Fire Emblem Heroes Wiki
Advertisement

In combat, a unit can perform a follow-up attack if certain conditions are met. This lets the unit perform and additional attack as an additional round of combat.

The default condition (aka. the Spd difference) to trigger a follow-up attack is that the unit's Spd ≥ the foe's Spd+5, but certain effects can change this condition, for example by guaranteeing follow-up attacks, preventing follow-up attacks, or changing the amount of Spd necessary to pass the Spd difference check. Consider the Spd difference as position 0 on a number line. Any effect providing guaranteed follow-ups as a step in the positive direction, any effect preventing follow-ups is a step in the negative direction, and any effect changing the amount of Spd necessary to pass the Spd difference shifts position 0. If, after all effects are processed, the end result is positive, a guaranteed follow-up will occur. If the end result is negative, no follow-up will occur, and if it ends up at position 0, the Spd difference check decides if the unit can make a follow-up attack.

Both the attacker and defender get a chance for follow-up attacks in combat, but without any equipped skills affecting the follow-up conditions, only one (or neither) of the units can fulfill the default condition of having at least 5 more Spd than the foe.

Skill Interaction[ | ]

Main article: Skill interaction

Skills modifying a unit's ability to perform follow-up attacks can cancel out the parts that contradict each other, in which case the Spd difference for determining follow-up attacks is used (including effects that alter this difference).

Unit 1 Unit 2 Results
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
All effects of both of the skills will cancel each other out; a standard speed check (≥5 Spd) determines follow-up attacks for both units. For an example, this scenario can be achieved by having two sword users use Swordbreaker 3 Swordbreaker 3 against each other.
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
  • Prevented from making a follow-up attack
  • Prevented from making a follow-up attack
Unit 2 will be unable to perform a follow-up attack on unit 1. A standard speed check (≥5 Spd) determines follow-up attacks for Unit 1. An example of this scenario is a unit using Lancebreaker 3 Lancebreaker 3 against a lance user with Wary Fighter 3 Wary Fighter 3.
  • Guaranteed follow-up attack
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
Unit 1 will perform a follow-up attack regardless of speed. A standard speed check (≥5 Spd) determines follow-up attacks for Unit 2. An example of this scenario is a unit using Axebreaker 3 Axebreaker 3 against an axe user with Quick Riposte 3 Quick Riposte 3.
  • Guaranteed follow-up attack
  • Guaranteed follow-up attack
  • Guaranteed follow-up attack
  • Prevented from making a follow-up attack
Unit 1 will perform a follow-up attack regardless of speed. Unit 2 will perform a follow-up attack regardless of speed. An example of this scenario occurring would be a unit using R Tomebreaker 3 R Tomebreaker 3 against a red tome user using two Quick Riposte 3 Quick Riposte 3 skills.
These interactions can continue for any number of effects that prevent or guarantee follow-up attacks. The way contradictory effects cancel out can be used to understand any number of these effects interacting with each other.

Note that remaining conditions and effects are still active, so Special cooldown charge would still be in play for a Bold Fighter 3 Bold Fighter 3 against Wary Fighter 3 Wary Fighter 3 interaction regardless of the status of follow-up attacks on each unit.

Sources of guaranteed follow-up attacks[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Adroit War Tome
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 1, unit makes a guaranteed follow-up attack. If ≥ 5, if foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack. If ≥ 10, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead).
Arc. Caliburnus
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Arcane Charmer
Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). Restores 7 HP to allies within 3 spaces of unit after their combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and deals +7 damage during combat (except when dealing damage with area-of-effect Specials).
Arcane Eclipse
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and neutralizes penalties to unit's Atk during combat.
Arcane Éljúðnir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Arcane Euphoria
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and reduces damage from foe's first attack by 30% during combat.
Arcane Grima
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and restores 7 HP to unit after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Arcane Náströnd
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, reduces damage from foe's first attack during combat by 30%, and grants bonus to unit's Atk during combat = 12 - foe's max Special cooldown count value × 2 (min 4; if foe does not have a Special skill, bonus = 4).
Arcane Qiang
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and also, if unit or foe initiates combat after moving to a different space, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
Arcane Void
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts Atk/Spd/Def/Res-X on foe (X = highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently), unit makes a guaranteed follow-up attack, and grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack) during combat.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Armads
If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed 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.
Assassin's Bow
Aurgelmir
Grants Atk+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, unit makes a guaranteed follow-up attack, and also reduces damage from foe's first attack by 40% and unit's next attack deals damage equal to total damage reduced (by any source, including other skills). Resets at end of combat.
Aurora Breath
Grants Atk+3. If unit initiates combat, grants Atk+6 to unit during combat and unit makes a guaranteed follow-up attack. If foe initiates combat, grants Def/Res+6 during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Auto-Lofnheiðr
Grants Atk+3. Enables【Canto (3)】during turns 1 through 4. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.

【Canto (3)】
After an attack, Assist skill, or structure destruction, unit can move 3 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 unit would be able to move with normal Canto movement.)
Axe of Despair
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up attack"; and if ≥ 10, "unit makes a guaranteed follow-up attack"; and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Example: if unit has an Atk/Def+6 bonus and foe has an Atk/Def-6 penalty, the calculated total will be 24.)
Berserker Axe
Accelerates Special trigger (cooldown count-1).

At start of turn, for unit and allies within 2 spaces of unit, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), unit makes a guaranteed follow-up attack, deals damage = damage dealt to unit (max 30; excluding area-of-effect Specials), and deals damage = 15% of unit's Atk during combat (excluding area-of-effect Specials).
Breaker Lance
Grants Atk+3. At start of turn, inflicts Atk/Def-6 and【Panic】on foe on the enemy team with the highest Atk+Def total and foes within 2 spaces of that foe through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.

【Panic】
Converts bonuses on target into penalties through its next action.
Breath of Flame
Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Carrot Bow+
Effective against flying foes. At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Def-7 and 【Discord】on those foes through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+5 to unit during combat, and if【Discord】is inflicted on foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Carrot Bow
Chaos Manifest
Grants Res+3. If a penalty inflicted by a skill like Panic or Threaten and/or a negative status effect (preventing counterattacks or restricting movement) is active on foe, grants Atk+6 during combat and unit makes a guaranteed follow-up attack.
Coral Saber+
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
Coral Saber
Corsair Cleaver
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, grants Atk/Def+6 and "unit can move to a space adjacent to any ally within 2 spaces" to unit and allies within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Coyote's Lance
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, grants Atk/Spd+6 and the following effect to unit and cavalry allies within 3 spaces of unit 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+6 to unit during combat, reduces damage from foe's first attack by 40%, and deals damage = number of spaces from start position to end position of whoever initiated combat × 3 (max: 9). (Except when dealing damage with area-of-effect Specials.)
Crimean Scepter
Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces 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+6 to unit and grants bonus to unit's Atk/Spd = highest respective Atk/Spd bonuses among unit and allies within 2 spaces × 1.5 (calculates each stat bonus independently).
Dark Scripture
Grants Atk+3. If unit is not adjacent to an ally, inflicts Atk/Res-6 on foe during combat, and if foe does not have "effective against dragons," unit makes a guaranteed follow-up attack.
Dark Spikes Τ
Effective against cavalry foes. Grants Spd+3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack.
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.
Diplomacy Staff
Calculates damage from staff like other weapons. At start of turn, grants Atk/Def/Res+6 and the following status to unit's support partner (if any): "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of turn, if at least one ally has been defeated, grants Special cooldown count-2 and the following status to unit's support partner (if any): "Foe cannot make a follow-up attack."
Dragon Bouquet
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, grants weapon-triangle advantage against colorless foes and inflicts weapon-triangle disadvantage on colorless foes during combat, and also, unit makes a guaranteed follow-up attack.
Dream Horn
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 50% of highest total bonuses among unit and allies within 3 spaces of unit +6), unit makes a guaranteed follow-up attack during combat, and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Dreaming Spear
Accelerates Special trigger (cooldown count-1). Grants Atk/Spd/Def/Res+5. If unit is on a team with two allies in a support-partner pair (excluding unit), unit makes a guaranteed follow-up attack, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), deals damage = 20% of unit's Res, and reduces damage from foe's attacks by 20% of unit's Res during combat (excluding area-of-effect Specials).
Duality Vessel
Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), reduces damage from foe's attacks during combat by 20% of unit's Def (excluding area-of-effect Specials), and also, if unit's Def > foe's Def, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by difference between stats × 1.5.
Duskbloom Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of player phase or enemy phase, if any foes in cardinal directions of unit have Res < unit's Res, inflicts Def/Res-7 and【Gravity】on those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: if ≥ 1, unit makes a guaranteed follow-up attack; if ≥ 4, unit deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials); if ≥ 7 and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and reduces damage from foe's first attack during combat by 30%.

【Gravity】
Restricts target's movement to 1 space through its next action.
Everliving Breath
Grants Atk+3. If a Rally skill or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, restores 10 HP to allies within 2 spaces of unit and target after movement, then neutralizes any【Penalty】on those allies. (Includes unit and target. Does not stack even if effect ranges of unit and target overlap.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【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).
Exalt's War Staff
Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit's HP ≤ 60% or if unit has entered combat or used an Assist skill during the current turn, allies can move to a space within 2 spaces of unit. Grants Atk/Spd/Def/Res+4 to allies within 3 spaces of unit during their combat and restores 7 HP to those allies after their combat. If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit, unit makes a guaranteed follow-up attack, and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials).
Flame Siegmund
Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.
Garm
Grants Atk+3. If a bonus granted by a skill like Rally or Hone and/or 1 extra space of movement granted by a skill like Armor March or Armored Boots is active, unit makes a guaranteed follow-up attack.
Gate-Anchor Axe
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Def/Res+5 to unit and inflicts Def/Res-5 on foe during combat and unit makes a guaranteed follow-up attack.
Gjöll
Grants Atk+3. If a penalty inflicted by a skill like Panic or Threaten and/or a negative status effect (preventing counterattacks or restricting movement) is active on foe, unit makes a guaranteed follow-up attack and foe cannot.
Glitnir
Grants Atk+3. If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Atk+6 during combat, and if unit initiates combat against a foe that can counter, unit makes a guaranteed follow-up attack.
Godly Breath
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%, and unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Grim Brokkr
Grants Atk+3. Enables【Canto (2)】during turns 1 through 4. If unit initiates combat or is not adjacent to an ally, inflicts Atk/Res-6 on foe during combat and unit makes a guaranteed follow-up attack.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 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 unit would be able to move with normal Canto movement.)
Grimleal Text
Grants Res+3. At start of turn, inflicts Def/Res-6,【Panic】, and【Discord】on foes within 3 rows or 3 columns centered on unit with Res < unit's Res through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, unit makes a guaranteed follow-up attack, and unit deals +X damage (X = total number of【Penalty】 effects active on foe and any foe within 2 spaces of foe, excluding stat penalties, × 4; excluding area-of-effect Specials).

【Panic】
Converts bonuses on target into penalties through its next action.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.

【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).
Hallowed Tyrfing
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit initiates combat or if foe's range = 2, reduces damage from foe's first attack by 40%.
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.
Headsman Glitnir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe during combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe can counter, or if foe initiates combat, unit makes a guaranteed follow-up attack.
Heavy War Axe
Grants Def+3. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6, 【Bonus Doubler】, and "foe cannot make a follow-up attack" to unit for 1 turn. At start of turn, grants Atk/Def+6,【Bonus Doubler】, and "foe cannot make a follow-up attack" to any support partner within 2 spaces of unit or, if unit is not on a team with unit's support partner, to ally with the highest Def within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def (excluding area-of-effect Specials), and reduces damage from attacks by 30% during combat (excluding area-of-effect Specials).

【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.
Heired Gungnir
Neutralizes "effective against flying" bonuses. Grants Def+3. At start of turn, if unit's HP ≥ 25%, grants Atk/Def+6 and【Charge】 to unit and flying allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and deals damage = 15% of unit's Def (excluding area-of-effect Specials) during combat.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
Hoarfrost Knife
Accelerates Special trigger (cooldown count-1). If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Def+20 during combat, and if foe can counter, unit makes a guaranteed follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Holy Gradivus
Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack.
Horn of Opening
Accelerates Special trigger (cooldown count-1).

If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies, unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Ice Dagger+
Calculates damage using the lower of foe's Def or Res.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Ice Dagger
Calculates damage using the lower of foe's Def or Res.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Ice Dragonstone+
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
Ice Dragonstone
Icy Fimbulvetr
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat.

At start of combat, if unit's HP ≥ 25% and unit is within 3 spaces of a cavalry or flying ally, unit makes a guaranteed follow-up attack, and also, if unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
Illuminating Horn
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def (excluding area- of-effect Specials). 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Juicy Bucketful+
At start of turn, if unit's HP ≥ 25%, grants Atk+6 and "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals +X damage (X = number of【Bonus】 effects active on unit and foe, excluding stat bonuses, × 5; max 25; excluding area-of-effect Specials).

【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).
Juicy Bucketful
Kitty-Cat Parasol
Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). For allies within 2 spaces of unit, grants Special cooldown charge +1 to ally per attack (only highest value applied; does not stack), neutralizes their foe's bonuses to Atk (from skills like Fortify, Rally, etc.), and reduces damage from attacks by 30% (excluding area- of-effect Specials) during their combat. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat and unit makes a guaranteed follow-up attack.
Knightly Manner
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and deals damage = 15% of unit's Atk (excluding area-of-effect Specials) during combat, and also, if foe uses sword, lance, axe, magic, staff, dragonstone, or beast damage, foe cannot counterattack.
Körmt
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and inflicts penalty on foe's Atk/Spd/Def/Res during combat based on the number of the following conditions that apply × 3 (max: 9):
  - An ally is within 3 spaces of unit.
  - Another foe is within 2 spaces of target.
  - A【Bonus】is active on unit.
  - A【Penalty】is active on foe.

【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).

【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).
Maltet
Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Moonlight Drop
Effective against armored and cavalry foes. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 5 and ≤ 14, unit makes a guaranteed follow-up attack. If ≥ 15 and unit initiates combat, unit attacks twice.
Mystic War Staff
Grants Atk+3. Calculates damage from staff like other weapons. At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit and unit makes a guaranteed follow-up attack during combat.
New Dawn
Effective against armored and cavalry foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Res+6 during combat and unit makes a guaranteed follow-up attack. If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Noble Lance
Grants Atk+3. At start of combat, if both unit's and foe's HP = 100% or if both unit's and foe's HP < 100%, unit makes a guaranteed follow-up attack.
Obscurité
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6,【Resonance: Blades】, and【Resonance: Shields】to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

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

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Obsidian Lance
Grants Def+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.
Penitent Lance
Grants Def+3. At start of turn, if unit's HP ≥ 25%, grants【Hexblade】and【Null Panic】 to unit and allies within 3 spaces of unit. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, inflicts penalty to foe's Atk/Def = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 6 (max 12), and if number of【Bonus】effects active on unit excluding stat bonuses ≥ 3, reduces damage from foe's first attack by X% during combat (if foe can make a follow-up attack, X = 80; otherwise, X = 40; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

【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).
Plegian War Axe
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and unit makes a guaranteed follow-up attack during combat.
Pursual Lance+
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
Pursual Lance
Raydream Horn
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit, inflicts Atk-6 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Reginleif
Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or 1 extra space of movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack.
Remote Breath
Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit's attack can trigger their Special, grants Special cooldown count-1 to unit before unit's first attack during combat, and if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat. (Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Repair
Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). At start of turn, neutralizes any【Penalty】on unit and allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 20 HP to those units. Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and unit makes a guaranteed follow-up attack.

