Name | Cooldown | Description [Collapse]
|
SP | Required | |
---|---|---|---|---|---|
Life Unending II | 5 | At the start of turn 1, grants Special cooldown count-5 to unit. When Special triggers, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. Reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat). After combat, if unit's Special triggered, restores 99 HP (neutralizes the effects of【Deep Wounds】and will not trigger again for 2 turns after triggering). |
At the start of turn 1, grants Special cooldown count-5 to unit. When Special triggers, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. Reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat). After combat, if unit's Special triggered, restores 99 HP (neutralizes the effects of【Deep Wounds】and will not trigger again for 2 turns after triggering). 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
500 | Life Unending |
This skill can only be equipped by its original unit. |
* Unused restrictions: No restrictions.
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Map effects | ||
![]() | ![]() | At start of turn 1 |
![]() | After combat if Special triggered (2 turn cooldown) | |
Neutralizes the effects of ![]() | ||
Combat effects | ||
![]() | ![]() | Special triggers & ![]() |
![]() from ![]() (including second attacks) | — | |
![]() X = total damage reduced from ![]() for ![]() (including other sources) |
Notes[ | ]
- Life Unending II's cooldown count changing effect will not trigger if the unit is inflicted with
False Start, unless
False Start is removed by a skill such as
Dream Deliverer.
- Cooldown count changes from skills that activate at the same time as Life Unending II (at start of turn) are not considered in Life Unending II's conditions.[1] Skills such as
Infantry Pulse 4,
Buffer 4, and
Odd Pulse Tie 3 will have their effects stack.
- Life Unending II is triggered by the foe's attack and reduces the damage taken from that attack.
- A foe with skills such as
Crusader's Astra,
Lands Sword,
Queensblade,
Sentinel Bow,
Sisterly War Axe, or
Breezy Spear will prevent Life Unending II from triggering.
- A foe with skills such as
- The unit with Life Unending II only survives a single attack, so a second attack will still be lethal. If unit is at exactly at 1 HP and is hit with a lethal attack, Life Unending II will not trigger.
- Life Unending II stacks with other "unit survives with 1 HP" effects.
- Non-Special "unit survives with 1 HP" effects have priority over Specials such as
Miracle and
Life Unending, however most of them only trigger once per combat.
- The Special cooldown count of Specials such as
Miracle and
Life Unending are unaffected by non-Special "unit survives with 1 HP" effects.
- Special "unit survives with 1 HP" effects cannot be neutralized by effects such as
Neutralizes non-Special "unit survives with 1 HP" effects or
Black Yule Lance.
- For more information, see Damage calculation.
- Non-Special "unit survives with 1 HP" effects have priority over Specials such as
- Life Unending II stacks with other "unit survives with 1 HP" effects.
- The healing effect is triggered regardless of whether Life Unending II's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Life Unending II's healing effect will still trigger.
- Life Unending II's user needs to survive the combat for the healing effect to trigger.
- Life Unending II's healing effect stacks with skills such as
Fury 4, that deal out of combat damage to their owner after combat.
- Life Unending II's after combat healing will not work if the foe has a skill that prevents HP recovery such as
Fatal Smoke 4 or
Incurable+, or the user has been inflicted with
Deep Wounds.
- The 【Deep Wounds】 neutralization effect only applies to HP recovery after combat.
- The 【Deep Wounds】 neutralization effect applies to the
Deep Wounds status effect and the "Foe cannot recover HP during or after combat." effect of skills such as
Fatal Smoke 4 and
Incurable+.
- The 【Deep Wounds】 neutralization effect also works for other HP recovery effects after combat, even for effects from allies such as
Breath of Life 3.
- The 【Deep Wounds】 neutralization effect applies to the
- The damage-reduction effect is calculated after offensive Specials and damage boosting effects such as
Arcane Lúin and
Dominance.
- If a skill such as
Miracle or
Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- "Reduces damage by X%" effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as
Triangle Adept and the weapon-triangle advantage boost.
- Special "reduces damage by X%" effects cannot be neutralized or reduced by effects such as
Share Spoils or
Halves non-Special damage reduction.
- For more information, see Damage calculation.
- If a skill such as
- The damage boosting effect of Life Unending II ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage-reduction effects such as
Gust,
Atk/Spd Excel, and
Dodge.
- A foe equipped with
Embla's Ward,
Múspellflame,
Niðavellir Axiom,
Gold Perfection, or
Nine-Realm Pact will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
- Life Unending II's damage boosting effect calculates the damage boost based on the total damage-reduction from all damage-reduction effects active on the unit including:
- Damage-reduction from ally skills such as
Domain of Ice and
Caduceus Staff.
- Damage-reduction from Divine Vein and terrain effects.
- Flat damage-reduction from effects such as
Atk/Spd Excel and
Shield Fighter.
- "Unit survives with 1 HP" effects such as
Miracle and
Everliving Domain.
- Damage-reduction from ally skills such as
- "Unit survives with 1 HP" effects will affect the calculation of the damage boosting effect = the total damage from the foe's damage (including calculations with specials) -1.
- For example, if a foe triggering
Glimmer deals 45 damage, and a skill such as
Miracle or
Everliving Domain would be triggered by that foe's attack, the damage boost for the unit's next attack would be 44 damage.
- For example, if a foe triggering
- If Life Unending II triggers multiple times during combat, all reduced damage is accumulated up to the unit's next attack, and resets to 0 at the end of combat. If the unit cannot counterattack the damage boosting effect will not trigger.
- A foe equipped with
List of owners[ | ]
Unit | Skill chain | ||
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Miracle 5 ![]() | Life Unending 5 ![]() | Life Unending II 5 ![]() |
In other languages[ | ]
Language | Name |
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Japanese | ???
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German | ???
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Spanish (Europe) | ???
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Spanish (Latin America) | ???
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French | ???
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Italian | ???
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Traditional Chinese (Taiwan) | ???
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Portuguese | ???
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