Saintly Seraphim | |
---|---|
Weapon type | |
Might | 14 |
Range | 2 |
Required | Rexcalibur |
SP | 400 |
Exclusive? | Yes |
String ID | SID_天聖エンジェル
|
Description | Grants Spd+3. If unit initiates combat, deals damage = 25% of foe's Res. (Ignores reductions to Res from Special skills.) |
Notes[ | ]
- "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
- However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
- The damage boosting effect of Saintly Seraphim ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage reduction effects such as Armored Beacon, Dragon Wall 3, and Dodge.
- A foe equipped with Embla's Ward, Múspellflame, Niðavellir Axiom, or Gold Perfection will neutralize all sources of damage during combat except the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
Upgrades[ | ]
Can be upgraded in the Weapon Refinery. For a list of other such weapons, see list of upgradable weapons.
Notes[ | ]
- The stat increase that can be applied by refined Saintly Seraphim is considered a temporary buff.
- Saintly Seraphim applies the Special Cooldown Charge +1 status effect.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Special Cooldown Charge +1 is acquired during the enemy phase, it will disappear when the next player phase begins.
- The "Special cooldown charge +X" effect will stack with the "Special cooldown charge -X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If the effect is active, the unit will gain 2 charges from both attacking and being attacked.
- If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases will apply.
- This means that if a unit has two "Special cooldown charge +1" effects from two different sources, the battle will play out as if only one "Special cooldown charge +1" effect is active.
- Skills such as Spd/Def Tempo 4 and Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.
- Saintly Seraphim's cooldown count changing effect will not trigger if the unit is inflicted with False Start, unless False Start is neutralized by a skill such as Dream Deliverer.
- Cooldown count changes from skills that activate at the same time as Saintly Seraphim (at start of turn) are not considered in Saintly Seraphim's conditions.[1] Skills such as Infantry Pulse 4, Buffer 4, and Odd Pulse Tie 3 will have their effects stack.
List of owners[ | ]
Unit | Skill chain | |||
---|---|---|---|---|
Wind 5 | Elwind 5 | Rexcalibur 5 | Saintly Seraphim 5 |
In other languages[ | ]
Language | Name |
---|---|
Japanese | 天聖エンジェル |
German | Heilige Seraphim |
Spanish (Europe) | Ángeles sacros |
Spanish (Latin America) | Ángeles sacros |
French | Saint Séraphin |
Italian | Sacro serafino |
Traditional Chinese (Taiwan) | 天聖天使 |
Portuguese | Serafim celeste |