【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).
Retainer's Report
At start of combat, if foe's HP ≥ 75%, or if【Penalty】is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and unit makes a guaranteed follow-up attack.

【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).
Revealing Breath
Accelerates Special trigger (cooldown count-1). If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduces damage from foe's follow-up attack by 30% of unit's Res during combat ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Revenger Lance
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat, and also, if foe's HP ≥ 75% at start of combat, unit makes a guaranteed follow-up attack during combat.
Seahorse Axe+
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
Seahorse Axe
Seiðr
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants the following effect to unit and allies within 2 spaces of unit for 1 turn: "Foe cannot make a follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and unit deals damage = 20% of unit's Res (including when dealing damage with a Special triggered before combat).
Sevenfold Gifts
Grants Spd+3. If Sing or Dance is used, grants Atk/Spd/Def/Res+6 and the following status to target ally for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.
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.
Sökkvabekkr
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 during combat, and unit makes a guaranteed follow-up attack, but after combat, if unit attacked, deals 20 damage to nearest ally.
Sparkling Sun
Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of an ally, inflicts Atk/Res-X on foe (X = 30% of unit's HP at start of combat + 6; max 18) and unit makes a guaranteed follow-up attack during combat, reduces damage from area-of-effect Specials by 75% (excluding Røkkr area-of-effect Specials), and restores 10 HP to unit after combat, and also, if foe can make a follow-up attack during combat, reduces damage from foe's first attack by 75%.
Spirit Breath
Grants Def+3. If unit initiates combat and unit's Def ≥ foe's Def+5, unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Spirit Forest Writ
Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit is within 3 spaces of an ally, inflicts Atk/Res-6 on foe during combat, unit makes a guaranteed follow-up attack, disables foe's skills that "calculate damage using the lower of foe's Def or Res," and also, if unit's Res > foe's Res at start of combat, inflicts penalty on foe's Atk/Res during combat = 80% of difference between Res stats at start of combat. (Maximum penalty of -12.)
Stall-Game Bow+
Effective against flying foes.

At start of turn, if unit's HP ≥ 25%, grants Atk+6 and "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals +X damage (X = number of【Bonus】 effects active on unit and foe, excluding stat bonuses, × 5; max 25; excluding area-of-effect Specials).

【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).
Stall-Game Bow
Stoutheart Lance
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit during combat (X = current penalty on each of those stats × 2, + 4; example: if unit has -7 penalty to Atk, grants Atk+18, for a net bonus of Atk+11 during combat; calculates each stat bonus independently), and the following effects will occur based on unit's HP at start of combat: if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack; if unit's HP ≥ 75%, deals +7 damage during combat as well (except when dealing damage with area-of-effect Specials).
Sunstone's Blade
Grants Def+3.

Grants Atk/Def+4 to allies within 3 rows or 3 columns centered on unit during their combat and restores 10 HP to those allies after their combat.

If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Def = 20% of unit's Def at start of combat, reduces damage from foe's attacks by 15% of unit's Def (excluding area-of-effect Specials), and unit makes a guaranteed follow-up attack during combat, and restores 10 HP to unit after combat.
Supreme Thökk
Enables【Canto (1)】.

Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). At start of turn, if unit's HP ≥ 25%, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+X to unit (X = 6 + 20% of unit's Res at start of combat), unit makes a guaranteed follow-up attack, and unit deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials).

【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 unit would be able to move with normal Canto movement.)
Tiger-Roar Axe
Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also, at start of combat, if foe's HP = 100%, unit makes a guaranteed follow-up attack.
Tome of Despair
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up attack"; and if ≥ 10, "unit makes a guaranteed follow-up attack"; and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Example: if unit has an Atk/Res+6 bonus and foe has an Atk/Res-6 penalty, the calculated total will be 24.)
Tome of Luxuries
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn. After start-of-turn skills trigger, if unit's HP ≥ 25%, grants any【Bonus】effects active on unit (including stat bonuses; excluding "unit can move 1 extra space" and【Pathfinder】) to allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = 15% of unit's Res (including when dealing damage with a Special triggered before combat).

【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).

【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.)
Total War Tome
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Atk/Spd/Def/Res-5, 【Sabotage】, and【Stall】on closest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-5 on foe during combat and unit makes a guaranteed follow-up attack, and also, if a stat penalty is active on any foe within 2 spaces of target, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Twin Divinestone
Accelerates Special trigger (cooldown count-1). Effective against dragon foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and restores 7 HP to unit after combat, and also, if unit's Res > foe's Res, unit makes a guaranteed follow-up attack and 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%). If unit's HP ≥ 25% at start of combat, unit's Res ≥ foe's Res+5 during combat, and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe (cannot exceed foe's maximum Special cooldown count) and grants Special cooldown count-1 to unit before foe's first attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Victorious Axe
Accelerates Special trigger (cooldown count-1). If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.
Void Tome
Grants Atk+3. At start of combat, if foe's Atk ≥ 50 or if【Penalty】is active on foe, grants Atk/Def/Res+5 to unit during combat. At start of combat, if foe's Spd ≥ 35 or if【Penalty】is active on foe, unit makes a guaranteed follow-up attack.

【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).
War-God Mjölnir
Accelerates Special trigger (cooldown count-1). Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit is not adjacent to an ally, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Whitedown Spear
Grants Atk+3. If the number of flying units on team ≥ 3 and unit initiates combat, inflicts Atk/Def-4 on foe during combat and unit makes a guaranteed follow-up attack. If the number of flying allies within 2 spaces ≥ 2 and unit initiates combat, unit attacks twice.
Wind Tribe Club+
At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit and【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

【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).

【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).
Wind Tribe Club
Witch Breath
Grants Atk+3. At start of combat, if foe's HP ≥ 50%, grants Atk+6 to unit during combat and unit makes a guaranteed follow-up attack. At start of combat, if unit's HP ≥ 50%, inflicts Atk-6 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Worldly Lance
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Def-X on foe (X = 20% of unit's Def at start of combat + 6), unit makes a guaranteed follow-up attack, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
Wyvern Hatchet
Grants Def+3. Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe, inflicts Atk-X on foe (X = 7 - current penalty on foe's Atk; min 0), and unit makes a guaranteed follow-up attack during combat.
Wyvern Lance
Inflicts Atk/Def-5 and Special cooldown charge -1 (only highest value applied; does not stack) on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat.

Restores 7 HP to unit after combat.
Þjálfi
Grants Atk+3. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+6 to unit during combat, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%, but after combat, if unit attacked, deals 20 damage to nearest ally. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead.)

List of Refined Weapons

Weapon Refined Description
Aurora Breath
Grants Atk+3. Grants Atk/Def/Res+6, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack) during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Chaos Manifest
Grants Res+3. At start of combat, if foe's HP ≥ 75% or if【Penalty】is active on foe, grants Atk+6, Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit initiates combat, reduces damage from foe's first attack by X% (X = 2 × total penalties on the foe within 2 spaces of target, including target, who has the highest total penalties).

【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).
Daniel-Made Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. Grants Atk/Def+5 to allies within 4 spaces of unit during their combat. Inflicts Atk/Def-5 on foes within 4 spaces of unit and those foes suffer guaranteed follow-up attacks during combat.
Dark Scripture
Grants Atk+3. At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Res-7,【Sabotage】, 【Deep Wounds】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on those foes through their next actions. If foe initiates combat or if unit is not adjacent to an ally, inflicts Atk/Res-6 and Spd-4 on foe and unit makes a guaranteed follow-up attack during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Eagle's Egg
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes unit's penalties, and unit makes a guaranteed follow-up attack during combat.
Flame Siegmund
Grants Atk+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Def+4 to unit during combat and unit makes a guaranteed follow-up attack.
Garm
Grants Atk+3. If【Bonus】is active on unit, unit makes a guaranteed follow-up attack and 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).
Gjöll
Grants Atk+3. If 【Penalty】 is active on foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. At start of combat, if unit's HP ≥ 25% or if 【Penalty】 is active on foe, inflicts Atk/Def-5 on foe 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).
Grim Brokkr
Grants Atk+3.

Enables Canto (2) during turns 1 through 4.

If unit initiates combat or if the number of allies adjacent to unit ≤ 1, inflicts Atk/Res-6 and Spd-5 on foe, unit makes a guaranteed follow-up attack, and deals damage = 15% of unit's Atk during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.
Hallowed Tyrfing
Accelerates Special trigger (cooldown count-1). If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat.
Hawk King Claw
Grants Atk+3. If unit is transformed or foe's HP ≥ 75% at start of combat, grants Atk/Def+5 to unit 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.
Hoarfrost Knife
Accelerates Special trigger (cooldown count-1). If unit initiates combat, grants Def+20 to unit during combat, and also, if foe can counter, unit makes a guaranteed follow-up attack.

Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Joyful Vows
Effective against armored and cavalry foes. Grants Atk+3. If【Bonus】is active on unit or if【Penalty】is active on foe, grants Atk/Res+6 to unit, grants additional bonus to unit's Atk = highest total penalties among target and foes within 2 spaces of target, unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack during combat.

【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).

【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).
Maltet
Accelerates Special trigger (cooldown count-1). Neutralizes "effective against armored" bonuses. If unit's HP ≥ 25% and foe initiates combat, neutralizes unit's penalties during combat and unit makes a guaranteed follow-up attack.
Mirage Rod
Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack and reduces damage from foe's follow-up attack by 75% ("follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes).
Noble Lance
Grants Atk+3. At start of combat, if unit's HP ≤ 99% or if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat and unit makes a guaranteed follow-up attack.
Persecution Bow
Effective against flying foes. Grants Atk+3. At start of combat, if unit's HP ≤ 99% or if【Penalty】is active on unit, grants Atk/Spd+5 to unit during combat and unit makes a guaranteed follow-up attack, and also, 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).
Reginleif
Effective against armored and cavalry foes. Grants Atk+3. Unit cannot be slowed by terrain. (Does not apply to impassable terrain.) At start of combat, if unit's Atk > foe's Atk or if【Bonus】is active on unit, grants Atk/Spd/Def/Res+4 to unit during combat. During combat, if unit's Atk > foe's Atk or if【Bonus】is active on unit, unit makes a guaranteed follow-up attack.

【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).
Resolved Fang
Grants Def+3.

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Def/Res+5 to unit, inflicts Def-5 on foe, deals damage = 20% of unit's Def (including when dealing damage with a Special triggered before combat), unit makes a guaranteed follow-up attack, and neutralizes unit's penalties to Atk/Def 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Sökkvabekkr
If unit is within 4 spaces of an ally, grants Atk/Spd/Def/Res+6 to unit and unit makes a guaranteed follow-up attack during combat, but after combat, if unit attacked, deals 20 damage to nearest ally, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage (excluding when dealing damage with an area-of-effect Special), and when unit deals damage to foe, restores 7 HP to unit during combat (triggers even if 0 damage is dealt).
Spirit Breath
Grants Def+3. At start of combat, if unit's Def > foe's Def or foe's HP ≥ 75%, grants Atk+5 to unit and inflicts Atk-5 on foe during combat, and unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
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.
Tiger-Roar Axe
Accelerates Special trigger (cooldown count-1).

If unit initiates combat or unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def during combat (excluding area-of-effect Specials).
Victorious Axe
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% or the number of foes within 2 spaces of unit (excluding target) ≥ the number of allies within 2 spaces of unit (excluding unit), grants Atk/Spd/Def/Res+4 to unit and unit makes a guaranteed follow-up attack during combat.
Whitedown Spear
Grants Atk+3. If unit initiates combat or is within 3 spaces of an ally, inflicts Atk/Spd/Def-4 on foe during combat and unit makes a guaranteed follow-up attack. If the number of flying allies within 3 spaces of unit ≥ 2, unit attacks twice.

List of Skill Refined Weapons

Icon Weapon Refined Description
Quick Riposte W Binding Blade
If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Blood Tome W Blood Tome
At start of turn, grants【Cancel Affinity】to unit. At start of turn, inflicts Atk/Res-7 and 【Triangle Adept】on closest foes within 5 spaces of unit and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk+5 to unit, inflicts Atk-5 on foe, unit makes a guaranteed follow-up attack, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

【Cancel Affinity】
If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills for 1 turn.

【Triangle Adept】
If unit has weapon-triangle advantage, boosts Atk by 20% through its next action, and if unit has weapon-triangle disadvantage, reduces Atk by 20% through its next action.
Quick Riposte W Bow of Devotion
If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Bow of Verdane W Bow of Verdane
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit initiates combat, the following effects will occur based on the value of unit's Spd minus foe's Spd: If ≥ 3, unit makes a guaranteed follow-up attack. If ≥ 7, unit can make a follow-up attack before foe can counterattack.
Bunny Fang W Bunny Fang
At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+5 to unit during combat, deals damage = 10% of unit's Spd (including when dealing damage with a Special triggered before combat), and also, if unit transforms, unit makes a guaranteed follow-up attack.
Bunny Fang
Crusher W Crusher
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, inflicts penalty on foe's Spd/Def/Res = 6 - current penalty on each of those stats (min: 0; calculates each stat penalty independently; still inflicts penalty on foe even if foe triggers an effect that neutralizes penalties during combat), unit makes a guaranteed follow-up attack, and if penalty is active on foe's Spd, Def, or Res, deals damage = 15% of unit's Atk (excluding area-of-effect Specials) during combat. If unit initiates combat or is within 2 spaces of an ally, after combat, inflicts Spd/Def/Res-6 on foe through its next action.
Divine Tyrfing W Divine Tyrfing
At start of combat, if foe's HP ≥ 50%, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
Earthly Gae Bolg W Earthly Gáe Bolg
If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, unit makes a guaranteed follow-up attack, and neutralizes unit's penalties to Atk/Def during combat.
Fimbulvetr W Fimbulvetr
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and inflicts Atk/Res-X on foe during combat (X = 10 - foe's max Special cooldown count value × 2; min 2; if foe does not have a Special skill, penalty = 2). If unit is within 3 spaces of support partner, unit makes a guaranteed follow-up attack during combat.
Flame Battleaxe W Flame Battleaxe
At start of turn, inflicts Atk-7 and【Sabotage】 on foes within 3 rows or 3 columns centered on unit through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Flower of Ease W Flower of Ease
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat, and also, after combat, if unit attacked, inflicts status on foes within 3 columns centered on target preventing counterattacks through their next actions.
Flower of Joy W Flower of Joy
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and unit makes a guaranteed follow-up attack. After combat, restores 7 HP to unit and allies in cardinal directions.
Flower of Plenty W Flower of Plenty
At start of combat, if unit's HP ≥ 25%, grants Atk/Res+5 to unit and unit makes a guaranteed follow-up attack during combat, and also, after combat, if unit attacked, inflicts【Gravity】 on target and foes within 1 space of target.

