Out of combat damage is a flat amount of damage, that is inflicted before or after combat. This kind of damage cannot drop a unit's HP below 1, and as such it cannot kill a unit.
Sources of out of combat damage[ | ]
List of Weapons
List of Unrefined Weapons
Weapon | Description |
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Beloved Zofia | Grants Def+3. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+4, but after combat, if unit attacked, deals 4 damage to unit. |
Black Yule Lance | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% and unit initiates combat, applies【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 15 - number of adjacent allies × 2; min 6), grants Special cooldown count-Y to unit before unit's first attack (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if foe is in a space where allied 【Divine Vein (Flame)】is applied, then the value is treated as 3), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = 100 - number of allies adjacent to unit × 30 during combat, and also, if unit has weapon-triangle advantage or if foe is in a space where allied【Divine Vein (Flame)】is applied, neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. 【Divine Vein (Flame)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
Bone Carver+ | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after 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. |
Bone Carver | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after 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. |
Breath of Blight | Neutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit = number of foes within 3 spaces × 5. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Candlewax Bow+ | Effective against flying foes. Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
Candlewax Bow | |
Cursed Lance | Accelerates Special trigger (cooldown count-1). Grants Atk/Spd+2. Deals 4 damage to unit after combat. |
Death | Grants Res+3. Grants Atk/Spd/Def/Res+4 during combat. After combat, if unit attacked, deals 4 damage to unit. |
Deathly Dagger | After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. If unit initiates combat, deals 7 damage to foe after combat. |
Deft Harpoon+ | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Deft Harpoon | |
Devil Axe | Grants Atk/Spd/Def/Res+4 during combat, but if unit attacked, deals 4 damage to unit after combat. |
Fell War Tome | Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, deals 7 damage to foe as combat begins (activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Spd/Def/Res+X to unit (X = 16 - foe's max Special cooldown count value × 2; min 8; if foe does not have a Special skill, X = 8), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when unit's Special triggers (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from non-Special skills. If unit initiates combat, applies【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat. 【Divine Vein (Flame)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
Hippity-Hop Axe | Accelerates Special trigger (cooldown count-1). Grants Atk/Spd/Def/Res+4 and "reduces damage from foe's attacks by X%" (if unit's HP = 100% at start of combat, X = unit's HP value at start of combat; if not, X = 50% of unit's HP value at start of combat; max 60; excluding area-of-effect Specials) to allies within 2 spaces of unit during their combat, and also, if the damage reduction effect of this skill is triggered, deals 1 damage to unit after combat (deals 1 damage even if damage reduction effect is neutralized). At start of turn, if unit is within 2 spaces of an ally, restores 7 HP to unit and allies within 2 spaces of unit. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+Y to unit (Y = number of allies within 3 spaces of unit × 3, + 5; max 14; if unit is within 3 spaces of a dragon ally, Y = 14), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces damage from foe's first attack by Z% during combat (Z = unit's HP at start of combat; max 60; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
Hrist | Grants Spd+3. At start of turn, if unit's HP = 100% and unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit. If unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat and reduces damage from foe's first attack by 30%. |
Imhullu | Grants Res+3. At the start of turn 3, deals 5 damage to non-magic foes within 5 columns centered on unit, and inflicts status on those foes preventing counterattacks through their next actions. |
Incurable+ | Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target and foes within 2 spaces of target. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
Incurable | Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
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. |
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. |
Madness Flask+ | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
Madness Flask | |
Melon Crusher+ | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Melon Crusher | |
Miasma Dagger+ | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after 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. |
Miasma Dagger | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after 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. |
Morph Fimbulvetr | Grants Atk+3. If unit is within 3 spaces of an ally, inflicts Atk/Res-8 on foe during combat, foe cannot make a follow-up attack, and grants bonus to unit's Atk during combat = total Atk+Res bonuses on ally with the highest total Atk+Res bonuses within 3 spaces. If unit is within 3 spaces of an ally, after combat, if unit attacked, deals 15 damage to nearest ally. |
Pain+ | Deals 10 damage to target and foes within 2 spaces of target after combat. |
Pain | After combat, if unit attacked, deals 10 damage to foe. |
Pumpkin-a-Box+ | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. 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. |
