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Types of Passive Skills: There are three types of passive skills: Misc. A, Misc. B, and Misc. C. These skills take effect after you equip them. You can equip one skill for each type.

Just like their names state, passive skills are skills that, under certain circumstances, apply various effects affecting gameplay. Passives in Fire Emblem Heroes are divided into 4 categories, A, B, C, and Attuned Skills (Represented by X). Although not official, skill types roughly determine the general effect of the skill.

  • Type A - Affect only the character, either by adding additional effects or characteristics to the unit, or simply by buffing the character's stats.
  • Type B - Battle related skills. These skills change the dynamic of the game during or after combat. This category has varied effects.
  • Type C - Can affect your allies or enemies. The buffs or debuffs applied to the battlefield, although not directly affecting combat.
  • Attuned Skills - Can only be inherited from the Attuned Attuned Hero that owns it. Only Attuned Attuned Heroes can use exclusive Assists, Specials, and Passives with their Attuned Skill. Skilliconassist Sing, Skilliconassist Dance, and Skilliconassist Play are not counted as exclusive skills under this restriction and can be equipped with Attuned Skills on non-Attuned Heroes.

Skill Interaction provides an overview of passive skills that may interact or overlap with other passive skills and weapons.

Some passive skills are available as Sacred Seals, and some Sacred Seals can have skills not available as passive skills on any unit (listed here).

All those skills either automatically come with the character or must be learned, like every other skills, at the cost of SP. Every character has one slot for each type, and the user cannot equip more than one passive skill in each slot. Passive skills can be, however, unequipped if the user feels it has a negative impact on the unit's performance.

List of Type A[ | ]

Icon Name Description SP Exclusive
AR-D Atk Def 1 AR-D Atk/Def 1 If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Atk Def 2 AR-D Atk/Def 2 If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Atk Def 3 AR-D Atk/Def 3 If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Atk Res 1 AR-D Atk/Res 1 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Atk Res 2 AR-D Atk/Res 2 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Atk Res 3 AR-D Atk/Res 3 If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Atk Spd 1 AR-D Atk/Spd 1 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Atk Spd 2 AR-D Atk/Spd 2 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Atk Spd 3 AR-D Atk/Spd 3 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Atk Spd 4 AR-D Atk/Spd 4 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +11; 4 grants +7; ≤3 grants +3. Destroyed defensive structures are not counted.) 300 No
AR-D Def Res 1 AR-D Def/Res 1 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Def Res 2 AR-D Def/Res 2 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Def Res 3 AR-D Def/Res 3 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Def Res 4 AR-D Def/Res 4 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +11; 4 grants +7; ≤3 grants +3. Destroyed defensive structures are not counted.) 300 No
AR-D Spd Def 1 AR-D Spd/Def 1 If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Spd Def 2 AR-D Spd/Def 2 If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Spd Def 3 AR-D Spd/Def 3 If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-D Spd Res 1 AR-D Spd/Res 1 If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-D Spd Res 2 AR-D Spd/Res 2 If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-D Spd Res 3 AR-D Spd/Res 3 If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-O Atk Def 1 AR-O Atk/Def 1 If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-O Atk Def 2 AR-O Atk/Def 2 If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-O Atk Def 3 AR-O Atk/Def 3 If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-O Atk Spd 1 AR-O Atk/Spd 1 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-O Atk Spd 2 AR-O Atk/Spd 2 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-O Atk Spd 3 AR-O Atk/Spd 3 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) 240 No
AR-O Spd Res 1 AR-O Spd/Res 1 If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) 60 No
AR-O Spd Res 2 AR-O Spd/Res 2 If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) 120 No
AR-O Spd Res 3 AR-O Spd/Res 3 If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) 240 No
Armored Blow 1 Armored Blow 1 If unit initiates combat, grants Def+2 during combat. 50 No
Armored Blow 2 Armored Blow 2 If unit initiates combat, grants Def+4 during combat. 100 No
Armored Blow 3 Armored Blow 3 If unit initiates combat, grants Def+6 during combat. 200 No
Asheras Chosen Plus Ashera's Chosen+ Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies, if unit is not adjacent to any ally, or if foe's HP ≥ 75% at start of combat, grants Atk/Def/Res+9 to unit during combat, and also, if unit's Res > foe's Res, deals damage = 70% of the difference between stats (max 7) and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). 300 Yes
Asheras Chosen Ashera's Chosen Neutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Def+6 during combat. 300 Yes
Atk Def Bond 1 Atk/Def Bond 1 If unit is adjacent to an ally, grants Atk/Def+3 during combat. 60 No
Atk Def Bond 2 Atk/Def Bond 2 If unit is adjacent to an ally, grants Atk/Def+4 during combat. 120 No
Atk Def Bond 3 Atk/Def Bond 3 If unit is adjacent to an ally, grants Atk/Def+5 during combat. 240 No
Atk Def Bond 4 Atk/Def Bond 4 If unit is adjacent to an ally, grants Atk/Def+7 to unit and neutralizes unit's penalties to Atk/Def during combat. 300 No
Atk Def Catch 1 Atk/Def Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.

【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).
60 No
Atk Def Catch 2 Atk/Def Catch 2 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.

【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).
120 No
Atk Def Catch 3 Atk/Def Catch 3 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.

【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).
240 No
Atk Def Catch 4 Atk/Def Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat.

【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).
300 No
Atk Def Clash 1 Atk/Def Clash 1 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) 60 No
Atk Def Clash 2 Atk/Def Clash 2 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) 120 No
Atk Def Clash 3 Atk/Def Clash 3 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) 240 No
Atk Def Clash 4 Atk/Def Clash 4 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Def during combat. 300 No
Atk Def Excel Atk/Def Excel If unit or foe initiates combat after moving to a different space, grants Atk/Def+6 and Atk/Def+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X × 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X × 3 during combat (excluding area-of-effect Specials). 300 No
Atk Def Finish 1 Atk/Def Finish 1 If unit is within 3 spaces of an ally, grants Atk/Def+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Atk Def Finish 2 Atk/Def Finish 2 If unit is within 3 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Atk Def Finish 3 Atk/Def Finish 3 If unit is within 3 spaces of an ally, grants Atk/Def+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Atk Def Finish 4 Atk/Def Finish 4 If unit is within 3 spaces of an ally, grants Atk/Def+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Atk Def Form 1 Atk/Def Form 1 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Atk Def Form 2 Atk/Def Form 2 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Atk Def Form 3 Atk/Def Form 3 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Atk Def Ideal 1 Atk/Def Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+3 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Atk Def Ideal 2 Atk/Def Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+4 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Atk Def Ideal 3 Atk/Def Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+5 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Atk Def Ideal 4 Atk/Def Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Def+2 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Atk Def Prime 1 Atk/Def Prime 1 If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 3).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Atk Def Prime 2 Atk/Def Prime 2 If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 5).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Atk Def Prime 3 Atk/Def Prime 3 If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 7).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Atk Def Prime 4 Atk/Def Prime 4 If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 9), and also, if number of【Bonus】effects active on unit (excluding stat bonuses) ≥ 4, unit can counterattack regardless of foe's range during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Atk Def Push 1 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. 60 No
Atk Def Push 2 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. 120 No
Atk Def Push 3 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. 240 No
Atk Def Push 4 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. 300 No
Atk Def Solo 1 Atk/Def Solo 1 If unit is not adjacent to an ally, grants Atk/Def+2 during combat. 60 No
Atk Def Solo 2 Atk/Def Solo 2 If unit is not adjacent to an ally, grants Atk/Def+4 during combat. 120 No
Atk Def Solo 3 Atk/Def Solo 3 If unit is not adjacent to an ally, grants Atk/Def+6 during combat. 240 No
Atk Def Solo 4 Atk/Def Solo 4 If unit is not adjacent to an ally, grants Atk/Def+7 during combat. 300 No
Atk Def Unity Atk/Def Unity If unit is within 2 spaces of an ally, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently. 300 No
Atk Res Bond 1 Atk/Res Bond 1 If unit is adjacent to an ally, grants Atk/Res+3 during combat. 60 No
Atk Res Bond 2 Atk/Res Bond 2 If unit is adjacent to an ally, grants Atk/Res+4 during combat. 120 No
Atk Res Bond 3 Atk/Res Bond 3 If unit is adjacent to an ally, grants Atk/Res+5 during combat. 240 No
Atk Res Bond 4 Atk/Res Bond 4 If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat. 300 No
Atk Res Catch 1 Atk/Res Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+3 to unit during combat.

【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).
60 No
Atk Res Catch 2 Atk/Res Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+4 to unit during combat.

【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).
120 No
Atk Res Catch 3 Atk/Res Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+5 to unit during combat.

【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).
240 No
Atk Res Catch 4 Atk/Res Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Res+2 to unit during combat.

【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).
300 No
Atk Res Finish 1 Atk/Res Finish 1 If unit is within 3 spaces of an ally, grants Atk/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Atk Res Finish 2 Atk/Res Finish 2 If unit is within 3 spaces of an ally, grants Atk/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Atk Res Finish 3 Atk/Res Finish 3 If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Atk Res Finish 4 Atk/Res Finish 4 If unit is within 3 spaces of an ally, grants Atk/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Atk Res Form 1 Atk/Res Form 1 If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Atk Res Form 2 Atk/Res Form 2 If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Atk Res Form 3 Atk/Res Form 3 If unit is within 2 spaces of an ally, grants Atk/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Atk Res Ideal 1 Atk/Res Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+3 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Atk Res Ideal 2 Atk/Res Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Atk Res Ideal 3 Atk/Res Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Atk Res Ideal 4 Atk/Res Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Res+2 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Atk Res Push 1 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. 60 No
Atk Res Push 2 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. 120 No
Atk Res Push 3 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. 240 No
Atk Res Push 4 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. 300 No
Atk Res Scowl 1 Atk/Res Scowl 1 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Atk Res Scowl 2 Atk/Res Scowl 2 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Atk Res Scowl 3 Atk/Res Scowl 3 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Atk Res Scowl 4 Atk/Res Scowl 4 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 300 No
Atk Res Solo 1 Atk/Res Solo 1 If unit is not adjacent to an ally, grants Atk/Res+2 during combat. 60 No
Atk Res Solo 2 Atk/Res Solo 2 If unit is not adjacent to an ally, grants Atk/Res+4 during combat. 120 No
Atk Res Solo 3 Atk/Res Solo 3 If unit is not adjacent to an ally, grants Atk/Res+6 during combat. 240 No
Atk Res Solo 4 Atk/Res Solo 4 If unit is not adjacent to an ally, grants Atk/Res+7 during combat. 300 No
Atk Res Unity Atk/Res Unity If unit is within 2 spaces of an ally, grants Atk/Res+5 and bonus to Atk/Res during combat=current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently. 300 No
Atk Spd 1 Atk/Spd 1 Grants Atk/Spd+1. 80 No
Atk Spd 2 Atk/Spd 2 Grants Atk/Spd+2. 160 No
Atk Spd Bond 1 Atk/Spd Bond 1 If unit is adjacent to an ally, grants Atk/Spd+3 during combat. 60 No
Atk Spd Bond 2 Atk/Spd Bond 2 If unit is adjacent to an ally, grants Atk/Spd+4 during combat. 120 No
Atk Spd Bond 3 Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat. 240 No
Atk Spd Bond 4 Atk/Spd Bond 4 If unit is adjacent to an ally, grants Atk/Spd+7 to unit and neutralizes unit's penalties to Atk/Spd during combat. 300 No
Atk Spd Catch 1 Atk/Spd Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat.

【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).
60 No
Atk Spd Catch 2 Atk/Spd Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat.

【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).
120 No
Atk Spd Catch 3 Atk/Spd Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat.

【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).
240 No
Atk Spd Catch 4 Atk/Spd Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat.

【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).
300 No
Atk Spd Clash 1 Atk/Spd Clash 1 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) 60 No
Atk Spd Clash 2 Atk/Spd Clash 2 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) 120 No
Atk Spd Clash 3 Atk/Spd Clash 3 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) 240 No
Atk Spd Clash 4 Atk/Spd Clash 4 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat. 300 No
Atk Spd Excel Atk/Spd Excel If unit or foe initiates combat after moving to a different space, grants Atk/Spd+6 and Atk/Spd+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X × 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X × 3 during combat (excluding area-of-effect Specials). 300 No
Atk Spd Finish 1 Atk/Spd Finish 1 If unit is within 3 spaces of an ally, grants Atk/Spd+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Atk Spd Finish 2 Atk/Spd Finish 2 If unit is within 3 spaces of an ally, grants Atk/Spd+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Atk Spd Finish 3 Atk/Spd Finish 3 If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Atk Spd Finish 4 Atk/Spd Finish 4 If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Atk Spd Form 1 Atk/Spd Form 1 If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Atk Spd Form 2 Atk/Spd Form 2 If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Atk Spd Form 3 Atk/Spd Form 3 If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Atk Spd Hexblade Atk/Spd Hexblade At start of turn, if unit is within 2 spaces of a magic ally, grants【Hexblade】to unit for 1 turn. If【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Atk Spd Ideal 1 Atk/Spd Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+3 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Atk Spd Ideal 2 Atk/Spd Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+4 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Atk Spd Ideal 3 Atk/Spd Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+5 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Atk Spd Ideal 4 Atk/Spd Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Spd+2 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Atk Spd Mastery Atk/Spd Mastery If unit has entered combat during the current turn, enables【Canto (2)】.