【Gravity】
Restricts target's movement to 1 space through its next action.
Flower of Sorrow W Flower of Sorrow
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-4 on foe and unit makes a guaranteed follow-up attack during combat, and also, after combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target.
Freeblades Edge W Freeblade's Edge
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4, deals damage = 15% of unit's Def during combat, including when dealing damage with a Special triggered before combat, and unit makes a guaranteed follow-up attack during combat.
Hyperion Lance W Hyperion Lance
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, unit makes a guaranteed follow-up attack, and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 40; otherwise, X = 20).
Iagos Tome W Iago's Tome
At start of odd-numbered turns, grants Def/Res+6, "foe cannot make a follow-up attack," and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn. At start of even-numbered turns, grants Atk/Spd+6, "if unit initiates combat, unit makes a guaranteed follow-up attack," and【Hexblade】to unit and allies within 2 spaces of unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Kriemhild W Kriemhild
If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe during combat and unit makes a guaranteed follow-up attack.
Light of Dawn W Light of Dawn
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat and unit makes a guaranteed follow-up attack.
Lion King Fang W Lion King Fang
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and unit makes a guaranteed follow-up attack, and also, if unit is transformed, grants bonus to unit's Atk/Def/Res during combat = 25% of foe's Atk at start of combat, - 8 (min 0, max 10).
Lucky Bow W Lucky Bow
At start of turn, if unit is within 2 spaces of an ally, neutralizes any【Penalty】on unit and allies within 2 spaces of unit (excluding penalties inflicted at start of turn), and restores 10 HP to unit and those allies. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack.

【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).
Mirage Falchion W Mirage Falchion
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, unit makes a guaranteed follow-up attack, and reduces damage from foe's first attack by 30% during combat.
Naglfar W Naglfar
At start of combat, if unit's HP ≥ 50%, inflicts Atk/Res-4 on foe during combat, and if unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
Pupils Tome W Pupil's Tome
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, inflicts penalty on foe's Atk/Res = 20% of unit's Res at start of combat, and unit makes a guaranteed follow-up attack during combat.
Randgridr W Randgríðr
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of【Bonus】 and【Penalty】effects active on unit × 2, + 4; excludes stat bonuses and stat penalties), and also, if【Bonus】is active on unit, unit makes a guaranteed follow-up attack and reduces damage from foe's first attack by 30% during combat.

【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).

【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).
Razing Breath W Razing Breath
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res during combat = 4 + current bonus on each of unit's stats (calculates each stat bonus independently), and also, if【Bonus】is active on unit, the following will occur based on who initiated combat: if unit initiated, unit makes a guaranteed follow-up attack; if foe initiated, foe cannot make a follow-up attack.

【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).
Sacaen-Wolf Bow W Sacaen-Wolf Bow
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, unit makes a guaranteed follow-up attack, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
Scythe of Sariel W Scythe of Sariel
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat, and unit makes a guaranteed follow-up attack.
Siegmund W Siegmund
If unit's HP ≥ 90% and unit initiates combat, unit makes a guaranteed follow-up attack.
Brash Assault W Sol Katti
If unit initiates combat against a foe that can counter and unit's HP ≤ 75%, unit makes a guaranteed follow-up attack.
Studied Forblaze W Studied Forblaze
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 15% of unit's Res (including when dealing damage with a Special triggered before combat), and reduces damage from foe's first attack during combat by 30%.
Taguel Fang W Taguel Fang
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, and also, the following effects will occur based on the value of unit's Spd minus foe's Spd: If ≥ 1, unit makes a guaranteed follow-up attack. If ≥ 5, unit deals +7 damage.
Taguel Fang
Thani W Thani
At start of combat, if units HP ≥ 50%, grants Atk/Res+5 during combat and unit makes a guaranteed follow-up attack.
Thracia Kinglance W Thracia Kinglance
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, unit makes a guaranteed follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Tiger-Eye Axe W Tiger-Eye Axe
If any【Bonus】is active on unit or any【Penalty】is active on foe, grants Atk/Spd/Def/Res+4 to unit, inflicts penalty on foe's Atk/Spd/Def = highest penalty on each stat between target and foes within 2 spaces of target (calculates each stat penalty independently), unit makes a guaranteed follow-up attack, and unit deals damage = 10% of unit's Atk during combat (excluding area-of-effect Specials).

【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).

【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).
Virtuous Naga W Virtuous Naga
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and unit makes a guaranteed follow-up attack, and also, if in combat against a dragon foe, unit can counterattack regardless of foe's range.

List of Assists

Assist Description
Sweet Dreams+
Grants another action to target ally and grants Atk/Spd/Def/Res+5, "if unit initiates combat, unit makes a guaranteed follow-up attack," and 【Hexblade】to target ally for 1 turn. Inflicts Atk/Spd/Def/Res-5 on nearest foes within 5 spaces of target ally through their next actions. (Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

List of Specials

None, currently.

List of Passives

List of A Passives

Icon Passive Description
Duality Duality
Grants Atk/Res+9. Grants weapon-triangle advantage against and inflicts weapon-triangle disadvantage on red, blue, and green foes during combat. Neutralizes effects that boost values along with weapon-triangle advantage or reduce values along with weapon-triangle disadvantage (Triangle Adept) on unit and foe. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack during combat.
Gift of Magic Gift of Magic
If unit initiates combat or foe's Range = 2, inflicts Atk/Res-10 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%. If foe with Range = 2 initiates combat and foe can make a follow-up attack, foe makes a follow-up attack before unit can counterattack.
Obsession Obsession
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+9 to unit during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and also, when unit performs a follow-up attack, neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). At start of combat, if unit's HP ≥ 25% and if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
Part of the Plan Part of the Plan
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-8 on foe and grants Atk/Spd/Def/Res+X during combat (X = current penalty on each of unit's stats × 2; example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7; calculates each stat bonus independently), and unit makes a guaranteed follow-up attack.

List of B Passives

Icon Passive Description
Assured Rebirth Assured Rebirth
If unit's Res > foe's Res, unit makes a guaranteed follow-up attack. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = number of staff or dragon allies within 3 spaces of unit × 20, and also, if unit's Res > foe's Res, difference between stats × 4 (max 40%; total max 60%).
Axebreaker 1 Axebreaker 1
If unit's HP ≥ 90% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Axebreaker 2 Axebreaker 2
If unit's HP ≥ 70% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Axebreaker 3 Axebreaker 3
If unit's HP ≥ 50% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 1 B Tomebreaker 1
If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 2 B Tomebreaker 2
If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 3 B Tomebreaker 3
If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Beast Follow-Up 1 Beast Follow-Up 1
If unit's HP = 100%, removes the condition to transform. At start of combat, if unit's HP = 100%, unit makes a guaranteed follow-up attack during combat.
Beast Follow-Up 2 Beast Follow-Up 2
If unit's HP ≥ 50%, removes the condition to transform. At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack during combat.
Beast Follow-Up 3 Beast Follow-Up 3
Removes the condition to transform. Unit makes a guaranteed follow-up attack during combat.
Binding Shield Binding Shield
In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.
Binding Shield II Binding Shield II
If unit's Spd ≥ foe's Spd+5 or if unit is in combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.
Black Eagle Rule Black Eagle Rule
If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, reduces damage from foe's follow-up attack by 80% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes).
Blue Lion Rule Blue Lion Rule
If unit's Def > foe's Def, 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%), and also if foe initiates combat, unit makes a guaranteed follow-up attack.
Bold Fighter 1 Bold Fighter 1
If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bold Fighter 2 Bold Fighter 2
If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bold Fighter 3 Bold Fighter 3
If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Bowbreaker 1 Bowbreaker 1
If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Bowbreaker 2 Bowbreaker 2
If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Bowbreaker 3 Bowbreaker 3
If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Brash Assault 1 Brash Assault 1
If unit initiates combat against a foe that can counter and unit's HP ≤ 30%, unit makes a guaranteed follow-up attack.
Brash Assault 2 Brash Assault 2
If unit initiates combat against a foe that can counter and unit's HP ≤ 40%, unit makes a guaranteed follow-up attack.
Brash Assault 3 Brash Assault 3
If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack.
Brash Assault 4 Brash Assault 4
At start of combat, if unit's HP ≤ 99% and unit initiates combat or if foe's HP = 100% and unit initiates combat, inflicts Def/Res-4 on foe, reduces damage from foe's first attack by 30%, unit makes a guaranteed follow-up attack, and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack).
Crafty Fighter 1 Crafty Fighter 1
If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Crafty Fighter 2 Crafty Fighter 2
If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Crafty Fighter 3 Crafty Fighter 3
If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Daggerbreaker 1 Daggerbreaker 1
If unit's HP ≥ 90% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Daggerbreaker 2 Daggerbreaker 2
If unit's HP ≥ 70% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Daggerbreaker 3 Daggerbreaker 3
If unit's HP ≥ 50% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Divine Strength Divine Strength
Removes the condition to transform.

After start-of-turn effects trigger on player phase or enemy phase, neutralizes any 【Penalty】on unit (does not apply to【Penalty】effects that are applied at the same time).

Inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat. Restores 7 HP to unit after combat. If unit's Atk at start of combat ≥ foe's Atk at start of combat - 5, inflicts Atk/Def-6 on foe during combat. If unit's Def at start of combat ≥ foe's Def at start of combat - 5, inflicts Atk/Def-6 on foe 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).
Dragons Ire 1 Dragon's Ire 1
If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Dragons Ire 2 Dragon's Ire 2
If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Dragons Ire 3 Dragon's Ire 3
If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Dragons Ire 4 Dragon's Ire 4
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe during combat, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, neutralizes effects that prevent unit's follow-up attacks.
Even Follow-Up 1 Even Follow-Up 1
If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Even Follow-Up 2 Even Follow-Up 2
If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Even Follow-Up 3 Even Follow-Up 3
If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Follow-Up Ring Follow-Up Ring
At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack. (Skill cannot be inherited.)
G Tomebreaker 1 G Tomebreaker 1
If unit's HP ≥ 90% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
G Tomebreaker 2 G Tomebreaker 2
If unit's HP ≥ 70% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
G Tomebreaker 3 G Tomebreaker 3
If unit's HP ≥ 50% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Holy Wars End Holy War's End
If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack before foe can make a follow-up attack.
Holy Wars End II Holy War's End II
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat, unit makes guaranteed follow-up attack, and foe cannot make a follow-up attack, and also, if foe initiates combat, unit attacks twice (does not stack).
Ice Princes Seal Ice Prince's Seal
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Frozen】, and【Guard】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def during combat (excluding area-of-effect Specials).

【Frozen】
Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:

Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats × 2; otherwise, X = 10). (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.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Lancebreaker 1 Lancebreaker 1
If unit's HP ≥ 90% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Lancebreaker 2 Lancebreaker 2
If unit's HP ≥ 70% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Lancebreaker 3 Lancebreaker 3
If unit's HP ≥ 50% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Momentum 1 Momentum 1
If unit or foe initiates combat after moving to a different space, unit makes a guaranteed follow-up attack and deals damage during combat = number of spaces from start position to end position of whoever initiated combat (max 5; including when dealing damage with a Special triggered before combat).
Momentum 2 Momentum 2
If unit or foe initiates combat after moving to a different space, unit makes a guaranteed follow-up attack and deals damage during combat = number of spaces from start position to end position of whoever initiated combat × 2 (max 10; including when dealing damage with a Special triggered before combat).
Momentum 3 Momentum 3
If unit or foe initiates combat after moving to a different space, unit makes a guaranteed follow-up attack and deals damage during combat = number of spaces from start position to end position of whoever initiated combat × 3 (max 15; including when dealing damage with a Special triggered before combat).
Momentum 4 Momentum 4
If unit or foe initiates combat after moving to a different space, inflicts Atk/Def-4 on foe, unit makes a guaranteed follow-up attack, and deals damage during combat = number of spaces from start position to end position of whoever initiated combat × 4 (max 20; including when dealing damage with a Special triggered before combat).

If unit initiates combat after moving to a different space, triggers the following effects depending on unit's equipped Special: if unit has an area-of-effect Special equipped, grants Special cooldown count-X to unit before Special triggers before combat (excluding Røkkr area-of-effect Specials); if unit has a Special that triggers when unit attacks (excluding area-of-effect Specials), grants Special cooldown count-X to unit before unit's first attack during combat (if number of spaces from start position to end position ≥ 3, X = 2; otherwise, X = 1).
Odd Follow-Up 1 Odd Follow-Up 1
If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Odd Follow-Up 2 Odd Follow-Up 2
If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Odd Follow-Up 3 Odd Follow-Up 3
If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Pegasus Rift Pegasus Rift
Inflicts Atk/Spd-4 on foe during combat. If unit's Spd + Res ≥ foe's Spd + Res - 10 (excluding effects from【Phantom】), unit deals +X damage (excluding when dealing damage with an area-of-effect Special) and reduces damage from foe's first attack by X during combat (X = unit's Res at start of combat - 30; min 0, max 10; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and increases the Spd difference necessary for foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills).

【Phantom】
If a skill effect compares unit's stats to foe or ally stats, treats unit's stats as if granted +X.
Quick Riposte 1 Quick Riposte 1
If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack.
Quick Riposte 2 Quick Riposte 2
If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack.
Quick Riposte 3 Quick Riposte 3
If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
Quick Riposte 4 Quick Riposte 4
If unit's HP ≥ 25% at start of combat and foe initiates combat, reduces damage from foe's first attack during combat by 25% and unit makes a guaranteed follow-up attack.
R Tomebreaker 1 R Tomebreaker 1
If unit's HP ≥ 90% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
R Tomebreaker 2 R Tomebreaker 2
If unit's HP ≥ 70% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
R Tomebreaker 3 R Tomebreaker 3
If unit's HP ≥ 50% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Raging Storm Raging Storm
If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat.
Raging Storm II Raging Storm II
If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) At start of combat, if unit's HP ≥ 25% or unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat, and also, if foe uses dragonstone or beast damage, neutralizes effects that prevent unit's follow-up attacks during combat.
Slick Fighter 1 Slick Fighter 1
If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.
Slick Fighter 2 Slick Fighter 2
If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.
Slick Fighter 3 Slick Fighter 3
If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.
Swordbreaker 1 Swordbreaker 1
If unit's HP ≥ 90% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Swordbreaker 2 Swordbreaker 2
If unit's HP ≥ 70% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Swordbreaker 3 Swordbreaker 3
If unit's HP ≥ 50% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Vengeful Fighter 1 Vengeful Fighter 1
If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Vengeful Fighter 2 Vengeful Fighter 2
If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Vengeful Fighter 3 Vengeful Fighter 3
If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Vengeful Fighter 4 Vengeful Fighter 4
If unit's HP ≥ 25% and foe initiates combat, inflicts Atk-4 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Wily Fighter 1 Wily Fighter 1
If unit's HP ≥ 75% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack.
Wily Fighter 2 Wily Fighter 2
If unit's HP ≥ 50% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack.
Wily Fighter 3 Wily Fighter 3
If unit's HP ≥ 25% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack.
Wyvern Rift Wyvern Rift
Inflicts Atk/Def-4 on foe during combat. If unit's Spd + Def ≥ foe's Spd + Def - 10 (excluding effects from【Phantom】), unit deals +X damage (excluding when dealing damage with an area-of-effect Special) and reduces damage from foe's first attack by X during combat (X = unit's Def at start of combat - 35; min 0, max 7; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and increases the Spd difference necessary for foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills).

【Phantom】
If a skill effect compares unit's stats to a foe or ally stats, treats unit's stats as if granted +X.

