This page is about the Passive skill Paranoia. For the status effect Paranoia, see Paranoia (status effect).
* Unused restrictions: No restrictions.
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Status effects | ||
Null Follow-Up | Unit | At start of turn |
Paranoia | Unit & Allies within 2 spaces | |
All 【Penalty】 effects active on Unit | Closest Foes within 5 spaces & Foes within 2 spaces of those Foes | At start of turn if a Foe is within 5 spaces |
Removes 【Penalty】 effects | Unit | |
Map effects | ||
Deals 1 damage | Unit & Allies within 2 spaces | At start of turn |
Combat effects | ||
Atk/Spd+5 | Unit | Unit's HP ≤ 99% at start of combat |
Neutralizes "Special cooldown charge -1" |
Notes[ | ]
- Paranoia applies the Null Follow-Up status effect.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Null Follow-Up is acquired during the enemy phase, it will disappear when the next player phase begins.
- Null Follow-Up will not neutralize the additional follow-up of 【Potent Follow X%】 or 【Potent Follow 100%】.
- Effects that are neutralized by Null Follow-Up:
- Effects that grant the foe a guaranteed follow-up such as Quick Riposte 4, Guaranteed Follow-Ups, or the Grand Conquests Cavalry area effect.
- Effects active on the unit that prevent their follow-up attacks, such as Windsweep 3, Watersweep 3, or Weaving Fighter.
- Effects active on the foe that prevent the unit's follow-up attacks such as Steady Impact, Vengeful Fighter 4, or Foe Cannot Follow-Up.
- Paranoia applies the Paranoia status effect.
- The Atk+5 that can be applied by Paranoia is considered a temporary buff.
- "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
- However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
- Paranoia does not guarantee the user a follow-up.
- If the user can perform a follow-up, either by passing the Spd difference check or from guaranteed follow-up effects, the initial attack and follow-up will occur before the foe can perform a counterattack.
- Effects such as Vantage or Paranoia have priority over Paranoia's priority changing effect.
- Paranoia changes the priority, or order of attacks, and therefore can be neutralized by effects such as Hardy Bearing 3 or Caltrop Dagger+.
- "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.
- Paranoia does not grant the user the ability to counterattack regardless of foe's range.
- If the user can counterattack, either from using a weapon with the same range as the foe's weapon or from countering skills, the user's counterattack will occur before the foe's initial attack.
- Paranoia changes the priority, or order of attacks, and therefore can be neutralized by effects such as Hardy Bearing 3 or Armorpin Dagger+.
- Paranoia's enemy phase priority changing effect does not trigger when 【Savior】 is triggered.
- The enemy phase priority changing effect of Paranoia will activate if the foe receives a 【Penalty】 (excluding Penalties).
- The enemy phase priority changing effect will not be negated if the foe receives a 【Bonus】.
- If the foe does not receive a 【Penalty】 (excluding Penalties), or has their 【Penalty】 removed by a source of negative status effect neutralization, the enemy phase priority changing effect will be negated.
- For more information, see Status effects.
- Paranoia inflicts out of combat damage.
- Out of combat damage cannot reduce a unit's HP to 0.
- A foe equipped with Embla's Ward, Múspellflame, Niðavellir Axiom, File:Nine-Realm Pact.png Nine-Realm Pact, or Gold Perfection will neutralize all sources of out of combat damage except Røkkr area-of-effect Specials.
- A foe equipped with Røkkr or a unit affected by En Garde will neutralize all sources of out of combat damage except area-of-effect Specials.
- Paranoia inflicts all 【Penalty】 effects on the user to the closest foes within 5 spaces & foes within 2 spaces of those foes.
- All 【Penalty】 effects granted this way can be removed by sources of negative status effect neutralization.
- Paranoia can remove all 【Penalty】 effects.
- All 【Penalty】 effects granted this way can be removed by sources of negative status effect neutralization.
- The stat increase that can be applied by Paranoia is considered a temporary buff.
- Paranoia 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, Paranoia 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.
List of owners[ | ]
Unit | Skill chain |
---|---|
Paranoia 5 |
In other languages[ | ]
Language | Name |
---|---|
Japanese | 被害妄想 |
German | Paranoia |
Spanish (Europe) | Paranoia |
Spanish (Latin America) | Paranoia |
French | Paranoïa |
Italian | Paranoia |
Traditional Chinese (Taiwan) | 被害妄想 |
Portuguese | Paranoia |