooldown count-1).
Headsman Glitnir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe during combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe can counter, or if foe initiates combat, unit makes a guaranteed follow-up attack.
Hel Scythe
Accelerates Special trigger (cooldown count-1). If foe does not use magic or staff, calculates damage using foe's Res, and if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)
Hel's Reaper
Accelerates Special trigger (cooldown count-1). Neutralizes "effective against flying" bonuses. If foe does not use magic or staff, calculates damage using foe's Res, and if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)
Hoarfrost Knife
Accelerates Special trigger (cooldown count-1). If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Def+20 during combat, and if foe can counter, unit makes a guaranteed follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Holy Yewfelle
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+6 to unit during combat and neutralizes penalties to unit's Atk/Spd and effects that inflict "Special cooldown charge -X" on unit during combat.
Honorable Blade
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+6 to unit during combat.

Effect:【Dagger 7】

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Horn of Opening
Accelerates Special trigger (cooldown count-1).

If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies, unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a follow-up attack.

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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Hotshot Lance
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers. (Five or more times grants +7, four times grants +6, three times grants +5, and two or fewer times grants +4.)

At start of combat, if unit's HP ≥ 25% and the unit has been enhanced using Dragonflowers three or more times, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Hunting Blade
Accelerates Special trigger (cooldown count-1). Effective against beast foes. At start of combat, if unit's Atk/Spd/Def/Res < that of an ally within 2 spaces, grants +5 to unit's corresponding stat during combat. Calculates each stat bonus independently.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Imbued Koma
Accelerates Special trigger (cooldown count-1). At start of combat, if Special is ready, grants Atk/Spd/Def/Res+5 during combat and foe cannot make a follow-up attack.
Jötnar Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def-5 on foe during combat and inflicts penalty on foe's Atk/Spd/Def during combat = current bonus on each of unit's Atk/Spd/Def. Calculates each stat penalty independently.
Effect:【Pathfinder】

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Kagami Mochi+
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Kagami Mochi
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Kaze's Needle
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Res+4 to unit during combat.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Killer Axe+
Accelerates Special trigger (cooldown count-1).
Killer Axe
Accelerates Special trigger (cooldown count-1).
Killer Bow+
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Killer Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Killer Lance+
Accelerates Special trigger (cooldown count-1).
Killer Lance
Accelerates Special trigger (cooldown count-1).
Killing Edge+
Accelerates Special trigger (cooldown count-1).
Killing Edge
Accelerates Special trigger (cooldown count-1).
Knightly Lance
Accelerates Special trigger (cooldown count-1).
Lance of Frelia
Accelerates Special trigger (cooldown count-1). Unit can move to a space within 2 spaces of an ally within 2 spaces. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, grants Def/Res+10 during combat.
Larcei's Edge
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Spd > foe's Spd or if foe's HP = 100%, grants Atk/Spd/Def/Res+4 to unit and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Lightning Breath+
Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe's range.
Lightning Breath
Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe's range.
Lilac-Jade Breath
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 40%. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Lioness Blade
Accelerates Special trigger (cooldown count-1).

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 during combat, and if Special triggers (excluding area-of-effect Specials), disables non-Special skills that "reduce damage by X%."

At start of combat, if unit's HP ≥ 25% and if foe's HP ≥ 75%, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)
Loyal Greatlance
Accelerates Special trigger (cooldown count-1).
Loyalist Axe
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 75%.
Lúin
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Spd+6 during combat, deals damage = 20% of unit's Spd, and also, if unit's Spd ≥ foe’s Spd+5, foe cannot counterattack.
Magic Rabbits
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2. Unit can move to a space within 2 spaces of any ally within 2 spaces. If unit initiates combat or is within 2 spaces of an ally, grants Atk+4, Spd+6, and bonus to unit's Atk = unit's max Special cooldown count value × 3 during combat.
Maltet
Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Mareeta's Sword
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Missiletainn
Accelerates Special trigger (cooldown count-1). Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Missiletainn
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit).
Mjölnir
Accelerates Special trigger (cooldown count-1).
If unit initiates combat, grants Spd+6 during combat.
Moonstrike Breath
Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of an ally, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also, if unit deals damage to foe using a Special, restores 30% of unit's maximum HP. (Triggers even if 0 damage is dealt.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Mystletainn
Accelerates Special trigger (cooldown count-1).
Nameless Blade
Accelerates Special trigger (cooldown count-1).
New Foxkit Fang
Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Nifl's Bite
Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range. If unit is within 2 spaces of an ally, restores 7 HP to unit after combat, and also, if foe uses bow, dagger, magic, or staff, neutralizes effects that prevent unit's counterattacks during combat.
Niles's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Peri's Lance
Accelerates Special trigger (cooldown count-1).
Primordial Breath
Accelerates Special trigger (cooldown count-1). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Spd/Def/Res+5 to unit and grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Prized Lance
Accelerates Special trigger (cooldown count-1). At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Professorial Guide
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Allies within 2 spaces gain: "Neutralizes effects that grant 'Special cooldown charge +X' to foe or inflict 'Special cooldown charge -X' on unit during combat."
Professorial Text
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.

