Isolation[1] is a status effect which prevents a unit from using or being targeted by any Assists. For sources of this status effect, see the category page Sources of Isolation.
Skill Interaction[ | ]
Main article: Skill Interaction
- Isolation can prevent afflicted units from using or being targeted by Assists. Therefore Isolation can only be removed by non-Assist sources of 【Penalty】 neutralization such as Paranoia or Odd Recovery 3.
Icon | Type | Example Source | Description | Sound Effect |
---|---|---|---|---|
Negative | Gjallarbrú To Change Fate! II |
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
Sources of Isolation[ | ]
List of Weapons
List of Unrefined Weapons
Weapon | Description |
---|---|
Gjallarbrú | Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal directions, inflicts【Isolation】on foe. 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
List of Refined Weapons
Weapon | Refined Description |
---|---|
Gjallarbrú | Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-1 and foe is in cardinal directions, inflicts【Isolation】 on foe. 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
List of Skill Refined Weapons
None, currently.
List of Assists
Assist | Description |
---|---|
A Fate Changed! | Moves target ally to opposite side of unit and grants another action to unit. Grants any【Bonus】active on target ally to unit and Pair Up cohort (if any) for 1 turn and inflicts【Isolation】on unit and Pair Up cohort (if any) through their next action. (Additional action granted and Isolation inflicted once per turn only. Granted bonuses exclude stat bonuses inverted by Panic.) 【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). 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
Dragon's Dance | Grants another action to target ally. If used on turn 2 onward, also grants another action to unit, grants Atk/Spd+6 to unit and Pair Up cohort (if any) for 1 turn, and inflicts【Isolation】 on unit and Pair Up cohort (if any) through their next action. (Effects that can trigger on turn 2 onward will not trigger again for 3 turns after triggering. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.) 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
Fate Unchanged... | Moves target ally to opposite side of unit, grants another action to unit, inflicts【Isolation】 on unit and Pair Up cohort (if any) through their next action, inflicts【Exposure】on nearest foes within 4 spaces of both unit and target ally after movement through their next actions and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions. (Additional action granted and Isolation inflicted once per turn only.) 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) 【Exposure】 Foe's attacks deal +10 damage. |
To Change Fate! II | Moves target ally to opposite side of unit. Grants another action to unit, grants Atk/Def+6 and【Bonus Doubler】to unit and Pair Up cohort (if any) for 1 turn, and inflicts【Isolation】 on unit and Pair Up cohort (if any) through their next action. (Once per turn.) 【Bonus Doubler】 Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently. 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
To Change Fate! | Moves target ally to opposite side of unit and grants another action to unit. Grants Atk+6 to unit and Pair Up cohort (if any) for 1 turn and inflicts【Isolation】on unit and Pair Up cohort (if any) through their next action. (Does not stack.) 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
List of Specials
None, currently.
List of Passives
List of A Passives
None, currently.
List of B Passives
Icon | Passive | Description |
---|---|---|
Lone Wolf | If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If unit has not used or been the target of an Assist skill during the current turn, grants another action to unit and inflicts【Isolation】 on unit and Pair Up cohort through their next action in the following cases: A) unit initiated combat, or B) unit took action without entering combat (takes priority over Canto; once per turn, with A and B counted separately). At start of combat, if unit's HP ≥ 25% or if number of allies adjacent to unit ≤ 1, inflicts Atk/Spd/Def/Res-5 on foe, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces damage from foe's attacks by 20% of unit's Spd during combat (including when taking damage from a Special triggered before combat), and also, when foe's attack triggers foe's Special, reduces damage by 20% of unit's Spd (including when taking damage from a Special triggered before combat). 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
List of C Passives
Icon | Passive | Description |
---|---|---|
Mila's Turnwheel | At start of turn, inflicts【Isolation】on foes in cardinal directions with Def < unit's Def through their next actions. If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.) 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
|
Mila's Turnwheel II | At the start of turn, grants "foe cannot make a follow-up attack" to unit for 1 turn and inflicts【Isolation】and【Guard】on foes in cardinal directions with Def < unit's Def through their next actions. If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.) 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.) |
List of Attuned Skills
None, currently.
List of Sacred Seals
None, currently.
List of Emblem Effects
None, currently.
List of Captain Skills
None, currently.
List of Duo Skills
Owners | Duo Skill |
---|---|
Hilda: Deer's Two-Piece |
Inflicts Atk-7 on foes within 3 columns or 3 rows centered on unit through their next actions and inflicts【Isolation】on them. Once used, Duo Skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again. 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) |
Mark: Winds of Hope |
Inflicts【Isolation】,【Guard】, and Special cooldown count+2 on foes within 3 rows or 3 columns centered on unit. 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.) |
List of Harmonized Skills
None, currently.
List of Items
None, currently.
List of Structures
None, currently.
In other languages[ | ]
Language | Name | Notes |
---|---|---|
Japanese | 補助不可 | No Assists |
German | Isolation | |
Spanish (Europe) | Aislamiento | |
Spanish (Latin America) | Aislamiento | |
French | Isolement | |
Italian | Isolamento | |
Traditional Chinese (Taiwan) | 補助不可 | |
Portuguese | Isolamento |