Pumpkin-a-Box | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. 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. |
Ragnarok | At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but after combat, if unit attacked, deals 5 damage to unit. |
Refreshing Bolt+ | Effective against flying foes. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. |
Refreshing Bolt | |
Seashell+ | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. |
Seashell | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. |
Serpentine Staff+ | Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target and foes within 2 spaces of target. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
Serpentine Staff | Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
Sinmara | Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces. |
Skadi | Effective against flying foes. Grants Spd+3. At the start of turn 3, deals 10 damage to foes within 3 columns centered on unit, and converts bonuses on those foes into penalties through their next actions. |
Sniper's Bow | Effective against flying foes. After combat, if unit attacked, deals 7 damage to target and foes within 2 spaces of target, and inflicts Atk/Spd-7 on them through their next actions. |
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. |
Soothing Scent | Enables【Canto (Ally 2)】. 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's Spd > foe's Spd, foe cannot counterattack. If unit's HP ≥ 25% at start of combat and unit attacks, after combat, deals 10 damage to target and foes within 2 spaces of target. 【Canto (Ally 2)】 After an attack, Assist skill, or structure destruction, unit can move to a space adjacent to any ally within 2 spaces. (Once per turn. Cannot attack or assist. 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. Granted movement treated as Warp movement.) |
Spooky Censer+ | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
Spooky Censer | |
Venin Edge | Grants Def+3. After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target, and inflicts status on those foes preventing counterattacks through their next actions. |
Wild Tiger Fang | Grants Atk+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces of unit through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit and neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat. At start of turn 2, turn 4, and all later turns, 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 during combat, but after combat, if unit attacked, deals 5 damage to unit. |
Wildflower Edge | Enables【Canto (Rem. +1)】. Accelerates Special trigger (cooldown count-1). If unit has entered combat during the current turn, allies within 5 spaces of unit can move to a space within 2 spaces of unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by X% during combat (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 80; otherwise, X = 40; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit initiates combat, deals 10 damage to target and foes within 2 spaces of target after combat, and inflicts【Share Spoils】on target through its next action. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move again. The distance of the movement is the remaining movement the unit had before the actions listed above + 1 (If unit used a movement skill that warps them, the remainder is 0). (Once per turn. Only highest value applied. Does not stack.) 【Share Spoils】 Inflicts Atk/Spd/Def/Res-5 on unit during combat and neutralizes "reduces damage by X%" effects from unit's non-Special skills (excluding area-of-effect Specials). If foe initiates combat and if unit is defeated in combat, grants another action to that foe after combat (this effect has priority over other similar effects, including Time Is Light; in such cases, these other similar effects are treated as not having triggered). |
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 non-Special "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.) |
List of Refined Weapons
Weapon | Refined Description |
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Beloved Zofia | Grants Def+3. Grants Atk/Spd/Def/Res+4 during combat. After combat, if unit attacked, deals 4 damage to unit. |
Cursed Lance | Accelerates Special trigger (cooldown count-1). Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
Death | Grants Res+3. Grants Atk/Spd/Def/Res+5 to unit during combat, inflicts penalty on foe's Spd/Res during combat = unit's max Special cooldown count value + 1 (minimum penalty of 1; if unit does not have a Special skill, penalty = 1), and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. After combat, if unit attacked, deals 4 damage to unit. |
Deathly Dagger | After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target and inflicts Def/Res-7 through their next actions. |
Imhullu | Grants Res+3. At the start of turn 3, deals 7 damage to non-magic foes within 5 columns centered on unit and inflicts status on those foes preventing counterattacks through their next actions. If unit initiates combat or unit is not adjacent to an ally, grants Atk/Spd+5 to unit during combat. |
Kriemhild | If foe initiates combat and unit is within 3 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. |
Ragnarok | Grants Atk/Spd+5 during combat. After combat, if unit attacked, deals 5 damage to unit. |
Seashell+ | At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Skadi | Effective against flying foes. Grants Spd+3. At the start of turns 2 and 3, deals 7 damage to foes within 3 columns centered on unit and inflicts【Panic】on those foes. 【Panic】 Converts bonuses on target into penalties through its next action. |