List of C Passives

Icon Passive Description
Atk Res Crux Atk/Res Crux
Inflicts Atk/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat.
Divine Fang Plus Divine Fang+
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces of unit for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack."
Future-Sighted Future-Sighted
After foes' start-of-turn skills trigger, for the closest foes in cardinal directions of unit, if unit's Res ≥ foe's Res+X (X = distance from unit to foe × 3, - 5), and if【Time's Grip】is not active on foe, that foe's action ends immediately and inflicts【Time's Grip】 on foe. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, unit makes a guaranteed follow-up attack, and reduces damage from foe's first attack by 30% during combat.

【Time's Grip】
Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
Spd Def Crux Spd/Def Crux
Inflicts Spd/Def-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat.
Spd Res Crux Spd/Res Crux
Inflicts Spd/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat.

List of Attuned Skills

None, currently.

List of Sacred Seals

None, currently.

List of Emblem Effects

None, currently.

List of Captain Skills

Icon Captain Skill Description
Storm of Blows Storm of Blows
Neutralizes bonuses of captain's foes during combat. Captain and allies within 2 spaces of captain make guaranteed follow-up attacks.

List of Status Effects

Icon Status Effect Description
Status Effect Guaranteed Follow-Ups Guaranteed Follow-Ups
If unit initiates combat, unit makes a guaranteed follow-up attack for 1 turn.

List of Duo Skills

None, currently.

List of Harmonized Skills

Owners Harmonized Skill
Catria Azure Wing Pair Face FC
Catria: Azure Wing Pair
Grants the following effects to unit and allies from the same titles as unit for 1 turn: 【Resonance: Blades】,【Desperation】, and "if unit initiates combat, unit makes a guaranteed follow-up attack."

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

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Leif Destined Scions Face FC
Leif: Destined Scions

List of Items

None, currently.

List of Structures

None, currently.

Sources of follow-up attacks prevention[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Adult (Cavalry)
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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Arcane Downfall
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, foe cannot make a follow-up attack, grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt).
Arcane Éljúðnir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Arcane Qiang
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and also, if unit or foe initiates combat after moving to a different space, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
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
Aurora Breath
Grants Atk+3. If unit initiates combat, grants Atk+6 to unit during combat and unit makes a guaranteed follow-up attack. If foe initiates combat, grants Def/Res+6 during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Axe of Despair
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up attack"; and if ≥ 10, "unit makes a guaranteed follow-up attack"; and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Example: if unit has an Atk/Def+6 bonus and foe has an Atk/Def-6 penalty, the calculated total will be 24.)
Aymr
Grants Atk+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and foe cannot make a follow-up attack.
Brazen Cat Fang
Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Brightmare Horn
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, 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%).

At start of combat, if unit's HP ≥ 25% while transformed, neutralizes effects that prevent unit's follow-up attacks 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe 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.
Budding Bow
Bunny Fang
Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP ≤ 75%, grants Special cooldown count-2.
Effect:【Beast (Cavalry)】

【Beast (Cavalry)】
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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Carrot Bow+
Effective against flying foes. At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Def-7 and 【Discord】on those foes through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+5 to unit during combat, and if【Discord】is inflicted on foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Carrot Bow
Charging Horn
Grants Def+3. Grants Atk/Spd+5 to allies within 3 rows or 3 columns centered on unit during combat. The following effects will occur based on the number of allies within 3 rows or 3 columns centered on unit: If ≥ 1 ally, inflicts Atk/Res-X on foe during combat (X = number of allies in the area × 2; max -6). If ≥ 3 allies, foe cannot make a follow-up attack. (If unit is within 2 spaces of a structure that a foe can destroy, the number of allies in the area is treated as 3.)
Covert Cat Fang
Grants Def+3. If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit and allies within 2 spaces of 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Crow's Crystal
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants "unit cannot be slowed by terrain (does not apply to impassable terrain),"【Desperation】, and 【Dominance】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and neutralizes effects that prevent unit's follow-up attacks.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."

【Dominance】
Unit deals additional damage = total penalties on foe for 1 turn.
Dazzling Breath
Grants Atk+3. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-5 on foe during combat and foe cannot make a follow-up attack, and also, if unit is within 2 spaces of an ally, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Dew Dragonstone
Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes "effective against armored" bonuses. If unit is within 3 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat, neutralizes penalties on unit during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Diplomacy Staff
Calculates damage from staff like other weapons. At start of turn, grants Atk/Def/Res+6 and the following status to unit's support partner (if any): "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of turn, if at least one ally has been defeated, grants Special cooldown count-2 and the following status to unit's support partner (if any): "Foe cannot make a follow-up attack."
Enclosing Dark
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and the following effects will occur during combat based on the number of foes within 2 spaces of target (excluding target): if = 1, inflicts Spd/Res-4 on foe; if ≥ 2, inflicts Spd/Res-8 on foe and foe cannot counterattack. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Fell Breath
Grants Atk+3. At the start of combat, if foe’s HP < 100%, grants Atk/Res+6 during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Fiery Fang
Grants Def+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+6 to unit during combat, inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat, and foe cannot make a 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Foxkit Fang
Grants Res+3. At start of combat, if unit's Res > foe's Res, and if foe uses sword, lance, axe, dragonstone, or beast damage, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.) 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Ghostly Lanterns
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, neutralizes effects that guarantee foe's follow-up attacks, foe cannot make a follow-up attack, and also, if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Goddess Temari
Accelerates Special trigger (cooldown count-1). On turn 2 onward, enables Canto (1). At start of turn, if unit's HP ≥ 25%, grants Atk/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and the following effects to unit during combat: Atk/Spd/Def/Res+X (X = turn number × 2, max 8); on turn 3 onward, unit deals +Y damage (Y = highest total bonuses among unit and allies within 2 spaces of unit; excluding area-of-effect Specials); on turn 4 onward, if unit initiates combat and unit's Res ≥ foe's Res+5, unit attacks twice (if【Time's Gate】is active on unit or if【Time's Grip】is active on target or on foes within 2 spaces of target, turn number is treated as a minimum of 4).

【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).

【Time's Grip】
Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
Great Flame
Grants Atk+3. If unit's Def ≥ foe's Def+5, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Guardian Fang
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.) 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%).

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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Halting Bow+
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe and foe cannot make a follow-up attack during combat.
Halting Bow
Heartbeat Lance
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Heavy War Axe
Grants Def+3. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6, 【Bonus Doubler】, and "foe cannot make a follow-up attack" to unit for 1 turn. At start of turn, grants Atk/Def+6,【Bonus Doubler】, and "foe cannot make a follow-up attack" to any support partner within 2 spaces of unit or, if unit is not on a team with unit's support partner, to ally with the highest Def within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def (excluding area-of-effect Specials), and reduces damage from attacks by 30% during combat (excluding area-of-effect Specials).

【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.
Heralding Horn
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also grants the following effects based on the number of allies within 3 spaces: if ≥ 1 ally, if unit has weapon-triangle advantage or if foe initiates combat, unit attacks twice; and if ≥ 2 allies, reduces damage from foe's first attack during combat by 40%; and if ≥ 3 allies, foe cannot make a 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Horn of Opening
Accelerates Special trigger (cooldown count-1).

If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies, unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Horn of the Land
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X during combat (X = unit's max Special cooldown count value × 2, + 5), grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Imbued Koma
Accelerates Special trigger (cooldown count-1). At start of combat, if Special is ready, grants Atk/Spd/Def/Res+5 during combat and foe cannot make a follow-up attack.
Instant Axe+
If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Instant Axe
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
Instant Lance+
If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Instant Lance
Instant Sword+
Instant Sword
Joyful Vows
Effective against armored and cavalry foes. Grants Atk+3. If【Bonus】is active on unit, grants Atk/Res+6 during combat, and if unit initiates combat, foe cannot make a follow-up attack.

【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).
Keen Rabbit Fang
Accelerates Special trigger (cooldown count-1). Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack by 40%, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kitsune Fang
Grants Def+3. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kriemhild
If a bow, dagger, magic, or staff foe initiates combat and unit is within 2 spaces of an ally, unit can counterattack regardless of foe's range and foe cannot make a follow-up attack, but after combat, if unit attacked, deals 20 damage to nearest ally.
Lofnheiðr
Grants Atk+3. Enables【Canto (3)】during turns 1 through 4. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, and foe cannot make a follow-up attack.

【Canto (3)】
After an attack, Assist skill, or structure destruction, unit can move 3 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 unit would be able to move with normal Canto movement.)
Lyfjaberg
Grants Res+3. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd+4 during combat, and if unit initiates combat, foe cannot make a follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, and if bonus was granted to unit, deals 4 damage to unit.
Master's Tactics
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants 【Grand Strategy】to unit and allies within 2 spaces for 1 turn, inflicts Atk/Spd/Def/Res-4 on unit through its next action, and inflicts -6 on the highest and second highest stat values between Atk, Spd, Def, and Res for each ally within 2 spaces through their next actions (subtract 15 from Atk when comparing). At start of turn, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-3 on closest foes and foes within 3 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-5 on foe during combat and foe cannot make a follow-up attack.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
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."
Melee Bouquet+
If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Melee Bouquet
Mirage Axe
Grants Res+3. If unit is within 2 spaces of an ally, grants Def/Res+6 to unit during combat and foe cannot make a follow-up attack.
Morph Fimbulvetr
Grants Atk+3. If unit is within 3 spaces of an ally, inflicts Atk/Res-8 on foe during combat, foe cannot make a follow-up attack, and grants bonus to unit's Atk during combat = total Atk+Res bonuses on ally with the highest total Atk+Res bonuses within 3 spaces. If unit is within 3 spaces of an ally, after combat, if unit attacked, deals 15 damage to nearest ally.
Mystic War Staff
Grants Atk+3. Calculates damage from staff like other weapons. At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit and unit makes a guaranteed follow-up attack during combat.
Nabata Beacon+
At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Desperation】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 10% of unit's Atk (excluding area-of-effect Specials).

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Nabata Beacon
New Foxkit Fang
Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) If unit's Res > foe's Res, 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%).

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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Nightmare Horn
Grants Spd+3. Unit can counterattack regardless of foe's range. 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%).

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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Obscurité
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6,【Resonance: Blades】, and【Resonance: Shields】to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

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

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Oracle's Breath
Grants Atk+3. If a bonus granted by a skill like Rally or Hone is active on unit, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Peppy Bow+
Effective against flying foes. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Peppy Bow
Peppy Cane+
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat and foe cannot make a follow-up attack.
Peppy Cane
Plegian War Axe
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and unit makes a guaranteed follow-up attack during combat.
Queenslance
If【Bonus】is active on unit, enables 【Canto (Rem. +1)】.

Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 5 + highest bonus on each stat between unit and unit's support partners; calculates each stat bonus independently), reduces damage from foe's first attack during combat by 40%, and also, if【Bonus】is active on unit, foe cannot make a follow-up attack.

【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).

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(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 unit would be able to move with normal Canto movement.)
Raydream Horn
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit, inflicts Atk-6 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Refreshed Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Spd+5 to unit, inflicts Spd-5 on foe during combat, and then, 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, grants Atk+2, and also, if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Rite of Souls
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts【Guard】on foes within 3 rows or 3 columns centered on unit with Res < unit's Res. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Res (including when dealing damage with a Special triggered before combat), and foe cannot make a follow-up attack.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Ruinous Frost
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit, inflicts Atk-6 on foe, and unit's first attack deals damage = 40% of foe's Res during combat, and also, both unit and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Scythe of Sariel
Accelerates Special trigger (cooldown count-1). If a bonus granted by a skill like Rally or Hone and/or 1 extra space of movement granted by a skill like Armor March or Armored Boots is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack.
Seiðr
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants the following effect to unit and allies within 2 spaces of unit for 1 turn: "Foe cannot make a follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and unit deals damage = 20% of unit's Res (including when dealing damage with a Special triggered before combat).
Serenity Breath+
If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Res-5 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Serenity Breath
Shadow Breath
Grants Atk+3. At start of turn, grants Atk/Res+6 and【En Garde】to unit and allies within 2 spaces of unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Res-6 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【En Garde】
Neutralizes damage outside of combat (from skills like Poison Strike, structures like Bolt Tower, etc.) except damage dealt by area-of-effect Specials.
Sparkling Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack (only highest value applied; does not stack) and deals +5 damage to foe per unit's attack, including when dealing damage with a Special triggered before 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Taguel Fang
Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+3 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Thorn Lance
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Atk > foe's Atk, inflicts Atk/Def-6 on foe during combat and foe cannot make a follow-up attack.
Thunder Armads
Grants Def+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), foe cannot make a follow-up attack.
Tome of Despair
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up attack"; and if ≥ 10, "unit makes a guaranteed follow-up attack"; and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Example: if unit has an Atk/Res+6 bonus and foe has an Atk/Res-6 penalty, the calculated total will be 24.)
Twin-Crest Power
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) 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, grants Atk+2 and unit can counterattack regardless of foe's range.
Vengeful Lance
Grants Atk+3. If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Atk > foe's Def during combat and unit cannot make a follow-up attack, deals damage = 50% of unit's Atk minus foe's Def.
Wary Rabbit Fang
Grants Spd+3. Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Spd at start of combat, and also, after combat, if unit's HP ≤ 90%, grants Special cooldown count-2. 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Whelp (Cavalry)
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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Windy War Tome
Grants Res+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Res-6 on foe during combat, and also, if unit's Res > foe's Res, 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%), and also, if unit's Res ≥ foe's Res+5, foe cannot make a follow-up attack.
Witch Breath
Grants Atk+3. At start of combat, if foe's HP ≥ 50%, grants Atk+6 to unit during combat and unit makes a guaranteed follow-up attack. At start of combat, if unit's HP ≥ 50%, inflicts Atk-6 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Yearling (Cavalry)
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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Zephyr Breath
Effective against armored foes. Grants Res+3. If a bonus granted by a skill like Rally or Hone is active on unit or if unit is within 2 spaces of an ally, neutralizes unit's penalties and inflicts Atk-6 on foe during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

List of Refined Weapons

Weapon Refined Description
Aurora Breath
Grants Atk+3. Grants Atk/Def/Res+6, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack) during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Aymr
Grants Atk+3. If unit is not adjacent to an ally or if foe initiates combat, inflicts Atk/Def-6 on foe, foe cannot make a follow-up attack, and reduces damage from foe's first attack by 30% during combat.
Brazen Cat Fang
Grants Spd+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and deals +10 damage when Special triggers. 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bunny Fang
Grants Spd+3. Effective against cavalry foes. If unit is not adjacent to an ally or unit's HP ≤ 90% at start of combat, grants Atk/Spd+5 to unit during combat. After combat, if unit's HP ≤ 90%, grants Special cooldown count-2. 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Charging Horn
Grants Def+3. Grants Atk/Spd+5 to allies within 3 rows or 3 columns centered on unit during their combat. The following effects will occur during unit's combat based on the number of allies within 3 rows or 3 columns centered on unit: if ≥ 1, inflicts Atk/Res-X on foe (X = number of allies in the area × 3; max 9); if ≥ 2, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack); and if ≥ 3, foe cannot make a follow-up attack. (If unit is within 2 spaces of a structure that a foe can destroy, the number of allies in the area is treated as 3.)
Covert Cat Fang
Grants Def+3. If unit initiates combat or is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat. Grants Atk/Def+4 to allies within 3 spaces 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Fell Breath
Grants Atk+3. At the start of combat, if foe's HP < 100% or if unit's Atk > foe's Atk, grants Atk/Res+6 during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Foxkit Fang
Grants Res+3. At start of combat, if unit's Res > foe's Res, grants Atk/Spd/Def/Res+4 to unit during combat and also grants bonus to Atk/Spd/Def/Res to unit during combat = 80% of difference between stats at start of combat (min: 0, max: 8). 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Freikugel
Grants Spd+3. At start of combat for allies within 2 spaces of unit, if the ally has Def > unit's Def or if unit has not entered combat during the current phase, grants Atk/Spd/Def/Res+4 to those allies during combat and foe cannot make a follow-up attack. At start of unit's combat, if unit is not within 2 spaces of any allies with Def > unit's Def or if unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat and deals damage = 10% of unit's Spd (excluding area-of-effect Specials).
Gjöll
Grants Atk+3. If 【Penalty】 is active on foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. At start of combat, if unit's HP ≥ 25% or if 【Penalty】 is active on foe, inflicts Atk/Def-5 on foe 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).
Great Flame
Grants Atk+3. If unit's Def ≥ foe's Def+1, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Guardian Fang
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.) 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%). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Gurgurant
Neutralizes "effective against flying" bonuses. Grants Def+3. Inflicts Atk/Def-5 on foes within 4 spaces of unit during combat, neutralizes those foe's bonuses to Atk/Def during combat, those foes cannot make a follow-up attack, and inflicts Special cooldown charge -1 on those foes per attack during combat (only highest value applied; does not stack).
Imbued Koma
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Special is ready, grants Atk/Spd/Def/Res+5 to unit, foe cannot make a follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials) during combat.
Joyful Vows
Effective against armored and cavalry foes. Grants Atk+3. If【Bonus】is active on unit or if【Penalty】is active on foe, grants Atk/Res+6 to unit, grants additional bonus to unit's Atk = highest total penalties among target and foes within 2 spaces of target, unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack during combat.

