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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 3 categories, A, B and C. 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.

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 Is exclusive
AR-D Atk Def 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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 Spd Def 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png Armored Blow 1 If unit initiates combat, grants Def+2 during combat. 50 No
Armored Blow 2.png Armored Blow 2 If unit initiates combat, grants Def+4 during combat. 100 No
Armored Blow 3.png Armored Blow 3 If unit initiates combat, grants Def+6 during combat. 200 No
Asheras Chosen.png 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.png Atk/Def Bond 1 If unit is adjacent to an ally, grants Atk/Def+3 during combat. 60 No
Atk Def Bond 2.png Atk/Def Bond 2 If unit is adjacent to an ally, grants Atk/Def+4 during combat. 120 No
Atk Def Bond 3.png Atk/Def Bond 3 If unit is adjacent to an ally, grants Atk/Def+5 during combat. 240 No
Atk Def Bond 4.png 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.png 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.png 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.png 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.png 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 Form 1.png 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.png 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.png 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.png 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.png 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.png Atk/Def Ideal 3 At start of combat, if unit's HP3=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.png 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 Push 1.png 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.png 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.png 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.png 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.png Atk/Def Solo 1 If unit is not adjacent to an ally, grants Atk/Def+2 during combat. 60 No
Atk Def Solo 2.png Atk/Def Solo 2 If unit is not adjacent to an ally, grants Atk/Def+4 during combat. 120 No
Atk Def Solo 3.png Atk/Def Solo 3 If unit is not adjacent to an ally, grants Atk/Def+6 during combat. 240 No
Atk Def Solo 4.png Atk/Def Solo 4 If unit is not adjacent to an ally, grants Atk/Def+7 during combat. 300 No
Atk Def Unity.png 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.png Atk/Res Bond 1 If unit is adjacent to an ally, grants Atk/Res+3 during combat. 60 No
Atk Res Bond 2.png Atk/Res Bond 2 If unit is adjacent to an ally, grants Atk/Res+4 during combat. 120 No
Atk Res Bond 3.png Atk/Res Bond 3 If unit is adjacent to an ally, grants Atk/Res+5 during combat. 240 No
Atk Res Bond 4.png 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 Form 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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 Solo 1.png Atk/Res Solo 1 If unit is not adjacent to an ally, grants Atk/Res+2 during combat. 60 No
Atk Res Solo 2.png Atk/Res Solo 2 If unit is not adjacent to an ally, grants Atk/Res+4 during combat. 120 No
Atk Res Solo 3.png Atk/Res Solo 3 If unit is not adjacent to an ally, grants Atk/Res+6 during combat. 240 No
Atk Res Solo 4.png Atk/Res Solo 4 If unit is not adjacent to an ally, grants Atk/Res+7 during combat. 300 No
Atk Res Unity.png 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.png Atk/Spd 1 Grants Atk/Spd+1. 80 No
Atk Spd 2.png Atk/Spd 2 Grants Atk/Spd+2. 160 No
Atk Spd Bond 1.png Atk/Spd Bond 1 If unit is adjacent to an ally, grants Atk/Spd+3 during combat. 60 No
Atk Spd Bond 2.png Atk/Spd Bond 2 If unit is adjacent to an ally, grants Atk/Spd+4 during combat. 120 No
Atk Spd Bond 3.png Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat. 240 No
Atk Spd Bond 4.png 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.png 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.png 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.png 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.png 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 Form 1.png 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.png 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.png 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 Ideal 1.png 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.png 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.png 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.png 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 Push 1.png 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.png 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.png 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.png 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 Solo 1.png Atk/Spd Solo 1 If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. 60 No
Atk Spd Solo 2.png Atk/Spd Solo 2 If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. 120 No
Atk Spd Solo 3.png Atk/Spd Solo 3 If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. 240 No
Atk Spd Solo 4.png Atk/Spd Solo 4 If unit is not adjacent to an ally, grants Atk/Spd+7 during combat. 300 No
Atk Spd Unity.png 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
Attack Def Plus 1.png Attack/Def +1 Grants Atk/Def+1. 80 No
Attack Def Plus 2.png Attack/Def +2 Grants Atk/Def+2. 160 No
Attack Plus 1.png Attack +1 Grants Atk+1. 30 No
Attack Plus 2.png Attack +2 Grants Atk+2. 60 No
Attack Plus 3.png Attack +3 Grants Atk+3. 120 No
Attack Res 1.png Attack/Res 1 Grants Atk/Res+1. 80 No
Attack Res 2.png Attack/Res 2 Grants Atk/Res+2. 160 No
B Duel Cavalry 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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
Blade Session 1.png 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.png 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.png 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.png 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.png 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.png 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
Bracing Blow 1.png Bracing Blow 1 If unit initiates combat, grants Def/Res+2 during combat. 120 No
Bracing Blow 2.png Bracing Blow 2 If unit initiates combat, grants Def/Res+4 during combat. 240 No
Bracing Stance 1.png Bracing Stance 1 If foe initiates combat, grants Def/Res+2 during combat. 120 No
Bracing Stance 2.png Bracing Stance 2 If foe initiates combat, grants Def/Res+4 during combat. 240 No
Bracing Stance 3.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png Brazen Spd/Res 3 At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat. 240 No
C Duel Cavalry 1.png 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.png 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.png 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.png 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 Infantry 1.png 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.png 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.png 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
Close Counter.png Close Counter Unit can counterattack regardless of foe's range. 300 No
Close Def 1.png 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.png 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.png 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.png 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.png 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.png 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 Ward.png 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
Darting Blow 1.png Darting Blow 1 If unit initiates combat, grants Spd+2 during combat. 50 No
Darting Blow 2.png Darting Blow 2 If unit initiates combat, grants Spd+4 during combat. 100 No
Darting Blow 3.png Darting Blow 3 If unit initiates combat, grants Spd+6 during combat. 200 No
Darting Blow 4.png Darting Blow 4 If unit initiates combat, grants Spd+9 during combat. 300 No
Darting Breath.png 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.png Darting Stance 1 If foe initiates combat, grants Spd+2 during combat. 50 No
Darting Stance 2.png Darting Stance 2 If foe initiates combat, grants Spd+4 during combat. 100 No
Darting Stance 3.png Darting Stance 3 If foe initiates combat, grants Spd+6 during combat. 200 No
Death Blow 1.png Death Blow 1 If unit initiates combat, grants Atk+2 during combat. 50 No
Death Blow 2.png Death Blow 2 If unit initiates combat, grants Atk+4 during combat. 100 No
Death Blow 3.png Death Blow 3 If unit initiates combat, grants Atk+6 during combat. 200 No
Death Blow 4.png Death Blow 4 If unit initiates combat, grants Atk+8 during combat. 300 No
Def Res 1.png Def/Res 1 Grants Def/Res+1. 80 No
Def Res 2.png Def/Res 2 Grants Def/Res+2. 160 No
