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

The default condition to be fulfilled to enable a follow-up attack is that their Spd stat needs to be at least 5 points higher than the opponent's Spd stat, but certain skill effects can change this condition, for example by guaranteeing or disabling follow-up attacks. Consider the default speed check as position 0 on a number line, and any effect providing automatic follow-ups as a step in the positive direction while any effect disabling follow-ups is a step in the negative direction. If, after all skill 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 zero, the default speed check takes place.

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 opponent.

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 default condition for determining follow-up attacks is used.

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.png 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.png Lancebreaker 3 against a lance user with Wary Fighter 3.png 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.png Axebreaker 3 against an axe user with Quick Riposte 3.png 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.png R Tomebreaker 3 against a red tome user using two Quick Riposte 3.png 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.png Bold Fighter 3 against Wary Fighter 3.png Wary Fighter 3 interaction regardless of the status of follow-up attacks on each unit.

Sources of follow-up[]

List of Weapons

Unrefined weapons related to this keyword

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.
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 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.
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.
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.
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 Effective against flying foes. If unit initiates combat, grants Atk/Def+4 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.
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.
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.
Charging Horn Grants Def+3. Grants Atk/Spd+5 to allies within 3 rows or 3 columns centered on unit during combat. Grants effects to unit during combat 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.)
Courtly Bow+ Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Courtly Bow Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Courtly Candle+ At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Courtly Candle At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Courtly 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.
Courtly Mask+ At start of combat, if unit's HP ≥ 50%, grants Atk/Res+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
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 Mask At start of combat, if unit's HP ≥ 50%, grants Atk/Res+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
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.
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.
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.
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 T 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.
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.
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.
Fishie Bow+ Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Fishie Bow Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Flame 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.
Forseti Grants Spd+3. If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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.
Garm Grants Atk+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, 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.
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.
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.
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.
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.
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.
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.)
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.
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 Lance+ If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Instant Lance If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
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).
Juicy Wave+ If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Juicy Wave If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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 3 space(s).)
Loyalist Axe Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 75%.
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.
Maltet Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
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.
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 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
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.
Mirage Feather Effective against armored and cavalry foes. Grants Spd+3. If unit initiates combat after an ally has already acted, grants Atk/Spd+6 during combat and unit can make a follow-up attack before foe can counterattack.
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.
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.
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.
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.
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.
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.
Persecution Bow Effective against flying foes. Grants Atk+3. At start of combat, if【Penalty】is active on unit or if unit's HP < 100%, grants Atk/Spd+5 during combat, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
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."
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.
Reginleif Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or extra movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack.
Scythe of Sariel Accelerates Special trigger (cooldown count-1). If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack.
Sea-Sear Lance Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack during combat by 75%.
Shadow Sword Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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.
Sol Katti If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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.
Starfish+ If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Starfish If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
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.
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.
Talregan Axe Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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.
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.
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 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.
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.
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).
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.
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 penalties that inflict "Special cooldown charge -X" on unit 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.
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.
Worldsea Wave Grants Spd+3. If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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.
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 "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.)

Weapons related to this keyword when refined

Weapon Refined Description
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.
Forseti Grants Spd+3. If unit's HP ≥ 25% and unit initiates combat, grants Atk/Spd+4 during combat and unit can make a follow-up attack before foe can counterattack.
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).
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.
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】
nAfter combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
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.
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.
Sol Katti If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Quick Riposte W.png Binding Blade If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Blazing Durandal W.png 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.png 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.
Quick Riposte W.png Bow of Devotion If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Brynhildr W.png Brynhildr If foe uses bow, dagger, magic, or staff and unit's Def > foe's Def, foe cannot make a follow-up attack.
Desperation W.png Concealed Blade If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Divine Tyrfing W.png 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.
Dracofalchion W.png 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.
Great Flame W.png 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.
Hewn Lance W.png Hewn Lance If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Light of Dawn W.png 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.
Maltet W.png 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.png 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.
Mjolnir W.png 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.
Naglfar W.png 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.
Niu W.png 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.
Raijinto W.png 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.
Sealed Falchion W.png 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.png 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.
Siegmund W.png Siegmund If unit's HP ≥ 90% and unit initiates combat, unit makes a guaranteed follow-up attack.
Brash Assault W.png Sol Katti If unit initiates combat against a foe that can counter and unit's HP ≤ 75%, unit makes a guaranteed follow-up attack.
Thani W.png Thani At start of combat, if units HP ≥ 50%, grants Atk/Res+5 during combat and unit makes a guaranteed follow-up attack.
Urvan W.png Urvan Reduces damage from foe's first attack by 40%. If foe initiates combat, foe can make a follow-up attack before unit can counterattack.
Vassals Blade W.png 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.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives

A passives related to this keyword

Icon Passive Description
Swift Impact.png Swift Impact If unit initiates combat, grants Spd+7, Res+10 during combat and foe cannot make a follow-up attack.
Mirror Impact.png Mirror Impact If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack.
Steady Impact.png Steady Impact If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack.
Sturdy Impact.png Sturdy Impact If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.

B passives related to this keyword

Icon Passive Description
Frenzy 1.png Frenzy 1 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 × 2 (max 20%). If unit's HP ≤ 10% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Frenzy 2.png Frenzy 2 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 × 3 (max 30%). If unit's HP ≤ 30% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Frenzy 3.png Frenzy 3 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's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Dive-Bomb 1.png Dive-Bomb 1 At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Dive-Bomb 2.png Dive-Bomb 2 At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Dive-Bomb 3.png Dive-Bomb 3 At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Windsweep 1.png 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.png 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.png 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.
Axebreaker 1.png 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.png 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.png 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.
Bowbreaker 1.png 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.png 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.png 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.
Raging Storm.png 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.
Watersweep 1.png 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.png 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.png 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.
Desperation 1.png Desperation 1 If unit's HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Desperation 2.png Desperation 2 If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Desperation 3.png Desperation 3 If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Soul of Zofia.png 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.
Sun-Twin Wing.png 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.
Binding Shield.png 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.
Blue Lion Rule.png 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.png 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.png 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.png 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.)
Dragons Ire 1.png 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.png 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.png 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.
Flow Refresh 2.png 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.png Flow Refresh 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 10 HP to unit after combat.
Follow-Up Ring.png Follow-Up Ring At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack.
(Skill cannot be inherited.)
Holy Wars End.png 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.
Killing Intent.png Killing Intent At start of combat, if foe's HP < 100% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Lancebreaker 1.png 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.png 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.png 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.
Swordbreaker 1.png 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.png 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.png 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.
Wary Fighter 1.png Wary Fighter 1 If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack.
Wary Fighter 2.png Wary Fighter 2 If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack.
Wary Fighter 3.png Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack.
B Tomebreaker 1.png 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.png 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.png 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.
Brash Assault 1.png 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.png 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.png 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.
Daggerbreaker 1.png 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.png 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.png 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.
G Tomebreaker 1.png 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.png 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.png 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.
Odd Follow-Up 1.png 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.png 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.png 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.
Quick Riposte 1.png Quick Riposte 1 If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack.
Quick Riposte 2.png Quick Riposte 2 If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack.
Quick Riposte 3.png Quick Riposte 3 If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
R Tomebreaker 1.png 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.png 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.png 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.
Slick Fighter 1.png 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.png 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.png 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.
Yngvi Ascendant.png 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.
Black Eagle Rule.png Black Eagle Rule If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also if foe initiates combat, damage received by foe's follow-up attack is also reduced by 80%. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes.)
Crafty Fighter 1.png 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.png 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.png 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.)
Daring Fighter 1.png 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.png 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.png 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.
Even Follow-Up 1.png 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.png 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.png 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.
Null Follow Up 1.png 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.png 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.png Null Follow-Up 3 Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Vengeful Fighter 1.png 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.png 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.png 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.)

C passives related to this keyword

None, currently.

Sacred seals related to this keyword

None, currently.

List of items

None, currently.

List of structures

None, currently.

List of Duo Skills

Owners Duo Skill
Byleth: Fell Star's Duo
Byleth: Fell Star's Duo
Grants【Desperation】to unit and allies within 2 spaces.

At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.

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

List of Harmonized Skills

Owners Harmonized Skill
Catria: Azure Wing Pair
Catria: Azure Wing Pair,Leif: Destined Scions
Leif: Destined Scions
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."
Dorothea: Twilit Harmony
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."
Myrrh: Spring Harmony
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.
Veronica: Harmonic Pirates
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."
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