【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).

【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).
Kitsune Fang
Grants Def+3. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.

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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kriemhild
If foe initiates combat and unit is within 3 spaces of an ally, unit can counterattack regardless of foe's range and foe cannot make a follow-up attack, but after combat, if unit attacked, deals 20 damage to nearest ally.
Lyfjaberg
Grants Res+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, and also, if unit initiates combat or if unit's Spd > foe's Spd, foe cannot make a follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Mirage Axe
Grants Res+3. If unit is within 3 spaces of an ally, grants Atk/Spd+4, Def/Res+6 to unit and foe cannot make a follow-up attack during combat, and also, if foe initiates combat, inflicts Atk/Def-X on foe during combat (X = number of foes who have yet to finish their actions × 3; min 6; max 12).
New Foxkit Fang
Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats (max +7 damage) and 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%). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Oracle's Breath
Grants Atk+3. At start of combat, if unit's HP ≥ 50% or if【Bonus】is active on unit, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【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).
Scythe of Sariel
Accelerates Special trigger (cooldown count-1). If【Bonus】is active on foe or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack.

【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).
Taguel Fang
Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit during combat, and also, if foe is not a beast or dragon foe, grants an additional Atk/Spd/Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Thorn Lance
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% or unit’s Atk > foe’s Atk, inflicts Atk/Def-6 on foe during combat, foe cannot make a follow-up attack, and reduces damage from attacks (excluding area-of-effect Specials) by percentage = unit's Atk minus foe's Atk during combat, × 2 (min 0%, max 40%).
Thunder Armads
Grants Def+3. If unit is within 3 spaces of an ally, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Zephyr Breath
Effective against armored foes. Grants Res+3. If【Bonus】is active on unit or if unit is within 2 spaces of an ally, inflicts Atk-6 and Spd/Def/Res-4 on foe, neutralizes unit's penalties, and foe cannot make a follow-up attack during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【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).

List of Skill Refined Weapons

Icon Weapon Refined Description
Blazing Durandal W Blazing Durandal
If unit initiates combat, grants Spd+7 and Def+10 during combat and foe cannot make a follow-up attack.
Bow of Beauty W Bow of Beauty
At start of combat, if unit's HP ≥ 50%, grants Atk/Spd/Def+4 during combat, and if unit initiates combat, foe cannot make a follow-up attack.
Brynhildr W Brynhildr
If foe uses bow, dagger, magic, or staff and unit's Def > foe's Def, foe cannot make a follow-up attack.
Byleistr W Býleistr
If unit initiates combat or is within 2 spaces of an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and foe cannot make a follow-up attack.
Dark Scripture W Dark Scripture
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-4 on foe, foe cannot make a follow-up attack, and unit deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials), and also, if unit's Res > foe's Res, 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%).
Hewn Lance W Hewn Lance
If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Iagos Tome W Iago's Tome
At start of odd-numbered turns, grants Def/Res+6, "foe cannot make a follow-up attack," and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn. At start of even-numbered turns, grants Atk/Spd+6, "if unit initiates combat, unit makes a guaranteed follow-up attack," and【Hexblade】to unit and allies within 2 spaces of unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Lucky Bow W Lucky Bow
At start of turn, if unit is within 2 spaces of an ally, neutralizes any【Penalty】on unit and allies within 2 spaces of unit (excluding penalties inflicted at start of turn), and restores 10 HP to unit and those allies. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack.

【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).
Maltet W Maltet
If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Def-6 on foe during combat and foe cannot make a follow-up attack.
Meisterschwert W Meisterschwert
At start of combat, if foe's HP ≥ 50%, grants Atk+5 to unit and inflicts Atk-5 on foe during combat, and also, if unit initiates combat, foe cannot make a follow-up attack.
Razing Breath W Razing Breath
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res during combat = 4 + current bonus on each of unit's stats (calculates each stat bonus independently), and also, if【Bonus】is active on unit, the following will occur based on who initiated combat: if unit initiated, unit makes a guaranteed follow-up attack; if foe initiated, foe cannot make a follow-up attack.

【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).
Reginleif W Reginleif
If【Bonus】is active on unit, enables 【Canto (Rem. +1)】.
At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, and if【Bonus】is active on unit, foe cannot make a follow-up attack.

【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).

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(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 unit would be able to move with normal Canto movement.)
Saehrimnir W Sæhrímnir
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 1, reduces damage from foe's first attack during combat by 30%. If ≥ 7, foe cannot make a follow-up attack.
Sealed Falchion W Sealed Falchion
At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def+5 to unit during combat and foe cannot make a follow-up attack.
Siegfried W Siegfried
At start of combat, if foe's HP ≥ 75%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Sol Lance W Sol Lance
If unit is within 3 spaces of an ally, inflicts Atk/Def-5 on foe during combat, foe cannot make a follow-up attack, and also, if unit's HP ≥ 50% at start of combat, reduces damage from foe's first attack by 30%.
Stoutheart Lance W Stoutheart Lance
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 40%, and foe cannot make a follow-up attack during combat, and also, restores 7 HP to unit after combat.
Sworn Lance W Sworn Lance
If unit is within 3 spaces of support partner or support partner's HP ≤ 80%, grants Atk/Def+7 to unit during combat and foe cannot make a follow-up attack.
Wizened Breath W Wizened Breath
If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit and foe cannot make a follow-up attack during combat.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

List of A Passives

Icon Passive Description
Mirror Impact Mirror Impact
If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack.
Obsession Obsession
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+9 to unit during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and also, when unit performs a follow-up attack, neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). At start of combat, if unit's HP ≥ 25% and if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
Steady Impact Steady Impact
If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack.
Sturdy Impact Sturdy Impact
If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.
Swift Impact Swift Impact
If unit initiates combat, grants Spd+7, Res+10 during combat and foe cannot make a follow-up attack.

List of B Passives

Icon Passive Description
Axebreaker 1 Axebreaker 1
If unit's HP ≥ 90% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Axebreaker 2 Axebreaker 2
If unit's HP ≥ 70% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Axebreaker 3 Axebreaker 3
If unit's HP ≥ 50% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 1 B Tomebreaker 1
If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 2 B Tomebreaker 2
If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
B Tomebreaker 3 B Tomebreaker 3
If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Binding Shield Binding Shield
In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.
Binding Shield II Binding Shield II
If unit's Spd ≥ foe's Spd+5 or if unit is in combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.
Bowbreaker 1 Bowbreaker 1
If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Bowbreaker 2 Bowbreaker 2
If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Bowbreaker 3 Bowbreaker 3
If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Canny Fighter Canny Fighter
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat.
Daggerbreaker 1 Daggerbreaker 1
If unit's HP ≥ 90% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Daggerbreaker 2 Daggerbreaker 2
If unit's HP ≥ 70% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Daggerbreaker 3 Daggerbreaker 3
If unit's HP ≥ 50% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Even Follow-Up 1 Even Follow-Up 1
If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Even Follow-Up 2 Even Follow-Up 2
If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Even Follow-Up 3 Even Follow-Up 3
If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Firestorm Dance 3 Firestorm Dance 3
If Sing or Dance is used, enables【Canto (1)】on unit and grants Atk/Spd+6 and【Desperation】 to target for 1 turn.

【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 unit would be able to move with normal Canto movement.)

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
G Tomebreaker 1 G Tomebreaker 1
If unit's HP ≥ 90% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
G Tomebreaker 2 G Tomebreaker 2
If unit's HP ≥ 70% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
G Tomebreaker 3 G Tomebreaker 3
If unit's HP ≥ 50% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Holy Wars End II Holy War's End II
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat, unit makes guaranteed follow-up attack, and foe cannot make a follow-up attack, and also, if foe initiates combat, unit attacks twice (does not stack).
Lancebreaker 1 Lancebreaker 1
If unit's HP ≥ 90% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Lancebreaker 2 Lancebreaker 2
If unit's HP ≥ 70% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Lancebreaker 3 Lancebreaker 3
If unit's HP ≥ 50% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
New Divinity New Divinity
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat, and also, if unit's Res > foe's Res, 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%). At start of combat, if unit's HP ≥ 40%, foe cannot make a follow-up attack during combat.
Odd Follow-Up 1 Odd Follow-Up 1
If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Odd Follow-Up 2 Odd Follow-Up 2
If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Odd Follow-Up 3 Odd Follow-Up 3
If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Pegasus Flight 4 Pegasus Flight 4
Inflicts Atk/Def-4 on foe during combat. At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 80% of difference between Res stats (unit's Res minus foe's Res) before combat (maximum penalty of -8), and also, if at start of combat, unit's Spd+Res > foe's Spd+Res, foe cannot make a follow-up attack.
Pegasus Rift Pegasus Rift
Inflicts Atk/Spd-4 on foe during combat. If unit's Spd + Res ≥ foe's Spd + Res - 10 (excluding effects from【Phantom】), unit deals +X damage (excluding when dealing damage with an area-of-effect Special) and reduces damage from foe's first attack by X during combat (X = unit's Res at start of combat - 30; min 0, max 10; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and increases the Spd difference necessary for foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills).

【Phantom】
If a skill effect compares unit's stats to foe or ally stats, treats unit's stats as if granted +X.
R Tomebreaker 1 R Tomebreaker 1
If unit's HP ≥ 90% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
R Tomebreaker 2 R Tomebreaker 2
If unit's HP ≥ 70% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
R Tomebreaker 3 R Tomebreaker 3
If unit's HP ≥ 50% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Swordbreaker 1 Swordbreaker 1
If unit's HP ≥ 90% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Swordbreaker 2 Swordbreaker 2
If unit's HP ≥ 70% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Swordbreaker 3 Swordbreaker 3
If unit's HP ≥ 50% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Vengeful Fighter 4 Vengeful Fighter 4
If unit's HP ≥ 25% and foe initiates combat, inflicts Atk-4 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Wary Fighter 1 Wary Fighter 1
If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack.
Wary Fighter 2 Wary Fighter 2
If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack.
Wary Fighter 3 Wary Fighter 3
If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack.
Watersweep 1 Watersweep 1
If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+5 and foe uses magic, staff, or dragonstone, foe cannot counterattack.
Watersweep 2 Watersweep 2
If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+3 and foe uses magic, staff, or dragonstone, foe cannot counterattack.
Watersweep 3 Watersweep 3
If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd > foe's Spd and foe uses magic, staff, or dragonstone, foe cannot counterattack.
Weaving Fighter Weaving Fighter
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat.
Windsweep 1 Windsweep 1
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+5 and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
Windsweep 2 Windsweep 2
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+3 and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
Windsweep 3 Windsweep 3
If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
Wyvern Rift Wyvern Rift
Inflicts Atk/Def-4 on foe during combat. If unit's Spd + Def ≥ foe's Spd + Def - 10 (excluding effects from【Phantom】), unit deals +X damage (excluding when dealing damage with an area-of-effect Special) and reduces damage from foe's first attack by X during combat (X = unit's Def at start of combat - 35; min 0, max 7; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and increases the Spd difference necessary for foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills).

【Phantom】
If a skill effect compares unit's stats to a foe or ally stats, treats unit's stats as if granted +X.
Yngvi Ascendant Plus Yngvi Ascendant+
Inflicts Spd/Def-5 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if decreasing the Spd difference necessary to make a follow-up attack by 10 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow 100%】during combat.

If unit initiates combat, unit can make a follow-up attack before foe's next attack.

【Potent Follow 100%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = 100% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).

List of C Passives

Icon Passive Description
Atk Smoke 4 Atk Smoke 4
After combat, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions, grants Def/Res+6 to unit for 1 turn, and unit gains "foe cannot make a follow-up attack" for 1 turn.
Darkling Guardian Darkling Guardian
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6, "foe cannot make a follow-up attack," and【Warp Bubble】to unit for one turn.

【Warp Bubble】
Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
Dream Deliverer Dream Deliverer
At start of player phase or enemy phase, if unit is within 2 spaces of an ally, neutralizes any 【Penalty】that takes effect on unit or allies within 2 spaces of unit at this time. At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and【Resonance: Shields】to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

【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).

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Milas Turnwheel II Mila's Turnwheel II
At the start of turn, grants "foe cannot make a follow-up attack" to unit for 1 turn and inflicts【Isolation】and【Guard】on foes in cardinal directions with Def < unit's Def through their next actions.

If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.)

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Opened Domain Opened Domain
At start of turn, if unit is within 2 spaces of any allies from a different title than unit, grants 【Resonance: Blades】and【Resonance: Shields】to unit and all allies within 2 spaces of unit, and also, if unit or any of those allies has their Special cooldown count at its maximum value, grants Special cooldown count-1 to them.

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

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

List of Attuned Skills

None, currently.

List of Sacred Seals

None, currently.

List of Emblem Effects

None, currently.

List of Captain Skills

None, currently.

List of Status Effects

Icon Status Effect Description
Status Effect Foe Cannot Follow-Up Foe Cannot Follow-Up
Foe cannot make a follow-up attack for 1 turn.
Status Effect Resonance Shields Resonance: Shields
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phrase, foe cannot make a follow-up attack."

List of Duo Skills

Owners Duo Skill
Chrom Fate-Defying Duo Face FC
Chrom: Fate-Defying Duo
Inflicts Atk/Spd/Def/Res-5 on unit and allies within 2 spaces of unit through their next actions and grants【Grand Strategy】to those units.

Grants the following effect to unit for 1 turn: "Foe cannot make a follow-up attack."