Def Res Bond 1.png Def/Res Bond 1 If unit is adjacent to an ally, grants Def/Res+3 during combat. 60 No
Def Res Bond 2.png Def/Res Bond 2 If unit is adjacent to an ally, grants Def/Res+4 during combat. 120 No
Def Res Bond 3.png Def/Res Bond 3 If unit is adjacent to an ally, grants Def/Res+5 during combat. 240 No
Def Res Catch 1.png 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.png 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.png 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.png 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 Form 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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 Solo 1.png Def/Res Solo 1 If unit is not adjacent to an ally, grants Def/Res+2 during combat. 60 No
Def Res Solo 2.png Def/Res Solo 2 If unit is not adjacent to an ally, grants Def/Res+4 during combat. 120 No
Def Res Solo 3.png Def/Res Solo 3 If unit is not adjacent to an ally, grants Def/Res+6 during combat. 240 No
Def Res Solo 4.png Def/Res Solo 4 If unit is not adjacent to an ally, grants Def/Res+7 during combat. 300 No
Defense Plus 1.png Defense +1 Grants Def+1. 30 No
Defense Plus 2.png Defense +2 Grants Def+2. 60 No
Defense Plus 3.png Defense +3 Grants Def+3. 120 No
Defiant Atk 1.png Defiant Atk 1 At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. 40 No
Defiant Atk 2.png Defiant Atk 2 At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. 80 No
Defiant Atk 3.png Defiant Atk 3 At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. 160 No
Defiant Def 1.png Defiant Def 1 At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. 40 No
Defiant Def 2.png Defiant Def 2 At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. 80 No
Defiant Def 3.png Defiant Def 3 At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. 160 No
Defiant Res 1.png Defiant Res 1 At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn. 40 No
Defiant Res 2.png Defiant Res 2 At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn. 80 No
Defiant Res 3.png Defiant Res 3 At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn. 160 No
Defiant Spd 1.png Defiant Spd 1 At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn. 40 No
Defiant Spd 2.png Defiant Spd 2 At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn. 80 No
Defiant Spd 3.png Defiant Spd 3 At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn. 160 No
Distant Counter.png Distant Counter Unit can counterattack regardless of foe's range. 300 No
Distant Def 1.png 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.png 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.png 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.png 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 Foil.png 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.png 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 Ward.png 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
Dragonscale.png 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.png 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.png Dragonskin Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
300 Yes
Dragoon Shield.png Dragoon Shield Neutralizes "effective against flying" bonuses. Grants Atk/Spd/Def+3. 300 Yes
Earth Boost 1.png 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.png 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.png Earth Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat. 200 No
Fierce Breath.png 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.png Fierce Stance 1 If foe initiates combat, grants Atk+2 during combat. 50 No
Fierce Stance 2.png Fierce Stance 2 If foe initiates combat, grants Atk+4 during combat. 100 No
Fierce Stance 3.png Fierce Stance 3 If foe initiates combat, grants Atk+6 during combat. 200 No
Fire Boost 1.png 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.png 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.png Fire Boost 3 At start of combat, if unit's HP ≥ foe's HP+3, grants Atk+6 during combat. 200 No
Flashing Blade 1.png 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.png 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.png 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.png 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.png Fort. Def/Res 1 Grants Def/Res+3.
Inflicts Atk-3.
100 No
Fort. Def Res 2.png Fort. Def/Res 2 Grants Def/Res+4.
Inflicts Atk-3.
200 No
Fort. Def Res 3.png Fort. Def/Res 3 Grants Def/Res+6.
Inflicts Atk-2.
300 No
Fortress Def 1.png Fortress Def 1 Grants Def+3.
Inflicts Atk-3.
40 No
Fortress Def 2.png Fortress Def 2 Grants Def+4.
Inflicts Atk-3.
80 No
Fortress Def 3.png Fortress Def 3 Grants Def+5.
Inflicts Atk-3.
160 No
Fortress Res 1.png Fortress Res 1 Grants Res+3.
Inflicts Atk-3.
40 No
Fortress Res 2.png Fortress Res 2 Grants Res+4.
Inflicts Atk-3.
80 No
Fortress Res 3.png Fortress Res 3 Grants Res+5.
Inflicts Atk-3.
160 No
Fury 1.png Fury 1 Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. 50 No
Fury 2.png Fury 2 Grants Atk/Spd/Def/Res+2. After combat, deals 4 damage to unit. 100 No
Fury 3.png Fury 3 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. 200 No
Fury 4.png Fury 4 Grants Atk/Spd/Def/Res+4. After combat, deals 8 damage to unit. 300 No
G Duel Flying 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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
Granis Shield.png Grani's Shield Neutralizes "effective against cavalry" bonuses. 200 No
Heavy Blade 1.png 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.png 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.png 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.png 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.png HP/Atk 1 Grants HP+3, Atk+1. 100 No
HP Atk 2.png HP/Atk 2 Grants HP+4, Atk+2. 200 No
HP Def 1.png HP/Def 1 Grants HP+3, Def+1. 100 No
HP Def 2.png HP/Def 2 Grants HP+4, Def+2. 200 No
HP Plus 3.png HP +3 Grants HP+3. 40 No
HP Plus 4.png HP +4 Grants HP+4. 80 No
HP Plus 5.png HP +5 Grants HP+5. 160 No
HP Res 1.png HP/Res 1 Grants HP+3, Res+1. 100 No
HP Res 2.png HP/Res 2 Grants HP+4, Res+2. 200 No
HP Spd 1.png HP/Spd 1 Grants HP+3, Spd+1. 100 No
HP Spd 2.png HP/Spd 2 Grants HP+4, Spd+2. 200 No
Iotes Shield.png Iote's Shield Neutralizes "effective against flying" bonuses. 200 No
Kestrel Stance 1.png Kestrel Stance 1 If foe initiates combat, grants Atk/Spd+2 during combat. 120 No
Kestrel Stance 2.png Kestrel Stance 2 If foe initiates combat, grants Atk/Spd+4 during combat. 240 No
Kestrel Stance 3.png 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
Laws of Sacae II.png 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.png 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.png Life and Death 1 Grants Atk/Spd+3.
Inflicts Def/Res-3.
50 No
Life and Death 2.png Life and Death 2 Grants Atk/Spd+4.
Inflicts Def/Res-4.
100 No
Life and Death 3.png Life and Death 3 Grants Atk/Spd+5.
Inflicts Def/Res-5.
200 No
Life and Death 4.png Life and Death 4 Grants Atk/Spd+7.
Inflicts Def/Res-5.
300 No
Mirror Impact.png 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.png Mirror Stance 1 If foe initiates combat, grants Atk/Res+2 during combat. 120 No
Mirror Stance 2.png Mirror Stance 2 If foe initiates combat, grants Atk/Res+4 during combat. 240 No
Mirror Stance 3.png 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.png Mirror Strike 1 If unit initiates combat, grants Atk/Res+2 during combat. 120 No
Mirror Strike 2.png Mirror Strike 2 If unit initiates combat, grants Atk/Res+4 during combat. 240 No
Ostian Counter.png Ostian Counter Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. 350 Yes
R Duel Cavalry 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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
Resistance Plus 1.png Resistance +1 Grants Res+1. 30 No
Resistance Plus 2.png Resistance +2 Grants Res+2. 60 No
Resistance Plus 3.png Resistance +3 Grants Res+3. 120 No
Scendscale.png Scendscale Deals damage = 25% of unit's Atk, but after combat, if unit attacked, deals 7 damage to unit. 300 Yes
Shield Session 1.png 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.png 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.png 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
Sorcery Blade 1.png 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.png 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.png 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.png Spd/Def 1 Grants Spd/Def+1. 80 No
Spd Def 2.png Spd/Def 2 Grants Spd/Def+2. 160 No
Spd Def Bond 1.png Spd/Def Bond 1 If unit is adjacent to an ally, grants Spd/Def+3 during combat. 60 No
Spd Def Bond 2.png Spd/Def Bond 2 If unit is adjacent to an ally, grants Spd/Def+4 during combat. 120 No
Spd Def Bond 3.png Spd/Def Bond 3 If unit is adjacent to an ally, grants Spd/Def+5 during combat. 240 No
Spd Def Form 1.png 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.png 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.png 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 Solo 1.png Spd/Def Solo 1 If unit is not adjacent to an ally, grants Spd/Def+2 during combat. 60 No