At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+7 to unit during combat, and also, if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, grants Atk/Spd+4 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 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.)
300 No
Atk Spd Prime 1 Atk/Spd Prime 1 If【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 3).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Atk Spd Prime 2 Atk/Spd Prime 2 If【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 5).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Atk Spd Prime 3 Atk/Spd Prime 3 If【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 7).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Atk Spd Prime 4 Atk/Spd Prime 4 If【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 9), and also, if number of【Bonus】effects active on unit (excluding stat bonuses) ≥ 4, unit can counterattack regardless of foe's range during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Atk Spd Push 1 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. 60 No
Atk Spd Push 2 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. 120 No
Atk Spd Push 3 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. 240 No
Atk Spd Push 4 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. 300 No
Atk Spd Scowl 1 Atk/Spd Scowl 1 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Atk Spd Scowl 2 Atk/Spd Scowl 2 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Atk Spd Scowl 3 Atk/Spd Scowl 3 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Atk Spd Scowl 4 Atk/Spd Scowl 4 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 300 No
Atk Spd Solo 1 Atk/Spd Solo 1 If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. 60 No
Atk Spd Solo 2 Atk/Spd Solo 2 If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. 120 No
Atk Spd Solo 3 Atk/Spd Solo 3 If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. 240 No
Atk Spd Solo 4 Atk/Spd Solo 4 If unit is not adjacent to an ally, grants Atk/Spd+7 during combat. 300 No
Atk Spd Unity Atk/Spd Unity If unit is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is inflicted with any Atk/Spd penalty, grants bonus to unit's Atk/Spd during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently. 300 No
Atk Spd Wild Atk/Spd Wild If number of adjacent allies other than beast or dragon allies ≤ 1, or if unit is transformed, grants Atk/Spd+7 to unit during combat and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. 300 No
Attack Def Plus 1 Attack/Def +1 Grants Atk/Def+1. 80 No
Attack Def Plus 2 Attack/Def +2 Grants Atk/Def+2. 160 No
Attack Plus 1 Attack +1 Grants Atk+1. 30 No
Attack Plus 2 Attack +2 Grants Atk+2. 60 No
Attack Plus 3 Attack +3 Grants Atk+3. 120 No
Attack Res 1 Attack/Res 1 Grants Atk/Res+1. 80 No
Attack Res 2 Attack/Res 2 Grants Atk/Res+2. 160 No
B Duel Cavalry 1 B Duel Cavalry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
B Duel Cavalry 2 B Duel Cavalry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
B Duel Cavalry 3 B Duel Cavalry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
B Duel Cavalry 4 B Duel Cavalry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
B Duel Flying 1 B Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
B Duel Flying 2 B Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
B Duel Flying 3 B Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
B Duel Flying 4 B Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
B Duel Infantry 1 B Duel Infantry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
B Duel Infantry 2 B Duel Infantry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
B Duel Infantry 3 B Duel Infantry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
B Duel Infantry 4 B Duel Infantry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Beyond Witchery 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. 300 Yes
Blade Session 1 Blade Session 1 If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 1 + number of allies who have already acted (max value of 3). 60 No
Blade Session 2 Blade Session 2 If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 2 + number of allies who have already acted × 2 (max value of 6). 120 No
Blade Session 3 Blade Session 3 If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 3 + number of allies who have already acted × 3 (max value of 9). 240 No
Bonus Doubler 1 Bonus Doubler 1 Grants bonus to Atk/Spd/Def/Res during combat = 50% of current bonus on each of unit's stats. Calculates each stat bonus independently. 60 No
Bonus Doubler 2 Bonus Doubler 2 Grants bonus to Atk/Spd/Def/Res during combat = 75% of current bonus on each of unit's stats. Calculates each stat bonus independently. 120 No
Bonus Doubler 3 Bonus Doubler 3 Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. 240 No
Bonus Doubler 4 Bonus Doubler 4 If【Bonus】is active on unit or an ally within 2 spaces of unit, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Bracing Blow 1 Bracing Blow 1 If unit initiates combat, grants Def/Res+2 during combat. 120 No
Bracing Blow 2 Bracing Blow 2 If unit initiates combat, grants Def/Res+4 during combat. 240 No
Bracing Stance 1 Bracing Stance 1 If foe initiates combat, grants Def/Res+2 during combat. 120 No
Bracing Stance 2 Bracing Stance 2 If foe initiates combat, grants Def/Res+4 during combat. 240 No
Bracing Stance 3 Bracing Stance 3 If foe initiates combat, grants Def/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Brazen Atk Def 1 Brazen Atk/Def 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+3 during combat. 60 No
Brazen Atk Def 2 Brazen Atk/Def 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+5 during combat. 120 No
Brazen Atk Def 3 Brazen Atk/Def 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Def+7 during combat. 240 No
Brazen Atk Res 1 Brazen Atk/Res 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. 60 No
Brazen Atk Res 2 Brazen Atk/Res 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. 120 No
Brazen Atk Res 3 Brazen Atk/Res 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Res+7 during combat. 240 No
Brazen Atk Spd 1 Brazen Atk/Spd 1 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat. 60 No
Brazen Atk Spd 2 Brazen Atk/Spd 2 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat. 120 No
Brazen Atk Spd 3 Brazen Atk/Spd 3 At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat. 240 No
Brazen Atk Spd 4 Brazen Atk/Spd 4 At start of combat, if unit's HP ≤ 80%, grants Atk+9 and Spd+10 during combat. 300 No
Brazen Def Res 1 Brazen Def/Res 1 At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat. 60 No
Brazen Def Res 2 Brazen Def/Res 2 At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat. 120 No
Brazen Def Res 3 Brazen Def/Res 3 At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat. 240 No
Brazen Spd Def 1 Brazen Spd/Def 1 At start of combat, if unit's HP ≤ 80%, grants Spd/Def+3 during combat. 60 No
Brazen Spd Def 2 Brazen Spd/Def 2 At start of combat, if unit's HP ≤ 80%, grants Spd/Def+5 during combat. 120 No
Brazen Spd Def 3 Brazen Spd/Def 3 At start of combat, if unit's HP ≤ 80%, grants Spd/Def+7 during combat. 240 No
Brazen Spd Res 1 Brazen Spd/Res 1 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat. 60 No
Brazen Spd Res 2 Brazen Spd/Res 2 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat. 120 No
Brazen Spd Res 3 Brazen Spd/Res 3 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat. 240 No
C Bonus Doubler C Bonus Doubler Unit can counterattack regardless of foe's range. Grants Atk/Spd/Def/Res+X to unit during combat (X = highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently). 300 No
C Duel Cavalry 1 C Duel Cavalry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
C Duel Cavalry 2 C Duel Cavalry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
C Duel Cavalry 3 C Duel Cavalry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Cavalry 4 C Duel Cavalry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Flying 1 C Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
C Duel Flying 2 C Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
C Duel Flying 3 C Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Flying 4 C Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Infantry 1 C Duel Infantry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
C Duel Infantry 2 C Duel Infantry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
C Duel Infantry 3 C Duel Infantry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
C Duel Infantry 4 C Duel Infantry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Close Counter Close Counter Unit can counterattack regardless of foe's range. 300 No
Close Def 1 Close Def 1 If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat. 60 No
Close Def 2 Close Def 2 If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat. 120 No
Close Def 3 Close Def 3 If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+6 during combat. 240 No
Close Def 4 Close Def 4 If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Close Foil Close Foil If sword, lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def+5 to unit during combat and unit can counterattack regardless of foe's range. 300 No
Close Reversal Close Reversal If foe initiates combat, grants Def+5 to unit during combat and unit can counterattack regardless of foe's range. 300 No
Close Salvo 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. 300 No
Close Ward Close Ward If magic, staff, or dragonstone foe initiates combat, unit can counterattack regardless of foe's range, disables foe's skills that "calculate damage using the lower of foe's Def or Res," and grants Atk/Res+5 to unit during combat. 300 No
Crystalline Water Crystalline Water Grants Atk/Res+8. Inflicts Def-8.

At start of player phase or enemy phase, neutralizes【Panic】and any penalties to unit's Atk/Res that take effect on unit at this time.

【Panic】
Converts bonuses on target into penalties through its next action.
300 No
D Bonus Doubler D Bonus Doubler Unit can counterattack regardless of foe's range. Grants Atk/Spd/Def/Res+X to unit during combat (X = highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently). 300 No
Darting Blow 1 Darting Blow 1 If unit initiates combat, grants Spd+2 during combat. 50 No
Darting Blow 2 Darting Blow 2 If unit initiates combat, grants Spd+4 during combat. 100 No
Darting Blow 3 Darting Blow 3 If unit initiates combat, grants Spd+6 during combat. 200 No
Darting Blow 4 Darting Blow 4 If unit initiates combat, grants Spd+9 during combat. 300 No
Darting Breath Darting Breath If foe initiates combat, grants Spd+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Darting Stance 1 Darting Stance 1 If foe initiates combat, grants Spd+2 during combat. 50 No
Darting Stance 2 Darting Stance 2 If foe initiates combat, grants Spd+4 during combat. 100 No
Darting Stance 3 Darting Stance 3 If foe initiates combat, grants Spd+6 during combat. 200 No
Death Blow 1 Death Blow 1 If unit initiates combat, grants Atk+2 during combat. 50 No
Death Blow 2 Death Blow 2 If unit initiates combat, grants Atk+4 during combat. 100 No
Death Blow 3 Death Blow 3 If unit initiates combat, grants Atk+6 during combat. 200 No
Death Blow 4 Death Blow 4 If unit initiates combat, grants Atk+8 during combat. 300 No
Def Res 1 Def/Res 1 Grants Def/Res+1. 80 No
Def Res 2 Def/Res 2 Grants Def/Res+2. 160 No
Def Res Bond 1 Def/Res Bond 1 If unit is adjacent to an ally, grants Def/Res+3 during combat. 60 No
Def Res Bond 2 Def/Res Bond 2 If unit is adjacent to an ally, grants Def/Res+4 during combat. 120 No
Def Res Bond 3 Def/Res Bond 3 If unit is adjacent to an ally, grants Def/Res+5 during combat. 240 No
Def Res Bond 4 Def/Res Bond 4 If unit is adjacent to an ally, grants Def/Res+7 to unit and neutralizes unit's penalties to Def/Res during combat. 300 No
Def Res Catch 1 Def/Res Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+3 to unit during combat.

【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).
60 No
Def Res Catch 2 Def/Res Catch 2 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+4 to unit during combat.

【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).
120 No
Def Res Catch 3 Def/Res Catch 3 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+5 to unit during combat.

【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).
240 No
Def Res Catch 4 Def/Res Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Def/Res+2 to unit during combat.