Allies within 2 spaces gain: "If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks."
Purifying Breath
Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Rauðrblade+
Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Rauðrblade
Slows Special trigger (cooldown count+1).
Grants bonus to unit’s Atk = total bonuses on unit during combat.
Rebecca's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Renewed Fang
Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of support partner, inflicts Atk/Spd-6 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) Grants Special cooldown charge +1 per attack to support partners within 2 spaces. (Only highest value applied. Does not stack.)

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, grants Atk+2 and deals +10 damage when Special triggers.
Rinkah's Club
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if unit's HP < 100% at start of combat, grants Atk/Def+5 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Royal Hatari Fang
Enables【Canto (Rem. +1)】while transformed. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat.

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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)
Ruinous Frost
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit, inflicts Atk-6 on foe, and unit's first attack deals damage = 40% of foe's Res during combat, and also, both unit and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Sable Lance
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Scarlet Sword
Accelerates Special trigger (cooldown count-1).
Scythe of Sariel
Accelerates Special trigger (cooldown count-1). If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack.
Sea-Sear Lance
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack during combat by 75%.
Shadow Sword
Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Shamshir
Accelerates Special trigger (cooldown count-1). Deals +7 damage when Special triggers.
Shanna's Lance
Accelerates Special trigger (cooldown count-1).
Sharp War Sword
Accelerates Special trigger (cooldown count-1). If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and【Dodge】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Sky-Pirate Claw
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and unit makes a guaranteed follow-up attack.

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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Slaying Axe+
Accelerates Special trigger (cooldown count-1).
Slaying Axe
Accelerates Special trigger (cooldown count-1).
Slaying Bow+
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Slaying Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Slaying Edge+
Accelerates Special trigger (cooldown count-1).
Slaying Edge
Accelerates Special trigger (cooldown count-1).
Slaying Lance+
Accelerates Special trigger (cooldown count-1).
Slaying Lance
Accelerates Special trigger (cooldown count-1).
Solitary Blade
Accelerates Special trigger (cooldown count-1).
Spear of Shadow
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Spd/Def-5 on foe during combat.
Spendy Scimitar
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +6, zero times grants +4), and also, if unit has been enhanced using Dragonflowers two or more times, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Spy-Song Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Studied Forblaze
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 during combat and disables unit's and foe's skills that change attack priority.
Summer Strikers
Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 25% at start of combat and unit initiates combat, grants Atk/Spd+5 during combat and reduces damage from foe's first attack by 75%. Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Sun's Percussors
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Spd > foe's Spd or if foe's HP = 100%, grants Atk/Spd+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
Survivalist Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat, and also, if foe's HP ≥ 80% at start of combat, foe cannot counterattack.
Sweet Yule Log
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, grants an effect to unit based on the value of unit's Spd minus foe's Spd: if ≤ 9, unit can make a follow-up attack before foe can counterattack; if ≥ 10, unit attacks twice.
Tailwind Shuriken
Accelerates Special trigger (cooldown count-1). Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice. Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Talregan Axe
Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Thorn Lance
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Atk > foe's Atk, inflicts Atk/Def-6 on foe during combat and foe cannot make a follow-up attack.
Thunder's Mjölnir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and also, if unit initiates combat and unit's Spd ≥ foe's Spd+10, unit attacks twice.
Thunderer Tome
Accelerates Special trigger (cooldown count-1). At the start of turns 1 through 3 or if unit's HP < 100% at start of turn, grants Special cooldown count-1 to unit. During turns 1-3, or if unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.
Tiger-Roar Axe
Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also, at start of combat, if foe's HP = 100%, unit makes a guaranteed follow-up attack.
Twin-Crest Power
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) 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, grants Atk+2 and unit can counterattack regardless of foe's range.
Urvan
Accelerates Special trigger (cooldown count-1). If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%.
Vassal's Blade
Accelerates Special trigger (cooldown count-1). If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.)
Victorious Axe
Accelerates Special trigger (cooldown count-1). If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.
Vouge
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 50%, unit can counterattack regardless of foe's range.
War-God Mjölnir
Accelerates Special trigger (cooldown count-1). Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit is not adjacent to an ally, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Wedding-Bell Axe
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit can move to a space adjacent to an ally within 2 spaces" and【Triangle Attack】to unit and allies within 2 spaces. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat.

【Triangle Attack】
If unit initiates combat and 2 or more allies (excluding unit) with Triangle Attack are within 2 spaces of unit, unit attacks twice. (That turn only. Does not stack.)
Weighted Lance
Accelerates Special trigger (cooldown count-1).
Whirling Grace
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd > foe's Spd during combat, neutralizes penalties that inflict "Special cooldown charge -X" on unit during combat.
Whitewing Lance
Accelerates Special trigger (cooldown count-1).
Wind Parthia
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and if unit also deals damage to foe using a Special, restores 50% of unit's maximum HP. (Triggers even if 0 damage is dealt.)
Winds of Change
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if a bonus granted by a skill like Rally or Hone is active on unit or if unit's HP ≥ 50%, grants Atk/Spd+5 and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Wolf Queen Fang
Accelerates Special trigger (cooldown count-1).
During combat, boosts unit's Atk/Spd by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) 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, grants Atk+2 and deals +10 damage when Special triggers.

