Mirage Rod | |
---|---|
Weapon type | |
Might | 14 |
Range | 2 |
Required | Bolganone Fenrir |
SP | 400 |
Exclusive? | Yes |
String ID | SID_幻影ロッド
|
Description | Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. |
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Base weapon | ||
Permanent effects | ||
Atk+3 | Unit | — |
Combat effects | ||
Atk/Res-6 | Foes within 2 spaces | — |
Refined weapon | ||
Permanent effects | ||
Atk+3 | Unit | — |
Combat effects | ||
Atk/Res-6 | Foes within 2 spaces | — |
Guaranteed follow-up | Unit | Unit's HP ≥ 25% at start of combat |
Reduces damage by 75% from Foe's follow-up (including fourth attacks) | ||
Skill refine effects | ||
Status effects | ||
Atk/Res-6 | Foes within 3 rows or 3 columns centered on Unit | At start of turn |
Sabotage | ||
Map effects | ||
Recover 7 HP | Unit | After combat in Enemy phase or Foe's HP ≥ 75% at start of combat |
Combat effects | ||
Atk/Res-5 | Foe | Enemy phase or Foe's HP ≥ 75% at start of combat |
Boosts damage by X% X = 15% of Unit's Atk | Unit |
Notes[ | ]
- The stat decrease that can be applied by Mirage Rod is considered a temporary debuff.
- The temporary debuffs of Mirage Rod will not apply if an ally enters combat and the user is inflicted with Time's Grip, the ally is inflicted with Feud, or the ally is in combat against a foe with skills such as Impenetrable Void and C Feud 3.
Upgrades[ | ]
Type | Stats | Description [Collapse]
|
Cost | |
---|---|---|---|---|
— | Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack and reduces damage from foe's follow-up attack by 75% ("follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, inflicts Atk/Res-6 and【Sabotage】on foes within 3 columns or 3 rows centered on unit through their next actions. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Res-5 on foe during combat, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and restores 7 HP to unit after combat. |
Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack and reduces damage from foe's follow-up attack by 75% ("follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, inflicts Atk/Res-6 and【Sabotage】on foes within 3 columns or 3 rows centered on unit through their next actions. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Res-5 on foe during combat, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and restores 7 HP to unit after combat. 【Sabotage】 Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently. |
400 SP, 500, 200 | |
+2 HP, +1 Mt | Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack and reduces damage from foe's follow-up attack by 75% ("follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). | 400 SP, 500, 200 | ||
+2 HP, +2 Spd | Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack and reduces damage from foe's follow-up attack by 75% ("follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). | 400 SP, 500, 200 | ||
+2 HP, +3 Def | Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack and reduces damage from foe's follow-up attack by 75% ("follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). | 400 SP, 500, 200 | ||
+2 HP, +3 Res | Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack and reduces damage from foe's follow-up attack by 75% ("follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). | 400 SP, 500, 200 |
Notes[ | ]
- As a general rule, if a unit is both prevented from making, and guaranteed to make a follow-up attack, the effects cancel out, and the Spd difference decides instead (including effects that alter the Spd difference such as Frozen).
- A foe with effects such as Phys. Null Follow or Null Follow-Up will neutralize the guaranteed follow-up attack granted by refined Mirage Rod.
- 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.
- Non-Special "reduces damage by X%" effects can be neutralized or reduced by effects such as Share Spoils or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- The stat decrease that can be applied by Mirage Rod is considered a Penalty.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have Penalties for their first action.
- If the unit also has Grand Strategy, any Penalties will remain active until the start of that unit's next phase.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have Penalties for their first action.
- Mirage Rod applies the Sabotage status effect.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have Sabotage for their first action.
- The stat decrease that can be applied by Sabotage is considered a temporary debuff.
- The stat decreasing effect of Sabotage will activate if the affected unit or it's allies within 2 spaces receive Penalties.
- The stat decreasing effect will not be negated nor reduced if the affected unit or it's allies within 2 spaces receive Bonuses.
- If the affected unit or it's allies within 2 spaces are affected by Panic (and not affected by Null Panic), Sabotage will utilize the total Penalty within each stat during calculation.[1]
- The stat decreasing effect of Sabotage will stack with the temporary buffs from Neutralize Penalties or sources of penalty neutralization.
- The stat decreasing effect will be negated if the affected unit or it's allies within 2 spaces have their Penalties removed by a source of negative status effect neutralization.
- Any 【Penalty】 on a unit lasts until that unit takes an action. If the unit takes multiple actions in a turn, they will only have Sabotage for their first action.
- The damage boosting effect of Mirage Rod is not affected by the weapon-triangle, and includes the increased Atk from skills like Blárblade+ in its calculations.
- The damage boosting effect of Mirage Rod 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, or Gold Perfection will neutralize all sources of damage during combat except the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
- The healing effect is triggered regardless of whether Mirage Rod's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Mirage Rod's healing effect will still trigger.
- Mirage Rod's user needs to survive the combat for the healing effect to trigger.
- Mirage Rod's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Mirage Rod'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.
List of owners[ | ]
Unit | Skill chain | |||
---|---|---|---|---|
Flux 5 | Ruin 5 | Fenrir 5 | Mirage Rod 5 |
In other languages[ | ]
Language | Name |
---|---|
Japanese | 幻影ロッド |
German | Mirage-Stab |
Spanish (Europe) | Vara Mirage |
Spanish (Latin America) | Vara Mirage |
French | Bâton mirage |
Italian | Asta Mirage |
Traditional Chinese (Taiwan) | 幻影鐵杖 |
Portuguese | Vara Mirage |
See also[ | ]
- Absolute Closure
- Achimenes Furl
- Axe Breidablik
- Azure Breidablik
- Dire Breidablik
- Divine Deceit
- Dosing Fang
- Fetters of Dromi
- Flame Battleaxe
- Flower of Ease
- Grimleal Text
- Grimoire
- Heart of Crimea
- Inevitable Death
- Jade Breidablik
- Lance Breidablik
- Perspicacious
- Sabertooth Fang
- Sanngriðr
- Scarlet Breidablik