【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).
300 No
Def Res Finish 1 Def/Res Finish 1 If unit is within 3 spaces of an ally, grants Def/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Def Res Finish 2 Def/Res Finish 2 If unit is within 3 spaces of an ally, grants Def/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Def Res Finish 3 Def/Res Finish 3 If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Def Res Finish 4 Def/Res Finish 4 If unit is within 3 spaces of an ally, grants Def/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Def Res Form 1 Def/Res Form 1 If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Def Res Form 2 Def/Res Form 2 If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Def Res Form 3 Def/Res Form 3 If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Def Res Ideal 1 Def/Res Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+3 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Def Res Ideal 2 Def/Res Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+4 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Def Res Ideal 3 Def/Res Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+5 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Def Res Ideal 4 Def/Res Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+7 to unit during combat. At start of combat, if unit's HP = 100%, and【Bonus】is active on unit, grants an additional Def/Res+2 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Def Res Scowl 1 Def/Res Scowl 1 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Def Res Scowl 2 Def/Res Scowl 2 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Def Res Scowl 3 Def/Res Scowl 3 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Def Res Scowl 4 Def/Res Scowl 4 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 300 No
Def Res Solo 1 Def/Res Solo 1 If unit is not adjacent to an ally, grants Def/Res+2 during combat. 60 No
Def Res Solo 2 Def/Res Solo 2 If unit is not adjacent to an ally, grants Def/Res+4 during combat. 120 No
Def Res Solo 3 Def/Res Solo 3 If unit is not adjacent to an ally, grants Def/Res+6 during combat. 240 No
Def Res Solo 4 Def/Res Solo 4 If unit is not adjacent to an ally, grants Def/Res+7 during combat. 300 No
Def Res Unity Def/Res Unity If unit is within 2 spaces of an ally, grants Def/Res+5 and bonus to Def/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Def, grants Def+19, for a net bonus of Def+12.) Calculates each stat bonus independently. 300 No
Defense Plus 1 Defense +1 Grants Def+1. 30 No
Defense Plus 2 Defense +2 Grants Def+2. 60 No
Defense Plus 3 Defense +3 Grants Def+3. 120 No
Defiant Atk 1 Defiant Atk 1 At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. 40 No
Defiant Atk 2 Defiant Atk 2 At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. 80 No
Defiant Atk 3 Defiant Atk 3 At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. 160 No
Defiant Def 1 Defiant Def 1 At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. 40 No
Defiant Def 2 Defiant Def 2 At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. 80 No
Defiant Def 3 Defiant Def 3 At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. 160 No
Defiant Res 1 Defiant Res 1 At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn. 40 No
Defiant Res 2 Defiant Res 2 At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn. 80 No
Defiant Res 3 Defiant Res 3 At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn. 160 No
Defiant Spd 1 Defiant Spd 1 At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn. 40 No
Defiant Spd 2 Defiant Spd 2 At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn. 80 No
Defiant Spd 3 Defiant Spd 3 At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn. 160 No
Deluge Boost 3 Deluge Boost 3 Grants HP+5.

At start of combat, if unit's HP ≥ 50%, grants Spd/Res+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
300 No
Distant A S Solo Distant A/S Solo Unit can counterattack regardless of foe's range. If unit is not adjacent to an ally, grants Atk/Spd+5 to unit during combat. 300 No
Distant Counter Distant Counter Unit can counterattack regardless of foe's range. 300 No
Distant D R Solo Distant D/R Solo Unit can counterattack regardless of foe's range. If unit is not adjacent to an ally, grants Def/Res+5 to unit during combat. 300 No
Distant Dart Distant Dart Unit can counterattack regardless of foe's range. If foe initiates combat, grants Spd+5 to unit during combat. 300 No
Distant Def 1 Distant Def 1 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+2 during combat. 60 No
Distant Def 2 Distant Def 2 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+4 during combat. 120 No
Distant Def 3 Distant Def 3 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. 240 No
Distant Def 4 Distant Def 4 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Distant Ferocity Distant Ferocity Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk+5 to unit during combat. 300 No
Distant Foil Distant Foil If sword, lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def+5 to unit during combat and unit can counterattack regardless of foe's range. 300 No
Distant Pressure 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. 300 No
Distant Reversal Distant Reversal Unit can counterattack regardless of foe's range. If foe initiates combat, grants Def+5 to unit during combat. 300 No
Distant Stance Distant Stance Unit can counterattack regardless of foe's range. If foe initiates combat, grants Res+5 to unit during combat. 300 No
Distant Storm 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. 300 No
Distant Ward Distant Ward If magic, staff, or dragonstone foe initiates combat, grants Atk/Res+5 to unit during combat and unit can counterattack regardless of foe's range. 300 No
Dragonhide Dragonhide Neutralizes "effective against armored" bonuses. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-8 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) 300 Yes
Dragonscale Dragonscale Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Res-6 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe’s attack deals 0 damage.) 300 Yes
Dragonskin II Dragonskin II Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.). 300 Yes
Dragonskin Dragonskin Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
300 Yes
Dragoon Shield Dragoon Shield Neutralizes "effective against flying" bonuses. Grants Atk/Spd/Def+3. 300 Yes
Duality Duality Grants Atk/Res+9. Grants weapon-triangle advantage against and inflicts weapon-triangle disadvantage on red, blue, and green foes during combat. Neutralizes effects that boost values along with weapon-triangle advantage or reduce values along with weapon-triangle disadvantage (Triangle Adept) on unit and foe. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack during combat. 300 Yes
Earth Boost 1 Earth Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+2 during combat. 50 No
Earth Boost 2 Earth Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+4 during combat. 100 No
Earth Boost 3 Earth Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat. 200 No
Earthfire Boost 3 Earthfire Boost 3 Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 No
Earthwind Boost 3 Earthwind Boost 3 Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Spd/Def+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 No
Emblems Miracle Emblems' Miracle Unit can counterattack regardless of foe's range. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+9 to unit during combat and reduces damage from foe's first attack during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If the number of allies within 3 spaces of unit ≥ 3 and foe initiates combat, if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP, and after combat, restores 99 HP to unit (effect only triggers for player's team once per map and does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on a unit granted this effect, this effect will trigger too). 300 Yes
Fell Wyrmscale Fell Wyrmscale At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+8 to unit, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.), and unit deals damage = 15% of unit's Atk during combat (excluding area-of-effect Specials), and also, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). At start of combat, if unit's HP ≥ 25%, restores 7 HP to unit after combat. 300 Yes
Fierce Breath Fierce Breath If foe initiates combat, grants Atk+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Fierce Stance 1 Fierce Stance 1 If foe initiates combat, grants Atk+2 during combat. 50 No
Fierce Stance 2 Fierce Stance 2 If foe initiates combat, grants Atk+4 during combat. 100 No
Fierce Stance 3 Fierce Stance 3 If foe initiates combat, grants Atk+6 during combat. 200 No
Fire Boost 1 Fire Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+2 during combat. 50 No
Fire Boost 2 Fire Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+4 during combat. 100 No
Fire Boost 3 Fire Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+6 during combat. 200 No
Fireflood Boost 3 Fireflood Boost 3 Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Atk/Res+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 No
Firestorm Boost 3 Firestorm Boost 3 Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 No
Flared Mirror 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.)
300 No
Flared Sparrow 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.)
300 No
Flash Sparrow Flash Sparrow If unit initiates combat, grants Atk/Spd+7 to unit during combat, and also, if unit's Spd ≥ foe's Spd-5, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 300 No
Flashing Blade 1 Flashing Blade 1 If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
60 No
Flashing Blade 2 Flashing Blade 2 If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
120 No
Flashing Blade 3 Flashing Blade 3 If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack.
(Only highest value applied. Does not stack.)
240 No
Flashing Blade 4 Flashing Blade 4 If unit's Spd > foe's Spd, grants Special cooldown charge +1 and deals +5 damage per unit's attack.
(Only highest value applied. Does not stack.)
300 No
Fort. Def Res 1 Fort. Def/Res 1 Grants Def/Res+3.
Inflicts Atk-3.
100 No
Fort. Def Res 2 Fort. Def/Res 2 Grants Def/Res+4.
Inflicts Atk-3.
200 No
Fort. Def Res 3 Fort. Def/Res 3 Grants Def/Res+6.
Inflicts Atk-2.
300 No
Fortifications Fortifications Inflicts Atk-5. Grants Def/Res+7.

If unit is in a space where a Divine Vein effect is applied, unit can counterattack regardless of foe's range.

If unit initiates combat, grants Def/Res+6 to unit and reduces damage from foe's Specials by 10 during combat (excluding area-of-effect Specials).

If unit has entered combat during the current turn, after unit acts (if Canto triggers, after Canto), applies【Divine Vein (Stone)】to unit's space and spaces within 2 spaces of unit for 1 turn.

【Divine Vein (Stone)】
Applies the following effects on space for unit and allies: Grants Def/Res+6 during combat, reduces damage from foe's Specials by 10 during combat (excluding area-of-effect Specials), and reduces damage from area-of-effect Specials by 50% (excluding Røkkr area-of-effect Specials). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain.)
300 No
Fortress Def 1 Fortress Def 1 Grants Def+3.
Inflicts Atk-3.
40 No
Fortress Def 2 Fortress Def 2 Grants Def+4.
Inflicts Atk-3.
80 No
Fortress Def 3 Fortress Def 3 Grants Def+5.
Inflicts Atk-3.
160 No
Fortress Res 1 Fortress Res 1 Grants Res+3.
Inflicts Atk-3.
40 No
Fortress Res 2 Fortress Res 2 Grants Res+4.
Inflicts Atk-3.
80 No
Fortress Res 3 Fortress Res 3 Grants Res+5.
Inflicts Atk-3.
160 No
Fury 1 Fury 1 Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. 50 No
Fury 2 Fury 2 Grants Atk/Spd/Def/Res+2. After combat, deals 4 damage to unit. 100 No
Fury 3 Fury 3 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. 200 No
Fury 4 Fury 4 Grants Atk/Spd/Def/Res+4. After combat, deals 8 damage to unit. 300 No
G Duel Cavalry 1 G Duel Cavalry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
G Duel Cavalry 2 G Duel Cavalry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
G Duel Cavalry 3 G Duel Cavalry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
G Duel Cavalry 4 G Duel Cavalry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
G Duel Flying 1 G Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
G Duel Flying 2 G Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
G Duel Flying 3 G Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
G Duel Flying 4 G Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
G Duel Infantry 1 G Duel Infantry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
G Duel Infantry 2 G Duel Infantry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
G Duel Infantry 3 G Duel Infantry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
G Duel Infantry 4 G Duel Infantry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Gift of Magic Gift of Magic If unit initiates combat or foe's Range = 2, inflicts Atk/Res-10 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%. If foe with Range = 2 initiates combat and foe can make a follow-up attack, foe makes a follow-up attack before unit can counterattack. 300 Yes
Granis Shield Grani's Shield Neutralizes "effective against cavalry" bonuses. 200 No
Gray Illusion Gray Illusion If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Def/Res+9 to unit during combat, and if unit's Res > foe's Res, foe cannot counterattack. If unit initiates combat, after combat, inflicts the following status on foes with the highest Spd within 3 spaces of target foe (excluding target) through their next actions: "after start-of-turn skills trigger, action ends immediately" (for foes who have not yet taken an action in Summoner Duels, instead of inflicting this effect, ends their action immediately). 300 Yes
Heavy Blade 1 Heavy Blade 1 If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) 60 No
Heavy Blade 2 Heavy Blade 2 If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) 120 No
Heavy Blade 3 Heavy Blade 3 If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) 240 No
Heavy Blade 4 Heavy Blade 4 If unit's Atk > foe's Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit's attack. (Only highest value applied. Does not stack.) 300 No
HP Atk 1 HP/Atk 1 Grants HP+3, Atk+1. 100 No
HP Atk 2 HP/Atk 2 Grants HP+4, Atk+2. 200 No
HP Def 1 HP/Def 1 Grants HP+3, Def+1. 100 No
HP Def 2 HP/Def 2 Grants HP+4, Def+2. 200 No
HP Plus 3 HP +3 Grants HP+3. 40 No
HP Plus 4 HP +4 Grants HP+4. 80 No
HP Plus 5 HP +5 Grants HP+5. 160 No
HP Res 1 HP/Res 1 Grants HP+3, Res+1. 100 No
HP Res 2 HP/Res 2 Grants HP+4, Res+2. 200 No
HP Spd 1 HP/Spd 1 Grants HP+3, Spd+1. 100 No
HP Spd 2 HP/Spd 2 Grants HP+4, Spd+2. 200 No
Iotes Shield Iote's Shield Neutralizes "effective against flying" bonuses. 200 No
Kestrel Stance 1 Kestrel Stance 1 If foe initiates combat, grants Atk/Spd+2 during combat. 120 No
Kestrel Stance 2 Kestrel Stance 2 If foe initiates combat, grants Atk/Spd+4 during combat. 240 No
Kestrel Stance 3 Kestrel Stance 3 If foe initiates combat, grants Atk/Spd+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Knightly Devotion Knightly Devotion Enables【Canto (Rem. +1)】.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+8 to unit and neutralizes unit's penalties during combat, and restores 7 HP to unit after combat.

【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).