Weapons related to this keyword when refined

Weapon Refined Description
Audhulma
Accelerates Special trigger (cooldown count-1).
Grants Res+5.
Ayra's Blade
Accelerates Special trigger (cooldown count-1). Grants Atk/Spd+3. During combat, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Barb Shuriken+
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Basilikos
Accelerates Special trigger (cooldown count-1).
Berserk Armads
Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Beruka's Axe
Accelerates Special trigger (cooldown count-1).
Bow of Beauty
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Bow of Verdane
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.
Crimson Axe
Accelerates Special trigger (cooldown count-1).
Cursed Lance
Accelerates Special trigger (cooldown count-1). Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Dark Mystletainn
Accelerates Special trigger (cooldown count-1). If Special triggers before or during combat, grants Special cooldown count-2 after combat.
Dauntless Lance
Accelerates Special trigger (cooldown count-1).
Effective against armored foes.
Daybreak Lance
Accelerates Special trigger (cooldown count-1).
Draconic Rage
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and reduces damage from foe's first attack during combat by 40%. If foe's Range = 2, calculates damage using the lower of foe's Def and Res.
Excalibur
Accelerates Special trigger (cooldown count-1). Effective against flying units.
Fanged Basilikos
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Festive Siegmund
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or if unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 to unit during combat and restores 7 HP to unit after combat.
Golden Dagger
Accelerates Special trigger (cooldown count-1).
Golden Naginata
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's Atk ≥ unit's Atk+3, grants Atk/Spd/Def/Res+3 during combat.
Grado Poleax
Accelerates Special trigger (cooldown count-1).
Guardian's Axe
Hauteclere
Hoarfrost Knife
Accelerates Special trigger (cooldown count-1). If unit initiates combat, grants Def+20 to unit during combat, and also, if foe can counter, unit makes a guaranteed follow-up attack.

Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Kagami Mochi+
Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Kaze's Needle
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Res+4 to unit during combat.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Knightly Lance
Accelerates Special trigger (cooldown count-1).
Lightning Breath+
Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Loyal Greatlance
Accelerates Special trigger (cooldown count-1).
Maltet
Accelerates Special trigger (cooldown count-1). Neutralizes "effective against armored" bonuses. If unit's HP ≥ 25% and foe initiates combat, neutralizes unit's penalties during combat and unit makes a guaranteed follow-up attack.
Missiletainn
Accelerates Special trigger (cooldown count-1). Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+5 to unit during combat.
Mjölnir
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Spd+6 during combat.
Mystletainn
Accelerates Special trigger (cooldown count-1).
Nameless Blade
Niles's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Peri's Lance
Accelerates Special trigger (cooldown count-1).
Rebecca's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Scarlet Sword
Accelerates Special trigger (cooldown count-1).
Shamshir
Accelerates Special trigger (cooldown count-1). Deals +7 damage when Special triggers.
Shanna's Lance
Accelerates Special trigger (cooldown count-1).
Slaying Axe+
Slaying Bow+
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Slaying Edge+
Accelerates Special trigger (cooldown count-1).
Slaying Lance+
Solitary Blade
Spy-Song Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Urvan
Accelerates Special trigger (cooldown count-1). If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%.
Vassal's Blade
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Spd+5 to unit during combat and deals damage = 15% of unit's Spd.
Weighted Lance
Accelerates Special trigger (cooldown count-1).
Whitewing Lance
Wolf Queen Fang
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe during combat. 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Killer All W.png Alondite
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4.
Light Brand W.png Light Brand
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP = 100%, grants Spd/Def+4 to unit during combat.
Killer All W.png Ragnell
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4.

List of Assists

Assist Description
Martyr
Slows Special trigger (cooldown count+1).
Restores X HP to target (X = damage dealt to unit + 7).
Restores Y HP to unit (Y = half damage dealt to unit).
Recover
Slows Special trigger (cooldown count+1).
Restores 15 HP to target ally.
Rehabilitate
Slows Special trigger (cooldown count+1).
If target's HP is ≤ 50%, the lower the target's HP, the more HP is restored. (Minimum of 7 HP.)

List of Specials

None, currently.

List of Passives

A passives related to this keyword

None, currently.

B passives related to this keyword

Icon Passive Description
Lunar Brace.png Lunar Brace
Slows Special trigger (cooldown count+1).
Deals damage = 50% of foe's Def when Special triggers.

C passives related to this keyword

None, currently.

Sacred seals related to this keyword

None, currently.

List of Captain Skills

None, currently.

List of items

None, currently.

List of structures

None, currently.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

Cooldown charge[]

Cooldown charge, often found in skill descriptions, refers to the amount by which a cooldown is brought closer to zero when taking an action. Steady Breath.png Steady Breath, for example, adds one to the cooldown charge whenever the unit is attacked, decreasing the number by 2 (one from normal combat charge + one charge granted by the skill), making the special cooldown value reach zero faster than it otherwise would have.

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Axe of Despair
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up attack"; and if ≥ 10, "unit makes a guaranteed follow-up attack"; and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Example: if unit has an Atk/Def+6 bonus and foe has an Atk/Def-6 penalty, the calculated total will be 24.)
Ayra's Blade
Grants Spd+3. If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Banshee Θ
At the start of turns 3 and 4, inflicts Atk/Spd/Def/Res-6,【Gravity】,【Guard】, and status preventing counterattacks on closest foes within 5 spaces of unit through their next actions.

