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Flying
Icon Move Flying.png
Mov
2
Description
Flying unit. Can move two spaces. Ignores forests, mountains, rivers, etc., when moving.

Flying is a unit type in Fire Emblem Heroes. Fliers can move 2 spaces at a time. They are unaffected by forests, and can fly over mountains, pits, and water. Flying units can not fly over destructible objects nor over pillars and buildings. Fliers are generally weak to bows.


List of flying units[]

List of close flying Heroes[]

List of ranged flying Heroes[]

List of flying enemy units[]

Flying-only skills[]

Icon Skill Description SP Cost Exclusive
Adult (Flier) 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. 200 No
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.
400 Yes
Ebon-Pirate Claw Grants Res+3. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Def/Res-7 on that foe through their next actions.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Res+5 to unit 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400 Yes
Fang of Closure Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat. Unit's first attack during combat deals damage = X% of unit's Spd (X = the number of foes within 3 spaces × 10; max 30%). Reduces damage from foe's first attack during combat by X% (X = the number of foes within 3 spaces × 20; max 60%).

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.
400 Yes
Fledgling (Flier) 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. 100 No
Hatchling (Flier) 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. 50 No
Hawk King Claw Grants Atk+3. If foe's HP = 100% and if unit initiates combat, 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. 400 Yes
Heron Wing Grants Spd+3. At start of turn, restores 7 HP to allies within 2 spaces of unit. 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. 400 Yes
Raven King Beak Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) 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. 400 Yes
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.
400 Yes
Aerobatics 1.png Aerobatics 1 If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 60 No
Aerobatics 2.png Aerobatics 2 If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 120 No
Aerobatics 3.png Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 240 No
Air Orders 1.png Air Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Air Orders 2.png Air Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Air Orders 3.png Air Orders 3 At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
Atk Def Rein 1.png Atk/Def Rein 1 Inflicts Atk/Def-2 on foes within 2 spaces during combat. 60 No
Atk Def Rein 2.png Atk/Def Rein 2 Inflicts Atk/Def-3 on foes within 2 spaces during combat. 120 No
Atk Def Rein 3.png Atk/Def Rein 3 Inflicts Atk/Def-4 on foes within 2 spaces during combat. 240 No
Atk Res Rein 1.png Atk/Res Rein 1 Inflicts Atk/Res-2 on foes within 2 spaces during combat. 60 No
Atk Res Rein 2.png Atk/Res Rein 2 Inflicts Atk/Res-3 on foes within 2 spaces during combat. 120 No
Atk Res Rein 3.png Atk/Res Rein 3 Inflicts Atk/Res-4 on foes within 2 spaces during combat. 240 No
Atk Spd Rein 1.png Atk/Spd Rein 1 Inflicts Atk/Spd-2 on foes within 2 spaces during combat. 60 No
Atk Spd Rein 2.png Atk/Spd Rein 2 Inflicts Atk/Spd-3 on foes within 2 spaces during combat. 120 No
Atk Spd Rein 3.png Atk/Spd Rein 3 Inflicts Atk/Spd-4 on foes within 2 spaces during combat. 240 No
B Duel Flying 1.png B Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
B Duel Flying 2.png B Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
B Duel Flying 3.png B Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
B Duel Flying 4.png B Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Flying 1.png C Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
C Duel Flying 2.png C Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
C Duel Flying 3.png C Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Flying 4.png C Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Def Res Rein 1.png Def/Res Rein 1 Inflicts Def/Res-2 on foes within 2 spaces during combat. 60 No
Def Res Rein 2.png Def/Res Rein 2 Inflicts Def/Res-3 on foes within 2 spaces during combat. 120 No
Def Res Rein 3.png Def/Res Rein 3 Inflicts Def/Res-4 on foes within 2 spaces during combat. 240 No
Dive-Bomb 1.png Dive-Bomb 1 At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Dive-Bomb 2.png Dive-Bomb 2 At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Dive-Bomb 3.png Dive-Bomb 3 At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
Flier Formation 1.png Flier Formation 1 If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 No
Flier Formation 2.png Flier Formation 2 If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 No
Flier Formation 3.png Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces. 240 No
Flier Guidance 1.png Flier Guidance 1 If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. 60 No
Flier Guidance 2.png Flier Guidance 2 If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. 120 No
Flier Guidance 3.png Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit. 240 No
Flow Flight 1.png Flow Flight 1 If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 No
Flow Flight 2.png Flow Flight 2 If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 No
Flow Flight 3.png Flow Flight 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 No
Fortify Fliers.png Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. 200 No
G Duel Flying 1.png G Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
G Duel Flying 2.png G Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
G Duel Flying 3.png G Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
G Duel Flying 4.png G Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Goad Fliers.png Goad Fliers Grants Atk/Spd+4 to flying allies within 2 spaces during combat. 200 No
Ground Orders 1.png Ground Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Ground Orders 2.png Ground Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Ground Orders 3.png Ground Orders 3 At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
Guard Bearing 1.png Guard Bearing 1 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%. 60 No
Guard Bearing 2.png Guard Bearing 2 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%. 120 No
Guard Bearing 3.png Guard Bearing 3 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%. 240 No
Guidance 1.png Guidance 1 If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 60 No
Guidance 2.png Guidance 2 If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 120 No
Guidance 3.png Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit. 240 No
Hone Fliers.png Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 No
Iotes Shield.png Iote's Shield Neutralizes "effective against flying" bonuses. 200 No
Pegasus Flight 1.png Pegasus Flight 1 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -3.) 60 No
Pegasus Flight 2.png Pegasus Flight 2 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -5.) 120 No
Pegasus Flight 3.png Pegasus Flight 3 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7.) 240 No
R Duel Flying 1.png R Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
R Duel Flying 2.png R Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
R Duel Flying 3.png R Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
R Duel Flying 4.png R Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Spd Def Rein 1.png Spd/Def Rein 1 Inflicts Spd/Def-2 on foes within 2 spaces during combat. 60 No
Spd Def Rein 2.png Spd/Def Rein 2 Inflicts Spd/Def-3 on foes within 2 spaces during combat. 120 No
Spd Def Rein 3.png Spd/Def Rein 3 Inflicts Spd/Def-4 on foes within 2 spaces during combat. 240 No
Spd Res Hold.png Spd/Res Hold Inflicts Spd/Res-4 on foes within 3 spaces during combat. 300 No
Spd Res Rein 1.png Spd/Res Rein 1 Inflicts Spd/Res-2 on foes within 2 spaces during combat. 60 No
Spd Res Rein 2.png Spd/Res Rein 2 Inflicts Spd/Res-3 on foes within 2 spaces during combat. 120 No
Spd Res Rein 3.png Spd/Res Rein 3 Inflicts Spd/Res-4 on foes within 2 spaces during combat. 240 No
Ward Fliers.png Ward Fliers Grants Def/Res+4 to flying allies within 2 spaces during combat. 200 No
Wyvern Flight 1.png Wyvern Flight 1 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Def stats (unit's Def minus foe's Def) before combat. (Maximum penalty of -3.) 60 No
Wyvern Flight 2.png Wyvern Flight 2 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -5.) 120 No
Wyvern Flight 3.png Wyvern Flight 3 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -7.) 240 No