Spd Def Solo 2.png Spd/Def Solo 2 If unit is not adjacent to an ally, grants Spd/Def+4 during combat. 120 No
Spd Def Solo 3.png Spd/Def Solo 3 If unit is not adjacent to an ally, grants Spd/Def+6 during combat. 240 No
Spd Def Solo 4.png Spd/Def Solo 4 If unit is not adjacent to an ally, grants Spd/Def+7 during combat. 300 No
Spd Res 1.png Spd/Res 1 Grants Spd/Res+1. 80 No
Spd Res 2.png Spd/Res 2 Grants Spd/Res+2. 160 No
Spd Res Bond 1.png Spd/Res Bond 1 If unit is adjacent to an ally, grants Spd/Res+3 during combat. 60 No
Spd Res Bond 2.png Spd/Res Bond 2 If unit is adjacent to an ally, grants Spd/Res+4 during combat. 120 No
Spd Res Bond 3.png Spd/Res Bond 3 If unit is adjacent to an ally, grants Spd/Res+5 during combat. 240 No
Spd Res Form 1.png 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.png 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.png 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 Solo 1.png Spd/Res Solo 1 If unit is not adjacent to an ally, grants Spd/Res+2 during combat. 60 No
Spd Res Solo 2.png Spd/Res Solo 2 If unit is not adjacent to an ally, grants Spd/Res+4 during combat. 120 No
Spd Res Solo 3.png Spd/Res Solo 3 If unit is not adjacent to an ally, grants Spd/Res+6 during combat. 240 No
Spd Res Solo 4.png Spd/Res Solo 4 If unit is not adjacent to an ally, grants Spd/Res+7 during combat. 300 No
Speed Plus 1.png Speed +1 Grants Spd+1. 30 No
Speed Plus 2.png Speed +2 Grants Spd+2. 60 No
Speed Plus 3.png Speed +3 Grants Spd+3. 120 No
Steady Blow 1.png Steady Blow 1 If unit initiates combat, grants Spd/Def+2 during combat. 120 No
Steady Blow 2.png Steady Blow 2 If unit initiates combat, grants Spd/Def+4 during combat. 240 No
Steady Breath.png 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.png 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.png Steady Posture 1 If foe initiates combat, grants Spd/Def+2 during combat. 120 No
Steady Posture 2.png Steady Posture 2 If foe initiates combat, grants Spd/Def+4 during combat. 240 No
Steady Posture 3.png 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.png Steady Stance 1 If foe initiates combat, grants Def+2 during combat. 50 No
Steady Stance 2.png Steady Stance 2 If foe initiates combat, grants Def+4 during combat. 100 No
Steady Stance 3.png Steady Stance 3 If foe initiates combat, grants Def+6 during combat. 200 No
Steady Stance 4.png 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
Sturdy Blow 1.png Sturdy Blow 1 If unit initiates combat, grants Atk/Def+2 during combat. 120 No
Sturdy Blow 2.png Sturdy Blow 2 If unit initiates combat, grants Atk/Def+4 during combat. 240 No
Sturdy Impact.png 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.png Sturdy Stance 1 If foe initiates combat, grants Atk/Def+2 during combat. 120 No
Sturdy Stance 2.png Sturdy Stance 2 If foe initiates combat, grants Atk/Def+4 during combat. 240 No
Sturdy Stance 3.png 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
Surge Sparrow.png 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 = % 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.png Svalinn Shield Neutralizes "effective against armored" bonuses. 200 No
Swift Impact.png Swift Impact If unit initiates combat, grants Spd+7, Res+10 during combat and foe cannot make a follow-up attack. 300 No
Swift Sparrow 1.png Swift Sparrow 1 If unit initiates combat, grants Atk/Spd+2 during combat. 120 No
Swift Sparrow 2.png Swift Sparrow 2 If unit initiates combat, grants Atk/Spd+4 during combat. 240 No
Swift Sparrow 3.png Swift Sparrow 3 If unit initiates combat, grants Atk+6, Spd+7 during combat. 300 No
Swift Stance 1.png Swift Stance 1 If foe initiates combat, grants Spd/Res+2 during combat. 120 No
Swift Stance 2.png Swift Stance 2 If foe initiates combat, grants Spd/Res+4 during combat. 240 No
Swift Stance 3.png 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.png Swift Strike 1 If unit initiates combat, grants Spd/Res+2 during combat. 120 No
Swift Strike 2.png Swift Strike 2 If unit initiates combat, grants Spd/Res+4 during combat. 240 No
Triangle Adept 1.png 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.png 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.png 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
Warding Blow 1.png Warding Blow 1 If unit initiates combat, grants Res+2 during combat. 50 No
Warding Blow 2.png Warding Blow 2 If unit initiates combat, grants Res+4 during combat. 100 No
Warding Blow 3.png Warding Blow 3 If unit initiates combat, grants Res+6 during combat. 200 No
Warding Breath.png 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.png Warding Stance 1 If foe initiates combat, grants Res+2 during combat. 50 No
Warding Stance 2.png Warding Stance 2 If foe initiates combat, grants Res+4 during combat. 100 No
Warding Stance 3.png Warding Stance 3 If foe initiates combat, grants Res+6 during combat. 200 No
Warding Stance 4.png 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.png 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.png 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.png 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.png 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.png 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.png 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 Is exclusive
A D Far Trace 1.png 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's remaining movement.)
60 No
A D Far Trace 2.png 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's remaining movement.)
120 No
A D Far Trace 3.png 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's remaining movement.)
240 No
A D Near Trace 1.png 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 spaces = any movement not already used that turn +1. (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's remaining movement +1.)
60 No
A D Near Trace 2.png 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 spaces = any movement not already used that turn +1. (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's remaining movement +1.)
120 No
A D Near Trace 3.png 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 spaces = any movement not already used that turn +1. (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's remaining movement +1.)
240 No
A R Far Trace 1.png 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's remaining movement.)
60 No
A R Far Trace 2.png 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's remaining movement.)
120 No
A R Far Trace 3.png 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's remaining movement.)
240 No
Aerobatics 1.png 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.png 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.png Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 240 No
Armored Wall.png 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
Atk Cantrip 1.png 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.png 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.png 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 Link 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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 Feint 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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 Spd Link 1.png 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.png 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.png 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 Ruse 1.png 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.png 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.png 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 Snag 1.png 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.png 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.png 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.png 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 and Special cooldown count+1 on target and foes within 2 spaces of target through their next actions. (No effect on Special cooldown counts already at maximum.) 300 Yes
Axebreaker 1.png 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.png 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.png 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.png 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.png 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.png 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
Belief in Love.png 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
Beorcs Blessing.png 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.png 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.png 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.png Black Eagle Rule If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also if foe initiates combat, damage received by foe's follow-up attack is also reduced by 80%. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes.) 300 Yes