【Gravity】
Restricts target's movement to 1 space through its next action.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Blazing Durandal
Grants Atk+3. If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Bottled Juice+
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Bottled Juice
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Brutal Breath
Grants Spd+3. Grants Atk/Spd/Def/Res+X during combat. (Calculates X based on number of allies within 2 spaces of unit: 0 allies grants +5; 1 grants +3; 2 grants +1; ≥3 allies grants +0.) If the number of allies within 2 spaces is ≤ 1, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Candy Cane+
If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Candy Cane
If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Dazzling Breath
Grants Atk+3. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-5 on foe during combat and foe cannot make a follow-up attack, and also, if unit is within 2 spaces of an ally, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Devilish Bow+
Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Devilish Bow
Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Dragoon Axe
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Enveloping Breath
Grants Res+3. If Sing or Dance is used, inflicts Atk/Res-7 and【Guard】on foes in cardinal directions of unit and target through their next actions. At start of combat, if unit's HP ≥ 25%, grants Spd/Res+6 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Fireman's Hook
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes penalties that inflict "Special cooldown charge -X" on unit, and grants unit Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Gladiator's Blade
If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Guard Axe+
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Axe
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Lance+
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Lance
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Sword+
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Guard Sword
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Hack-o'-Lantern+
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Hack-o'-Lantern
Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Headsman Glitnir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe during combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe can counter, or if foe initiates combat, unit makes a guaranteed follow-up attack.
Hreiðmarr
Grants Def+3. Enables【Canto (3)】during turns 1 through 4. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and after combat, if unit attacked, inflicts【Guard】on target and foes within 2 spaces of target.

【Canto (3)】
After an attack, Assist skill, or structure destruction, unit can move 3 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 3 space(s).)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Huge Fan+
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Huge Fan
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Iago's Tome
Grants Res+3. At start of odd-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is not adjacent to another foe, inflicts Atk/Spd-4 and【Guard】on that foe. At start of even-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Def/Res-4 and【Panic】on that foe.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Panic】
Converts bonuses on target into penalties through its next action.
Icy Maltet
At start of turn, if unit has been enhanced using Dragonflowers ten or more times, grants Atk/Def+6 for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +5, max; zero times grants +4), and also, if unit has been enhanced using Dragonflowers five or more times, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Lantern Breath+
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Lantern Breath
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Lioness Blade
Accelerates Special trigger (cooldown count-1).

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 during combat, and if Special triggers (excluding area-of-effect Specials), disables non-Special skills that "reduce damage by X%."

At start of combat, if unit's HP ≥ 25% and if foe's HP ≥ 75%, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)
Melancholy+
After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts【Guard】on target and foes within 2 spaces of target. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Melancholy
After combat, if unit attacked, resets Special cooldown of foe, and inflicts【Guard】on foe. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Missiletainn
Accelerates Special trigger (cooldown count-1). Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Moon Gradivus
Unit can counterattack regardless of foe's range. Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Niðavellir Sprig
Grants Spd+3. Enables【Canto (2)】during turns 1 through 4. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Effect:【Dagger 7】

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Pledged Blade+
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Pledged Blade
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Polished Fang
Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+6 to unit during combat, and also, if unit's Def > foe's Def, grants Special cooldown charge +1 per foe's attack (only highest value applied; does not stack) and deals +5 damage per unit's attack, including when dealing damage with a Special triggered before combat.

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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Primordial Breath
Accelerates Special trigger (cooldown count-1). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Spd/Def/Res+5 to unit and grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Prized Lance
Accelerates Special trigger (cooldown count-1). At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Reindeer Bow+
Effective against flying foes. If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Reindeer Bow
Effective against flying foes. If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Renewed Fang
Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of support partner, inflicts Atk/Spd-6 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) Grants Special cooldown charge +1 per attack to support partners within 2 spaces. (Only highest value applied. Does not stack.)

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, grants Atk+2 and deals +10 damage when Special triggers.
Rinkah's Club
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if unit's HP < 100% at start of combat, grants Atk/Def+5 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Royal Sword
Grants Spd+3. If unit is within 2 spaces of an ally, grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Scalding Breath
Grants Spd+3. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit is not adjacent to an ally, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Sparkling Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack (only highest value applied; does not stack) and deals +5 damage to foe per unit's attack, including when dealing damage with a Special triggered before combat.

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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Spider Plush+
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Spider Plush
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Spirited Axe+
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Spirited Axe
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Spirited Spear+
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Spirited Spear
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Spirited Sword+
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Spirited Sword
If【Bonus】is active on unit, grants Atk/Def+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Storm Sieglinde
Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), grants Def/Res+3 and Special cooldown charge +1 per unit's attack during combat.
(Only highest value applied. Does not stack.)
Summer's Breath
Effective against dragon foes. Grants Def+3. If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Sunshade Staff
Calculates damage from staff like other weapons. Grants Atk+6 to allies within 2 spaces during combat. Grants Special cooldown charge +1 per foe's attack to allies within 2 spaces during their combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat.
Tannenbaton+
Grants Def/Res+2 and “inflicts Special cooldown charge -1 on foe per attack” to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.)
Tannenbaton
Grants Def/Res+2 and “inflicts Special cooldown charge -1 on foe per attack” to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.)
Tanngrisnir
Effective against flying foes. Grants Spd+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, grants Atk/Spd/Def/Res+3 and Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Tome of Despair
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up attack"; and if ≥ 10, "unit makes a guaranteed follow-up attack"; and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Example: if unit has an Atk/Res+6 bonus and foe has an Atk/Res-6 penalty, the calculated total will be 24.)
Witchy Wand+
After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts the following status on target and foes within 2 spaces of target through their next actions: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)
Witchy Wand
After combat, if unit attacked, resets Special cooldown of foe, and inflicts the following status on foe through its next action: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)