Sökkvabekkr | If unit is within 4 spaces of an ally, grants Atk/Spd/Def/Res+6 to unit and unit makes a guaranteed follow-up attack during combat, but after combat, if unit attacked, deals 20 damage to nearest ally, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage (excluding when dealing damage with an area-of-effect Special), and when unit deals damage to foe, restores 7 HP to unit during combat (triggers even if 0 damage is dealt). |
Venin Edge | Grants Def+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat. After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target, and inflicts status on those foes preventing counterattacks through their next actions. |
List of Skill Refined Weapons
Icon | Weapon | Refined Description |
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Athame | If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat. After combat, if unit initiated combat and attacked, deals 5 damage to target and foes within 2 spaces of unit, and inflicts【Exposure】 on those foes through their next actions. 【Exposure】 Foe's attacks deal +10 damage. |
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Axe of Virility | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
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Blade of Shadow | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials), and also, when unit deals damage to foe, restores 7 HP to unit (triggers even if 0 damage is dealt). |
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Constant Dagger | At start of turn, inflicts Spd/Def-6 and【Discord】on closest foes within 5 spaces and any foe within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 and Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and after combat, if unit initiated combat and attacked, deals 7 damage to target and foes within 2 spaces of target. 【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. |
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Dark Spikes Τ | Accelerates Special trigger (cooldown count-1). At start of turn, grants the following status to unit for 1 turn and deals 1 damage to unit: "Unit can move to a space adjacent to any ally within 2 spaces." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
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Falchion | If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 5 damage to unit after combat. |
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Flower of Sorrow | At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-4 on foe and unit makes a guaranteed follow-up attack during combat, and also, after combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target. |
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Hinata's Katana | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
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Mystletainn | ||
Obsessive Curse | After combat, if unit attacked, deals 7 damage to target and foes within 2 spaces of target, and inflicts status on those foes preventing counterattacks through their next actions. |
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Persecution Bow | At start of turn, if unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit and grants Special cooldown count-1 to unit. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+X to unit (X = damage dealt to unit as of start of combat × 2, + 5; max 15) and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). |
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Quick Mulagir | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat and unit's first attack during combat deals damage = 15% of unit's Spd, and also, if unit initiates combat and attacks, deals 7 damage to target and foes within 2 spaces of target after combat. |
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Skadi | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, after combat, if unit attacked, deals 7 damage to target and foes within 2 spaces of target. |
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Spear of Shadow | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials), and also, when unit deals damage to foe, restores 7 HP to unit (triggers even if 0 damage is dealt). |
List of Assists
None, currently.
List of Specials
Special | Description |
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Blazing Flame | Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res). |
Blazing Light | |
Blazing Thunder | |
Blazing Wind | |
Gift for Magic | Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res). Disables unit's and foe's skills that change attack priority. If unit's Special is triggered before combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
Gifted Magic II | Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk - foe's Def or Res). After combat, if unit's Special triggered, grants【Canto (1)】 to unit and allies within 3 rows or 3 columns centered on unit for 1 turn (granted even if unit's HP reaches 0). 【Canto (1)】 After an attack, Assist skill, or structure destruction, unit can move 1 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 unit would be able to move with normal Canto movement.) |
Gifted Magic | Before combat this unit initiates, foes in an area near target take damage equal to 0.8 × (unit's Atk minus foe's Def or Res). |
Great Aether | When Special triggers, boosts damage by percentage of unit's Atk = number of times foe has attacked during this combat × 10, + 40. If unit initiates combat, foe can counterattack before unit's first attack. If foe can perform a follow-up attack, foe can make a follow-up attack before unit's next attack during combat. Reduces damage from attacks by percentage = 40, - current Special cooldown count value × 10 during combat, but if unit receives consecutive attacks, reduces damage from foe's second attack onward by percentage = 70, - current Special cooldown count value × 10. If this Special is triggered during combat, deals 5 damage to foes within 3 rows or 3 columns centered on unit, inflicts Special cooldown count+1 (cannot exceed the foe's maximum Special cooldown) on those foes, and restores X HP to unit after combat (X = number of foes within 3 rows or 3 columns centered on unit × 5, + 10; max: 50% of unit's max HP). |