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.

List of Harmonized Skills

Owners Harmonized Skill
Edelgard Sun Empresses Face FC
Edelgard: Sun Empresses
Grants Atk+6,【Resonance: Shields】, and 【Bonus Doubler】to unit and allies from the same titles as unit for 1 turn.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

【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.
Goldmary Coy Beach Divas Face FC
Goldmary: Coy Beach Divas
Grants Def/Res+6,【Resonance: Shields】, 【Bonus Doubler】, and【Bulwark】to unit and allies from the same titles as unit for 1 turn.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

【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.

【Bulwark】
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills).

Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills).
Roy Blazing Bachelors Face FC
Roy: Blazing Bachelors
Grants Def/Res+6,【Resonance: Shields】, and【Treachery】to unit and allies from the same titles as unit for 1 turn.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.
Myrrh Spring Harmony Face FC
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.
Anna Twice the Anna Face FC
Anna: Twice the Anna
Grants【Resonance: Blades】and【Resonance: Shields】
and restores 99 HP to unit and allies from the same titles as unit. Grants Special cooldown count-5 to unit.

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

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Tiki Bridal Reflections Face FC
Tiki: Bridal Reflections
Grants【Resonance: Shields】, "neutralizes foe's bonuses during combat," and "neutralizes unit's penalties during combat" to unit and allies from the same titles as unit for 1 turn.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Dorothea Twilit Harmony Face FC
Dorothea: Twilit Harmony
Grants【Resonance: Shields】to unit and allies from the same titles as unit.

Grants another action to ally with the highest HP that is within 2 spaces, has already acted, and is from the same titles as unit (excluding unit). (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.)

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Veronica Harmonic Pirates Face FC
Veronica: Harmonic Pirates
Grants【Resonance: Shields】to unit and allies from the same titles as unit.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

List of Items

None, currently.

List of Structures

None, currently.

Sources of follow-up effect neutralization[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Abyssal Blade
Accelerates Special trigger (cooldown count-1).
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces damage from foe's first attack by 30% during combat.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Agnea's Arrow
Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) on odd-numbered turns, and neutralizes unit's penalties to Atk/Spd on even-numbered turns.
Airborne Spear
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Res > foe's Res, 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%).
Arcane Darkbow
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, neutralizes unit's penalties, and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Arcane Devourer
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Arcane Fellstone
Accelerates Special trigger (cooldown count-1).

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Arcane Lúin
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), neutralizes foe's bonuses to Spd/Def during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Arcane Nihility
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and Atk/Spd/Def/Res+X to unit, inflicts Atk/Spd/Def/Res-X on foe (X = current bonus on each of foe's stats; calculates each stat bonus and penalty independently), and deals damage = 15% of unit's Spd during combat (including when dealing damage with a Special triggered before combat), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Arcane Tempest
Accelerates Special trigger (cooldown count-1).

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 25% of foe's Atk at start of combat, - 4; min 5, max 14), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Arcane Thunder
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Arcane Þrima
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, inflicts Atk/Def-6 on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts Atk/Spd/Def/Res-X on foe (X = highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Ascending Blade
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and after combat, grants Special cooldown count-1.
Baked Treats
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 and 【Sabotage】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

【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 unit would be able to move with normal Canto movement.)

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Binding Reginleif
Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, reduces damage from foe's first attack by 30%, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.
Blade of Sands
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Spd/Res+6,【Bonus Doubler】, and【Null Panic】to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【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.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
Blue Yule Axe
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and【Null Follow-Up】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 5 + 15% of unit's Spd at start of combat) and grants Special cooldown count-Y to unit before unit's first attack during combat (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if number of【Bonus】effects active on unit, excluding stat bonuses, ≥ 4, then the value is treated as 3), and restores 7 HP to unit after combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 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 unit would be able to move with normal Canto movement.)

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【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).
Bow of Repose
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of turn, if unit's HP = 100% and unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit. At start of combat, if unit's HP ≤ 99%, grants Atk/Spd/Def/Res+5 to unit and inflicts Spd/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiates combat × 2, + 3; max 11), and also, the following effects will occur based on that number of spaces: if ≥ 1 space, reduces damage from foe's first attack during combat by 30%; if ≥ 2, also neutralizes effects that prevent unit's follow-up attacks during combat and effects that inflict "Special cooldown charge -X" on unit during combat.
Breezy Spear
Grants Atk+3. Unit can counterattack regardless of foe's range. Unit and target cannot trigger Specials during combat or area-of-effect Specials (excluding Røkkr area-of-effect Specials).

Grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.

Disables skills of all other foes and allies during combat, excluding unit and target. Disables the following effects for both unit and target during combat: defensive terrain effects, support effects, guaranteed follow-ups, effects that prevent follow-ups, effects that prevent counterattacks, and effects that change attack priority (Vantage, Desperation, etc.).
Bright-Shell Egg
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 on nearest foes within 5 spaces of unit through their next actions. If【Bonus】is active on unit or【Penalty】 is active on foe, inflicts Spd/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 6, "neutralizes effects that prevent unit's follow-up attacks," and if ≥ 18, "foe cannot counterattack." (Example: if unit has +6 bonus to Atk/Spd and foe has an -6 penalty to Atk/Spd, the calculated total will be 24.)

【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).

【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).
Brightmare Horn
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, 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%).

At start of combat, if unit's HP ≥ 25% while transformed, neutralizes effects that prevent unit's follow-up attacks 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bun-Bun Baton
Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Caring Conch
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack, and also, after combat, if unit attacked, inflicts【Guard】on target and foes within 2 spaces of target. (Only highest value applied. Does not stack.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Celestial Globe
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Null Follow-Up】to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead.)

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Chilled Breath
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that guarantee foe's follow-up attacks and prevent unit's follow-up attacks, and also, if unit’s Spd ≥ foe's Spd+5, foe cannot counterattack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Courtly Fan+
If unit initiates combat, grants Atk/Spd+5 during combat and neutralizes effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Courtly Fan
If unit initiates combat, grants Atk/Spd+5 during combat and neutralizes effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Creator Sword
Accelerates Special trigger (cooldown count-1). During combat, neutralizes effects that guarantee foe's follow-up attacks, prevent unit's follow-up attacks, grant "Special cooldown charge +X" to foe, or inflict "Special cooldown charge -X" on unit.
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.
Crow's Crystal
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants "unit cannot be slowed by terrain (does not apply to impassable terrain),"【Desperation】, and 【Dominance】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and neutralizes effects that prevent unit's follow-up attacks.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."

【Dominance】
Unit deals additional damage = total penalties on foe for 1 turn.
Cute Paper Crane
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X (X = unit's max Special cooldown count value × 2, + 5), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 25% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 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 unit would be able to move with normal Canto movement.)
Dead-Crow Tome
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants Special cooldown count-1 to unit and grants Atk/Spd+6 and【Desperation】to unit and allies within 2 spaces of unit for 1 turn, and also, if unit's HP = 100% at start of turn, grants additional Special cooldown count-1 to unit.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's HP = 100% at start of combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Dragon's Stone+
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 20% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Dragon's Stone
Dusk-Dawn Staff
Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and after combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions.
Duskbloom Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of player phase or enemy phase, if any foes in cardinal directions of unit have Res < unit's Res, inflicts Def/Res-7 and【Gravity】on those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: if ≥ 1, unit makes a guaranteed follow-up attack; if ≥ 4, unit deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials); if ≥ 7 and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and reduces damage from foe's first attack during combat by 30%.

【Gravity】
Restricts target's movement to 1 space through its next action.
Ebon Bölverk
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of 2 or more allies, grants【Null Follow-Up】and Special cooldown charge +1 per attack during combat to unit for 1 turn. (Only highest value applied. Does not stack.) If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and restores 7 HP to unit after combat.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Enclosing Claw
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, inflicts penalty on foe's Atk/Spd/Def during combat = number of foes within 3 columns or 3 rows centered on unit × 3 (max: 9), neutralizes effects that inflict "Special cooldown charge -X" on unit, and also, if the number of foes within 3 columns or 3 rows centered on unit ≥ 2, neutralizes effects that guarantee foe's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 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.
Enclosing Dark
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and the following effects will occur during combat based on the number of foes within 2 spaces of target (excluding target): if = 1, inflicts Spd/Res-4 on foe; if ≥ 2, inflicts Spd/Res-8 on foe and foe cannot counterattack. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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.
Faithful Breath
Grants Atk+3. If Sing or Dance is used, inflicts Def/Res-6 on nearest foes within 4 spaces of both unit and target ally through their next actions. At start of combat, if unit's HP ≥ 40%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks, and also, if unit initiates combat and has weapon-triangle advantage or【Penalty】is active on foe, foe cannot counterattack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【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).
Fang of Finality
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, deals damage = X% of unit's Spd (X = the number of foes within 3 spaces of target, including target, × 10) during combat (Excluding area-of-effect Specials; max 30%.), and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = the number of foes within 3 spaces of target, including target, × 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.
Fiery War Sword
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses × 3, + 5; max 17), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat.

【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).
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).
Flingster Spear
Accelerates Special trigger (cooldown count-1). If a Rally Assist skill is used by unit, grants "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn and restores 7 HP to unit, and afterward, once per turn, grants unit another action. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" is active on unit, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat and unit attacks twice.
Frelian Blade
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Spd/Def = 15% of unit's Spd at start of combat, neutralizes effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat.
Fujin-Raijin Yumi
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit has weapon-triangle advantage or unit's Spd > foe's Spd, foe cannot counterattack.

【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 unit would be able to move with normal Canto movement.)
Gainful Bow+
Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants【Null Follow-Up】 and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit and【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

【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).

【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).
Gainful Bow
Genesis Falchion
Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also grants effects based on the total value of bonuses on the 3 allies with the highest bonus totals: If ≥ 10, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If ≥ 25, grants an additional Atk+5 during combat, and also, if unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.) If ≥ 60, if foe initiates combat, unit can counterattack before foe's first attack.
Ghostly Lanterns
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, neutralizes effects that guarantee foe's follow-up attacks, foe cannot make a follow-up attack, and also, if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Guarding Lance
Accelerates Special trigger (cooldown count-1). If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd/Def+6, 【Bonus Doubler】, and【Foe Penalty Doubler】to unit and target ally or unit and targeting ally for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% 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.

【Foe Penalty Doubler】
Inflicts penalty on foe's Atk/Spd/Def/Res during combat = any current penalty on each of those stats through their next action. Calculates each stat penalty independently.
Gullveig
Accelerates Special trigger (cooldown count-1). If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit initiates combat and unit's Spd > foe's Spd, reduces damage from foe's first attack during combat by 60%. If unit initiates combat, grants another action to unit after combat, and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action. (Will not trigger again for 2 turns after triggering.)
Heartbroker Bow
Enables【Canto (Ally 2)】.

Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit (X = 5 + number of times unit has been enhanced using Dragonflowers, max 10), deals damage = 15% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat.

【Canto (Ally 2)】
After an attack, Assist skill, or structure destruction, unit can move to a space adjacent to any ally within 2 spaces.

(Once per turn. Cannot attack or assist. 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. Granted movement treated as Warp movement.)
Horn of the Land
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X during combat (X = unit's max Special cooldown count value × 2, + 5), grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Ice-Crystal Spear
Accelerates Special trigger (cooldown count-1).

If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 spaces of unit × 3 (max 14), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), neutralizes penalties on unit, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt). If foe with Range = 2 initiates combat, neutralizes effects that prevent unit's counterattacks during combat.
Ífingr
Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 and neutralizes effects that guarantee foe's follow-up attacks during combat, but after combat, if unit attacked, inflicts Atk/Spd/Def/Res-4 on nearest ally through its next action.
Incipit Kvasir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Spd/Res = 15% of unit's Spd at start of combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if it is unit's first combat initiated by unit or first combat initiated by foe that turn, reduces damage from foe's first attack by 70% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit's HP ≥ 25% at start of combat, after combat, if unit attacked, inflicts【Panic】 on target and foes within 2 spaces of target.

【Panic】
Converts bonuses on target into penalties through its next action.
Inner Wellspring
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】to unit for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and if Special triggers before or during combat, grants Special cooldown count-1 after combat.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Keen Rabbit Fang
Accelerates Special trigger (cooldown count-1). Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack by 40%, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kindling Taiko
Accelerates Special trigger (cooldown count-1). At start of turn, grants【Canto (1)】to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and also, if unit initiates combat against a blue, green, or colorless foe, grants bonus to unit's Atk during combat = 20% of unit's Atk at start of combat and inflicts penalty on foe's Atk during combat = 20% of foe's Atk at start of combat.
Effect:【Dagger 7】

【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 unit would be able to move with normal Canto movement.)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Kvasir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if it is unit's first combat initiated by unit or first combat initiated by foe that turn, reduces damage from foe's first attacks by 70% during combat ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). If unit's HP ≥ 25% at start of combat, after combat, if unit attacked, inflicts【Panic】on target and foes within 2 spaces of target.

【Panic】
Converts bonuses on target into penalties through its next action.
Lands Sword
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, disables non-Special effects that "reduce damage by X%" (excluding those inflicted on unit's area-of-effect Specials), prevents foe's Specials that are triggered by unit's attack, and restores 7 HP to unit after combat.
Love of Nerþuz
Accelerates Special trigger (cooldown count-1).

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

Grants the following effects to allies within 3 rows or 3 columns centered on unit, and if unit's HP ≥ 25% at start of combat, to unit: when that unit or ally's Special triggers during combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = that unit or ally's max Special cooldown count value × 30, + 10 (max 100%; excluding area-of-effect Specials), and also, if that unit or ally's max Special cooldown count value ≥ 3 and their attack can trigger their Special, grants Special cooldown count-1 to that unit or ally before their first attack during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Mareeta's Sword
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Niðavellir Sprig
Grants Spd+3. Enables【Canto (2)】during turns 1 through 4. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Effect:【Dagger 7】

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 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 unit would be able to move with normal Canto movement.)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Null Blade+
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat and deals +5 damage (excluding when dealing damage with an area-of-effect Special).
Null Blade
Null Spear+
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks and deals +5 damage during combat (except when dealing damage with area-of-effect Specials).
Null Spear
Packleader Tome
Grants Spd+3. At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-6 and【Panic】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-X on foe during combat (X = any current penalty on each of those stats + 5; example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19; calculates each stat penalty independently), and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat.

【Panic】
Converts bonuses on target into penalties through its next action.
Payday Pouch
Grants Spd+3. If number of Bonus effects active on unit (excluding stat bonuses) ≥ 3, enables Canto (2). At start of turn, grants the following effects to unit based on the number of allies within 2 spaces of unit: if ≥ 1, grants 【Null Follow-Up】; if ≥ 2, grants【Hexblade】. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat, - 8; min 0, max 10) during combat, and also, if number of Bonus effects active on unit (excluding stat bonuses) ≥ 3, reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (example: a foe with a "reduces damage by 45%" skill would reduce damage by 23% instead).