Weapons related to this keyword when refined

Weapon Refined Description
Blazing Durandal
Grants Atk+3. If unit initiates combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Lyfjaberg
Grants Res+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, and also, if unit initiates combat or if unit's Spd > foe's Spd, foe cannot make a follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Missiletainn
Accelerates Special trigger (cooldown count-1). Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+5 to unit during combat.
Royal Sword
Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Special cooldown charge +1 to unit per unit's attack. (Only highest value applied. Does not stack.)
Storm Sieglinde
Grants Atk+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+4 and Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
Summer's Breath
Effective against dragon foes. Grants Def+3. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 during combat and Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Ardens Blade W.png Arden's Blade
At start of combat, if unit's HP ≥ 50%, grants Atk+4, Def+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Audhulma W.png Audhulma
If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Berukas Axe W.png Beruka's Axe
At start of combat, if unit's HP ≥ 50%, inflicts Atk-4 on foe during combat and Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Breath of Blight W.png Breath of Blight
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and also inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Corvus Tome W.png Corvus Tome
At start of combat, if foe's Atk ≥ unit's Atk+3, inflicts Atk/Res-6 on foe during combat and Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Crimson Axe W.png Crimson Axe
If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Cursed Lance W.png Cursed Lance
If unit's HP < 100% at start of combat, or if 【Penalty】 is active on foe, grants Atk/Spd/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Draconic Rage W.png Draconic Rage
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 and Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
Eternal Breath W.png Eternal Breath
If【Bonus】is active on unit, inflicts Atk/Res-4 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Expiration W.png Expiration
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Felicias Plate W.png Felicia's Plate
If foe uses magic, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Flame Siegmund W.png Flame Siegmund
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
Foxkit Fang W.png Foxkit Fang
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: if ≥ 1, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and if ≥ 5, neutralizes effects that prevent unit's follow-up attacks.
Geirskogul W.png Geirskögul
Grants Def/Res+3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat, and if foe initiates combat against those allies, grants Special cooldown charge +1 per attack to those allies. (Only highest value applied. Does not stack.)
Hawk King Claw W.png Hawk King Claw
At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 and Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
Hoarfrost Knife W.png Hoarfrost Knife
If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Def-5 on foe and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Kazes Needle W.png Kaze's Needle
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Res+4 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 and deals +5 damage per unit's attack, including when dealing damage with a Special triggered before combat. (Only highest value applied. Does not stack.)
Kitsune Fang W.png Kitsune Fang
If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is within 2 spaces of an ally, grants Def/Res+2 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Flashing Blade W.png Niles's Bow
If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Rhomphaia
Expiration W.png Sagittae
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Sneering Axe W.png Sneering Axe
At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 and Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Soleils Shine W.png Soleil's Shine
If unit initiates combat, grants Atk/Spd+5 and Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Thokk W.png Thökk
At start of turn, inflicts【Guard】on foes on the enemy team with the lowest Spd and any foes within 1 space of those foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+4 during combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Weighted Lance W.png Weighted Lance
At start of combat, if unit's HP ≥ 50%, grants Def/Res+4 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
Flashing Blade W.png Wing Sword
If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

List of Assists

Assist Description
Call to Flame
Grants another action to target ally and grants Atk+6 and Special cooldown charge +1 per attack during combat to that ally for 1 turn. (Only highest value applied. Does not stack.) Also, if the target ally is a dragon, target can move 1 extra space. (That turn only. Does not stack. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)
Frightful Dream
Grants another action to target ally. Inflicts Atk/Spd/Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions. (Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

List of Specials

None, currently.

List of Passives

A passives related to this keyword

Icon Passive Description
Steady Stance 4.png Steady Stance 4
If foe initiates combat, grants Def+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Mirror Stance 3.png Mirror Stance 3
If foe initiates combat, grants Atk/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Sturdy Stance 3.png Sturdy Stance 3
If foe initiates combat, grants Atk/Def+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Swift Stance 3.png Swift Stance 3
If foe initiates combat, grants Spd/Res+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Kestrel Stance 3.png Kestrel Stance 3
If foe initiates combat, grants Atk/Spd+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Bracing Stance 3.png Bracing Stance 3
If foe initiates combat, grants Def/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Steady Posture 3.png Steady Posture 3
If foe initiates combat, grants Spd/Def+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Heavy Blade 1.png Heavy Blade 1
If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Heavy Blade 2.png Heavy Blade 2
If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Heavy Blade 3.png Heavy Blade 3
If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Heavy Blade 4.png Heavy Blade 4
If unit's Atk > foe's Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit's attack. (Only highest value applied. Does not stack.)
Flashing Blade 1.png Flashing Blade 1
If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
Flashing Blade 2.png Flashing Blade 2
If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
Flashing Blade 3.png Flashing Blade 3
If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
Flashing Blade 4.png Flashing Blade 4
If unit's Spd > foe's Spd, grants Special cooldown charge +1 and deals +5 damage per unit's attack.
(Only highest value applied. Does not stack.)
Dragonscale.png Dragonscale
Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Res-6 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe’s attack deals 0 damage.)