Growing Flame | Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res). |
Growing Light | |
Growing Thunder | |
Growing Wind | |
Override | If unit's Special is ready, before combat this unit initiates, foes in an area near target take damage equal to 1.5 × (unit's Atk minus foe's Def or Res). When unit deals damage to 2 or more foes at the same time using a Special (including target; including foes dealt 0 damage), grants another action to unit after combat (once per turn). If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% during combat (once per combat; excluding area-of-effect Specials). |
Rising Flame | Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res). |
Rising Light | |
Rising Thunder | |
Rising Wind | |
Umbra Blast | After combat, deals 5 damage to target and foes within 2 spaces of target and then unit and target foe swap spaces. |
Umbra Calamity | After combat, deals 15 damage to target and foes within 2 spaces of target and then unit and target foe swap spaces. |
Umbra Eruption | After combat, deals 10 damage to target and foes within 2 spaces of target and then unit and target foe swap spaces. |
List of Passives
List of A Passives
Icon | Passive | Description |
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Atk/Def Push 1 | At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Def Push 2 | At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Def Push 3 | At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Def Push 4 | At start of combat, if unit's HP ≥ 25%, grants Atk/Def+7, but if unit attacked, deals 5 damage to unit after combat. |
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Atk/Res Push 1 | At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Res Push 2 | At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Res Push 3 | At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Res Push 4 | At start of combat, if unit's HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit. |
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Atk/Spd Push 1 | At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Spd Push 2 | At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Spd Push 3 | At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but if unit attacked, deals 1 damage to unit after combat. |
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Atk/Spd Push 4 | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit. |
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Beyond Witchery | Grants Atk/Spd/Def/Res+8 to unit. At start of turn, grants Special cooldown count-X to unit and deals X damage to unit (on turn 1, X = 2; otherwise, X = 1). Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. |
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Close Salvo | Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk+5 during combat, but after combat, if unit attacked, deals 5 damage to unit. |
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Distant Pressure | Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Spd+5 during combat, but after combat, if unit attacked, deals 5 damage to unit. |
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Distant Storm | Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk+5 during combat, but after combat, if unit attacked, deals 5 damage to unit. |
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Flared Mirror | If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage during combat do not apply; will not reduce foe's HP below 1), grants Atk+7, Res+10 to unit during combat, and applies 【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat. 【Divine Vein (Flame)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
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Flared Sparrow | If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Spd+7 to unit during combat, and applies【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat. 【Divine Vein (Flame)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
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Fury 1 | Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. |
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Fury 2 | Grants Atk/Spd/Def/Res+2. After combat, deals 4 damage to unit. |
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Fury 3 | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
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Fury 4 | Grants Atk/Spd/Def/Res+4. After combat, deals 8 damage to unit. |
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Mastermind | At start of turn, deals 1 damage to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+9 to unit during combat and deals damage = X + Y (X = 80% of highest total bonuses among unit and allies within 2 spaces of unit; Y = 80% of highest total penalties among target and foes within 2 spaces of target; excluding area-of-effect Specials). |
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Scendscale | Deals damage = 25% of unit's Atk, but after combat, if unit attacked, deals 7 damage to unit. |
List of B Passives
Icon | Passive | Description |
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Double Lion | If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.) |
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Poison Strike 1 | If unit initiates combat, deals 4 damage to foe after combat. |
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Poison Strike 2 | If unit initiates combat, deals 7 damage to foe after combat. |
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Poison Strike 3 | If unit initiates combat, deals 10 damage to foe after combat. |
List of C Passives
Icon | Passive | Description |
