Nectar Horn | ||
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Move type | ||
Weapon type | ||
Might | 14 | |
Range | 1 | |
Required | Adult (Infantry) | |
SP | 400 | |
Exclusive? | Yes | |
String ID | SID_薬の癒し手の角
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Numeric ID | 4253
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Description [Collapse] |
Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Def-7,【Discord】,【Deep Wounds】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on those foes through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe, inflicts penalty on foe's Atk/Def = 20% of unit's Res at start of combat, reduces damage from foe's attacks by 20% of unit's Res (excluding area-of-effect Specials), neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.), and grants Special cooldown charge +1 to unit per attack during 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, 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. |
Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Def-7,【Discord】,【Deep Wounds】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on those foes through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe, inflicts penalty on foe's Atk/Def = 20% of unit's Res at start of combat, reduces damage from foe's attacks by 20% of unit's Res (excluding area-of-effect Specials), neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.), and grants Special cooldown charge +1 to unit per attack during 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, 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. 【Discord】 Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
Effects[ | ]
Effects | Targets | Conditions |
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Permanent effects | ||
Accelerates Special trigger | Unit | — |
Atk+2 | Unit is transformed | |
Status effects | ||
Atk/Def-7 | Foes within 3 rows or 3 columns centered on Unit | At start of both Phases if Unit's Res > Foe's Res+5 |
Discord | ||
Deep Wounds | ||
Neutralizes non-Special "unit survives with 1 HP" effects | ||
Map effects | ||
Unit Transforms (reverts if conditions not met) | Unit | At start of turn if Unit is adjacent to only Dragon/Beast Allies or not adjacent to any Ally |
Combat effects | ||
Atk/Def-6 | Foe | Enemy Phase or Foe's HP ≥ 75% at start of combat |
Atk/Def-X X = 20% of Unit's Res at start of combat | ||
Neutralizes Atk/Def Bonuses | ||
Reduces damage by X% X = 20% of Unit's Res from Foe's attacks | Unit | |
Special cooldown charge +1 | ||
Neutralizes "Special cooldown charge +1" | Foe | Unit transformed |
Neutralizes "Special cooldown charge -1" | Unit | |
Boosts damage by 7 per Unit's AoE or offensive Special |
Notes[ | ]
- The stat decrease that can be applied by Nectar Horn 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.
- Nectar Horn applies the Discord 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 Discord for their first action.
- The stat decrease that can be applied by Discord is considered a temporary debuff.
- 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 Discord for their first action.
- Nectar Horn applies the Deep Wounds 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 Deep Wounds for their first action.
- Deep Wounds prevents units from recovering HP though any skills that heal units during or out of combat. The exception to this are effects that remove 【Penalty】 effects before healing units such as Ymir: Seasons of Life and Odd Recovery 3.
- Deep Wounds can be neutralized or reduced only during combat by effects such as Divine Nectar or Breath of Life 4.
- Assists such as Restore+ will neutralize Deep Wounds without healing the targeted unit.
- Units inflicted with Deep Wounds that are targeted for HP transfer Assists such as Reciprocal Aid are unable to recover HP, but the user of such Assists will still lose their HP when the Assist is used.
- Nectar Horn applies the Neutralizes non-Special "unit survives with 1 HP" effects 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 Neutralizes non-Special "unit survives with 1 HP" effects for their first action.
- Neutralizes non-Special "unit survives with 1 HP" effects will neutralize non-Special "unit survives with 1 HP" effects from Specials such as Circlet of Balance.
- Neutralizes non-Special "unit survives with 1 HP" effects will not neutralize Special "unit survives with 1 HP" effects such as Miracle or Life Unending.
- For more information, see Damage calculation.
- 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 Neutralizes non-Special "unit survives with 1 HP" effects for their first action.
- "If foe initiates combat" means if a foe triggers combat during the enemy phase. The unit being initiated upon does not need to deal damage, nor be able to counterattack.
- However, if the effect is applied after combat, the unit being initiated upon must also survive it to fulfill this condition.
- The stat decrease that can be applied by Nectar Horn is considered a temporary debuff.
- A stat comparison made "At start of combat" ignores temporary buffs and temporary debuffs.
- Temporary buffs and temporary debuffs from skills such as Death Blow and Rauðrfox+ will not affect the outcome.
- Only stat boosts outside of combat, such as Bonuses and Penalties, will affect the outcome.
- 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.
- Nectar Horn can neutralize Bonuses.
- Bonuses are neutralized by inflicting temporary debuffs of the same amount during combat.
- The Bonus neutralizing effect will be negated if the affected unit has Panic (and doesn't have Null Panic), or has their Bonuses removed by a source of positive status effect neutralization.
- The "Special cooldown charge +X" effect will stack with the "Special cooldown charge -X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If the effect is active, the unit will gain 2 charges from both attacking and being attacked.
- If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases will apply.
- This means that if a unit has two "Special cooldown charge +1" effects from two different sources, the battle will play out as if only one "Special cooldown charge +1" effect is active.
- Skills such as Spd/Def Tempo 4 and Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.
- When equipped with skills such as Beast or Beast Passives, a Beast unit will transform out of combat on turn 1 regardless of whether the transformation conditions of the user's weapon are met.
- Skills such as Beast or Beast Passives will also keep the unit from reverting from their Beast form.
- The Atk+2 granted by Nectar Horn when the user transforms is considered a stat boost, not a 【Bonus】 effect.
- The Special damage boosting effect is a flat +7 damage that 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.
- Nectar Horn will neutralize the "Special cooldown charge -X" effect on unit from effects such as Guard Sword+, Guard, or 【Divine Vein (Green)】.
- Since the "Special cooldown charge -X" effect will be neutralized on unit, Nectar Horn will also stack with the "Special cooldown charge +X" effect on unit from effects such as Heavy Blade 4, Special Cooldown Charge +1, or the Grand Conquests Infantry area effect, unless the foe is equipped with skills that neutralize the "Special cooldown charge +X" effect on unit.
- Nectar Horn will neutralize the "Special cooldown charge +X" effect on foes from effects such as Heavy Blade 4, Special Cooldown Charge +1, or the Grand Conquests Infantry area effect.
- Since the "Special cooldown charge +X" effect will be neutralized on foes, Nectar Horn will also stack with the "Special cooldown charge -X" effect inflicted on the foe from effects such as Guard Sword+, Guard, or 【Divine Vein (Green)】, unless the foe is equipped with skills that neutralize the "Special cooldown charge -X" effect on unit.
- "If unit transforms" refers to out of combat transformations of Beast units. Transformations during combat will not trigger the stat boost, Special damage boost, and cooldown charge neutralization effects.
- However, if the effect(s) apply after combat, the unit must also survive combat to fulfill this condition.
Example of Area of Effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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List of owners[ | ]
Unit | Skill chain | |||
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Whelp (Infantry) 5 | Yearling (Infantry) 5 | Adult (Infantry) 5 | Nectar Horn 5 |
In other languages[ | ]
Language | Name |
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Japanese | 蜜の癒し手の角 |
German | Nektarhorn |
Spanish (Europe) | Cuerno de néctar |
Spanish (Latin America) | Cuerno de néctar |
French | Corne à nectar |
Italian | Corno da nettare |
Traditional Chinese (Taiwan) | 蜜露的治癒者之角 |
Portuguese | Chifre de néctar |