(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.)
300 Yes
Laws of Sacae II Laws of Sacae II If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+6 during combat, and also, if foe uses sword, lance, axe, dragonstone, or beast damage and unit's Spd ≥ foe's Spd+5, foe cannot counterattack. 300 Yes
Laws of Sacae Laws of Sacae If foe initiates combat and the number of allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+4 during combat. 300 Yes
Life and Death 1 Life and Death 1 Grants Atk/Spd+3.
Inflicts Def/Res-3.
50 No
Life and Death 2 Life and Death 2 Grants Atk/Spd+4.
Inflicts Def/Res-4.
100 No
Life and Death 3 Life and Death 3 Grants Atk/Spd+5.
Inflicts Def/Res-5.
200 No
Life and Death 4 Life and Death 4 Grants Atk/Spd+7.
Inflicts Def/Res-5.
300 No
Mastermind 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). 300 Yes
Mirror Impact Mirror Impact If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack. 300 No
Mirror Stance 1 Mirror Stance 1 If foe initiates combat, grants Atk/Res+2 during combat. 120 No
Mirror Stance 2 Mirror Stance 2 If foe initiates combat, grants Atk/Res+4 during combat. 240 No
Mirror Stance 3 Mirror Stance 3 If foe initiates combat, grants Atk/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Mirror Strike 1 Mirror Strike 1 If unit initiates combat, grants Atk/Res+2 during combat. 120 No
Mirror Strike 2 Mirror Strike 2 If unit initiates combat, grants Atk/Res+4 during combat. 240 No
Nightmare Nightmare If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-10 on foe during combat and reduces damage from foe's first attack during combat by 30%. If foe initiates combat, after combat, the closest foes within 4 spaces of target who have yet to act have their actions end immediately. 300 Yes
Obsession Obsession At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+9 to unit during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and also, when unit performs a follow-up attack, neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). At start of combat, if unit's HP ≥ 25% and if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
300 Yes
Obsidian Tactics Obsidian Tactics If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+9 to unit during combat, and the following effects occur during combat based on the value of X (X = total number of【Bonus】effects active on unit and allies within 2 spaces of unit, excluding stat bonuses): if ≥ 1 inflicts Atk/Def-X × 2 on foe (max 12); if ≥ 3, unit can counterattack regardless of foe's range; if ≥ 5, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 Yes
Ostian Counter Ostian Counter Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. 350 Yes
Ostias Heart Ostia's Heart Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-8 on foe during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt). 300 Yes
Part of the Plan Part of the Plan At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-8 on foe and grants Atk/Spd/Def/Res+X during combat (X = current penalty on each of unit's stats × 2; example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7; calculates each stat bonus independently), and unit makes a guaranteed follow-up attack. 300 Yes
Power of Nihility Power of Nihility If number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+9 to unit and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if unit deals damage to foe using a Special during combat, restores X% of unit's max HP to unit (X = unit's max Special cooldown count value × 20, + 10; max 100; triggers even if 0 damage is dealt). 300 Yes
R Duel Cavalry 1 R Duel Cavalry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
R Duel Cavalry 2 R Duel Cavalry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
R Duel Cavalry 3 R Duel Cavalry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
R Duel Cavalry 4 R Duel Cavalry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
R Duel Flying 1 R Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
R Duel Flying 2 R Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
R Duel Flying 3 R Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
R Duel Flying 4 R Duel Flying 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
R Duel Infantry 1 R Duel Infantry 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
R Duel Infantry 2 R Duel Infantry 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
R Duel Infantry 3 R Duel Infantry 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
R Duel Infantry 4 R Duel Infantry 4 Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Rare Talent Rare Talent At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+7 to unit and disables foe's effects that "calculate damage using the lower of foe's Def or Res" (excluding when dealing damage with an area-of-effect Special) during combat, and also, the following effects will occur based on the value of unit's Res minus foe's Res: if ≥ 1, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat; if ≥ 10 and either foe's Range = 2 or unit initiates combat, unit attacks twice during combat. 300 Yes
Realms United Realms United Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-7 on foe and reduces damage from foe's first attack by 7 during combat (for standard attacks, "first attack" means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). 300 Yes
Remote Mirror Remote Mirror If unit initiates combat, grants Atk+7 and Res+10 to unit during combat and reduces damage from foe's first attack during combat by 30%. 300 No
Remote Sparrow Remote Sparrow If unit initiates combat, grants Atk/Spd+7 during combat and reduces damage from foe's first attack during combat by 30%. 300 No
Remote Sturdy Remote Sturdy If unit initiates combat, grants Atk+7 and Def+10 to unit during combat and reduces damage from foe's first attack during combat by 30%. 300 No
Resistance Plus 1 Resistance +1 Grants Res+1. 30 No
Resistance Plus 2 Resistance +2 Grants Res+2. 60 No
Resistance Plus 3 Resistance +3 Grants Res+3. 120 No
Scendscale Scendscale Deals damage = 25% of unit's Atk, but after combat, if unit attacked, deals 7 damage to unit. 300 Yes
Self-Improver Self-Improver Grants Atk+10, Spd+5, Def+20. Inflicts Res-5. At start of combat, if unit's HP ≥ 25%, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 300 Yes
Shield Session 1 Shield Session 1 If foe initiates combat, grants bonus to unit's Def/Res during combat = 3 - number of foes who have already acted (min value of 1). 60 No
Shield Session 2 Shield Session 2 If foe initiates combat, grants bonus to unit's Def/Res during combat = 6 - number of foes who have already acted × 2 (min value of 2). 120 No
Shield Session 3 Shield Session 3 If foe initiates combat, grants bonus to unit's Def/Res during combat = 9 - number of foes who have already acted × 3 (min value of 3). 240 No
Solid Ground 1 Solid Ground 1 Grants Atk/Def+3. Inflicts Res-3. 50 No
Solid Ground 2 Solid Ground 2 Grants Atk/Def+4. Inflicts Res-4. 100 No
Solid Ground 3 Solid Ground 3 Grants Atk/Def+5. Inflicts Res-5. 200 No
Solid Ground 4 Solid Ground 4 Grants Atk/Def+7. Inflicts Res-5. 300 No
Sorcery Blade 1 Sorcery Blade 1 At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 60 No
Sorcery Blade 2 Sorcery Blade 2 At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 120 No
Sorcery Blade 3 Sorcery Blade 3 At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. 240 No
Spd Def 1 Spd/Def 1 Grants Spd/Def+1. 80 No
Spd Def 2 Spd/Def 2 Grants Spd/Def+2. 160 No
Spd Def Bond 1 Spd/Def Bond 1 If unit is adjacent to an ally, grants Spd/Def+3 during combat. 60 No
Spd Def Bond 2 Spd/Def Bond 2 If unit is adjacent to an ally, grants Spd/Def+4 during combat. 120 No
Spd Def Bond 3 Spd/Def Bond 3 If unit is adjacent to an ally, grants Spd/Def+5 during combat. 240 No
Spd Def Bond 4 Spd/Def Bond 4 If unit is adjacent to an ally, grants Spd/Def+7 to unit and neutralizes unit's penalties to Spd/Def during combat. 300 No
Spd Def Catch 1 Spd/Def Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+3 to unit during combat.

【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).
60 No
Spd Def Catch 2 Spd/Def Catch 2 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+4 to unit during combat.

【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).
120 No
Spd Def Catch 3 Spd/Def Catch 3 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+5 to unit during combat.

【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).
240 No
Spd Def Catch 4 Spd/Def Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Spd/Def+2 to unit during combat.

【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).
300 No
Spd Def Clash 1 Spd/Def Clash 1 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.) 60 No
Spd Def Clash 2 Spd/Def Clash 2 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.) 120 No
Spd Def Clash 3 Spd/Def Clash 3 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.) 240 No
Spd Def Clash 4 Spd/Def Clash 4 If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Spd/Def during combat. 300 No
Spd Def Form 1 Spd/Def Form 1 If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Spd Def Form 2 Spd/Def Form 2 If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Spd Def Form 3 Spd/Def Form 3 If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Spd Def Ideal 1 Spd/Def Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+3 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Spd Def Ideal 2 Spd/Def Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+4 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Spd Def Ideal 3 Spd/Def Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+5 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Spd Def Ideal 4 Spd/Def Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Spd/Def+2 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Spd Def Prime 1 Spd/Def Prime 1 If【Bonus】is active on unit, grants Spd/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 3).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Spd Def Prime 2 Spd/Def Prime 2 If【Bonus】is active on unit, grants Spd/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 1; max 5).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Spd Def Prime 3 Spd/Def Prime 3 If【Bonus】is active on unit, grants Spd/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 7).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Spd Def Prime 4 Spd/Def Prime 4 If【Bonus】is active on unit, grants Spd/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 9), and also, if number of【Bonus】effects active on unit (excluding stat bonuses) ≥ 4, unit can counterattack regardless of foe's range during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Spd Def Solo 1 Spd/Def Solo 1 If unit is not adjacent to an ally, grants Spd/Def+2 during combat. 60 No
Spd Def Solo 2 Spd/Def Solo 2 If unit is not adjacent to an ally, grants Spd/Def+4 during combat. 120 No
Spd Def Solo 3 Spd/Def Solo 3 If unit is not adjacent to an ally, grants Spd/Def+6 during combat. 240 No
Spd Def Solo 4 Spd/Def Solo 4 If unit is not adjacent to an ally, grants Spd/Def+7 during combat. 300 No
Spd Def Unity Spd/Def Unity If unit is within 2 spaces of an ally, grants Spd/Def+5 and bonus to Spd/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Spd, grants Spd+19, for a net bonus of Spd+12.) Calculates each stat bonus independently. 300 No
Spd Res 1 Spd/Res 1 Grants Spd/Res+1. 80 No
Spd Res 2 Spd/Res 2 Grants Spd/Res+2. 160 No
Spd Res Bond 1 Spd/Res Bond 1 If unit is adjacent to an ally, grants Spd/Res+3 during combat. 60 No
Spd Res Bond 2 Spd/Res Bond 2 If unit is adjacent to an ally, grants Spd/Res+4 during combat. 120 No
Spd Res Bond 3 Spd/Res Bond 3 If unit is adjacent to an ally, grants Spd/Res+5 during combat. 240 No
Spd Res Bond 4 Spd/Res Bond 4 If unit is adjacent to an ally, grants Spd/Res+7 to unit and neutralizes unit's penalties to Spd/Res during combat. 300 No
Spd Res Catch 1 Spd/Res Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Res+3 to unit during combat.

【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).
60 No
Spd Res Catch 2 Spd/Res Catch 2 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Res+4 to unit during combat.

【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).
120 No
Spd Res Catch 3 Spd/Res Catch 3 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Res+5 to unit during combat.

【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).
240 No
Spd Res Catch 4 Spd/Res Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Spd/Res+2 to unit during combat.

【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).
300 No
Spd Res Finish 1 Spd/Res Finish 1 If unit is within 3 spaces of an ally, grants Spd/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 60 No
Spd Res Finish 2 Spd/Res Finish 2 If unit is within 3 spaces of an ally, grants Spd/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 120 No
Spd Res Finish 3 Spd/Res Finish 3 If unit is within 3 spaces of an ally, grants Spd/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 240 No
Spd Res Finish 4 Spd/Res Finish 4 If unit is within 3 spaces of an ally, grants Spd/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 No
Spd Res Form 1 Spd/Res Form 1 If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = number of allies within 2 spaces; max 3). 60 No
Spd Res Form 2 Spd/Res Form 2 If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). 120 No
Spd Res Form 3 Spd/Res Form 3 If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). 240 No
Spd Res Hexblade Spd/Res Hexblade At start of turn, if unit is within 2 spaces of a magic ally, grants【Hexblade】to unit. If【Bonus】is active on unit, grants Spd/Res+7 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Spd Res Ideal 1 Spd/Res Ideal 1 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Res+3 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
60 No
Spd Res Ideal 2 Spd/Res Ideal 2 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Res+4 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
120 No
Spd Res Ideal 3 Spd/Res Ideal 3 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Res+5 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
240 No
Spd Res Ideal 4 Spd/Res Ideal 4 At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Spd/Res+2 to unit during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
300 No
Spd Res Scowl 1 Spd/Res Scowl 1 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Res+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Spd Res Scowl 2 Spd/Res Scowl 2 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Res+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Spd Res Scowl 3 Spd/Res Scowl 3 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Res+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Spd Res Scowl 4 Spd/Res Scowl 4 If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Res+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) 300 No
Spd Res Solo 1 Spd/Res Solo 1 If unit is not adjacent to an ally, grants Spd/Res+2 during combat. 60 No
Spd Res Solo 2 Spd/Res Solo 2 If unit is not adjacent to an ally, grants Spd/Res+4 during combat. 120 No
Spd Res Solo 3 Spd/Res Solo 3 If unit is not adjacent to an ally, grants Spd/Res+6 during combat. 240 No
Spd Res Solo 4 Spd/Res Solo 4 If unit is not adjacent to an ally, grants Spd/Res+7 during combat. 300 No
Speed Plus 1 Speed +1 Grants Spd+1. 30 No
Speed Plus 2 Speed +2 Grants Spd+2. 60 No
Speed Plus 3 Speed +3 Grants Spd+3. 120 No
Steady Blow 1 Steady Blow 1 If unit initiates combat, grants Spd/Def+2 during combat. 120 No
Steady Blow 2 Steady Blow 2 If unit initiates combat, grants Spd/Def+4 during combat. 240 No
Steady Breath Steady Breath If foe initiates combat, grants Def+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Steady Impact Steady Impact If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack. 300 No
Steady Posture 1 Steady Posture 1 If foe initiates combat, grants Spd/Def+2 during combat. 120 No
Steady Posture 2 Steady Posture 2 If foe initiates combat, grants Spd/Def+4 during combat. 240 No
Steady Posture 3 Steady Posture 3 If foe initiates combat, grants Spd/Def+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Steady Stance 1 Steady Stance 1 If foe initiates combat, grants Def+2 during combat. 50 No
Steady Stance 2 Steady Stance 2 If foe initiates combat, grants Def+4 during combat. 100 No
Steady Stance 3 Steady Stance 3 If foe initiates combat, grants Def+6 during combat. 200 No
Steady Stance 4 Steady Stance 4 If foe initiates combat, grants Def+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Still Water 1 Still Water 1 Grants Atk/Res+3. Inflicts Def-3. 50 No
Still Water 2 Still Water 2 Grants Atk/Res+4. Inflicts Def-4. 100 No
Still Water 3 Still Water 3 Grants Atk/Res+5. Inflicts Def-5. 200 No
Still Water 4 Still Water 4 Grants Atk/Res+7. Inflicts Def-5. 300 No
Stronghold Stronghold Inflicts Atk-3. Grants Def/Res+7.

