* Unused restrictions: No restrictions.
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Status effects | ||
Mobility increased | Unit | At start of turn if Unit is within 2 spaces of an Ally |
Canto (1) | ||
Map effects | ||
Special cooldown count-2 | Unit | ( Canto (1) conditions) & Unit's CD is max value |
Special cooldown count-1 | ( Canto (1) conditions) & Unit's CD is max value-1 |
Notes[ | ]
- Fanged Ties applies the Mobility increased status effect.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Mobility increased is acquired during the enemy phase, it will disappear when the next player phase begins.
- Mobility increased does not stack with Gallop, only the highest movement boosting value will be applied.
- Gravity and Stall will negate the effects of Mobility increased.
- Fanged Ties applies the Canto (1) status effect.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Canto (1) is acquired during the enemy phase, it will disappear when the next player phase begins.
- Canto (1) will not trigger after an effect that grants "another action" if it has already been triggered that turn or if the unit does not perform an action.
- If Canto (1) has already been triggered that turn effects such as Forever Yours can re-enable it's usage.
- Canto Control will reduce the amount of movement granted by Canto (1) to 1 space for Range = 1 units and 0 spaces for Range = 2 units.
- Canto (1) takes into account the unit's Move Type and the movement restrictions involved with it. For Example, a Cavalry unit cannot use Canto (1) to enter or cross through a forest.
- Canto (1) also takes into account effects that alter a unit's normal movement such as movement preventing effects, Divine Vein effects, Pass effects, Traverse Terrain, and 【Pathfinder】.
- Canto (1) also takes into account warping effects such as Guidance 4 and Air Orders. However, the distance is limited to the maximum amount of spaces allotted by Canto (1).
- The movement granted by Canto (1) is unaffected by status effects that alter a unit's movement value such as Mobility increased, Gallop, Stall, and Gravity.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Canto (1) is acquired during the enemy phase, it will disappear when the next player phase begins.
- Fanged Ties's cooldown count changing effect will not trigger if the unit is inflicted with False Start, unless False Start is neutralized by a skill such as Dream Deliverer.
- Cooldown count changes from skills that activate at the same time as Fanged Ties (at start of turn) are not considered in Fanged Ties's conditions.[1] Skills such as Infantry Pulse 4, Buffer 4, and Odd Pulse Tie 3 will have their effects stack.
List of owners[ | ]
Unit | Skill chain |
---|---|
Fanged Ties 5 |
In other languages[ | ]
Language | Name |
---|---|
Japanese | 牙の絆 |
German | Bissige Bande |
Spanish (Europe) | Colmillo ligado |
Spanish (Latin America) | Colmillo ligado |
French | Liens Black Fang |
Italian | Legami di Fang |
Traditional Chinese (Taiwan) | 牙的羈絆 |
Portuguese | Presas vinculadas |
References[ | ]
See also[ | ]
- Arcane Tempest
- Beast Threaten
- Berserker Axe
- Breath of Flame
- Chivalric Aura
- Closing Florets
- Connected World
- Demonic Tome
- Gusty War Bow
- Hoshido's Breath
- Hungry Cat Fang
- Infantry Pulse
- Inner Wellspring
- Larcei's Edge
- Lone-Wolf Blade
- Majestic Glitnir
- Opened Domain
- Opposing Stones
- Ostia's Pulse
- Saintly Seraphim