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Deadly Miasma | If unit initiates combat, inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and after combat, deals 7 damage to target and foes within 2 spaces of target and applies【Divine Vein (Haze)】on target's space and on each space within 2 spaces of target's space for 1 turn. 【Divine Vein (Haze)】 Applies the following effects on space: Inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
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Divine Talon | At start of turn, neutralizes any【Penalty】 effects on unit and allies within 2 spaces of unit (excluding penalties inflicted at the start of the same turn), and deals 1 damage to unit and allies within 2 spaces of unit. At start of turn, grants "unit can move 1 extra space" to dragon, beast, infantry, and armored allies within 2 spaces of unit (that turn only; does not stack). If unit is transformed or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces damage from foe's attacks by X during combat (X = number of spaces from start position to end position of whoever initiated combat × 4; max 12), and also, when foe's attack triggers foe's Special, reduces damage by X (excluding area-of-effect Specials). 【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). |
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Paranoia | At start of turn, grants【Null Follow-Up】 to unit and grants【Paranoia】to unit and allies within 2 spaces of unit for 1 turn, and deals 1 damage to unit and those allies. At start of turn, if unit is within 5 spaces of a foe, inflicts【Penalty】effects active on unit on closest foes and any foe within 2 spaces of those foes, and neutralizes any【Penalty】 effects active on unit (excluding penalties inflicted at the start of the same turn). At start of combat, if unit's HP ≤ 99%, grants Atk/Spd+5 to unit and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 【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. 【Paranoia】 At start of combat, if unit's HP ≤ 99%, grants Atk+5 to unit during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe's next attack. At start of combat, if unit's HP ≤ 99%, if foe initiates combat, and if either that foe's Range = unit's Range or number of【Penalty】effects active on foe excluding stat penalties ≥ 3, unit can counterattack before foe's first attack (excluding when unit's Savior effect triggers). 【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). |
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Savage Blow 1 | If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat. |
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Savage Blow 2 | If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat. |
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Savage Blow 3 | If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat. |
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Upheaval | At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within same column as unit. (Does not affect structures that cannot be destroyed.) |
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Upheaval+ | At the start of turn 1, deals 10 damage to all foes, and if defending in Aether Raids during Anima season, destroys nearest offensive structure. (Does not affect structures that cannot be destroyed.) At start of combat, if unit's Atk > foe's Atk, or if foe's HP < 100%, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
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Woeful Upheaval | At the start of turn 1, deals 7 damage to all foes. Reduces damage from foe's first attack during combat by percentage = difference between unit's Atk and foe's Atk (min. 0) + difference between foe's max HP and foe's current HP at start of combat, × 3 (max. 30). If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. 【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. |
List of Attuned Skills
None, currently.
List of Sacred Seals
Icon | Passive | Description |
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Charm Seal | When the holder of this seal is defeated, restores 10 HP to unit that defeats holder, inflicts Special cooldown count+1 on that unit after combat, and a【Lightning Charm】drops. 【Lightning Charm】 Inflicts 20 damage to all enemies. |
List of Emblem Effects
None, currently.
List of Captain Skills
None, currently.
List of Status Effects
None, currently.
List of Duo Skills
Owners | Duo Skill |
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Hector: Dressed-Up Duo |
Deals 20 damage to foes within 3 columns centered on unit. |
Líf: Undying Ties Duo |
Deals damage to foes within 3 spaces = 10 + 50% of total damage dealt to HP of allies within 3 spaces (max damage: 40). Inflicts Atk/Spd-7 on foes within 3 spaces of unit through their next actions. |
List of Harmonized Skills
None, currently.
List of Items
Icon | Item | Description |
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Lightning Charm | Inflicts 20 damage to all enemies. |
List of Structures
Icon | Structure | Level | Description |
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Bolt Tower (D) | 12 | At the start of turn 3, deals 56 damage to foes within 7 rows and 3 columns centered on structure. |
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Bolt Tower (O) | At the start of turn 3, deals 56 damage to foes within 3 columns centered on structure. |
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Bolt Trap | 5 | If foe ends movement on this structure's space, deals 50 damage to target and units within 3 spaces. (Cancels foe's attack, Assist skill, etc.) |
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Múspell Pyre | 6 | Deals 70 damage to foes within 9 rows and 3 columns centered on structure. |
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Summoner Aflame | Deals 70 damage to foes within 5 rows and 5 columns centered on My Summoner. |