Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Base weapon | ||
Map effects | ||
Recover 7 HP | Unit | After combat if Unit's HP ≥ 25% at start of combat |
Combat effects | ||
Atk/Spd/Def/Res+5 | Unit | Unit's HP ≥ 25% at start of combat |
Reduces damage by X% X = 20% of Unit's Def from Foe's first attack (including second attacks) | ||
Prevent follow-up | Foe | |
Increases the Spd difference by X X = 2 x ( Unit's Def - Foe's Def) | Unit's HP ≥ 25% at start of combat & Unit's Def > Foe's Def | |
Skill refine effects | ||
Combat effects | ||
Atk/Spd/Def-4 | Foes within 3 rows or 3 columns centered on Unit | — |
Special cooldown charge -1 | ||
Atk/Spd/Def/Res+5 | Unit | Enemy Phase or Foe's HP ≥ 75% at start of combat |
Boosts damage by X% X = 20% of Unit's Def | ||
Guaranteed follow-up |
Notes[ | ]
- The stat increase that can be applied by Crimson Lance is considered a temporary buff.
- The damage-reduction effect is calculated after offensive Specials and damage boosting effects such as Arcane Lúin and Dominance.
- If a skill such as Miracle or Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- "Reduces damage by X%" effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Special "reduces damage by X%" effects cannot be neutralized or reduced by effects such as Share Spoils or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- Crimson Lance can prevent the foe from making a standard follow-up attack.
- As a general rule, if a unit is both prevented from making, and guaranteed to make a standard follow-up attack, the effects cancel out, and the Spd difference is used (including effects that alter the Spd difference such as Frozen).
- Crimson Lance will not prevent a unit with a "unit attacks twice" effect from performing the 2 consecutive attacks, but the the unit will not be able to perform a standard follow-up attack.
- Crimson Lance will not prevent the additional follow-up attack of 【Potent Follow X%】 or 【Potent Follow 100%】.
- Effects such as Mag. Null Follow or Null Follow-Up will neutralize the follow-up preventing effect of Crimson Lance.
- Crimson Lance increases the Spd difference necessary to perform a follow-up attack.
- 【Phantom】 effects such as Spurn 4 or Phantom Spd 3 will not affect the Spd difference increasing effect of Crimson Lance.
- All Spd difference increases and/or decreases will stack with each other.
- For example, if a foe with Def ≥ the unit's Def has Frozen and Clever Fighter, the effects will stack and the the Spd difference necessary for the unit to make a follow-up attack remains the same.
- The healing effect is triggered regardless of whether Crimson Lance's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Crimson Lance's healing effect will still trigger.
- Crimson Lance's user needs to survive the combat for the healing effect to trigger.
- Crimson Lance's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Crimson Lance's after combat healing will not work if the foe has a skill that prevents HP recovery such as Fatal Smoke 4 or Incurable+, or the user has been inflicted with Deep Wounds.
Upgrades[ | ]
Type | Stats | Description | Cost |
---|---|---|---|
+3 HP | If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills). If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat. For foes within 3 rows or 3 columns centered on unit, inflicts Atk/Spd/Def-4 and Special cooldown charge -1 on those foes per attack during combat (only highest value applied; does not stack). If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, deals damage = 20% of unit's Def (excluding area-of-effect Specials), and unit makes a guaranteed follow-up attack during combat. |
400 SP, 500, 200 | |
+5 HP, +2 Mt | If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills). If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat. |
400 SP, 500, 200 | |
+5 HP, +3 Spd | If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills). If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat. |
400 SP, 500, 200 | |
+5 HP, +4 Def | If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills). If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat. |
400 SP, 500, 200 | |
+5 HP, +4 Res | If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills). If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat. |
400 SP, 500, 200 |
Notes[ | ]
- The stat decrease that can be applied by Crimson Lance is considered a temporary debuff.
- The "Special cooldown charge -X" effect will stack with the "Special cooldown charge +X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If used alongside another source of "Special cooldown charge -X", only the higher of the two charge reductions will apply.
- This means that if a unit has two "Special cooldown charge -1" effects from two different sources, the battle will play out as if only one "Special cooldown charge -1" effect is active.
- Skills such as Spd/Def Tempo 4 and Whirling Grace will neutralize effects that inflict "Special cooldown charge -X" on its user.
- The temporary debuffs and special cooldown charge -1 effects of Crimson Lance will not apply to the user's allies if the user is inflicted with Time's Grip, the user's allies are inflicted with Feud, or the user's allies are in combat against a foe with skills such as Impenetrable Void and C Feud 3.
- "If foe initiates combat" means if a foe triggers combat during the enemy phase. The unit being initiated upon does not need to deal damage, nor be able to counterattack.
- However, if the effect is applied after combat, the unit being initiated upon must also survive it to fulfill this condition.
- The damage boosting effect of Crimson Lance ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage-reduction effects such as Gust, Atk/Spd Excel, and Dodge.
- A foe equipped with Embla's Ward, Múspellflame, Niðavellir Axiom, File:Nine-Realm Pact.png Nine-Realm Pact, or Gold Perfection will neutralize all sources of damage during combat except the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
- As a general rule, if a unit is both prevented from making, and guaranteed to make a follow-up attack, the effects cancel out, and the Spd difference decides instead (including effects that alter the Spd difference such as Frozen).
- A foe with effects such as Phys. Null Follow or Null Follow-Up will neutralize the guaranteed follow-up attack granted by Crimson Lance.
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List of owners[ | ]
Unit | Skill chain |
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Crimson Lance 5 |
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