This page is about the Passive skill. For the status effect, see Divine Nectar (status effect).
* Unused restrictions: No restrictions.
Effects[]
| Effects | Targets | Conditions |
|---|---|---|
| Status effects | ||
| Divine Nectar | Unit & Allies within 2 spaces | At start of both Phases if an Ally is within 2 spaces |
| Map effects | ||
| Another action (once per turn) | Allies with Divine Nectar | A Rally or Movement Assist is used by an Ally |
| Combat effects | ||
| Atk/Def-5 | Foe | An Ally is within 3 spaces |
| Special cooldown charge -1 | ||
Notes[]
- Divine Nectar applies the Divine Nectar status effect.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Divine Nectar is acquired during the enemy phase, it will disappear when the next player phase begins.
- Divine Nectar's healing effect will not be affected if the user is prevented from recovering HP during combat by HP recovery preventing effects.
- The 【Deep Wounds】 neutralization effect only applies to HP recovery during combat.
- The 【Deep Wounds】 neutralization effect applies to the Deep Wounds status effect and the HP recovery preventing effect of skills such as Fatal Smoke 4 or Execution Breath.
- The 【Deep Wounds】 neutralization effect also works for other HP recovery effects during combat, even for effects from allies such as Breath of Life 4.
- The 【Deep Wounds】 neutralization effect only applies to HP recovery during combat.
- The flat damage-reduction effect of Divine Nectar only activates during the first combat that the user enters during either phase of that turn.
- If the user or a foe has any skills that neutralize or stack with Divine Nectar's flat damage-reduction effect, those effects will only stack or be neutralized during the first combat that the user enters during either phase of that turn.
- The flat damage-reduction effect is a flat -10 damage that is calculated after offensive Specials, damage boosting effects such as Arcane Lúin and Dominance, and "reduces damage by X%" effects such as Gust and Dodge.
- 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.
- Umbra Burst weapons will always deal a minimum of 1 damage even if the foe is equipped with Invincible Sister, Vengeful God, Invincibility Seals, or damage reduction effects.
- Flat damage-reduction effects stack additively, similar to damage boosting effects and interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Flat damage-reduction effects cannot be neutralized or reduced only during combat by effects such as Share Spoils+ or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Divine Nectar is acquired during the enemy phase, it will disappear when the next player phase begins.
- "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
- However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
- Both Divine Nectar and other effects that grant another action to the user can trigger on the same turn.[1]
- The unit's Special cooldown count is unaffected if the additional action effect of Divine Nectar triggers.
- Edelgard: Of Rivals's boosted Special effect neutralizes effects that grant unit another action to the unit after combat and additional effects that are triggered at those times.
- This does not apply to Specials that grant unit another action when triggered such as Galeforce Mist or Njörun's Zeal II, effects that grant unit another action after using an Assist such as Dragon's Dance II or Teapot+, Duo/ Harmonized Skills that grant unit another action, Share Spoils, or Share Spoils+.
- The priority of effects that grant another action to the user is as follows:
- Share Spoils or Share Spoils+
- Effects with priority such as Time and Light
- Non-Special effects without priority such as True Lone Wolf or Override
- Special effects without priority such as Galeforce Mist or Njörun's Zeal II
- Effects that trigger after Canto such as Eagle's Heart or The Cycle's Turn
- The stat reduction that can be applied during combat by Divine Nectar 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 Tempo Echo and Arcane Þrima will neutralize effects that inflict "Special cooldown charge -X" on its user.
List of owners[]
| Unit | Skill chain |
|---|---|
| Divine Nectar 5 |
In other languages[]
| Language | Name |
|---|---|
| Japanese | 神獣の蜜 |
| German | Heiliger Nektar |
| Spanish (Europe) | Néctar divino |
| Spanish (Latin America) | Néctar divino |
| French | Nectar divin |
| Italian | Nettare divino |
| Traditional Chinese (Taiwan) | 神獸的蜜露 |
| Portuguese | Néctar divino |