At start of player phase or enemy phase, neutralizes【Panic】and any penalties to unit's Def/Res that take effect on unit at this time.

【Panic】
Converts bonuses on target into penalties through its next action.
300 No
Sturdy Blow 1 Sturdy Blow 1 If unit initiates combat, grants Atk/Def+2 during combat. 120 No
Sturdy Blow 2 Sturdy Blow 2 If unit initiates combat, grants Atk/Def+4 during combat. 240 No
Sturdy Impact Sturdy Impact If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack. 300 No
Sturdy Stance 1 Sturdy Stance 1 If foe initiates combat, grants Atk/Def+2 during combat. 120 No
Sturdy Stance 2 Sturdy Stance 2 If foe initiates combat, grants Atk/Def+4 during combat. 240 No
Sturdy Stance 3 Sturdy Stance 3 If foe initiates combat, grants Atk/Def+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Sturdy Surge Sturdy Surge If unit initiates combat, grants Atk+7, Def+10 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.) 300 No
Surge Sparrow Surge Sparrow If unit initiates combat, grants Atk/Spd+7 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.) 300 No
Svalinn Shield Svalinn Shield Neutralizes "effective against armored" bonuses. 200 No
Swift Impact Swift Impact If unit initiates combat, grants Spd+7, Res+10 during combat and foe cannot make a follow-up attack. 300 No
Swift Slice Swift Slice If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+8 to unit during combat. If unit initiates combat against a non-dragon or non-beast infantry foe and unit's Spd ≥ foe's Spd+20, grants "effective against all weapon types" to unit during combat. Otherwise, if unit initiates combat and unit's Spd ≥ foe's Spd+5, grants "effective against all weapon types" to unit during combat. 300 Yes
Swift Sparrow 1 Swift Sparrow 1 If unit initiates combat, grants Atk/Spd+2 during combat. 120 No
Swift Sparrow 2 Swift Sparrow 2 If unit initiates combat, grants Atk/Spd+4 during combat. 240 No
Swift Sparrow 3 Swift Sparrow 3 If unit initiates combat, grants Atk+6, Spd+7 during combat. 300 No
Swift Stance 1 Swift Stance 1 If foe initiates combat, grants Spd/Res+2 during combat. 120 No
Swift Stance 2 Swift Stance 2 If foe initiates combat, grants Spd/Res+4 during combat. 240 No
Swift Stance 3 Swift Stance 3 If foe initiates combat, grants Spd/Res+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Swift Strike 1 Swift Strike 1 If unit initiates combat, grants Spd/Res+2 during combat. 120 No
Swift Strike 2 Swift Strike 2 If unit initiates combat, grants Spd/Res+4 during combat. 240 No
Thunders Fist Thunder's Fist At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+7 to unit during combat and deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and also, if unit initiates combat, reduces damage from foe's first attack by 50% during combat, and if number of spaces from unit's start position to end position ≥ 2, unit attacks twice. 300 Yes
Triangle Adept 1 Triangle Adept 1 If unit has weapon-triangle advantage, boosts Atk by 10%. If unit has weapon-triangle disadvantage, reduces Atk by 10%. 50 No
Triangle Adept 2 Triangle Adept 2 If unit has weapon-triangle advantage, boosts Atk by 15%. If unit has weapon-triangle disadvantage, reduces Atk by 15%. 100 No
Triangle Adept 3 Triangle Adept 3 If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. 200 No
Verdict of Sacae Verdict of Sacae If unit is within 4 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = X × 4, + 4 (X = number of allies within 4 spaces; maximum bonus of +12), and also, if unit's Special is ready or unit's Special triggered before or during combat, unit deals +5 damage (excluding area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 300 Yes
Verge of Death Verge of Death Grants Atk/Spd+8. Inflicts Def/Res-8.

At start of player phase or enemy phase, neutralizes【Panic】and any penalties to unit's Atk/Spd that take effect on unit at this time.

【Panic】
Converts bonuses on target into penalties through its next action.
300 No
Warding Blow 1 Warding Blow 1 If unit initiates combat, grants Res+2 during combat. 50 No
Warding Blow 2 Warding Blow 2 If unit initiates combat, grants Res+4 during combat. 100 No
Warding Blow 3 Warding Blow 3 If unit initiates combat, grants Res+6 during combat. 200 No
Warding Breath Warding Breath If foe initiates combat, grants Res+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 240 No
Warding Stance 1 Warding Stance 1 If foe initiates combat, grants Res+2 during combat. 50 No
Warding Stance 2 Warding Stance 2 If foe initiates combat, grants Res+4 during combat. 100 No
Warding Stance 3 Warding Stance 3 If foe initiates combat, grants Res+6 during combat. 200 No
Warding Stance 4 Warding Stance 4 If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 300 No
Water Boost 1 Water Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+2 during combat. 50 No
Water Boost 2 Water Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+4 during combat. 100 No
Water Boost 3 Water Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Res+6 during combat. 200 No
Wind Boost 1 Wind Boost 1 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+2 during combat. 50 No
Wind Boost 2 Wind Boost 2 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+4 during combat. 100 No
Wind Boost 3 Wind Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Spd+6 during combat. 200 No

List of Type B[ | ]

Icon Name Description SP Exclusive
A D Bulwark 4 A/D Bulwark 4 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Def-4 on foe and 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). Restores 7 HP to unit after combat. 300 No
A D Cantrip 3 A/D Cantrip 3 If Sing or Dance is used, inflicts Atk/Def-7 and【Sabotage】on foes in cardinal directions of unit and target through their next actions.

【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.
300 No
A D Far Trace 1 A/D Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Atk/Def-1 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
60 No
A D Far Trace 2 A/D Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Atk/Def-2 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
120 No
A D Far Trace 3 A/D Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Atk/Def-3 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
240 No
A D Near Trace 1 A/D Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Atk/Def-1 on foe during combat.

【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).

(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.)
60 No
A D Near Trace 2 A/D Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Atk/Def-2 on foe during combat.

【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).

(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.)
120 No
A D Near Trace 3 A/D Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Atk/Def-3 on foe during combat.

【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).

(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.)
240 No
A R Far Trace 1 A/R Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Atk/Res-1 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
60 No
A R Far Trace 2 A/R Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Atk/Res-2 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
120 No
A R Far Trace 3 A/R Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Atk/Res-3 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
240 No
A R Far Trace 4 A/R Far Trace 4 Enables【Canto (Rem.; Min 1)】.

Inflicts Atk/Res-4 on foe during combat and unit deals +7 damage, including when dealing damage with a Special triggered before combat.

【Canto (Rem.; Min 1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + min. 1. (If unit used a movement skill that warped them, 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.)
300 No
A R Near Trace 1 A/R Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Atk/Res-1 on foe during combat.

【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).

(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.)
60 No
A R Near Trace 2 A/R Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Atk/Res-2 on foe during combat.

【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).

(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.)
120 No
A R Near Trace 3 A/R Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Atk/Res-3 on foe during combat.

【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).

(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.)
240 No
A S Bulwark 4 A/S Bulwark 4 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Spd-4 on foe and 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). Restores 7 HP to unit after combat. 300 No
A S Far Trace 1 A/S Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Atk/Spd-1 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
60 No
A S Far Trace 2 A/S Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Atk/Spd-2 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
120 No
A S Far Trace 3 A/S Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Atk/Spd-3 on foe during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
240 No
A S Near Trace 1 A/S Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Atk/Spd-1 on foe during combat.

【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).

(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.)
60 No
A S Near Trace 2 A/S Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Atk/Spd-2 on foe during combat.

【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).

(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.)
120 No
A S Near Trace 3 A/S Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Atk/Spd-3 on foe during combat.

【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).

(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.)
240 No
According to Plan According to Plan At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and【Canto (1)】to unit and allies within 2 spaces of unit for 1 turn and inflicts【Hush Spectrum】and【Panic】on closest foes and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-5 on foe, unit deals +X × 5 damage (max 25; excluding area-of-effect Specials), and reduces damage from foe's first attack by X × 3 (max 15) during combat (X = number of Bonus effects active on unit, excluding stat bonuses + number of Penalty effects active on foe, excluding stat penalties; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).
(Once per turn. Only highest value applied. Does not stack.)

【Hush Spectrum】
Inflicts Atk/Spd/Def/Res-5 on unit during combat. If unit's attack can trigger unit's Special, inflicts Special cooldown count+1 on unit before unit's first attack during combat (cannot exceed the unit's maximum Special cooldown). If unit's maximum Special cooldown count is reduced (Special trigger is accelerated) and if foe's attack can trigger foe's Special, grants Special cooldown count-1 to foe before unit's first attack during combat.

【Panic】
Converts bonuses on target into penalties through its next action.
300 Yes
Aerial Maneuvers Aerial Maneuvers Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of combat, if both unit's and foe's HP ≥ 50%, inflicts Spd/Def-4 on foe during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack during combat. 300 No
Aerobatics 1 Aerobatics 1 If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 60 No
Aerobatics 2 Aerobatics 2 If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 120 No
Aerobatics 3 Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 240 No
Armored Wall Armored Wall At start of combat, if unit's HP ≥ 25%, grants Special cooldown charge +1 to unit, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat.

During unit's first combat in player phase or enemy phase, at start of combat, if unit's HP ≥ 25% while transformed, reduces damage from foe's first attack by 40%.
300 Yes
Assassins Strike Assassin's Strike 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), inflicts Spd/Def-4 on foe during combat, and deals damage = 20% of foe's Def (excluding area-of-effect Specials). 300 No
Assured Rebirth Assured Rebirth If unit's Res > foe's Res, unit makes a guaranteed follow-up attack. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = number of staff or dragon allies within 3 spaces of unit × 20, and also, if unit's Res > foe's Res, difference between stats × 4 (max 40%; total max 60%). 300 Yes
Atk Cantrip 1 Atk Cantrip 1 If Sing or Dance is used, inflicts Atk-3 on nearest foes within 4 spaces of unit through their next actions. 60 No
Atk Cantrip 2 Atk Cantrip 2 If Sing or Dance is used, inflicts Atk-5 on nearest foes within 4 spaces of unit through their next actions. 120 No
Atk Cantrip 3 Atk Cantrip 3 If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions. 240 No
Atk Def Bulwark 1 Atk/Def Bulwark 1 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat. 60 No
Atk Def Bulwark 2 Atk/Def Bulwark 2 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat. 120 No
Atk Def Bulwark 3 Atk/Def Bulwark 3 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat. 240 No
Atk Def Link 1 Atk/Def Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Def Link 2 Atk/Def Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Def Link 3 Atk/Def Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Atk Def Ruse 1 Atk/Def Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Atk Def Ruse 2 Atk/Def Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Atk Def Ruse 3 Atk/Def Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Atk Def Snag 1 Atk/Def Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Atk Def Snag 2 Atk/Def Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Atk Def Snag 3 Atk/Def Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 No
Atk Def Snag 4 Atk/Def Snag 4 Inflicts Atk/Def-4 on foe during combat. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-7 and【Sabotage】on nearest foes within 4 spaces of both unit and target ally after movement and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions.