Blaze Dance 1.png Blaze Dance 1 If Sing or Dance is used, grants Atk+2 to target. 50 No
Blaze Dance 2.png Blaze Dance 2 If Sing or Dance is used, grants Atk+3 to target. 100 No
Blaze Dance 3.png Blaze Dance 3 If Sing or Dance is used, grants Atk+4 to target. 200 No
Blue Lion Rule.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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
Bushido II.png 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.png Bushido Deals +10 damage when Special triggers. 300 Yes
Caldera Dance 1.png Caldera Dance 1 If Sing or Dance is used, grants Atk+2 and Def+3 to target. 120 No
Caldera Dance 2.png Caldera Dance 2 If Sing or Dance is used, grants Atk+3 and Def+4 to target. 240 No
Cancel Affinity 1.png Cancel Affinity 1 Neutralizes all weapon-triangle advantage granted by unit's and foe's skills. 50 No
Cancel Affinity 2.png 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.png 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
Chill Atk 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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 Spd 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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 Res 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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
Chilling Seal II.png 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.png 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
Close Call 1.png 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.png 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.png 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
Crafty Fighter 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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
Dazzling Staff 1.png Dazzling Staff 1 At start of combat, if unit's HP = 100%, foe cannot counterattack. 60 No
Dazzling Staff 2.png Dazzling Staff 2 At start of combat, if unit's HP ≥ 50%, foe cannot counterattack. 120 No
Dazzling Staff 3.png Dazzling Staff 3 Foe cannot counterattack. 240 No
Deadly Balance.png 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
Def Cantrip 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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
Deluge Dance 1.png Deluge Dance 1 If Sing or Dance is used, grants Spd+2 and Res+3 to target. 120 No
Deluge Dance 2.png Deluge Dance 2 If Sing or Dance is used, grants Spd+3 and Res+4 to target. 240 No
Desperation 1.png 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.png 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.png Desperation 3 If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 200 No
Detailed Report.png 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.png 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.png 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.png 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
Dive-Bomb 1.png 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.png 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.png 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
Double Lion.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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
Dull Close 1.png 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.png 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.png 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.png 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.png 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.png 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.png Earth Dance 1 If Sing or Dance is used, grants Def+3 to target. 50 No
Earth Dance 2.png Earth Dance 2 If Sing or Dance is used, grants Def+4 to target. 100 No
Earth Dance 3.png Earth Dance 3 If Sing or Dance is used, grants Def+5 to target. 200 No
Escape Route 1.png Escape Route 1 If unit's HP ≤ 30%, unit can move to a space adjacent to any ally. 60 No
Escape Route 2.png Escape Route 2 If unit's HP ≤ 40%, unit can move to a space adjacent to any ally. 120 No
Escape Route 3.png Escape Route 3 If unit's HP ≤ 50%, unit can move to a space adjacent to any ally. 240 No
Even Follow-Up 1.png 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.png 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.png 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.png 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.png 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.png 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
Fallen Star.png 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.png Fireflood Dance 1 If Sing or Dance is used, grants Atk+2 and Res+3 to target. 120 No
Fireflood Dance 2.png Fireflood Dance 2 If Sing or Dance is used, grants Atk+3 and Res+4 to target. 240 No
Firestorm Dance 1.png Firestorm Dance 1 If Sing or Dance is used, grants Atk/Spd+2 to target. 120 No
Firestorm Dance 2.png Firestorm Dance 2 If Sing or Dance is used, grants Atk/Spd+3 to target. 240 No
Flier Formation 1.png 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.png 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.png Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces. 240 No
Flow Refresh 1.png Flow Refresh 1 60 No
Flow Refresh 2.png 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.png 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
Follow-Up Ring.png 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.png 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.png 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.png 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.png 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
G Tomebreaker 1.png 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.png 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.png 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.png Gale Dance 1 If Sing or Dance is used, grants Spd+2 to target. 50 No
Gale Dance 2.png Gale Dance 2 If Sing or Dance is used, grants Spd+3 to target. 100 No
Gale Dance 3.png Gale Dance 3 If Sing or Dance is used, grants Spd+4 to target. 200 No
Geyser Dance 1.png Geyser Dance 1 If Sing or Dance is used, grants Def/Res+3 to target. 120 No
Geyser Dance 2.png Geyser Dance 2 If Sing or Dance is used, grants Def/Res+4 to target. 240 No
Guard 1.png 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.png 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.png 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 Bearing 1.png 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.png 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.png 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
Hit and Run.png Hit and Run If unit initiates combat, unit moves 1 space away after combat. 150 No
Holy Wars End.png 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
Killing Intent.png 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.png Knock Back If unit initiates combat, target foe moves 1 space away after combat. 150 No
Lancebreaker 1.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png Live to Serve 3 When healing an ally with a staff, restores HP to unit = HP restored to target. 160 No
Lull Atk Def 1.png 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.png 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.png 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 Res 1.png Lull Atk/Res 1 Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Atk Res 2.png Lull Atk/Res 2 Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Atk Res 3.png Lull Atk/Res 3 Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Atk Spd 1.png Lull Atk/Spd 1 Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Atk Spd 2.png Lull Atk/Spd 2 Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Atk Spd 3.png Lull Atk/Spd 3 Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Spd Def 1.png Lull Spd/Def 1 Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Spd Def 2.png Lull Spd/Def 2 Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Spd Def 3.png Lull Spd/Def 3 Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 240 No
Lull Spd Res 1.png Lull Spd/Res 1 Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 60 No
Lull Spd Res 2.png Lull Spd/Res 2 Inflicts Spd/Res-2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 120 No
Lull Spd Res 3.png Lull Spd/Res 3 Inflicts Spd/Res-3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 240 No
Lunar Brace.png Lunar Brace Slows Special trigger (cooldown count+1).
Deals damage = 50% of foe's Def when Special triggers.
300 Yes
Lunge.png Lunge If unit initiates combat, unit and target foe swap spaces after combat. 150 No
Moon-Twin Wing.png Moon-Twin Wing At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd-5 on foe during combat, 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 × 4 (max 40%). 300 Yes
Moonlight Bangle.png Moonlight Bangle Enables【Canto (2)】.

