Fire Emblem Heroes Wiki
Advertisement

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.
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.
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.
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 3 space(s).)
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.
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.
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 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).
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.
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 2 space(s).)
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.
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.
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 Axe+
If unit initiates combat, grants Atk/Def+4 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 Bow+
Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Instant Bow
Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
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.
Instant Sword+
If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Instant Sword
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.
Keen Coyote Bow
Grants Atk+3. Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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.
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 2 space(s).)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
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.
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 spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement 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's remaining movement +1.)
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.
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.
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. (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.
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.
Stout Lance+
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%.
Stout Lance
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%.
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.
Sweet Yule Log
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, grants an effect to unit based on the value of unit's Spd minus foe's Spd: if ≤ 9, unit can make a follow-up attack before foe can counterattack; if ≥ 10, unit attacks twice.
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.
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.
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.
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.
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.
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】
After 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.
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.
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.

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.
Byleistr W.png 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.
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.
Spirit Breath W.png Spirit Breath
If unit is within 3 spaces of an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat, and also, if foe initiates combat, reduces damage from foe's follow-up attack by 70%. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes.)
Sworn Lance W.png 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.
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.
Flow Guard 1.png 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.png 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.png 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.)
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 1.png 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.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.
Lunar Brace II.png 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 2 space(s).)
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.
Hardy Fighter 1.png Hardy Fighter 1
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers 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.png Hardy Fighter 2
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers 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.png Hardy Fighter 3
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If foe's attack triggers 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.
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.
Binding Shield II.png 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.
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

Icon Passive Description
Goddess Bearer.png 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.

Sacred seals related to this keyword

None, currently.

List of Captain Skills

Icon Captain Skill Description
Adroit Captain.png 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 items

None, currently.

List of structures

None, currently.

List of Duo Skills

Owners Duo Skill
Byleth Fell Stars Duo Face FC.webp
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."
Sothis Bound-Spirit Duo Face FC.webp
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

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

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

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.
Veronica Harmonic Pirates Face FC.webp
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."
Advertisement