【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.
300 No
Atk Feint 1 Atk Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions. 60 No
Atk Feint 2 Atk Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions. 120 No
Atk Feint 3 Atk Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions. 240 No
Atk Res Link 1 Atk/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Res Link 2 Atk/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Res Link 3 Atk/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Atk Res Ruse 1 Atk/Res Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Atk Res Ruse 2 Atk/Res Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Atk Res Ruse 3 Atk/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Atk Res Snag 1 Atk/Res Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Atk Res Snag 2 Atk/Res Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Atk Res Snag 3 Atk/Res Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 No
Atk Res Tempo 1 Atk/Res Tempo 1 Inflicts Atk/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 60 No
Atk Res Tempo 2 Atk/Res Tempo 2 Inflicts Atk/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 120 No
Atk Res Tempo 3 Atk/Res Tempo 3 Inflicts Atk/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 240 No
Atk Res Tempo 4 Atk/Res Tempo 4 Inflicts Atk/Res-4 on foe, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (example: a foe with a "reduces damage by 45%" skill would reduce damage by 23% instead). 300 No
Atk Spd Bulwark 1 Atk/Spd Bulwark 1 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-2 on foe during combat. Restores 3 HP to unit after combat. 60 No
Atk Spd Bulwark 2 Atk/Spd Bulwark 2 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-3 on foe during combat. Restores 5 HP to unit after combat. 120 No
Atk Spd Bulwark 3 Atk/Spd Bulwark 3 Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-4 on foe during combat. Restores 7 HP to unit after combat. 240 No
Atk Spd Link 1 Atk/Spd Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Atk Spd Link 2 Atk/Spd Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Atk Spd Link 3 Atk/Spd Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Atk Spd Link 4 Atk/Spd Link 4 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 and【Canto (1)】to unit and target ally or unit and targeting ally for 1 turn. Inflicts Spd-4 and Def/Res-2 on foe and unit deals +X damage during combat (X = highest total Atk+Spd bonuses among unit and allies with【Canto (1)】active; excluding area-of-effect Specials).

【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.)
300 No
Atk Spd Ruse 1 Atk/Spd Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Atk Spd Ruse 2 Atk/Spd Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Atk Spd Ruse 3 Atk/Spd Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Atk Spd Ruse 4 Atk/Spd Ruse 4 Inflicts Atk/Spd-4 on foe during combat. If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-6,【Guard】, 【Discord】, and【Schism】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【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.

【Schism】
Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using numbers of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized.
300 No
Atk Spd Snag 1 Atk/Spd Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Atk Spd Snag 2 Atk/Spd Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Atk Spd Snag 3 Atk/Spd Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 No
Atrocity II Atrocity II At start of combat, if foe's HP ≥ 40%, inflicts Atk/Spd/Def-4 on foe, deals damage = 25% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat, and also, after combat, inflicts Atk/Spd/Def/Res-6 and【Guard】 on target and foes within 3 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes (no effect on Special cooldown counts already at maximum).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
300 Yes
Atrocity Atrocity At start of combat, if foe's HP ≥ 50%, deals damage = 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 on target and foes within 2 spaces of target through their next actions and inflicts Special cooldown count+1 on those foes. (No effect on Special cooldown counts already at maximum.) 300 Yes
Axebreaker 1 Axebreaker 1 If unit's HP ≥ 90% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 No
Axebreaker 2 Axebreaker 2 If unit's HP ≥ 70% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 No
Axebreaker 3 Axebreaker 3 If unit's HP ≥ 50% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 No
B Tomebreaker 1 B Tomebreaker 1 If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 No
B Tomebreaker 2 B Tomebreaker 2 If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 No
B Tomebreaker 3 B Tomebreaker 3 If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 No
Barbarity Barbarity At start of combat, if foe's HP ≥ 25%, inflicts Atk/Spd/Def-4 on foe during combat, deals damage = 25% of unit's Atk (excluding area-of-effect Specials), and 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 also, after combat, grants【Vantage】and【Dodge】 to unit and inflicts Atk/Spd/Def/Res-6 on target and foes within 3 spaces of target through their next actions.

【Vantage】
If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
300 Yes
Beast Agility 1 Beast Agility 1 If unit's HP = 100%, removes the condition to transform. If unit's Spd ≥ foe's Spd+13, neutralizes effects that prevent unit's follow-up attacks during combat. 60 No
Beast Agility 2 Beast Agility 2 If unit's HP ≥ 50%, removes the condition to transform. If unit's Spd ≥ foe's Spd+7, neutralizes effects that prevent unit's follow-up attacks during combat. 120 No
Beast Agility 3 Beast Agility 3 Removes the condition to transform. If unit's Spd > foe's Spd, neutralizes effects that prevent unit's follow-up attacks during combat. 240 No
Beast Agility 4 Beast Agility 4 Removes the condition to transform. Inflicts Spd/Def-4 on foe during combat, and if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and unit deals damage = 10% of unit's Spd (excluding when dealing damage with an area-of-effect Special). 300 No
Beast Assault 1 Beast Assault 1 If unit's HP = 100%, removes the condition to transform.

Reduces the percentage of foe's non-Special "reduce damage by X%" skills by 20% during combat (excluding area-of-effect Specials).
60 No
Beast Assault 2 Beast Assault 2 If unit's HP ≥ 50%, removes the condition to transform.

Reduces the percentage of foe's non-Special "reduce damage by X%" skills by 30% during combat (excluding area-of-effect Specials).
120 No
Beast Assault 3 Beast Assault 3 Removes the condition to transform.

Reduces the percentage of foe's non-Special "reduce damage by X%" skills by 40% during combat (excluding area-of-effect Specials).
240 No
Beast Assault 4 Beast Assault 4 Removes the condition to transform.

Inflicts Spd/Def-4 on foe and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
300 No
Beast Follow-Up 1 Beast Follow-Up 1 If unit's HP = 100%, removes the condition to transform. At start of combat, if unit's HP = 100%, unit makes a guaranteed follow-up attack during combat. 60 No
Beast Follow-Up 2 Beast Follow-Up 2 If unit's HP ≥ 50%, removes the condition to transform. At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack during combat. 120 No
Beast Follow-Up 3 Beast Follow-Up 3 Removes the condition to transform. Unit makes a guaranteed follow-up attack during combat. 240 No
Beast N Trace 1 Beast N Trace 1 Enables【Canto (Rem. +1)】.

If unit's HP = 100%, removes the condition to transform.

【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).

(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.)
60 No
Beast N Trace 2 Beast N Trace 2 Enables【Canto (Rem. +1)】.

If unit's HP ≥ 50%, removes the condition to transform.

【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).

(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.)
120 No
Beast N Trace 3 Beast N Trace 3 Enables【Canto (Rem. +1)】.

Removes the condition to transform.

【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).

(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.)
240 No
Beast Sense 1 Beast Sense 1 If unit's HP = 100%, removes the condition to transform. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = difference between Spd stats; max 10). 60 No
Beast Sense 2 Beast Sense 2 If unit's HP ≥ 50%, removes the condition to transform. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = difference between Spd stats × 2; max 20). 120 No
Beast Sense 3 Beast Sense 3 Removes the condition to transform. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = difference between Spd stats × 3; max 30). 240 No
Beast Sense 4 Beast Sense 4 Removes the condition to transform. Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = difference between Spd stats × 4; max 40). 300 No
Belief in Love Belief in Love If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Def-5 on foe during combat. 300 Yes
Believe in Love Believe in Love? If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. Inflicts Atk/Spd/Def-5 on foe during combat and grants bonus to unit's Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 (example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7; calculates each stat bonus independently), and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 5 (max 50%). If foe is armored or cavalry, reduces damage dealt to unit by X (X = highest total bonuses among unit and allies within 2 spaces of unit; including from area-of-effect Specials), and if foe is not armored or cavalry, reduces damage from foe's first attack by 40% of X during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). 300 Yes
Beorcs Blessing Beorc's Blessing Neutralizes cavalry and flying foes' bonuses (from skills like Fortify, Rally, etc.) during combat.
(Skill cannot be inherited.)
300 Yes
Binding Necklace Plus Binding Necklace+ Removes the condition to transform. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If foe initiates combat or number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+3 to unit, inflicts Atk/Spd/Def/Res-3 on foe, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently. 300 Yes
Binding Necklace Binding Necklace If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+2 to unit and inflicts Atk/Spd/Def/Res-2 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently. 300 Yes
Binding Shield II Binding Shield II If unit's Spd ≥ foe's Spd+5 or if unit is in combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack. 300 Yes
Binding Shield Binding Shield In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack. 300 Yes
Black Eagle Rule Black Eagle Rule If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, reduces damage from foe's follow-up attack by 80% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). 300 Yes
Blaze Dance 1 Blaze Dance 1 If Sing or Dance is used, grants Atk+2 to target. 50 No
Blaze Dance 2 Blaze Dance 2 If Sing or Dance is used, grants Atk+3 to target. 100 No
Blaze Dance 3 Blaze Dance 3 If Sing or Dance is used, grants Atk+4 to target. 200 No
Blue Lion Rule Blue Lion Rule If unit's Def > foe's Def, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage=difference between stats × 4 (max 40%), and also if foe initiates combat, unit makes a guaranteed follow-up attack. 300 Yes
Bold Fighter 1 Bold Fighter 1 If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 60 No
Bold Fighter 2 Bold Fighter 2 If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 120 No
Bold Fighter 3 Bold Fighter 3 If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 240 No
Bowbreaker 1 Bowbreaker 1 If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 No
Bowbreaker 2 Bowbreaker 2 If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 No
Bowbreaker 3 Bowbreaker 3 If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 No
Brash Assault 1 Brash Assault 1 If unit initiates combat against a foe that can counter and unit's HP ≤ 30%, unit makes a guaranteed follow-up attack. 50 No
Brash Assault 2 Brash Assault 2 If unit initiates combat against a foe that can counter and unit's HP ≤ 40%, unit makes a guaranteed follow-up attack. 100 No
Brash Assault 3 Brash Assault 3 If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack. 200 No
Brash Assault 4 Brash Assault 4 At start of combat, if unit's HP ≤ 99% and unit initiates combat or if foe's HP = 100% and unit initiates combat, inflicts Def/Res-4 on foe, reduces damage from foe's first attack by 30%, unit makes a guaranteed follow-up attack, and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 300 No
Buffer 4 Buffer 4 At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 5 (max 50%). 300 No
Bushido II Bushido II Neutralizes "effective against flying" bonuses. Deals +7 damage. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). 300 Yes
Bushido Bushido Deals +10 damage when Special triggers. 300 Yes
Caldera Dance 1 Caldera Dance 1 If Sing or Dance is used, grants Atk+2 and Def+3 to target. 120 No
Caldera Dance 2 Caldera Dance 2 If Sing or Dance is used, grants Atk+3 and Def+4 to target. 240 No
Cancel Affinity 1 Cancel Affinity 1 Neutralizes all weapon-triangle advantage granted by unit's and foe's skills. 50 No
Cancel Affinity 2 Cancel Affinity 2 Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, neutralizes weapon-triangle advantage granted by foe's skills. 100 No
Cancel Affinity 3 Cancel Affinity 3 Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills. 200 No
Canny Fighter Canny Fighter At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up 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; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. 300 No
Chill Atk 1 Chill Atk 1 At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action. 60 No
Chill Atk 2 Chill Atk 2 At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action. 120 No
Chill Atk 3 Chill Atk 3 At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. 240 No
Chill Atk Def 1 Chill Atk/Def 1 At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action. 120 No
Chill Atk Def 2 Chill Atk/Def 2 At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action. 240 No
Chill Atk Res 1 Chill Atk/Res 1 At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action. 120 No
Chill Atk Res 2 Chill Atk/Res 2 At start of turn, inflicts Atk/Res-5 on foe on the enemy team with the highest Atk+Res total through its next action. 240 No
Chill Atk Res 3 Chill Atk/Res 3 At start of turn, inflicts Atk/Res-6 on foe on the enemy team with the highest Atk+Res total and foes within 2 spaces of that foe through their next actions. 300 No
Chill Atk Spd 1 Chill Atk/Spd 1 At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Atk+Spd total through its next action. 120 No
Chill Atk Spd 2 Chill Atk/Spd 2 At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Atk+Spd total through its next action. 240 No
Chill Def 1 Chill Def 1 At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. 60 No
Chill Def 2 Chill Def 2 At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. 120 No
Chill Def 3 Chill Def 3 At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. 240 No
Chill Def Res 1 Chill Def/Res 1 At start of turn, inflicts Def/Res-3 on foe on the enemy team with the highest Def+Res total through its next action. 120 No
Chill Def Res 2 Chill Def/Res 2 At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action. 240 No
Chill Def Res 3 Chill Def/Res 3 At start of turn, inflicts Def/Res-6 on foe on the enemy team with the highest Def+Res total and foes within 2 spaces of that foe through their next actions. 300 No
Chill Res 1 Chill Res 1 At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. 60 No
Chill Res 2 Chill Res 2 At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. 120 No
Chill Res 3 Chill Res 3 At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. 240 No
Chill Spd 1 Chill Spd 1 At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. 60 No
Chill Spd 2 Chill Spd 2 At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. 120 No
Chill Spd 3 Chill Spd 3 At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. 240 No
Chill Spd Def 1 Chill Spd/Def 1 At start of turn, inflicts Spd/Def-3 on foe on the enemy team with the highest Spd+Def total through its next action. 120 No
Chill Spd Def 2 Chill Spd/Def 2 At start of turn, inflicts Spd/Def-5 on foe on the enemy team with the highest Spd+Def total through its next action. 240 No
Chill Spd Res 1 Chill Spd/Res 1 At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action. 120 No
Chill Spd Res 2 Chill Spd/Res 2 At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action. 240 No
Chill Spd Res 3 Chill Spd/Res 3 At start of turn, inflicts Spd/Res-6 on foes on the enemy team with the highest Spd+Res total and foes within 2 spaces of those foes through their next actions. 300 No
Chilling Seal II Chilling Seal II At start of turn, inflicts Atk/Spd/Def/Res-7 on foes on the enemy team with the lowest Def through their next actions and inflicts Atk/Res-7 on foes within 2 spaces of foes on the enemy team with the lowest Def through their next actions. 300 Yes
Chilling Seal Chilling Seal At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited.) 300 Yes
Chivalry Chivalry Enables【Canto (Rem. +1)】.