Neutralizes unit's penalties that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value × 10, + 20).

【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 2 space(s).)
300 Yes
Murderous Lion.png Murderous Lion Enables【Canto (Rem. +1)】.

If unit is not adjacent to an ally, inflicts Spd/Def-3 on foe during combat and foe cannot counterattack.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces=any movement not already used that turn +1. (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's remaining movement +1.)
300 Yes
Mystic Boost 1.png Mystic Boost 1 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. 60 No
Mystic Boost 2.png Mystic Boost 2 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. 120 No
Mystic Boost 3.png Mystic Boost 3 Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. 240 No
Null C Disrupt 1.png Null C-Disrupt 1 At start of combat, if unit's HP = 100%, neutralizes effects that prevent unit's counterattacks during combat. 60 No
Null C Disrupt 2.png Null C-Disrupt 2 At start of combat, if unit's HP ≥ 50%, neutralizes effects that prevent unit's counterattacks during combat. 120 No
Null C Disrupt 3.png Null C-Disrupt 3 Neutralizes effects that prevent unit's counterattacks during combat. 240 No
Null Follow Up 1.png Null Follow-Up 1 At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 60 No
Null Follow Up 2.png Null Follow-Up 2 At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 120 No
Null Follow Up 3.png Null Follow-Up 3 Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 240 No
Obstruct 1.png Obstruct 1 If unit's HP ≥ 90%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
50 No
Obstruct 2.png Obstruct 2 If unit's HP ≥ 70%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
100 No
Obstruct 3.png Obstruct 3 If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
200 No
Odd Follow-Up 1.png Odd Follow-Up 1 If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 60 No
Odd Follow-Up 2.png Odd Follow-Up 2 If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 120 No
Odd Follow-Up 3.png Odd Follow-Up 3 If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 240 No
Odd Pulse Tie 1.png Odd Pulse Tie 1 At start of odd-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
Odd Pulse Tie 2.png Odd Pulse Tie 2 At start of odd-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
Odd Pulse Tie 3.png Odd Pulse Tie 3 At start of odd-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
Pass 1.png Pass 1 If unit's HP ≥ 75%, unit can move through foes' spaces. 50 No
Pass 2.png Pass 2 If unit's HP ≥ 50%, unit can move through foes' spaces. 100 No
Pass 3.png Pass 3 If unit's HP ≥ 25%, unit can move through foes' spaces. 200 No
Pegasus Flight 1.png Pegasus Flight 1 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -3.) 60 No
Pegasus Flight 2.png Pegasus Flight 2 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -5.) 120 No
Pegasus Flight 3.png Pegasus Flight 3 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7.) 240 No
Poison Strike 1.png Poison Strike 1 If unit initiates combat, deals 4 damage to foe after combat. 60 No
Poison Strike 2.png Poison Strike 2 If unit initiates combat, deals 7 damage to foe after combat. 120 No
Poison Strike 3.png Poison Strike 3 If unit initiates combat, deals 10 damage to foe after combat. 240 No
Prescience.png Prescience 300 Yes
Quick Riposte 1.png Quick Riposte 1 If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. 60 No
Quick Riposte 2.png Quick Riposte 2 If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. 120 No
Quick Riposte 3.png Quick Riposte 3 If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. 240 No
R Tomebreaker 1.png R Tomebreaker 1 If unit's HP ≥ 90% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 No
R Tomebreaker 2.png R Tomebreaker 2 If unit's HP ≥ 70% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 No
R Tomebreaker 3.png R Tomebreaker 3 If unit's HP ≥ 50% in combat against a red tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 No
Raging Storm.png Raging Storm If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat. 300 Yes
Recover Ring.png Recover Ring At start of turn, restores 10 HP.
(Skill cannot be inherited.)
200 Yes
Renewal 1.png Renewal 1 At the start of every fourth turn, restores 10 HP. 60 No
Renewal 2.png Renewal 2 At the start of every third turn, restores 10 HP. 120 No
Renewal 3.png Renewal 3 At start of odd-numbered turns, restores 10 HP. 240 No
Repel 1.png Repel 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, foe is moved 1 space away after combat. 60 No
Repel 2.png Repel 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, foe is moved 1 space away after combat. 120 No
Repel 3.png Repel 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, foe is moved 1 space away after combat. 240 No
Res Cantrip 1.png Res Cantrip 1 If Sing or Dance is used, inflicts Res-3 on nearest foes within 4 spaces of unit through their next actions. 60 No
Res Cantrip 2.png Res Cantrip 2 If Sing or Dance is used, inflicts Res-5 on nearest foes within 4 spaces of unit through their next actions. 120 No
Res Cantrip 3.png Res Cantrip 3 If Sing or Dance is used, inflicts Res-7 on nearest foes within 4 spaces of unit through their next actions. 240 No
Res Feint 1.png Res Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Res-3 on foes in cardinal directions of unit through their next actions. 60 No
Res Feint 2.png Res Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Res-5 on foes in cardinal directions of unit through their next actions. 120 No
Res Feint 3.png Res Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Res-7 on foes in cardinal directions of unit through their next actions. 240 No
Rockslide Dance 1.png Rockslide Dance 1 If Sing or Dance is used, grants Spd+2 and Def+3 to target. 120 No
Rockslide Dance 2.png Rockslide Dance 2 If Sing or Dance is used, grants Spd+3 and Def+4 to target. 240 No
S D Near Trace 1.png S/D Near Trace 1 Enables【Canto (Rem. +1)】.

Inflicts Spd/Def-1 on foe during combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (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's remaining movement +1.)
60 No
S D Near Trace 2.png S/D Near Trace 2 Enables【Canto (Rem. +1)】.

Inflicts Spd/Def-2 on foe during combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (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's remaining movement +1.)
120 No
S D Near Trace 3.png S/D Near Trace 3 Enables【Canto (Rem. +1)】.

Inflicts Spd/Def-3 on foe during combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (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's remaining movement +1.)
240 No
S Drink.png S Drink At the start of turn 1, restores 99 HP and grants Special cooldown count-1. 300 Yes
S R Far Trace 1.png S/R Far Trace 1 Enables【Canto (Rem.)】.

Inflicts Spd/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's remaining movement.)
60 No
S R Far Trace 2.png S/R Far Trace 2 Enables【Canto (Rem.)】.

Inflicts Spd/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's remaining movement.)
120 No
S R Far Trace 3.png S/R Far Trace 3 Enables【Canto (Rem.)】.