Sources of "Effective against Flying"[]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Argent Bow
Effective against flying foes. Inflicts Spd-2. If unit initiates combat, unit attacks twice.
Assassin's Bow+
Effective against flying foes. In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Assassin's Bow
Effective against flying foes.
In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Beguiling Bow+
Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
Beguiling Bow
Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
Big-Catch Bow+
Effective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 during combat.

【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).
Big-Catch Bow
Effective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 during combat.

【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).
Bouquet Bow+
Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat.
Bouquet Bow
Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat.
Bow of Beauty
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Bow of Devotion
Effective against flying foes. If foe initiates combat and uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 to unit during combat.
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.
Brave Bow+
Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Brave Bow
Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Budding Bow+
Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Budding Bow
Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Candlewax Bow+
Effective against flying foes. Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Candlewax Bow
Effective against flying foes. Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Carrot-Tip Bow+
Effective against flying foes. At start of combat, if foe's HP ≥ 75% or【Penalty】is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe.

【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).
Carrot-Tip Bow
Effective against flying foes. At start of combat, if foe's HP ≥ 75% or【Penalty】is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe.

【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).
Clarisse's Bow+
Effective against flying foes.
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat.
Clarisse's Bow
Effective against flying foes.
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat.
Cocobow+
Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
Cocobow
Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
Coral Bow+
Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat.
Coral Bow
Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat.
Courtly Bow+
Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Courtly Bow
Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Cunning Bow
Grants Spd+3. Effective against flying foes. When total bonuses on unit + total penalties on foe ≥ 10, inflicts Atk/Spd/Def/Res-5 on foe during combat. (Example: if unit has a +5 bonus and foe has a -5 penalty, the calculated total will be 10.)
Cupid Arrow+
Effective against flying foes. If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
Cupid Arrow
Effective against flying foes.
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
Damiell Bow
Effective against flying foes. Grants Spd+3. If a Rally Assist skill is used by unit, grants target【Bonus Doubler】and target can move 1 extra space. (That turn only. Does not stack. No effect on cavalry allies with Range = 2.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
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.
Deep-Blue Bow
Grants Spd+3. Effective against flying and armored foes. If foe's HP = 100% and unit initiates combat, grants Atk/Spd/Def/Res+4 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.
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.)
Dignified Bow
Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
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.
Excalibur
Effective against flying foes.
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.
Fiddlestick Bow+
Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes.
Fiddlestick Bow
Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes.
Firesweep Bow+
Effective against flying foes. Unit and foe cannot counterattack.
Firesweep Bow
Effective against flying foes. Unit and foe cannot counterattack.
First-Dream Bow
Effective against flying foes. Grants Res+3. Grants Atk+4 to allies within 3 spaces during combat. Inflicts Atk-4 on any foe within 3 spaces during combat.
Fishie Bow+
Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Fishie Bow
Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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).
Fortune Bow+
Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Fortune Bow
Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Fujin Yumi
Effective against flying foes. If unit's HP ≥ 50%, unit can move through foes' spaces.
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.
Gratia+
Effective against flying foes. If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Gratia
Effective against flying foes.
If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Guard Bow+
Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
Guard Bow
Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
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.)
Gurgurant
Neutralizes "effective against flying" bonuses. Grants Def+3. Inflicts Atk/Def-5 on foes within 2 spaces during combat.
Hama Ya+
Effective against flying foes.
Grants Def/Res+2 to allies within 2 spaces during combat.
Hama Ya
Effective against flying foes.
Grants Def/Res+2 to allies within 2 spaces during combat.
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.)
Helm Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Helm Bow
Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
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.
Indignant Bow
Effective against flying foes. Grants Res+3. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also neutralizes penalties to unit's Atk and bonuses to foe's Atk (from skills like Fortify, Rally, etc.) during combat.
Instant Bow+
Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Instant Bow
Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Iron Bow
Effective against flying foes.
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.)
Kabura Ya+
Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kabura Ya
Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Keen Coyote Bow
Grants Atk+3. Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Killer Bow+
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Killer Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Luna Arc
Effective against flying foes. Grants Spd+3. If unit initiates combat, deals damage = 25% of foe's Def. (Ignores reductions to Def from special skills like Lunar Flash.)
Meisterbogen
Effective against flying foes. Inflicts Spd-5. Unit attacks twice (even if foe initiates combat). When under player's control, unit gains: "If unit initiates combat, foe cannot make a follow-up attack."
Mermaid Bow
Effective against flying and armored foes. Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and calculates damage using the lower of foe's Def or Res, and also, if unit initiates combat, unit's Spd > foe's Spd, and unit has weapon-triangle advantage, unit attacks twice.
Mirage Longbow
Effective against flying foes. Grants Spd+3. If unit's Spd > foe's Spd, foe cannot counterattack.
Monstrous Bow+
Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
Monstrous Bow
Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
Mulagir
Effective against flying foes. Grants Spd+3. Neutralizes magic foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Nidhogg
Effective against flying foes. During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Niles's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Ninja Yumi+
Effective against flying foes. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
Ninja Yumi
Effective against flying foes. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
Parthia
Effective against flying foes.
If unit initiates combat, grants Res+4 during combat.
Pastel Poleaxe
Grants Def+3. Neutralizes "effective against flying" bonuses. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Def, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and restores 7 HP to unit and allies within 2 spaces after combat.
Persecution Bow
Effective against flying foes. Grants Atk+3. At start of combat, if【Penalty】is active on unit or if unit's HP < 100%, grants Atk/Spd+5 during combat, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【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).
Plegian Bow+
Effective against flying foes. If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def 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.
Plegian Bow
Effective against flying foes. If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def 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.
Quick Mulagir
Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit's Spd ≥ foe's Spd+5, foe cannot counterattack.
Randgríðr
Effective against flying and armored foes. Grants Atk+3. If foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Def-6 on foe during combat.
Rapid-Crier Bow
Effective against flying foes. Grants Spd+3. At start of turn, grants Atk/Spd+6 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat and grants bonus to unit's Atk during combat = total Atk+Spd bonuses on ally with the highest total Atk+Spd bonuses within 3 spaces.
Rebecca's Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Refreshing Bolt+
Effective against flying foes.
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit.
Refreshing Bolt
Effective against flying foes.
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit.
Rein Bow+
Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat.
Rein Bow
Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat.
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.)
Renowned Bow
Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Rose-Quartz Bow
Effective against flying foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, deals damage = 20% of unit's Spd and grants Atk/Spd+6 to unit during combat.
Setsuna's Yumi
Effective against flying foes. If foe uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 during combat.
Shining Bow+
Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Shining Bow
Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Short Bow+
Effective against flying foes. Deals +10 damage when Special triggers.
Short Bow
Effective against flying foes. Deals +10 damage when Special triggers.
Silver Bow+
Effective against flying foes.
Silver Bow
Effective against flying foes.
Skadi
Effective against flying foes.
Grants Spd+3. At the start of turn 3, deals 10 damage to foes within 3 columns centered on unit, and converts bonuses on those foes into penalties through their next actions.
Slaying Bow+
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Slaying Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Sniper's Bow
Effective against flying foes. After combat, if unit attacked, deals 7 damage to target and foes within 2 spaces of target, and inflicts Atk/Spd-7 on them 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.)
Springy Bow+
Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
Springy Bow
Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd 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.
Steel Bow
Effective against flying foes.
Sunflower Bow+
Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus independently.
Sunflower Bow
Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus independently.
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.
Swift Mulagir
Effective against flying foes.
Grants Res+3. 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.
Tannenbow+
Effective against flying foes. If unit is within 2 spaces of an ally, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
Tannenbow
Effective against flying foes. If unit is within 2 spaces of an ally, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
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.)
Thögn
Effective against flying foes.
Grants Spd+3. If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Atk/Spd/Def/Res+4 during combat.
Tome of Order
Effective against flying foes. Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Umbra Burst
Effective against flying foes. Unit can counterattack regardless of foe's range. Deals a minimum of 1 damage.
Warrior Princess
Effective against flying and armored foes. Grants Spd+3. Grants Atk+3 to allies within 2 spaces during combat.
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.