At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def-5 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = 50% of foe's HP at start of combat. (Example: if foe's HP = 75%, damage is reduced by 37%.)

【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).

(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.)
300 Yes
Clever Fighter Clever Fighter Inflicts Atk/Spd-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and increases the Spd difference necessary for foe to make a follow-up attack by 10 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills), and also, if unit's Spd ≥ foe's Spd-10, reduces damage from foe's first attack by 10 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). 300 No
Close Call 1 Close Call 1 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit initiates combat, unit moves 1 space away after combat. 60 No
Close Call 2 Close Call 2 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit initiates combat, unit moves 1 space away after combat. 120 No
Close Call 3 Close Call 3 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, unit moves 1 space away after combat. 240 No
Close Call 4 Close Call 4 Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 5 (max 50%). If unit initiates combat, unit moves 1 space away after combat. 300 No
Counter Roar 1 Counter Roar 1 Reduces damage from foe's first attack during combat by 10% and unit's next attack deals damage = 10% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 60 No
Counter Roar 2 Counter Roar 2 Reduces damage from foe's first attack during combat by 20% and unit's next attack deals damage = 20% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 120 No
Counter Roar 3 Counter Roar 3 Reduces damage from foe's first attack during combat by 30% and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 240 No
Counter Roar 4 Counter Roar 4 Inflicts Atk/Spd-4 on foe, reduces damage from foe's first attack during combat by 30% (for standard attacks, "first attack" 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 = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). Restores 7 HP to unit after combat. 300 No
Crafty Fighter 1 Crafty Fighter 1 If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 60 No
Crafty Fighter 2 Crafty Fighter 2 If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 120 No
Crafty Fighter 3 Crafty Fighter 3 If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 240 No
Crusaders Ward Crusader's Ward If unit receives consecutive attacks and foe's Range = 2, reduces damage from foe's second attack onward by 80%. (Skill cannot be inherited.) 300 Yes
Daggerbreaker 1 Daggerbreaker 1 If unit's HP ≥ 90% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 No
Daggerbreaker 2 Daggerbreaker 2 If unit's HP ≥ 70% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 No
Daggerbreaker 3 Daggerbreaker 3 If unit's HP ≥ 50% in combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 No
Daring Fighter 1 Daring Fighter 1 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Daring Fighter 2 Daring Fighter 2 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Daring Fighter 3 Daring Fighter 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
Dazzle Far Trace Dazzle Far Trace Enables【Canto (Rem.)】.

Inflicts Spd-4 on foe and foe cannot counterattack during combat.

【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)

(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.)
300 No
Dazzling Discord Dazzling Discord At start of turn, for the closest foes within 5 spaces of unit and foes within 2 spaces of those foes, if any foe's Res < unit's Res, inflicts 【Discord】on that foe. Inflicts Atk/Res-4 on foe during combat and foe cannot counterattack.

【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.
300 No
Dazzling Shift Dazzling Shift Unit can move to a space adjacent to an ally within 2 spaces. Inflicts Spd-4 on foe during combat and foe cannot counterattack. 300 No
Dazzling Staff 1 Dazzling Staff 1 At start of combat, if unit's HP = 100%, foe cannot counterattack. 60 No
Dazzling Staff 2 Dazzling Staff 2 At start of combat, if unit's HP ≥ 50%, foe cannot counterattack. 120 No
Dazzling Staff 3 Dazzling Staff 3 Foe cannot counterattack. 240 No
Deadly Balance Plus Deadly Balance+ At start of combat, if unit's HP ≥ 25% or if【Penalty】is active on unit, inflicts Atk/Spd/Def-5 on foe, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and grants Special cooldown charge +1 to unit per foe's attack (only highest value applied; does not stack; Special cooldown charge granted even if foe's attack deals 0 damage) during combat, and also, if Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills (excluding area-of-effect Specials). If Special triggers before or during combat, grants Special cooldown count-2 to unit after combat.

【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).
300 Yes
Deadly Balance Deadly Balance At start of combat, if unit's HP ≥ 50% or if【Penalty】is active on unit, inflicts Atk/Def-5 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)

【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).
300 Yes
Deep Star Deep Star Enables【Canto (1)】.

If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe and reduces damage from foe's first attack by X% during combat (if unit initiates combat, X = 80; otherwise, X = 30; stacks with other damage reduction effects, like that from【Deep Star】; "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, grants【Deep Star】to unit and inflicts【Gravity】on target and foes within 1 space of target after combat.

【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.)

【Deep Star】
For 1 turn, if it is unit's first combat initiated by foe that turn, reduces damage from foe's first attack by 80% during combat (that turn only; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
Def Cantrip 1 Def Cantrip 1 If Sing or Dance is used, inflicts Def-3 on nearest foes within 4 spaces of unit through their next actions. 60 No
Def Cantrip 2 Def Cantrip 2 If Sing or Dance is used, inflicts Def-5 on nearest foes within 4 spaces of unit through their next actions. 120 No
Def Cantrip 3 Def Cantrip 3 If Sing or Dance is used, inflicts Def-7 on nearest foes within 4 spaces of unit through their next actions. 240 No
Def Feint 1 Def Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions. 60 No
Def Feint 2 Def Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions. 120 No
Def Feint 3 Def Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions. 240 No
Def Res Link 1 Def/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Def Res Link 2 Def/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Def Res Link 3 Def/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Def Res Ruse 1 Def/Res Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 No
Def Res Ruse 2 Def/Res Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 No
Def Res Ruse 3 Def/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 No
Def Res Snag 1 Def/Res Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Def Res Snag 2 Def/Res Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Def Res Snag 3 Def/Res Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 No
Deluge Dance 1 Deluge Dance 1 If Sing or Dance is used, grants Spd+2 and Res+3 to target. 120 No
Deluge Dance 2 Deluge Dance 2 If Sing or Dance is used, grants Spd+3 and Res+4 to target. 240 No
Desperation 1 Desperation 1 If unit’s HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 50 No
Desperation 2 Desperation 2 If unit’s HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 100 No
Desperation 3 Desperation 3 If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 200 No
Desperation 4 Desperation 4 Inflicts Spd-4 on foe during combat. At start of combat, if unit's HP ≤ 99% and unit initiates combat, or number of spaces from unit's start position to end position ≥ 2 and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 No
Detailed Report Detailed Report Foes with Range = 1 cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)

Foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.)

Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
300 Yes
Disarm Trap 1 Disarm Trap 1 While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect. 60 No
Disarm Trap 2 Disarm Trap 2 While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect. 120 No
Disarm Trap 3 Disarm Trap 3 While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect. 240 No
Disarm Trap 4 Disarm Trap 4 Inflicts Spd/Def-4 on foe during combat, and if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP. 300 No
Dive-Bomb 1 Dive-Bomb 1 At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Dive-Bomb 2 Dive-Bomb 2 At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Dive-Bomb 3 Dive-Bomb 3 At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
Divine Rec. II Divine Rec. II If unit initiates combat or foe's HP ≥ 50% at start of combat, inflicts Atk/Spd/Def/Res-4 on foe, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's first attack by 50% 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). 300 Yes
Divine Recreation Divine Recreation At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def/Res-4 on foe during combat, reduces damage from foe's first attack during combat by 30%, and boosts unit's next attack by total damage reduced (by any source, including other skills). Resets at end of combat. 300 Yes
Divine Strength Divine Strength Removes the condition to transform.

After start-of-turn effects trigger on player phase or enemy phase, neutralizes any 【Penalty】on unit (does not apply to【Penalty】effects that are applied at the same time).

Inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat. Restores 7 HP to unit after combat. If unit's Atk at start of combat ≥ foe's Atk at start of combat - 5, inflicts Atk/Def-6 on foe during combat. If unit's Def at start of combat ≥ foe's Def at start of combat - 5, inflicts Atk/Def-6 on foe during combat.

【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).
300 Yes
Double Lion 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.) 300 Yes
Drag Back Drag Back If unit initiates combat, unit moves 1 space away after combat. Target foe moves to unit's previous space. 150 No
Dragon Wall 1 Dragon Wall 1 If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). 60 No
Dragon Wall 2 Dragon Wall 2 If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). 120 No
Dragon Wall 3 Dragon Wall 3 If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). 240 No
Dragons Ire 1 Dragon's Ire 1 If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 60 No
Dragons Ire 2 Dragon's Ire 2 If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 120 No
Dragons Ire 3 Dragon's Ire 3 If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 240 No
Dragons Ire 4 Dragon's Ire 4 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe during combat, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, neutralizes effects that prevent unit's follow-up attacks. 300 No
Dragons Wrath 1 Dragon's Wrath 1 If foe initiates combat, reduces damage from foe's first attack by 10% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 10% of unit's Atk minus foe's Res during combat. 60 No
Dragons Wrath 2 Dragon's Wrath 2 If foe initiates combat, reduces damage from foe's first attack by 15% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 15% of unit's Atk minus foe's Res during combat. 120 No
Dragons Wrath 3 Dragon's Wrath 3 If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat. 240 No
Dragons Wrath 4 Dragon's Wrath 4 Reduces damage from foe's first attack during combat by 25%. If unit's Atk > foe's Res, unit's first attack deals damage = 25% of unit's Atk minus foe's Res during combat. 300 No
Dull Close 1 Dull Close 1 At start of combat, if unit's HP = 100% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 60 No
Dull Close 2 Dull Close 2 At start of combat, if unit's HP ≥ 50% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 120 No
Dull Close 3 Dull Close 3 If foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 240 No
Dull Ranged 1 Dull Ranged 1 At start of combat, if unit's HP = 100% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 60 No
Dull Ranged 2 Dull Ranged 2 At start of combat, if unit's HP ≥ 50% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 120 No
Dull Ranged 3 Dull Ranged 3 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 240 No
Earth Dance 1 Earth Dance 1 If Sing or Dance is used, grants Def+3 to target. 50 No
Earth Dance 2 Earth Dance 2 If Sing or Dance is used, grants Def+4 to target. 100 No
Earth Dance 3 Earth Dance 3 If Sing or Dance is used, grants Def+5 to target. 200 No
Escape Route 1 Escape Route 1 If unit’s HP ≤ 30%, unit can move to a space adjacent to any ally. 60 No
Escape Route 2 Escape Route 2 If unit’s HP ≤ 40%, unit can move to a space adjacent to any ally. 120 No
Escape Route 3 Escape Route 3 If unit’s HP ≤ 50%, unit can move to a space adjacent to any ally. 240 No
Escape Route 4 Escape Route 4 When unit's HP ≤ 99%, enables【Canto (1)】 (also activates if conditions are met due to effects after combat).

Inflicts Atk/Spd-3 on foe during combat. If unit's HP ≤ 99%, unit can move to a space adjacent to any ally within 3 spaces. If unit's HP ≤ 60%, unit can move to a space adjacent to any ally.

【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.)
300 No
Even Follow-Up 1 Even Follow-Up 1 If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 60 No
Even Follow-Up 2 Even Follow-Up 2 If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 120 No
Even Follow-Up 3 Even Follow-Up 3 If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 240 No
Even Pulse Tie 1 Even Pulse Tie 1 At start of even-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 60 No
Even Pulse Tie 2 Even Pulse Tie 2 At start of even-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 120 No
Even Pulse Tie 3 Even Pulse Tie 3 At start of even-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.) 240 No
Faithful Loyalty Faithful Loyalty If armored or cavalry foe initiates combat, unit can counterattack before foe's first attack. Neutralizes effects that prevent unit's follow-up attacks during combat. After combat, grants【Vantage】to unit.