Inflicts Spd/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's remaining movement.)
240 No
Sabotage Atk 1.png Sabotage Atk 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action. 60 No
Sabotage Atk 2.png Sabotage Atk 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action. 120 No
Sabotage Atk 3.png Sabotage Atk 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action. 240 No
Sabotage Def 1.png Sabotage Def 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action. 60 No
Sabotage Def 2.png Sabotage Def 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action. 120 No
Sabotage Def 3.png Sabotage Def 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action. 240 No
Sabotage Res 1.png Sabotage Res 1 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action. 60 No
Sabotage Res 2.png Sabotage Res 2 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action. 120 No
Sabotage Res 3.png Sabotage Res 3 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action. 240 No
Sabotage Spd 1.png Sabotage Spd 1 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action. 60 No
Sabotage Spd 2.png Sabotage Spd 2 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action. 120 No
Sabotage Spd 3.png Sabotage Spd 3 At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action. 240 No
Sacaes Blessing.png Sacae's Blessing If foe uses sword, lance, or axe, foe cannot counterattack.
(Skill cannot be inherited.)
300 Yes
Seal Atk 1.png Seal Atk 1 Inflicts Atk-3 on foe through its next action after combat. 40 No
Seal Atk 2.png Seal Atk 2 Inflicts Atk-5 on foe through its next action after combat. 80 No
Seal Atk 3.png Seal Atk 3 Inflicts Atk-7 on foe through its next action after combat. 160 No
Seal Atk Def 1.png Seal Atk/Def 1 Inflicts Atk/Def-3 on foe through its next action after combat. 100 No
Seal Atk Def 2.png Seal Atk/Def 2 Inflicts Atk/Def-5 on foe through its next action after combat. 200 No
Seal Atk Res 1.png Seal Atk/Res 1 Inflicts Atk/Res-3 on foe through its next action after combat. 100 No
Seal Atk Res 2.png Seal Atk/Res 2 Inflicts Atk/Res-5 on foe through its next action after combat. 200 No
Seal Atk Spd 1.png Seal Atk/Spd 1 Inflicts Atk/Spd-3 on foe through its next action after combat. 100 No
Seal Atk Spd 2.png Seal Atk/Spd 2 Inflicts Atk/Spd-5 on foe through its next action after combat. 200 No
Seal Def 1.png Seal Def 1 Inflicts Def-3 on foe through its next action after combat. 40 No
Seal Def 2.png Seal Def 2 Inflicts Def-5 on foe through its next action after combat. 80 No
Seal Def 3.png Seal Def 3 Inflicts Def-7 on foe through its next action after combat. 160 No
Seal Def Res 1.png Seal Def/Res 1 Inflicts Def/Res-3 on foe through its next action after combat. 100 No
Seal Def Res 2.png Seal Def/Res 2 Inflicts Def/Res-5 on foe through its next action after combat. 200 No
Seal Res 1.png Seal Res 1 Inflicts Res-3 on foe through its next action after combat. 40 No
Seal Res 2.png Seal Res 2 Inflicts Res-5 on foe through its next action after combat. 80 No
Seal Res 3.png Seal Res 3 Inflicts Res-7 on foe through its next action after combat. 160 No
Seal Spd 1.png Seal Spd 1 Inflicts Spd-3 on foe through its next action after combat. 40 No
Seal Spd 2.png Seal Spd 2 Inflicts Spd-5 on foe through its next action after combat. 80 No
Seal Spd 3.png Seal Spd 3 Inflicts Spd-7 on foe through its next action after combat. 160 No
Seal Spd Def 1.png Seal Spd/Def 1 Inflicts Spd/Def-3 on foe through its next action after combat. 100 No
Seal Spd Def 2.png Seal Spd/Def 2 Inflicts Spd/Def-5 on foe through its next action after combat. 200 No
Seal Spd Res 1.png Seal Spd/Res 1 Inflicts Spd/Res-3 on foe through its next action after combat. 100 No
Seal Spd Res 2.png Seal Spd/Res 2 Inflicts Spd/Res-5 on foe through its next action after combat. 200 No
Shield Pulse 1.png Shield Pulse 1 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. 60 No
Shield Pulse 2.png Shield Pulse 2 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers. 120 No
Shield Pulse 3.png Shield Pulse 3 At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers. 240 No
Slick Fighter 1.png Slick Fighter 1 If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 60 No
Slick Fighter 2.png Slick Fighter 2 If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 120 No
Slick Fighter 3.png Slick Fighter 3 If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 240 No
Solar Brace II.png Solar Brace II Enables【Canto (2)】.

Neutralizes unit's penalties that inflict "Special cooldown charge -X" on unit during combat. Restores 10 HP to unit after 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 2 space(s).)
300 Yes
Solar Brace.png Solar Brace Restores HP = 30% of damage dealt when Special triggers.
(Stacks with effects of skills like Sol.)
300 Yes
Soul of Zofia.png Soul of Zofia Neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 Yes
Spd Def Link 1.png Spd/Def Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Spd Def Link 2.png Spd/Def Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Spd Def Link 3.png Spd/Def Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Spd Def Ruse 1.png Spd/Def Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/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
Spd Def Ruse 2.png Spd/Def Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/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
Spd Def Ruse 3.png Spd/Def Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/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
Spd Def Snag 1.png Spd/Def Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Spd Def Snag 2.png Spd/Def Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Spd Def Snag 3.png Spd/Def Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-6 on nearest foes within 4 spaces of both unit and targeted ally through their next action. 240 No
Spd Feint 1.png Spd Feint 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-3 on foes in cardinal directions of unit through their next actions. 60 No
Spd Feint 2.png Spd Feint 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-5 on foes in cardinal directions of unit through their next actions. 120 No
Spd Feint 3.png Spd Feint 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd-7 on foes in cardinal directions of unit through their next actions. 240 No
Spd Res Link 1.png Spd/Res Link 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+2 to unit and target ally or unit and targeting ally for 1 turn. 60 No
Spd Res Link 2.png Spd/Res Link 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+4 to unit and target ally or unit and targeting ally for 1 turn. 120 No
Spd Res Link 3.png Spd/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+6 to unit and target ally or unit and targeting ally for 1 turn. 240 No
Spd Res Ruse 1.png Spd/Res Ruse 1 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/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
Spd Res Ruse 2.png Spd/Res Ruse 2 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/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
Spd Res Ruse 3.png Spd/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/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
Spd Res Snag 1.png Spd/Res Snag 1 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 No
Spd Res Snag 2.png Spd/Res Snag 2 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 No
Spd Res Snag 3.png Spd/Res Snag 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 No
Special Fighter 1.png Special Fighter 1 At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 60 No
Special Fighter 2.png Special Fighter 2 At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 120 No
Special Fighter 3.png Special Fighter 3 At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 240 No
Special Spiral 1.png Special Spiral 1 If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat. 60 No
Special Spiral 2.png Special Spiral 2 If Special triggers before or during combat, grants Special cooldown count-1 after combat. 120 No
Special Spiral 3.png Special Spiral 3 If Special triggers before or during combat, grants Special cooldown count-2 after combat. 240 No
Spurn 1.png Spurn 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 ≤ 25% and unit's attack triggers Special, deals +5 damage when Special triggers. 60 No
Spurn 2.png Spurn 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 ≤ 50% and unit's attack triggers Special, deals +5 damage when Special triggers. 120 No
Spurn 3.png Spurn 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 ≤ 75% and unit's attack triggers Special, deals +5 damage when Special triggers. 240 No
Sudden Panic 1.png Sudden Panic 1 At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
60 No
Sudden Panic 2.png Sudden Panic 2 At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
120 No
Sudden Panic 3.png Sudden Panic 3 At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
240 No
Sun-Twin Wing.png Sun-Twin Wing At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 300 Yes
Swordbreaker 1.png Swordbreaker 1 If unit's HP ≥ 90% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 50 No
Swordbreaker 2.png Swordbreaker 2 If unit's HP ≥ 70% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 100 No
Swordbreaker 3.png Swordbreaker 3 If unit's HP ≥ 50% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 200 No
Torrent Dance 1.png Torrent Dance 1 If Sing or Dance is used, grants Res+3 to target. 50 No
Torrent Dance 2.png Torrent Dance 2 If Sing or Dance is used, grants Res+4 to target. 100 No
Torrent Dance 3.png Torrent Dance 3 If Sing or Dance is used, grants Res+5 to target. 200 No
Vantage 1.png Vantage 1 If unit's HP ≤ 25% and foe initiates combat, unit can counterattack before foe's first attack. 50 No
Vantage 2.png Vantage 2 If unit's HP ≤ 50% and foe initiates combat, unit can counterattack before foe's first attack. 100 No
Vantage 3.png Vantage 3 If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack. 200 No
Vengeful Fighter 1.png Vengeful Fighter 1 If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 60 No
Vengeful Fighter 2.png Vengeful Fighter 2 If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 120 No
Vengeful Fighter 3.png Vengeful Fighter 3 If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) 240 No
Warp Powder.png Warp Powder If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces. 300 Yes
Wary Fighter 1.png Wary Fighter 1 If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. 60 No
Wary Fighter 2.png Wary Fighter 2 If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. 120 No
Wary Fighter 3.png Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. 240 No
Watersweep 1.png Watersweep 1 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+5 and foe uses magic, staff, or dragonstone, foe cannot counterattack. 60 No
Watersweep 2.png Watersweep 2 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+3 and foe uses magic, staff, or dragonstone, foe cannot counterattack. 120 No
Watersweep 3.png Watersweep 3 If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd > foe's Spd and foe uses magic, staff, or dragonstone, foe cannot counterattack. 240 No
Windsweep 1.png Windsweep 1 If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+5 and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack. 60 No
Windsweep 2.png Windsweep 2 If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd ≥ foe’s Spd+3 and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack. 120 No
Windsweep 3.png Windsweep 3 If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack. 240 No
Wings of Mercy 1.png Wings of Mercy 1 If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally. 60 No
Wings of Mercy 2.png Wings of Mercy 2 If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally. 120 No
Wings of Mercy 3.png Wings of Mercy 3 If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally. 240 No
Wrath 1.png Wrath 1 At start of turn, if unit's HP ≤ 25% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. 60 No
Wrath 2.png Wrath 2 At start of turn, if unit's HP ≤ 50% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. 120 No
Wrath 3.png Wrath 3 At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. 240 No
Wrathful Staff 1.png Wrathful Staff 1 At start of combat, if unit's HP = 100%, calculates damage from staff like other weapons. 60 No
Wrathful Staff 2.png Wrathful Staff 2 At start of combat, if unit's HP ≥ 50%, calculates damage from staff like other weapons. 120 No
Wrathful Staff 3.png Wrathful Staff 3 Calculates damage from staff like other weapons. 240 No
Wyvern Flight 1.png Wyvern Flight 1 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Def stats (unit's Def minus foe's Def) before combat. (Maximum penalty of -3.) 60 No
Wyvern Flight 2.png Wyvern Flight 2 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -5.) 120 No
Wyvern Flight 3.png Wyvern Flight 3 At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -7.) 240 No
Yngvi Ascendant.png Yngvi Ascendant Neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 Yes
Yunes Whispers.png Yune's Whispers At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action. 300 Yes