B passives related to this keyword

Icon Passive Description
Guard 1.png Guard 1
At start of combat, if unit's HP = 100%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Guard 2.png Guard 2
At start of combat, if unit's HP ≥ 90%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Guard 3.png Guard 3
At start of combat, if unit's HP ≥ 80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Special Fighter 1.png Special Fighter 1
At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Special Fighter 2.png Special Fighter 2
At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Special Fighter 3.png Special Fighter 3
At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Freezing Seal II.png Freezing Seal II
At start of turn, inflicts Atk/Def-7 and 【Guard】 on foes on the enemy team with the lowest Res and any foe within 2 spaces of those foes through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Def Res Ruse 1.png Def/Res Ruse 1
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Def Res Ruse 2.png Def/Res Ruse 2
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Def Res Ruse 3.png Def/Res Ruse 3
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Spd Ruse 1.png Atk/Spd Ruse 1
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Spd Ruse 2.png Atk/Spd Ruse 2
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Spd Ruse 3.png Atk/Spd Ruse 3
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Res Ruse 1.png Spd/Res Ruse 1
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Res Ruse 2.png Spd/Res Ruse 2
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Res Ruse 3.png Spd/Res Ruse 3
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Def Ruse 1.png Atk/Def Ruse 1
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Def Ruse 2.png Atk/Def Ruse 2
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Def Ruse 3.png Atk/Def Ruse 3
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Def Ruse 1.png Spd/Def Ruse 1
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Def Ruse 2.png Spd/Def Ruse 2
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Spd Def Ruse 3.png Spd/Def Ruse 3
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Res Ruse 1.png Atk/Res Ruse 1
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Res Ruse 2.png Atk/Res Ruse 2
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Res Ruse 3.png Atk/Res Ruse 3
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Armored Wall.png Armored Wall
At start of combat, if unit's HP ≥ 25%, grants Special cooldown charge +1 to unit, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat.

During unit's first combat in player phase or enemy phase, at start of combat, if unit's HP ≥ 25% while transformed, reduces damage from foe's first attack by 40%.
Flow Guard 1.png Flow Guard 1
At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Flow Guard 2.png Flow Guard 2
At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Flow Guard 3.png Flow Guard 3
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Crafty Fighter 1.png Crafty Fighter 1
If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Crafty Fighter 2.png Crafty Fighter 2
If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Crafty Fighter 3.png Crafty Fighter 3
If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Vengeful Fighter 1.png Vengeful Fighter 1
If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Vengeful Fighter 2.png Vengeful Fighter 2
If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Vengeful Fighter 3.png Vengeful Fighter 3
If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bold Fighter 1.png Bold Fighter 1
If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bold Fighter 2.png Bold Fighter 2
If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bold Fighter 3.png Bold Fighter 3
If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Deadly Balance.png Deadly Balance
At start of combat, if unit's HP ≥ 50% or if【Penalty】is active on unit, inflicts Atk/Def-5 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

C passives related to this keyword

Icon Passive Description
Infantry Breath 1.png Infantry Breath 1
Adjacent infantry allies gain: "If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)"
Infantry Breath 2.png Infantry Breath 2
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+1 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"
Infantry Breath 3.png Infantry Breath 3
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+2 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"
Worldbreaker.png Worldbreaker
Grants Special cooldown charge +1 per attack during combat to unit and allies within 2 spaces. (Only highest value applied. Does not stack.)
Infantry Rush 1.png Infantry Rush 1
Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Rush 2.png Infantry Rush 2
Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Rush 3.png Infantry Rush 3
Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Flash 1.png Infantry Flash 1
Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Flash 2.png Infantry Flash 2
Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Flash 3.png Infantry Flash 3
Infantry allies within 2 spaces gain: "If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"

Sacred seals related to this keyword

None, currently.

List of Captain Skills

None, currently.

List of items

None, currently.

List of structures

None, currently.

List of Duo Skills

Owners Duo Skill
Ike Close-Knit Siblings Face FC.webp
Ike: Close-Knit Siblings
Inflicts Atk/Spd-7 and【Guard】on foes within 5 rows or 5 columns centered on unit through their next actions, and inflicts Special cooldown count+2 on those foes.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

List of Harmonized Skills

None, currently.

Special cooldown count changes outside combat[]

These skills reduce or increase the cooldown count by a certain amount outside of combat, making Special skills ready for use earlier or later, but they do not modify the Special's turn requirement. Furthermore, a skill such as Pulse Smoke 3.png Pulse Smoke 3 cannot increase a Special's cooldown count past it's turn requirement.

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Ascending Blade
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and after combat, grants Special cooldown count-1.
Berserk Armads
Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Bride's Fang
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, inflicts Atk/Spd/Def-5 on foe during combat, and if Special triggers before or during combat and unit attacked, grants Special cooldown count-1 after combat.

