* Unused restrictions: No restrictions.
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Status effects | ||
Dosage | Unit & Allies within 2 spaces | At start of both Phases |
Map effects | ||
Adds "if a Dragon/Beast Ally is within 2 spaces or adjacent non- Dragon/Beast Allies ≤ 2" to Unit's transformation conditions | Unit | — |
Unit Transforms if conditions are met | Start of enemy turn 1 if defending in Aether Raids | |
Combat effects | ||
Atk/Def/Res+10 | Unit | Enemy Phase or Unit is transformed |
Special cooldown charge +1 | ||
Neutralizes "Special cooldown charge -1" | ||
Neutralizes Atk/Def Bonuses | Foe |
Notes[ | ]
- The additional transformation conditions added by Divine Toxin allow the user to transform if either the regular transformation conditions or the additional transformation conditions are met.
- Effects that remove transformation conditions will remove both the regular and additional transformation conditions.
- Divine Toxin applies the Dosage status effect.
- The Atk/Spd/Def/Res+5 that can be applied by Dosage is considered a temporary buff.
- The healing effect is triggered regardless of whether Dosage's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Dosage's healing effect will still trigger.
- Dosage's user needs to survive the combat for the healing effect to trigger.
- Dosage's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Dosage'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.
- Dosage can prevent the foe from stealing the user's 【Bonus】 effects.
- "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 stat increase that can be applied by Divine Toxin is considered a temporary buff.
- Divine Toxin can neutralize Bonuses.
- Bonuses are neutralized by inflicting temporary debuffs of the same amount during combat.
- The Bonus neutralizing effect will be negated if the affected unit has Panic (and doesn't have Null Panic), or has their Bonuses removed by a source of positive status effect neutralization.
- The "Special cooldown charge +X" effect will stack with the "Special cooldown charge -X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If the effect is active, the unit will gain 2 charges from both attacking and being attacked.
- If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases will apply.
- This means that if a unit has two "Special cooldown charge +1" effects from two different sources, the battle will play out as if only one "Special cooldown charge +1" effect is active.
- Skills such as Spd/Def Tempo 4 and Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.
- Divine Toxin will neutralize the "Special cooldown charge -X" effect on unit from effects such as Guard Sword+, Guard, or 【Divine Vein (Green)】.
- Since the "Special cooldown charge -X" effect will be neutralized on unit, Divine Toxin will also stack with the "Special cooldown charge +X" effect on unit from effects such as Heavy Blade 4, Special Cooldown Charge +1, or the Grand Conquests Infantry area effect, unless the foe is equipped with skills that neutralize the "Special cooldown charge +X" effect on unit.
List of owners[ | ]
Unit | Skill chain |
---|---|
Divine Toxin 5 | |
Divine Toxin 5 |
In other languages[ | ]
Language | Name |
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Japanese | 神獣の猛毒 |
German | ???
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Spanish (Europe) | ???
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Spanish (Latin America) | ???
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French | ???
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Italian | ???
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Traditional Chinese (Taiwan) | ???
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Portuguese | ???
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