List of Type C[]

Icon Name Description SP Is exclusive
A D Near Save 1.png A/D Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Def+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A D Near Save 2.png A/D Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Def+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A D Near Save 3.png A/D Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Atk/Def+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
A R Far Save 1.png A/R Far Save 1 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
A R Far Save 2.png A/R Far Save 2 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
A R Far Save 3.png A/R Far Save 3 If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.

If unit triggers Savior, grants Atk/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
Air Orders 1.png Air Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Air Orders 2.png Air Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Air Orders 3.png Air Orders 3 At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
Armor March 1.png Armor March 1 At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 60 No
Armor March 2.png Armor March 2 At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 120 No
Armor March 3.png Armor March 3 At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) 240 No
Armored Stride 1.png Armored Stride 1 At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 60 No
Armored Stride 2.png Armored Stride 2 At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 120 No
Armored Stride 3.png Armored Stride 3 At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 240 No
Atk Def Gap 1.png Atk/Def Gap 1 At start of turn, grants Atk/Def+1 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.) 60 No
Atk Def Gap 2.png Atk/Def Gap 2 At start of turn, grants Atk/Def+3 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.) 120 No
Atk Def Gap 3.png Atk/Def Gap 3 At start of turn, grants Atk/Def+5 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.) 240 No
Atk Def Menace.png Atk/Def Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Def-6 on nearest foes through their next actions and grants Atk/Def+6 to unit for 1 turn. 300 No
Atk Def Oath 1.png Atk/Def Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn. 60 No
Atk Def Oath 2.png Atk/Def Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn. 120 No
Atk Def Oath 3.png Atk/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn. 240 No
Atk Def Rein 1.png Atk/Def Rein 1 Inflicts Atk/Def-2 on foes within 2 spaces during combat. 60 No
Atk Def Rein 2.png Atk/Def Rein 2 Inflicts Atk/Def-3 on foes within 2 spaces during combat. 120 No
Atk Def Rein 3.png Atk/Def Rein 3 Inflicts Atk/Def-4 on foes within 2 spaces during combat. 240 No
Atk Opening 1.png Atk Opening 1 At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) 60 No
Atk Opening 2.png Atk Opening 2 At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) 120 No
Atk Opening 3.png Atk Opening 3 At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) 240 No
Atk Ploy 1.png Atk Ploy 1 At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 No
Atk Ploy 2.png Atk Ploy 2 At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 No
Atk Ploy 3.png Atk Ploy 3 At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 No
Atk Res Gap 1.png Atk/Res Gap 1 At start of turn, grants Atk/Res+1 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 60 No
Atk Res Gap 2.png Atk/Res Gap 2 At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 120 No
Atk Res Gap 3.png Atk/Res Gap 3 At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 240 No
Atk Res Menace.png Atk/Res Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Res-6 on nearest foes through their next actions and grants Atk/Res+6 to unit for 1 turn. 300 No
Atk Res Oath 1.png Atk/Res Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn. 60 No
Atk Res Oath 2.png Atk/Res Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn. 120 No
Atk Res Oath 3.png Atk/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn. 240 No
Atk Res Rein 1.png Atk/Res Rein 1 Inflicts Atk/Res-2 on foes within 2 spaces during combat. 60 No
Atk Res Rein 2.png Atk/Res Rein 2 Inflicts Atk/Res-3 on foes within 2 spaces during combat. 120 No
Atk Res Rein 3.png Atk/Res Rein 3 Inflicts Atk/Res-4 on foes within 2 spaces during combat. 240 No
Atk Smoke 1.png Atk Smoke 1 Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Atk Smoke 2.png Atk Smoke 2 Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Atk Smoke 3.png Atk Smoke 3 Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. 240 No
Atk Spd Gap 1.png Atk/Spd Gap 1 At start of turn, grants Atk/Spd+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 60 No
Atk Spd Gap 2.png Atk/Spd Gap 2 At start of turn, grants Atk/Spd+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 120 No
Atk Spd Gap 3.png Atk/Spd Gap 3 At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 240 No
Atk Spd Menace.png Atk/Spd Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn. 300 No
Atk Spd Oath 1.png Atk/Spd Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn. 60 No
Atk Spd Oath 2.png Atk/Spd Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. 120 No
Atk Spd Oath 3.png Atk/Spd Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn. 240 No
Atk Spd Rein 1.png Atk/Spd Rein 1 Inflicts Atk/Spd-2 on foes within 2 spaces during combat. 60 No
Atk Spd Rein 2.png Atk/Spd Rein 2 Inflicts Atk/Spd-3 on foes within 2 spaces during combat. 120 No
Atk Spd Rein 3.png Atk/Spd Rein 3 Inflicts Atk/Spd-4 on foes within 2 spaces during combat. 240 No
Atk Tactic 1.png Atk Tactic 1 At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 60 No
Atk Tactic 2.png Atk Tactic 2 At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 120 No
Atk Tactic 3.png Atk Tactic 3 At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 240 No
Axe Experience 1.png Axe Experience 1 While unit lives and uses an axe, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Axe Experience 2.png Axe Experience 2 While unit lives, all axe allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Axe Experience 3.png Axe Experience 3 While unit lives, all axe allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Axe Valor 1.png Axe Valor 1 While unit lives and uses an axe, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Axe Valor 2.png Axe Valor 2 While unit lives, all axe allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Axe Valor 3.png Axe Valor 3 While unit lives, all axe allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
B Tome Exp. 1.png B Tome Exp. 1 While unit lives and uses a blue tome, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
B Tome Exp. 2.png B Tome Exp. 2 While unit lives, all blue tome allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
B Tome Exp. 3.png B Tome Exp. 3 While unit lives, all blue tome allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
B Tome Valor 1.png B Tome Valor 1 While unit lives and uses a blue tome, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
B Tome Valor 2.png B Tome Valor 2 While unit lives, all blue tome allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
B Tome Valor 3.png B Tome Valor 3 While unit lives, all blue tome allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Beast Exp. 1.png Beast Exp. 1 While unit lives and uses beast damage, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Beast Exp. 2.png Beast Exp. 2 While unit lives, all beast allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Beast Exp. 3.png Beast Exp. 3 While unit lives, all beast allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Beast Valor 1.png Beast Valor 1 While unit lives and uses beast damage, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Beast Valor 2.png Beast Valor 2 While unit lives, all beast allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Beast Valor 3.png Beast Valor 3 While unit lives, all beast allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Bow Exp. 1.png Bow Exp. 1 While unit lives and uses a bow, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 No
Bow Exp. 2.png Bow Exp. 2 While unit lives, all bow allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 No
Bow Exp. 3.png Bow Exp. 3 While unit lives, all bow allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 No
Bow Valor 1.png Bow Valor 1 While unit lives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) 30 No
Bow Valor 2.png Bow Valor 2 While unit lives, all bow allies on team get 1.5x SP. (Only highest value applied. Does not stack.) 60 No
Bow Valor 3.png Bow Valor 3 While unit lives, all bow allies on team get 2x SP. (Only highest value applied. Does not stack.) 120 No
Breath of Life 1.png Breath of Life 1 If unit initiates combat, restores 3 HP to adjacent allies after combat. 50 No
Breath of Life 2.png Breath of Life 2 If unit initiates combat, restores 5 HP to adjacent allies after combat. 100 No
Breath of Life 3.png Breath of Life 3 If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 No
Chaos Named.png Chaos Named At start of turn, if foes within 3 columns centered on unit have Res ≤ unit's Res-3, inflicts -5 on the highest of those foes' Atk/Spd/Def/Res through their next actions. (When calculating highest stat, treats Atk as -15. Calculates each stat penalty independently.) 300 Yes
Close Guard 1.png Close Guard 1 Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat." 60 No
Close Guard 2.png Close Guard 2 Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+3 during combat." 120 No
Close Guard 3.png Close Guard 3 Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat." 240 No
D R Near Save 1.png D/R Near Save 1 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.