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Pegasus Carrot+
Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Pegasus Carrot
Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Petalfall Blade+
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks and deals +5 damage (excluding when dealing damage with an area-of-effect Special).
Petalfall Blade
Petalfall Vase+
Petalfall Vase
Piercing Tribute+
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit and neutralizes effects that guarantee foe's follow-up attacks during combat.
Piercing Tribute
Playful Pinwheel
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】and【Null Panic】to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd during combat = number of Bonus effects active on unit and Penalty effects active on foe (excluding stat bonuses and stat penalties) × 2, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack and Special cooldown count-Y to unit before unit's first follow-up attack during combat (X = number of Bonus effects active on unit, excluding stat bonuses; max = unit's Special cooldown count value at start of combat; Y = number of Bonus effects active on unit (excluding stat bonuses) - unit's Special cooldown count value at start of combat; min: 0). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
Prodigy Polearm
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also reduces foe's Atk/Def during combat by X% of unit's Spd at start of combat (X = 5 × number of unit's max HP and Atk/Spd/Def/Res stats that are no more than 5 higher than foe's corresponding stats at start of combat, +10).
Professorial Text
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.

Allies within 2 spaces gain: "If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks."
Queensblade
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from attacks during combat by 30% (excluding area-of-effect Specials). Unit and target cannot trigger Specials during combat or area-of-effect Specials (excluding Røkkr area-of-effect Specials). Disables the following effects for both unit and target during combat: defensive terrain effects, support effects, guaranteed follow-ups, effects that prevent follow-ups, effects that prevent counterattacks, and effects that change attack priority (Vantage, Desperation, etc.). Disables skills of all other foes and allies during combat, excluding unit and target.
Quietus Gullveig
Accelerates Special trigger (cooldown count-1). If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd = 15% of unit's Spd at start of combat, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit initiates combat, reduces damage from foe's first attack by 70% during combat and restores 7 HP to unit after combat. If unit initiates combat, grants another action to unit after combat, and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action (will not trigger again for 2 turns after triggering).
Royal Hatari Fang
Enables【Canto (Rem. +1)】while transformed.

Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(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 unit would be able to move with normal Canto movement.)
Scalding Breath
Grants Spd+3. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit is not adjacent to an ally, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Sea Tambourine+
At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit and allies within 2 spaces of unit for 1 turn.

At start of combat, if unit's HP ≥ 25% and it is an even-numbered turn, grants Atk/Spd+5 to unit during combat. At start of combat, if unit's HP ≥ 25% and it is an odd-numbered turn, grants Atk/Spd+11 to unit during combat.

At start of combat, if unit's HP ≥ 25% and unit's Spd ≥ foe's Spd - 5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
Sea Tambourine
Sentinel Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes.

If unit initiates combat or foe's Range = 2, foe cannot trigger Specials during combat or area-of-effect Specials (excluding Røkkr area-of-effect Specials).

If unit initiates combat or foe's Range = 2, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Spd at start of combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 70% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills). Resets at end of combat.
Sharp War Sword
Accelerates Special trigger (cooldown count-1). If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and【Dodge】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Dodge】
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%).
Silent Power
Grants Spd+3. Unit can move to a space within 2 spaces of support partner. At start of turn, if unit is within 3 spaces of support partner, grants【Null Follow-Up】to unit and that ally for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Silent Yule Knife
Enables【Canto (Dist.; Max 3)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd = 9 - number of allies adjacent to unit × 2 (min 0), neutralizes effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit initiates combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = X × 30 and reduces damage from foe's first attack by percentage = X × 30 during combat (X = number of spaces from start position to end position of whoever initiated combat, max 3; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 3; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

【Canto (Dist.; Max 3)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3).

(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 unit would be able to move with normal Canto movement.)
Solemn Axe
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if unit's attack can trigger their Special, the following effects will occur based on foe's HP at start of combat: if ≥ 20%, reduces damage from foe's first attack by 40%; and if ≥ 40%, reduces foe's Atk/Spd by 25% of foe's Atk at start of combat, -8 (max 10, min 0); and if ≥ 60%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Spy's Shuriken
Accelerates Special trigger (cooldown count-1). If unit initiates combat, unit attacks twice. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat. If a Rally Assist skill is used by unit or targets unit, grants【Null Follow-Up】to unit and target or targeting ally and inflicts【Exposure】on foes in cardinal directions of unit and target or targeting ally through their next actions. If a Rally Assist skill is used by unit, grants another action to unit. (Additional action granted once per turn only.)
Effect:【Dagger 7】

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Exposure】
Foe's attacks deal +10 damage.

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Sturdy War Sword
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, and if unit's attack can trigger their Special, the following effects will occur based on the number of allies within 4 spaces of unit: If ≥ 1, before unit's first attack, grants Special cooldown count-X (X = 50% of unit's max Special cooldown count value, rounded down) to unit. If ≥ 2, reduces damage from foe's first attack by X% (X = unit's max Special cooldown count value × 10). If ≥ 3, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
Suave Blade
Accelerates Special trigger (cooldown count-1).

If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" and 【Bonus Doubler】to unit and target ally or unit and targeting ally for 1 turn.

If a Rally or movement Assist skill is used by unit, grants another action to unit (once per turn).

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 rows or 3 columns centered on unit × 3 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by number of 【Bonus】effects active on unit, excluding stat bonuses, × 3 during combat (max 15; excluding area-of-effect Specials; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【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.

【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).
Sun's Percussors
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Spd > foe's Spd or if foe's HP = 100%, grants Atk/Spd+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
Teatime Set+
Enables【Canto (1)】.

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, neutralizes effects that prevent unit's follow-up attacks during combat.

【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 unit would be able to move with normal Canto movement.)
Teatime Set
Tender Excalibur
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, grants Atk/Spd+X to unit (X = 9, - 3 × number of allies with HP ≤ 40%; min 0), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 30% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack and Special cooldown count-1 to unit before unit's first follow-up attack during combat.
The Cycle's Turn
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). If unit initiates combat or【Bonus】is active on unit, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = number of turns × 2; max 10), deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【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 unit would be able to move with normal Canto movement.)

【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).
Thunderbrand
Grants Spd+3. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+5 during combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Tome of Storms
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+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.
Tri-Path Splitter
Enables【Canto (Dist. +1; Max 4)】.

Grants Spd+3. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6, 【Null Follow-Up】, and【Null Panic】 to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.

【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (Max 4.)

(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 unit would be able to move with normal Canto movement.)

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
United Bouquet
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit for 1 turn and unit can move 1 extra space (that turn only; does not stack). At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials), and also, when unit deals damage to foe during combat, restores X HP to unit (X = number of spaces from start position to end position of whoever initiated combat × 3; max 12; triggers even if 0 damage is dealt).
Vallastone
Accelerates Special trigger (cooldown count-1). After unit acts (if Canto triggers, after Canto), applies【Divine Vein (Stone)】to unit's space and spaces within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-5 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from attacks by 30% during combat (excluding area-of-effect Specials). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【Divine Vein (Stone)】
Applies the following effects on space for unit and allies: Grants Def/Res+6 during combat, reduces damage from foe's Specials by 10 during combat (excluding area-of-effect Specials), and reduces damage from area-of-effect Specials by 50% (excluding Røkkr area-of-effect Specials). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain.)
Vicious Dagger+
If unit initiates combat, grants Atk/Spd+5 during combat and neutralizes effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Vicious Dagger
If unit initiates combat, grants Atk/Spd+5 during combat and neutralizes effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Whirling Grace
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd > foe's Spd during combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
Whitewind Bow+
Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants【Null Follow-Up】 and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit and 【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

【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).

【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).
Whitewind Bow
Wild Wind Sword
Accelerates Special trigger (cooldown count-1).

At start of player phase or enemy phase, inflicts Spd/Def-7 on unit through unit's next action.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res 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), unit deals damage = total penalties on unit × 1.5 (excluding area-of-effect Specials), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat.
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.
Ymir, Everliving
Accelerates Special trigger (cooldown count-1). If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 during combat and bonus to unit's Atk during combat = 40% of the current HP of the ally with the second-lowest current HP at start of combat (excludes unit; maximum bonus of 20; if number of allies ≤ 1, bonus = 0), neutralizes effects that prevent unit's follow-up attacks, and also, if unit's HP ≥ 25% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

List of Refined Weapons

Weapon Refined Description
Binding Reginleif
Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 40%, and neutralizes effects that prevent unit's follow-up attacks during combat.
Brazen Cat Fang
Grants Spd+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and deals +10 damage when Special triggers. 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, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bun-Bun Baton
Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
Creator Sword
Accelerates Special trigger (cooldown count-1). During combat, neutralizes effects that guarantee foe's follow-up attacks, prevent unit's follow-up attacks, grant "Special cooldown charge +X" to foe, or inflict "Special cooldown charge -X" on unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 during combat.
Cunning Bow
Effective against flying foes. Grants Spd+3. If【Bonus】is active on unit or if【Penalty】 is active on foe, inflicts Atk/Spd/Def/Res-5 on foe during combat. If unit initiates combat, reduces damage from foe's first attack during combat by percentage = total bonuses on unit and penalties on foe × 3 (max 60%), and also, if total bonuses on unit and penalties on foe ≥ 10, neutralizes effects that prevent unit's follow-up attacks during combat. (Example: if unit has a +5 bonus and foe has a -5 penalty, the calculated total will be 10.)

【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).

【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).
Deep-Blue Bow
Grants Spd+3. Effective against flying and armored foes. If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and neutralizes effects that prevent unit's follow-up attacks or inflict "Special cooldown charge -X" on unit.
Failnaught
Accelerates Special trigger (cooldown count-1). Effective against flying foes.

At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Guard】, and【Sabotage】 on closest foes and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Feather Sword
Grants Atk+3. Effective against sword, lance, axe, colorless bow, and armored foes. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks. If foe initiates combat and is armored or uses sword, lance, axe, or colorless bow, or if unit's HP ≤ 90%, unit can counterattack before foe's first attack.
Flame Lance
Effective against beast foes. Grants Spd+3. At start of combat, if unit's HP ≥ 25%, calculates damage using foe's Res, inflicts Atk-4 and Spd/Res-5 on foe during combat, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Garm
Grants Atk+3. If【Bonus】is active on unit, unit makes a guaranteed follow-up attack and 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).
Genesis Falchion
Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and grants effects to unit based on the total value of bonuses on the 3 allies with the highest bonus totals (excluding unit): if ≥ 10, neutralizes effects that guarantee foe's follow-up attacks, effects that prevent unit's follow-up attacks, and effects that inflict "Special cooldown charge -X" on unit during combat; if ≥ 25, grants an additional Atk+5 to unit during combat, and also, if unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt); and if ≥ 60 and foe initiates combat, unit can counterattack before foe's first attack.
Ífingr
Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+6 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, but after combat, if unit attacked, inflicts Atk/Spd/Def/Res-4 on nearest ally through its next action.
Inner Wellspring
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】to unit for 1 turn, and also, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by 20% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if Special triggers before or during combat, grants Special cooldown count-1 after combat.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Mareeta's Sword
Accelerates Special trigger (cooldown count-1). If unit initiates combat or the number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+4 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Mirage Feather
Effective against armored and cavalry foes. Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit and neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat after an ally has already acted, unit can make a follow-up attack before foe can counterattack.
Ninis's Ice Lance
Effective against dragon and beast foes. Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that prevent unit's follow-up attacks during combat.
Professorial Text
Accelerates Special trigger (cooldown count-1). If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+5 to unit and deals +7 damage during combat (except when dealing damage with area-of-effect Specials), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. For allies within 3 rows or 3 columns centered on unit, grants Atk/Spd+5 to those allies during their combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent those allies' follow-up attacks during their combat.
Sable Lance
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Starpoint Lance
Grants Spd+3.

Grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and if it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 80% during combat, otherwise, by 40% (excluding area-of-effect Specials).

Restores 10 HP to unit after combat.
Sun's Percussors
Accelerates Special trigger (cooldown count-1).

At start of combat, if unit's Spd ≥ foe's Spd-5 or if foe's HP ≥ 75%, grants Atk/Spd+5 and Def/Res+4 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

Grants Atk/Spd+4 and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% (excluding area-of-effect Specials)" to allies within 2 spaces of unit during their combat.
Winds of Change
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If【Bonus】 is active on unit or if unit's HP ≥ 50% at start of combat, grants Atk/Spd+5 to unit during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and deals damage = 15% of unit's Spd (excluding area-of-effect Specials).

【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).

List of Skill Refined Weapons

Icon Weapon Refined Description
Astral Breath W Astral Breath
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = number of spaces from start position to end position of whoever initiated combat, + 4; max 8), unit deals +Y damage (Y = highest total bonuses among unit and allies within 2 spaces of unit; excluding area-of-effect Specials), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Binding Reginleif W Binding Reginleif
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, inflicts Atk/Spd/Def-X on foe (X = 5 + number of【Bonus】effects active on foe; max 9; excludes stat bonuses), neutralizes foe's bonuses to Atk/Spd/Def (from skills like Fortify, Rally, etc.), and neutralizes effects that guarantee foe's follow-up attacks during combat.

【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).
Covert Cat Fang W Covert Cat Fang
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and deals damage = number of allies within 3 spaces × 5. (Excluding area-of-effect Specials; max 15.)
Covert Cat Fang
Dracofalchion W Dracofalchion
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if foe uses sword, lance, axe, bow, dagger, or beast damage and unit's Spd > foe's Spd, neutralizes effects that prevent unit's follow-up attacks and foe cannot counterattack.
Dragoon Axe W Dragoon Axe
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces for 1 turn: "Grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)." If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Eldhrimnir W Eldhrímnir
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks during combat, and also, if unit's Res > foe's Res, reduces damage from foe's first attack during combat by 30%.
Exotic Fruit Juice W Exotic Fruit Juice
At start of turn, if unit is within 5 spaces of a foe, grants Atk/Spd+6 and【Hexblade】to unit and allies within 2 spaces for 1 turn.

At start of turn, inflicts Spd/Res-7 and status preventing counterattacks on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions.

If unit initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Spd/Res-5 on foe, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Foxkit Fang W Foxkit Fang
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: if ≥ 1, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and if ≥ 5, neutralizes effects that prevent unit's follow-up attacks.
Foxkit Fang
Great Flame W Great Flame
At start of combat, if unit's HP ≥ 25% and unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks during combat.
Guardian Fang W Guardian Fang
If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Guardian Fang
Hunting Blade W Hunting Blade
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and at start of combat, if foe's HP = 100% and unit initiates combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat and reduces damage from foe's first attack by 60%.
Lyngheidr W Lyngheiðr
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Spd (excluding area-of-effect Specials) during combat.
Mjölnir W Mjölnir
If unit initiates combat or if unit is not adjacent to an ally, grants Atk/Spd+5 during combat and neutralizes effects that prevent unit's follow-up attacks.
New Foxkit Fang W New Foxkit Fang
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and if unit is transformed, inflicts Atk/Spd/Def/Res-4 on foe during combat.
New Foxkit Fang
Nightmare Horn W Nightmare Horn
Enables【Canto (Rem. +1)】.

Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(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 unit would be able to move with normal Canto movement.)
Niu W Níu
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Prized Lance W Prized Lance
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 15% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that guarantee foe's follow-up attacks, effects that prevent unit's follow-up attacks, and effects that inflict "Special cooldown charge -X" on unit during combat.
Raijinto W Raijinto
If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Raven King Beak W Raven King Beak
If unit is transformed or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit during combat and the following effects will occur based on the value of unit's Spd minus foe's Spd: If ≥ 1, grants Special cooldown charge +1 to unit per unit's attack. (Only highest value applied. Does not stack.) If ≥ 6, neutralizes effects that prevent unit's follow-up attacks.
Snows Grace W Snow's Grace
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit, neutralizes effects that guarantee foe's follow-up attacks, and reduces damage from foe's first attack by 30% during combat.
Summer Strikers W Summer Strikers
At start of turn, for unit and allies within 2 spaces of unit, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Vassals Blade W Vassal's Blade
At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Wind Parthia W Wind Parthia
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, neutralizes effects that prevent unit's follow-up attacks and effects that inflict "Special cooldown charge -X" on unit, and also, if 【Bonus】is active on unit, reduces damage from foe's first attack by 30%.

【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).
Worldsea Wave W Worldsea Wave
If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd during combat = 5 + 40% of total bonuses on unit and foe (max +10). If unit initiates combat and unit's Spd ≥ foe's Spd+10, neutralizes effects that prevent unit's follow-up attacks.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

List of A Passives

None, currently.

List of B Passives

Icon Passive Description
Beast Agility 1 Beast Agility 1
If unit's HP = 100%, removes the condition to transform. If unit's Spd ≥ foe's Spd+13, neutralizes effects that prevent unit's follow-up attacks during combat.
Beast Agility 2 Beast Agility 2
If unit's HP ≥ 50%, removes the condition to transform. If unit's Spd ≥ foe's Spd+7, neutralizes effects that prevent unit's follow-up attacks during combat.
Beast Agility 3 Beast Agility 3
Removes the condition to transform. If unit's Spd > foe's Spd, neutralizes effects that prevent unit's follow-up attacks during combat.
Beast Agility 4 Beast Agility 4
Removes the condition to transform. Inflicts Spd/Def-4 on foe during combat, and if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and unit deals damage = 10% of unit's Spd (excluding when dealing damage with an area-of-effect Special).
Clever Fighter Clever Fighter
Inflicts Atk/Spd-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and increases the Spd difference necessary for foe to make a follow-up attack by 10 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), and also, if unit's Spd ≥ foe's Spd-10, reduces damage from foe's first attack by 10 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Daring Fighter 1 Daring Fighter 1
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Daring Fighter 2 Daring Fighter 2
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Daring Fighter 3 Daring Fighter 3
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Disarm Trap 4 Disarm Trap 4
Inflicts Spd/Def-4 on foe during combat, and if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP.
Dragons Ire 1 Dragon's Ire 1
If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Dragons Ire 2 Dragon's Ire 2
If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Dragons Ire 3 Dragon's Ire 3
If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Dragons Ire 4 Dragon's Ire 4
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe during combat, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, neutralizes effects that prevent unit's follow-up attacks.
Faithful Loyalty Faithful Loyalty
If armored or cavalry foe initiates combat, unit can counterattack before foe's first attack. Neutralizes effects that prevent unit's follow-up attacks during combat. After combat, grants【Vantage】to unit.

【Vantage】
If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.
Flow Desperation Flow Desperation
Inflicts Spd/Def-4 on foe during combat. If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if number of spaces from unit's start position to end position ≥ 2 or unit's HP ≤ 75% at start of combat, unit can make a follow-up attack before foe can counterattack.
Flow Feather 1 Flow Feather 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 Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.)
Flow Feather 2 Flow Feather 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 Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.)
Flow Feather 3 Flow Feather 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 Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.)
Flow Flight 1 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.)
Flow Flight 2 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.)
Flow Flight 3 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.)
Flow Force 1 Flow Force 1
At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.
Flow Force 2 Flow Force 2
At start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.
Flow Force 3 Flow Force 3
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.
Flow Guard 1 Flow Guard 1
At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Flow Guard 2 Flow Guard 2
At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Flow Guard 3 Flow Guard 3
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Flow Guard 4 Flow Guard 4
If unit initiates combat, inflicts Spd/Def-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown).
Flow N Trace 1 Flow N Trace 1
Enables【Canto (Rem. +1)】.

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(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 unit would be able to move with normal Canto movement.)
Flow N Trace 2 Flow N Trace 2
Enables【Canto (Rem. +1)】.

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(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 unit would be able to move with normal Canto movement.)
Flow N Trace 3 Flow N Trace 3
Enables【Canto (Rem. +1)】.

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(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 unit would be able to move with normal Canto movement.)
Flow Refresh 1 Flow Refresh 1
At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 5 HP to unit after combat.
Flow Refresh 2 Flow Refresh 2
At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 7 HP to unit after combat.
Flow Refresh 3 Flow Refresh 3
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 10 HP to unit after combat.
Flow Refresh 4 Flow Refresh 4
If unit initiates combat, inflicts Spd/Def-4 on foe during combat, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack during combat by 40%, and restores 10 HP to unit after combat.
Hardy Fighter 1 Hardy Fighter 1
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation.
Hardy Fighter 2 Hardy Fighter 2
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation.
Hardy Fighter 3 Hardy Fighter 3
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation.
Lunar Brace II Lunar Brace II
Enables【Canto (2)】.

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Deals damage = 15% of foe's Def.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 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 unit would be able to move with normal Canto movement.)
Mag. Null Follow Mag. Null Follow
Inflicts Spd/Res-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead).
Null Follow Up 1 Null Follow-Up 1
At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Null Follow Up 2 Null Follow-Up 2
At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Null Follow Up 3 Null Follow-Up 3
Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Phys. Null Follow Phys. Null Follow
Inflicts Spd/Def-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead).
Raging Storm II Raging Storm II
If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) At start of combat, if unit's HP ≥ 25% or unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat, and also, if foe uses dragonstone or beast damage, neutralizes effects that prevent unit's follow-up attacks during combat.
Savvy Fighter 1 Savvy Fighter 1
If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd, reduces damage from foe's first attack during combat by 10%.
Savvy Fighter 2 Savvy Fighter 2
If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-2, reduces damage from foe's first attack during combat by 20%.
Savvy Fighter 3 Savvy Fighter 3
If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-4, reduces damage from foe's first attack during combat by 30%.
Savvy Fighter 4 Savvy Fighter 4
If foe initiates combat, inflicts Atk/Spd-4 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Soul of Zofia Soul of Zofia
Neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Soul of Zofia II Soul of Zofia II
Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. At start of combat, if unit's HP ≥ 25%, inflicts Spd-5 on foe and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead).
Spoil Rotten Spoil Rotten
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-7 and【Sabotage】on closest foes and any foe within 2 spaces of those foes through their next actions and grants "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Res-5 on foe, neutralizes effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Sun-Twin Wing Sun-Twin Wing
At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Sun-Twin Wing Plus Sun-Twin Wing+
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, neutralizes effects that guarantee foe's follow-up attacks and prevent unit's follow-up attacks, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
Twin-Sky Wing Twin-Sky Wing
At start of turn, grants【Pathfinder】to unit's support partner for 1 turn. (If more than one support partner is present, effect is not granted.) At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
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.)
Yngvi Ascendant Yngvi Ascendant
Neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Yngvi Ascendant Plus Yngvi Ascendant+
Inflicts Spd/Def-5 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if decreasing the Spd difference necessary to make a follow-up attack by 10 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow 100%】during combat.

If unit initiates combat, unit can make a follow-up attack before foe's next attack.

【Potent Follow 100%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = 100% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).

List of C Passives

Icon Passive Description
Absolute Closure Absolute Closure
At start of turn, inflicts【Undefended】and 【Feud】on foes within 3 columns or 3 rows centered on unit through their next actions. At start of turn, if any foe is within 3 columns or 3 rows centered on unit, grants【Dodge】to unit and neutralizes any【Penalty】 (excluding penalties inflicted at start of turn). If unit transforms, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【Undefended】
Unit cannot be protected by Savior through their next action.

【Feud】
Disables all ally skills (excluding unit's) during combat through unit's next action.

【Dodge】
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%).

【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).
Goddess Bearer Goddess Bearer
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+7,【Null Follow-Up】, and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Goddess Bearer II Goddess Bearer II
At start of turn, if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd+7,【Null Follow-Up】, and "unit can move to a space adjacent to any ally within 2 spaces" to unit for 1 turn.

If there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+4 to unit and grants Special cooldown count-1 to unit before unit's first attack during combat, and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown).

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Heart of Crimea Heart of Crimea
Allies within 2 spaces of unit can move to any space within 2 spaces of unit. Inflicts Atk/Spd/Def/Res-4 on foes within 4 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】to unit and allies within 2 spaces of unit.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Heir to Light Heir to Light
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and【Null Follow-Up】 to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.)

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Inevitable Death Plus Inevitable Death+
For each foe within 4 spaces of unit, unit can move to any of the nearest spaces adjacent to that foe (unless space is impassible terrain). Inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit during combat. If unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Inf. Null Follow 1 Inf. Null Follow 1
At start of turn, if unit's HP ≥ 50%, grants 【Null Follow-Up】to adjacent infantry allies.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Inf. Null Follow 2 Inf. Null Follow 2
At start of turn, grants【Null Follow-Up】 to adjacent infantry allies.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Inf. Null Follow 3 Inf. Null Follow 3
At start of turn, grants【Null Follow-Up】 to infantry allies within 2 spaces of unit.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Inf. Null Follow 4 Inf. Null Follow 4
At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At start of turn, grants【Null Follow-Up】 to infantry allies within 2 spaces of unit.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Inf. Spd Tactic Inf. Spd Tactic
At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn and【Null Follow-Up】 to infantry allies within 2 spaces. Granted only if number of that ally's movement type on current team ≤ 2.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Odd Spd Wave 4 Odd Spd Wave 4
At start of turn, grants Spd+6 to unit and allies within 2 spaces of unit for 1 turn.

If unit's Spd ≥ foe's Spd-5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

If it is an odd-numbered turn, grants Spd+6 to unit during combat.
Orders Restraint Plus Order's Restraint+
At start of turn, grants Atk/Res+6, 【Null Panic】,【Null Follow-Up】, and【Hexblade】to allies within 3 spaces of unit for 1 turn, and also, if the number of allies within 3 spaces of unit ≥ 3, grants Atk/Res+6, 【Null Panic】,【Null Follow-Up】, and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit for 1 turn.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Paranoia Paranoia
At start of turn, grants【Null Follow-Up】 to unit and grants【Paranoia】to unit and allies within 2 spaces of unit for 1 turn, and deals 1 damage to unit and those allies. At start of turn, if unit is within 5 spaces of a foe, inflicts【Penalty】effects active on unit on closest foes and any foe within 2 spaces of those foes, and neutralizes any【Penalty】 effects active on unit (excluding penalties inflicted at the start of the same turn).

At start of combat, if unit's HP ≤ 99%, grants Atk/Spd+5 to unit and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Paranoia】
At start of combat, if unit's HP ≤ 99%, grants Atk+5 to unit during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe's next attack.

At start of combat, if unit's HP ≤ 99%, if foe initiates combat, and if either that foe's Range = unit's Range or number of【Penalty】effects active on foe excluding stat penalties ≥ 3, unit can counterattack before foe's first attack (excluding when unit's Savior effect triggers).

【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).

List of Attuned Skills

None, currently.

List of Sacred Seals

None, currently.

List of Emblem Effects

None, currently.

List of Captain Skills

Icon Captain Skill Description
Adroit Captain Adroit Captain
Grants Spd+5 to captain during combat.
Captain and allies within 2 spaces of captain receive: "If Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and prevent unit's follow-up attacks."

List of Status Effects

Icon Status Effect Description
Status Effect Null Follow-Up Null Follow-Up
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

List of Duo Skills

Owners Duo Skill
Sothis Bound-Spirit Duo Face FC
Sothis: Bound-Spirit Duo
Grants【Null Follow-Up】to unit and allies within 2 spaces. If unit or any ally within 2 spaces has their Special cooldown count at its maximum value, grants them Special cooldown count-1.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

List of Harmonized Skills

None, currently.

List of Items

None, currently.

List of Structures

None, currently.

Sources of Spd difference modification[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Fair-Fight Blade
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, deals damage = 25% of unit's Def and reduces damage from foe's attacks by 25% of unit's Def (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from unit's and foe's non-Special skills (excluding area-of-effect Specials), neutralizes effects that guarantee unit's and foe's follow-up attacks, and increases the Spd difference necessary for unit or foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills). At start of combat, if unit's HP ≥ 25% and unit initiates combat, grants Special cooldown count-1 to unit before unit's first attack during combat. At start of combat, if unit's HP ≥ 25% and foe initiates combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit deals damage to foe using a Special during combat, restores 10 HP to unit (triggers even if 0 damage is dealt).

List of Refined Weapons

None, currently.

List of Skill Refined Weapons

None, currently.

List of Assists

None, currently.

List of Specials

Special Description
Sandstorm
Boosts damage by 80% of unit's Def and calculates damage using 150% of unit's Def instead of the value of unit's Atk when Special triggers.

Reduces damage from attacks by percentage = 40 - current Special cooldown count value × 10 during combat.

If unit's Def > foe's Def, decreases Spd difference necessary for unit to make a follow-up attack by X and increases Spd difference necessary for foe to make a follow-up attack by X during combat (X = difference between Def stats; max 10; 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).

List of Passives

List of A Passives

None, currently.

List of B Passives

Icon Passive Description
Clever Fighter Clever Fighter
Inflicts Atk/Spd-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and increases the Spd difference necessary for foe to make a follow-up attack by 10 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), and also, if unit's Spd ≥ foe's Spd-10, reduces damage from foe's first attack by 10 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Ice Princes Seal Ice Prince's Seal
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Frozen】, and【Guard】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def during combat (excluding area-of-effect Specials).

【Frozen】
Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:

Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats × 2; otherwise, X = 10). (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.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Pegasus Rift Pegasus Rift
Inflicts Atk/Spd-4 on foe during combat. If unit's Spd + Res ≥ foe's Spd + Res - 10 (excluding effects from【Phantom】), unit deals +X damage (excluding when dealing damage with an area-of-effect Special) and reduces damage from foe's first attack by X during combat (X = unit's Res at start of combat - 30; min 0, max 10; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and increases the Spd difference necessary for foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills).

【Phantom】
If a skill effect compares unit's stats to foe or ally stats, treats unit's stats as if granted +X.
Wyvern Rift Wyvern Rift
Inflicts Atk/Def-4 on foe during combat. If unit's Spd + Def ≥ foe's Spd + Def - 10 (excluding effects from【Phantom】), unit deals +X damage (excluding when dealing damage with an area-of-effect Special) and reduces damage from foe's first attack by X during combat (X = unit's Def at start of combat - 35; min 0, max 7; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and increases the Spd difference necessary for foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills).

【Phantom】
If a skill effect compares unit's stats to a foe or ally stats, treats unit's stats as if granted +X.

List of C Passives

None, currently.

List of Attuned Skills

None, currently.

List of Sacred Seals

None, currently.

List of Emblem Effects

None, currently.

List of Captain Skills

Icon Captain Skill Description
Piercing Cold Piercing Cold
At start of turns 2 through 5, if captain is within 6 spaces of a foe, inflicts Spd-7 and【Frozen】 on closest foes to captain and foes within 2 spaces of those foes.

【Frozen】
Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:

Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats × 2; otherwise, X = 10). (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.)

List of Status Effects

Icon Status Effect Description
Status Effect Frozen Frozen
Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:

Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats x 2; otherwise, X = 10). (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.)

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

List of Items

None, currently.

List of Structures

None, currently.

Advertisement