Weapons related to this keyword when refined

Weapon Refined Description
Clarisse's Bow+
Effective against flying foes.
After combat, if unit attacked, inflicts Atk/Spd-5 on target and foes within 2 spaces of target through their next actions.
Cupid Arrow+
Effective against flying foes. After combat, if unit attacked, grants Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn.
Excalibur
Accelerates Special trigger (cooldown count-1). Effective against flying units.
Fujin Yumi
Effective against flying foes. If unit's HP ≥ 50%, unit cannot be slowed by terrain. (Does not apply to impassable terrain.)
Monstrous Bow+
Effective against flying foes.
After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions.
Mulagir
Effective against flying foes. Grants Spd+3. Neutralizes bow, dagger, magic, or staff foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Parthia
Effective against flying foes.
Reduces damage from magic foe's first attack by 30%.
Skadi
Effective against flying foes. Grants Spd+3. At the start of turns 2 and 3, deals 7 damage to foes within 3 columns centered on unit and inflicts【Panic】on those foes.

【Panic】
Converts bonuses on target into penalties through its next action.
Swift Mulagir
Effective against flying foes. Grants Res+3. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, during combat, disables skills of all foes excluding foe in combat.
Thögn
Effective against flying foes. Grants Spd+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants the following status to unit and target ally or unit and targeting ally for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat.
Warrior Princess
Effective against flying and armored foes. Grants Spd+3. Grants Atk/Spd+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Spd+4 to unit during combat.

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

Icon Passive Description
Iotes Shield.png Iote's Shield
Neutralizes "effective against flying" bonuses.
Dragonskin.png Dragonskin
Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
Dragonskin II.png Dragonskin II
Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.).
Asheras Chosen.png Ashera's Chosen
Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Def+6 during combat.
Dragoon Shield.png Dragoon Shield
Neutralizes "effective against flying" bonuses. Grants Atk/Spd/Def+3.
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
Bushido II.png Bushido II
Neutralizes "effective against flying" bonuses. Deals +7 damage. 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%).

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

Owners Harmonized Skill
Myrrh Spring Harmony Face FC.webp
Myrrh: Spring Harmony
Grants【Resonance: Blades】and the following effect to unit and allies from the same titles as unit for 1 turn: "Foe cannot make a follow-up attack."

Grants the following effect to unit for 1 turn: "Neutralizes 'effective against flying' bonuses."

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

In other languages[]

Language Name
Japanese 飛行
German Flugeinheit
Spanish (Europe) Unidad Aérea
Spanish (Latin America) Unidad Aérea
French Unité Volante
Italian Unità Volante
Traditional Chinese (Taiwan) 飛行
Portuguese Unidade voadora
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