If unit triggers Savior, grants Def/Res+1 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
100 No
D R Near Save 2.png D/R Near Save 2 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Def/Res+2 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
200 No
D R Near Save 3.png D/R Near Save 3 If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】
on unit.

If unit triggers Savior, grants Def/Res+4 during combat.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
300 No
Dagger Exp. 1.png Dagger Exp. 1 While unit lives and uses a dagger, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) 30 No
Dagger Exp. 2.png Dagger Exp. 2 While unit lives, all dagger allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) 60 No
Dagger Exp. 3.png Dagger Exp. 3 While unit lives, all dagger allies on team get 2x EXP. (Only highest value applied. Does not stack.) 120 No
Dagger Valor 1.png Dagger Valor 1 While unit lives and uses a dagger, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
30 No
Dagger Valor 2.png Dagger Valor 2 While unit lives, all dagger allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 No
Dagger Valor 3.png Dagger Valor 3 While unit lives, all dagger allies on team get 2x SP.
(Only highest value applied. Does not stack.)
120 No
Def Opening 1.png Def Opening 1 At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.) 60 No
Def Opening 2.png Def Opening 2 At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) 120 No
Def Opening 3.png Def Opening 3 At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) 240 No
Def Ploy 1.png Def Ploy 1 At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit's Res through their next actions. 60 No
Def Ploy 2.png Def Ploy 2 At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit's Res through their next actions. 120 No
Def Ploy 3.png Def Ploy 3 At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions. 240 No
Def Res Gap 1.png Def/Res Gap 1 At start of turn, grants Def/Res+1 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 60 No
Def Res Gap 2.png Def/Res Gap 2 At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 120 No
Def Res Gap 3.png Def/Res Gap 3 At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 240 No
Def Res Menace.png Def/Res Menace At start of turn, if unit is within 4 spaces of a foe, inflicts Def/Res-6 on closest foes through their next actions and grants Def/Res+6 to unit for 1 turn. 300 No
Def Res Oath 1.png Def/Res Oath 1 At start of turn, if unit is adjacent to an ally, grants Def/Res+3 to unit for 1 turn. 60 No
Def Res Oath 2.png Def/Res Oath 2 At start of turn, if unit is adjacent to an ally, grants Def/Res+4 to unit for 1 turn. 120 No
Def Res Oath 3.png Def/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn. 240 No
Def Res Rein 1.png Def/Res Rein 1 Inflicts Def/Res-2 on foes within 2 spaces during combat. 60 No
Def Res Rein 2.png Def/Res Rein 2 Inflicts Def/Res-3 on foes within 2 spaces during combat. 120 No
Def Res Rein 3.png Def/Res Rein 3 Inflicts Def/Res-4 on foes within 2 spaces during combat. 240 No
Def Smoke 1.png Def Smoke 1 Inflicts Def-3 on foes within 2 spaces of target through their next actions after combat. 60 No
Def Smoke 2.png Def Smoke 2 Inflicts Def-5 on foes within 2 spaces of target through their next actions after combat. 120 No
Def Smoke 3.png Def Smoke 3 Inflicts Def-7 on foes within 2 spaces of target through their next actions after combat. 240 No
Def Tactic 1.png Def Tactic 1 At start of turn, grants Def+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 60 No
Def Tactic 2.png Def Tactic 2 At start of turn, grants Def+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 120 No
Def Tactic 3.png Def Tactic 3 At start of turn, grants Def+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. 240 No
Distant Guard 1.png Distant Guard 1 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." 60 No
Distant Guard 2.png Distant Guard 2 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." 120 No
Distant Guard 3.png Distant Guard 3 Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." 240 No
Divine Fang.png Divine Fang At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. 300