【Vantage】
If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.
300 Yes
Fallen Star II Fallen Star II If unit initiates combat or【Deep Star】is active on unit, inflicts Spd/Def-5 on foe, unit deals +X × 5 damage (max 25; excluding area-of-effect Specials), and reduces damage from foe's first attack by X × 3 during combat (max 15; X = number of【Bonus】effects active on unit, excluding stat bonuses + number of【Penalty】effects active on foe, excluding stat penalties). If unit initiates combat, reduces damage from foe's first attack by 80% during combat. ("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, grants【Deep Star】to unit and inflicts【Gravity】on target and foes within 1 space of target after combat.

【Deep Star】
For 1 turn, if it is unit's first combat initiated by foe that turn, reduces damage from foe's first attack by 80% during combat (that turn only; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【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).

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
Fallen Star Fallen Star If unit initiates combat, reduces damage from foe's first attack by 80% during combat, and after combat, grants【Fallen Star】to unit and inflicts【Gravity】on target and foes within 1 space of target.

【Fallen Star】
For 1 turn, during unit's first combat in player phase and enemy phase, reduces damage from foe's first attack by 80%.

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
Fireflood Dance 1 Fireflood Dance 1 If Sing or Dance is used, grants Atk+2 and Res+3 to target. 120 No
Fireflood Dance 2 Fireflood Dance 2 If Sing or Dance is used, grants Atk+3 and Res+4 to target. 240 No
Firestorm Dance 1 Firestorm Dance 1 If Sing or Dance is used, grants Atk/Spd+2 to target. 120 No
Firestorm Dance 2 Firestorm Dance 2 If Sing or Dance is used, grants Atk/Spd+3 to target. 240 No
Firestorm Dance 3 Firestorm Dance 3 If Sing or Dance is used, enables【Canto (1)】on unit and grants Atk/Spd+6 and【Desperation】 to target for 1 turn.

【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.)

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
300 No
Flier Formation 1 Flier Formation 1 If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 No
Flier Formation 2 Flier Formation 2 If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 No
Flier Formation 3 Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces. 240 No
Flow Desperation Flow Desperation Inflicts Spd/Def-4 on foe during combat. If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if number of spaces from unit's start position to end position ≥ 2 or unit's HP ≤ 75% at start of combat, unit can make a follow-up attack before foe can counterattack. 300 No
Flow Feather 1 Flow Feather 1 If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 No
Flow Feather 2 Flow Feather 2 If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 No
Flow Feather 3 Flow Feather 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 No
Flow Flight 1 Flow Flight 1 If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 No
Flow Flight 2 Flow Flight 2 If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 No
Flow Flight 3 Flow Flight 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 No
Flow Force 1 Flow Force 1 At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 60 No
Flow Force 2 Flow Force 2 At start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 120 No
Flow Force 3 Flow Force 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 240 No
Flow Guard 1 Flow Guard 1 At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 60 No
Flow Guard 2 Flow Guard 2 At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 120 No
Flow Guard 3 Flow Guard 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 240 No
Flow Guard 4 Flow Guard 4 If unit initiates combat, inflicts Spd/Def-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). 300 No
Flow N Trace 1 Flow N Trace 1 Enables【Canto (Rem. +1)】.

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【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).

(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.)
60 No
Flow N Trace 2 Flow N Trace 2 Enables【Canto (Rem. +1)】.

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【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).

(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.)
120 No
Flow N Trace 3 Flow N Trace 3 Enables【Canto (Rem. +1)】.

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.

【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).

(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.)
240 No
Flow Refresh 1 Flow Refresh 1 At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 5 HP to unit after combat. 60 No
Flow Refresh 2 Flow Refresh 2 At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 7 HP to unit after combat. 120 No
Flow Refresh 3 Flow Refresh 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 10 HP to unit after combat. 240 No
Flow Refresh 4 Flow Refresh 4 If unit initiates combat, inflicts Spd/Def-4 on foe during combat, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack during combat by 40%, and restores 10 HP to unit after combat. 300 No
Follow-Up Ring Follow-Up Ring At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack. (Skill cannot be inherited.) 200 Yes
Freezing Seal II Freezing Seal II At start of turn, inflicts Atk/Def-7 and 【Guard】 on foes on the enemy team with the lowest Res and any foe within 2 spaces of those foes through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
300 Yes
Freezing Seal Freezing Seal At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Res through its next action. 300 Yes
Frenzy 1 Frenzy 1 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit's HP ≤ 10% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 No
Frenzy 2 Frenzy 2 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit's HP ≤ 30% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 No
Frenzy 3 Frenzy 3 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 No
Fruit of Life Fruit of Life At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe during combat, reduces damage from foe's first attack by 40% during combat, and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat), and also, if number of allies adjacent to unit ≤ 1, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat and inflicts 【Gravity】on target and foes adjacent to target after combat.

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
G Tomebreaker 1 G Tomebreaker 1 If unit's HP ≥ 90% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 No
G Tomebreaker 2 G Tomebreaker 2 If unit's HP ≥ 70% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 No
G Tomebreaker 3 G Tomebreaker 3 If unit's HP ≥ 50% in combat against a green tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 No
Gale Dance 1 Gale Dance 1 If Sing or Dance is used, grants Spd+2 to target. 50 No
Gale Dance 2 Gale Dance 2 If Sing or Dance is used, grants Spd+3 to target. 100 No
Gale Dance 3 Gale Dance 3 If Sing or Dance is used, grants Spd+4 to target. 200 No
Gambit 1 Gambit 1 If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 4 (max 20%). 60 No
Gambit 2 Gambit 2 If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 7 (max 35%). 120 No
Gambit 3 Gambit 3 If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 10 (max 50%). 240 No
Gambit 4 Gambit 4 Inflicts Spd/Def-4 on foe during combat, and also, if unit's or foe's attack can trigger unit's Special, deals damage during combat = unit's max Special cooldown count value - 2, × 5 (min 0; max 15; excluding area-of-effect Specials) and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 10 (max 50%). 300 No
Get Behind Me Get Behind Me! If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe, inflicts penalty on foe's Def = 30% of foe's Def at start of combat, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 300 Yes
Geyser Dance 1 Geyser Dance 1 If Sing or Dance is used, grants Def/Res+3 to target. 120 No
Geyser Dance 2 Geyser Dance 2 If Sing or Dance is used, grants Def/Res+4 to target. 240 No
Gold Unwinding Gold Unwinding Inflicts Spd/Res-5 on foe during combat. At start of combat, if unit's HP ≥ 50% and unit initiates combat, reduces damage from foe's first attack by 60% during combat. If unit initiates combat, grants another action to unit after combat, and inflicts【Gravity】on unit and Pair Up cohort through their next action (will not trigger again for 2 turns after triggering).

【Gravity】
Restricts target's movement to 1 space through its next action.
300 Yes
Guard 1 Guard 1 At start of combat, if unit's HP = 100%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 50 No
Guard 2 Guard 2 At start of combat, if unit's HP ≥ 90%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 100 No
Guard 3 Guard 3 At start of combat, if unit's HP ≥ 80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 200 No
Guard 4 Guard 4 At start of combat, if unit's HP ≥ 25%, inflicts Atk-4 and Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack) and reduces damage from foe's first attack during combat by 30%. 300 No
Guard Bearing 1 Guard Bearing 1 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%. 60 No
Guard Bearing 2 Guard Bearing 2 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%. 120 No
Guard Bearing 3 Guard Bearing 3 During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%. 240 No
Guard Bearing 4 Guard Bearing 4 Inflicts Spd/Def-4 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (during unit's first combat initiated by foe each turn, X = 60; otherwise, X = 30). 300 No
Hardy Fighter 1 Hardy Fighter 1 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation. 60 No
Hardy Fighter 2 Hardy Fighter 2 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. 120 No
Hardy Fighter 3 Hardy Fighter 3 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. 240 No
High Dragon Wall High Dragon Wall If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5. Inflicts Spd/Res-4 on foe during combat. If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

Foes with Range = 2 cannot warp into spaces within 4 spaces of unit (does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains).
400 No
Hit and Run Hit and Run If unit initiates combat, unit moves 1 space away after combat. 150 No
Hodrs Zeal Hoðr's Zeal Enables【Canto (Rem. +1)】.

Unit deals damage = 20% of unit's Atk. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【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).

(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.)
300 Yes
Holy Wars End II Holy War's End II At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat, unit makes guaranteed follow-up attack, and foe cannot make a follow-up attack, and also, if foe initiates combat, unit attacks twice (does not stack). 300 Yes
Holy Wars End Holy War's End If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack before foe can make a follow-up attack. 300 Yes
Ice Princes Seal Ice Prince's Seal At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Frozen】, and【Guard】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def during combat (excluding area-of-effect Specials).

【Frozen】
Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:

Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats × 2; otherwise, X = 10). (For example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
300 Yes
Killing Intent Plus Killing Intent+ At start of turn, inflicts【Exposure】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≤ 99% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【Exposure】
Foe's attacks deal +10 damage.

【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).
300 Yes
Killing Intent Killing Intent At start of combat, if foe's HP < 100% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【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).
300 Yes
Knock Back Knock Back If unit initiates combat, target foe moves 1 space away after combat. 150 No
Laguz Friend 1 Laguz Friend 1 If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 5% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 5% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, when Special triggers, unit's next attack deals damage = 5% of the greater of unit's Def or Res (boost resets at end of combat). 60 No
Laguz Friend 2 Laguz Friend 2 If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 10% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 10% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, when Special triggers, unit's next attack deals damage = 10% of the greater of unit's Def or Res (boost resets at end of combat). 120 No
Laguz Friend 3 Laguz Friend 3 If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 15% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 15% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, when Special triggers, unit's next attack deals damage = 15% of the greater of unit's Def or Res (boost resets at end of combat). 240 No
Laguz Friend 4 Laguz Friend 4 Inflicts Atk-5 on foe during combat. If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 20% of the greater of unit's Def or Res (excluding area-of-effect Specials) and neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, when Special triggers, unit's next attack deals damage = 20% of the greater of unit's Def or Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills (resets at end of combat). 300 No
Lancebreaker 1 Lancebreaker 1 If unit's HP ≥ 90% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 No
Lancebreaker 2 Lancebreaker 2 If unit's HP ≥ 70% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 No
Lancebreaker 3 Lancebreaker 3 If unit's HP ≥ 50% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 No
Light and Dark II Light and Dark II Inflicts Atk/Spd/Def/Res-5 on foe, neutralizes unit's penalties and foe's bonuses (from skills like Fortify, Rally, etc.), and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat. 300 Yes
Light and Dark Light and Dark Inflicts Atk/Spd/Def/Res-2 on foe, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.), and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat. 300 Yes
Live for Bounty Live for Bounty If unit survives, get 1.5x shards/crystals from a Training Tower map.
(Only highest value applied. Does not stack.)
100 No
Live for Honor Live for Honor If unit survives, get 1.5x badges from a Training Tower map.
(Only highest value applied. Does not stack.)
100 No
Live to Serve 1 Live to Serve 1 When healing an ally with a staff, restores HP to unit = 50% of HP restored to target. 40 No
Live to Serve 2 Live to Serve 2 When healing an ally with a staff, restores HP to unit = 75% of HP restored to target. 80 No
Live to Serve 3 Live to Serve 3 When healing an ally with a staff, restores HP to unit = HP restored to target. 160 No
Lone Wolf Lone Wolf If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7.

If unit has not used or been the target of an Assist skill during the current turn, grants another action to unit and inflicts【Isolation】 on unit and Pair Up cohort through their next action in the following cases: A) unit initiated combat, or B) unit took action without entering combat (takes priority over Canto; once per turn, with A and B counted separately).

At start of combat, if unit's HP ≥ 25% or if number of allies adjacent to unit ≤ 1, inflicts Atk/Spd/Def/Res-5 on foe, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces damage from foe's attacks by 20% of unit's Spd during combat (including when taking damage from a Special triggered before combat), and also, when foe's attack triggers foe's Special, reduces damage by 20% of unit's Spd (including when taking damage from a Special triggered before combat).

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
300 Yes
Lull Atk Def 1 Lull Atk/Def 1 Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Atk Def 2 Lull Atk/Def 2 Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Atk Def 3 Lull Atk/Def 3 Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Atk Def 4 Lull Atk/Def 4 Inflicts Atk/Def-X on foe (X = 4 + number of【Bonus】effects active on foe; max 8; excludes stat bonuses) and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

【Bonus】
All effects that last "for 1 turn" or "that turn