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, grants Atk+2 and deals +10 damage when Special triggers.
Bunny Fang
Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP ≤ 75%, grants Special cooldown count-2.
Effect:【Beast (Cavalry)】

【Beast (Cavalry)】
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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Dark Mystletainn
Accelerates Special trigger (cooldown count-1). If Special triggers before or during combat, grants Special cooldown count-2 after combat.
Demonic Tome
Effective against dragon and beast foes. Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat.
Destiny's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit during turns 1 through 4, grants Special cooldown count-1 to unit and target ally or unit and targeting ally. (Once per turn only.) If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and unit makes a guaranteed follow-up attack.
Diplomacy Staff
Calculates damage from staff like other weapons. At start of turn, grants Atk/Def/Res+6 and the following status to unit's support partner (if any): "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of turn, if at least one ally has been defeated, grants Special cooldown count-2 and the following status to unit's support partner (if any): "Foe cannot make a follow-up attack."
Dryblade Lance
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value × 10, + 20).
Grandscratcher+
At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.)
Grandscratcher
At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.)
Groom's Wing
Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

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, grants Atk+2 and deals +10 damage when Special triggers.
It's Curtains...+
At the start of turn 1, grants Special cooldown count-2.
It's Curtains...
At the start of turn 1, grants Special cooldown count-2.
Magic Rabbits
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2. Unit can move to a space within 2 spaces of any ally within 2 spaces. If unit initiates combat or is within 2 spaces of an ally, grants Atk+4, Spd+6, and bonus to unit's Atk = unit's max Special cooldown count value × 3 during combat.
Missiletainn
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit).
Niðavellir Lots
Grants Atk+3. Enables【Canto (2)】during turns 1 through 4. At the start of turn 4, grants Special cooldown count-3 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)
Ouch Pouch+
At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Ouch Pouch
At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-5 on foes within 2 spaces of target through their next actions.
Quick Dagger+
At the start of turn 1, grants Special cooldown count-2 to unit.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Quick Dagger
At the start of turn 1, grants Special cooldown count-2 to unit.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Spendthrift Bow+
Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.)
Spendthrift Bow
Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.)
Studied Forblaze
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 during combat and disables unit's and foe's skills that change attack priority.
Thunderer Tome
Accelerates Special trigger (cooldown count-1). At the start of turns 1 through 3 or if unit's HP < 100% at start of turn, grants Special cooldown count-1 to unit. During turns 1-3, or if unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.
Tome of Reglay
Grants Atk+3. At start of turn, grants Special cooldown count-1 to any magic allies within two spaces of unit (including unit) that has their Special cooldown count at its maximum value. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat.
Tome of Thoron
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). 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, grants Atk+2 and deals +10 damage when Special triggers.

Weapons related to this keyword when refined

None, currently.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Ancient Codex W.png Ancient Codex
At the start of turns 1 through 3, grants Special cooldown count-1 to unit. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Quickened Pulse W.png Dark Excalibur
At the start of turn 1, grants Special cooldown count-2.
Wrath W.png Devil Axe
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Peshkatz W.png Peshkatz
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+4 during combat, and also, after combat, if unit attacked, inflicts Special cooldown count+1 on target and foes within 2 spaces of target (no effect on Special cooldown counts already at maximum) and grants Special cooldown count-1 to unit and allies within 2 spaces of unit.
Royal Sword W.png Royal Sword
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, after combat, grants Special cooldown count-1 and restores 7 HP.
Quickened Pulse W.png Scarlet Sword
At the start of turn 1, grants Special cooldown count-2.
Shamshir W.png Shamshir
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.

List of Assists

None, currently.

List of Specials

Special Description
Brutal Shell
At the start of turn 1, grants Special cooldown count-3 to unit. Treats foe's Def/Res as if reduced by 50% when Special triggers.
Life Unending
At the start of turn 1, grants Special cooldown count-5. When Special triggers, if unit's HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. After combat, if unit's Special triggered, restores 99 HP. (Once per map.)
Radiant Aether II
At the start of turn 1, grants Special cooldown count-2 to unit. Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = 50% of damage dealt.
Seiðr Shell
At the start of turn 1, grants Special cooldown count-3 to unit. Boosts damage by 15 and calculates damage using the lower of foe's Def or Res.

List of Passives

A passives related to this keyword

None, currently.

B passives related to this keyword

Icon Passive Description
Shield Pulse 1.png Shield Pulse 1
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1.
Shield Pulse 2.png Shield Pulse 2
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers.
Shield Pulse 3.png Shield Pulse 3
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers.
Wrath 1.png Wrath 1
At start of turn, if unit's HP ≤ 25% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wrath 2.png Wrath 2
At start of turn, if unit's HP ≤ 50% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wrath 3.png Wrath 3
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
S Drink.png S Drink
At the start of turn 1, restores 99 HP and grants Special cooldown count-1.
Special Spiral 1.png Special Spiral 1
If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat.
Special Spiral 2.png Special Spiral 2
If Special triggers before or during combat, grants Special cooldown count-1 after combat.
Special Spiral 3.png Special Spiral 3
If Special triggers before or during combat, grants Special cooldown count-2 after combat.
Even Pulse Tie 1.png Even Pulse Tie 1
At start of even-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 2.png Even Pulse Tie 2
At start of even-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 3.png Even Pulse Tie 3
At start of even-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 1.png Odd Pulse Tie 1
At start of odd-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 2.png Odd Pulse Tie 2
At start of odd-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 3.png Odd Pulse Tie 3
At start of odd-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Atrocity.png Atrocity
At start of combat, if foe's HP ≥ 50%, deals damage = 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 and Special cooldown count+1 on target and foes within 2 spaces of target through their next actions. (No effect on Special cooldown counts already at maximum.)
Hardy Fighter 1.png Hardy Fighter 1
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation.
Hardy Fighter 2.png Hardy Fighter 2
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation.
Hardy Fighter 3.png Hardy Fighter 3
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation.

C passives related to this keyword

Icon Passive Description
Infantry Pulse 1.png Infantry Pulse 1
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-5. (Stacks with similar skills.)
Infantry Pulse 2.png Infantry Pulse 2
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-3. (Stacks with similar skills.)
Infantry Pulse 3.png Infantry Pulse 3
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit's HP. (Stacks with similar skills.)
Ostias Pulse.png Ostia's Pulse
At the start of turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2.
Ostias Pulse II.png Ostia's Pulse II
At start of turn, grants Def/Res+6 to unit and allies for one turn, and also, if any unit or ally's Special cooldown count is at its maximum value, grants them Special cooldown count-1. All effects granted only if the number of that unit or ally's movement type on the current team is ≤ 2.
Pulse Smoke 1.png Pulse Smoke 1
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.)
Pulse Smoke 2.png Pulse Smoke 2
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.)
Pulse Smoke 3.png Pulse Smoke 3
Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.)
Times Pulse 1.png Time's Pulse 1
At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 2.png Time's Pulse 2
At start of odd-numbered turns, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 3.png Time's Pulse 3
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Sacred seals related to this keyword

Icon Passive Description
Quickened Pulse.png Quickened Pulse
At the start of turn 1, grants Special cooldown count-1.
Blade Seal.png Blade Seal
When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Special Blade】drops.

【Special Blade】
Enables use of Specials for all allies.
Charm Seal.png Charm Seal
When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Lightning Charm】drops.

【Lightning Charm】
Inflicts 20 damage to all enemies.
Elixir Seal.png Elixir Seal
When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and an【Elixir】drops.

【Elixir】
Restores 99 HP to all allies
Guardian Seal.png Guardian Seal
Units on the opposing team with Range = 2 cannot move through a space adjacent to the holder of this seal. (Does not affect units with Pass.) When foe with this seal is defeated, restores 10 HP to unit that defeated foe and inflicts Special cooldown count+1 on that unit after combat.
Boots Seal.png Boots Seal
When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and【Infantry Boots】drop.

【Infantry Boots】
Grants +1 to movement to all allies for 1 turn.
Horn Seal.png Horn Seal
When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Fortifying Horn】drops.

【Fortifying Horn】
Grants all allies Atk/Spd/Def/Res+6 for 1 turn.
Veil Seal.png Veil Seal
When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Dancer's Veil】drops.

【Dancer's Veil】
Allows one random ally that has already acted to take another action.

List of Captain Skills

Icon Captain Skill Description
Secret Maneuver.png Secret Maneuver
During captain's combat, disables skills of all foes excluding foe in combat. At start of turns 2-5, grants Special cooldown count-1 to all allies.

List of items

None, currently.

List of structures

Icon Structure Level Description
Structure Nifl Icicle.png Nifl Icicle 1
Grants Special cooldown count-1 to allies within 5 rows and 5 columns centered on structure.

List of Duo Skills

Owners Duo Skill
Alfonse Askran Duo Face FC.webp
Alfonse: Askran Duo
Grants Special cooldown count-2 to unit and infantry allies within 3 rows and 3 columns centered on unit.
Ike Close-Knit Siblings Face FC.webp
Ike: Close-Knit Siblings
Inflicts Atk/Spd-7 and【Guard】on foes within 5 rows or 5 columns centered on unit through their next actions, and inflicts Special cooldown count+2 on those foes.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Sothis Bound-Spirit Duo Face FC.webp
Sothis: Bound-Spirit Duo
Grants【Null Follow-Up】to unit and allies within 2 spaces. If unit or any ally within 2 spaces has their Special cooldown count at its maximum value, grants them Special cooldown count-1.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

List of Harmonized Skills

Owners Harmonized Skill
Sonya Dazzling Rabbits Face FC.webp
Sonya: Dazzling Rabbits
Grants Special cooldown count-2 to unit and allies from the same titles as unit. Grants Atk+6 and【Resonance: Blades】to unit and allies from the same titles as unit for 1 turn.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.

Special cooldown count changes during combat[]

These skills reduce or increase the cooldown count by a certain amount during combat, making Special skills ready for use earlier or later, but they do not modify the Special's turn requirement.

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Sturdy War Sword
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, and if unit's attack triggers Special, the following effects will occur based on the number of allies within 4 spaces of unit: If ≥ 1, before unit's first attack, grants Special cooldown count-X (X = 50% of unit's max Special cooldown count value, rounded down) to unit. If ≥ 2, reduces damage from foe's first attack by X% (X = unit's max Special cooldown count value × 10). If ≥ 3, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.

Weapons related to this keyword when refined

None, currently.

Weapons related to this keyword when refined with a certain skill

None, currently.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

A passives related to this keyword

None, currently.

B passives related to this keyword

None, currently.

C passives related to this keyword

None, currently.

Sacred seals related to this keyword

None, currently.

List of Captain Skills

None, currently.

List of items

None, currently.

List of structures

None, currently.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

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