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Icon Skill Special

The Special trigger sound.

My special skill, Night Sky, is ready to use! It activates after I take a certain number of actions in a fight.
Anna Commander Face FC Anna: Commander

Specials are skills that activate based on a cooldown. They are reminiscent of critical hits from the main series Fire Emblem titles.

List[ | ]

Name Description SP Cooldown Exclusive
Aegis If foe is 2 spaces from unit, reduces damage from foe's attack by 50%. 200 3 No
Aether Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt. 500 5 No
Armored Beacon Boosts Special damage by 40% of unit's Def. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 3 No
Armored Blaze Boosts Special damage by 40% of unit's Def when Special triggers. If foe's Range = 1 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 3 No
Armored Floe Boosts Special damage by 40% of unit's Res. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 3 No
Arms of the Three When Special triggers, boosts damage by 40% of unit's Res and neutralizes foe's "reduces damage by X%" effects from non-Special skills. At start of combat, if unit's Special is ready and 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%). 500 2 Yes
Astra Boosts damage dealt by 150%. 200 4 No
Bane Treats foe's Def/Res stats as if reduced by 40% when Special triggers.

When Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills, and also, if damage dealt prior to damage reduction calculation < foe's HP - 1, sets damage before damage reduction as foe's HP - 1 (excluding certain foes, such as Røkkr).

If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 30% (once per combat; excluding area-of-effect Specials).
500 2 Yes
Black Luna Treats foe's Def/Res as if reduced by 80% during combat. (Skill cannot be inherited.) 500 3 Yes
Blazing Flame Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res). 300 4 No
Blazing Light Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res). 300 4 No
Blazing Thunder Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res). 300 4 No
Blazing Wind Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res). 300 4 No
Blue Flame Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead. 500 3 No
Bonfire Boosts damage by 50% of unit's Def. 200 3 No
Brutal Shell At the start of turn 1, grants Special cooldown count-3 to unit. Treats foe's Def/Res as if reduced by 50% when Special triggers. 500 3 Yes
Buckler Reduces damage from an adjacent foe's attack by 30%. 100 3 No
Chilling Wind Boosts damage by 50% of unit's Res. 100 4 No
Chivalric Aura At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. Boosts Special damage by 25% of unit's Atk. After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and all allies can move 1 extra space (that turn only; does not stack; bonus granted to allies even if unit's HP reaches 0). 500 2 Yes
Circlet of Balance Boosts Special damage by 40% of unit's Res. If unit's HP > 1, foe would reduce unit's HP to 0, and both following conditions apply, unit survives with 1 HP:
  - Unit or foe's Special is ready, or unit or
    foe's Special triggered during this combat.
  - Unit initiates combat or foe's Range = 2.
(Once per map. Considered a non-Special effect. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
500 2 Yes
Daylight Restores HP = 30% of damage dealt. 100 3 No
Deadeye Doubles damage dealt. Disables non-Special skills that "reduce damage by X%." 500 3 No
Deluge Balm When healing an ally with a staff, grants Spd/Res+4 to all allies for 1 turn. 200 1 No
Deluge Balm+ When healing an ally with a staff, grants Spd/Res+6 to all allies for 1 turn. 300 1 No
Divine Pulse Boosts damage by 25% of unit's Spd. Reduces damage from foe's next attack by 75%, and unit's next attack deals damage = 20% of unit's Spd. (Resets at end of combat.) 500 2 Yes
Draconic Aura Boosts damage by 30% of unit's Atk. 200 3 No
Dragon Blast Boosts Special damage by 50% of unit's Spd. If unit is on a team with their support partner, when unit's or unit's support partner's Special triggers (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from foe's non-Special skills. If unit is within 3 spaces of their support partner and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 3 Yes
Dragon Fang Boosts damage by 50% of unit's Atk. 200 4 No
Dragon Fang Shot Boosts Special damage by 40% of unit's Res when Special triggers.

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 = 4 - current Special cooldown count value, × difference between stats (max difference between stats: 10).

If unit's Special is ready or unit's Special triggered during combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%.

After combat, if unit's Special triggered, applies【Divine Vein (Water)】on target's space and on each space within 2 spaces of target's space for 1 turn.

【Divine Vein (Water)】
Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). Inflicts Spd-5 on foe and reduces the percentage of non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain.)
500 2 Yes
Dragon Gaze Boosts damage by 30% of unit's Atk. 100 4 No
Dragon's Roar Boosts Special damage by 40% of unit's Res when Special triggers. If unit's or foe's Special is ready, or if unit's or foe's Special triggered before or during this combat, and also, if unit's Res ≥ foe's Res-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 3 No
Earthfire Balm When healing an ally with a staff, grants Atk/Def+4 to all allies for 1 turn. 200 1 No
Earthfire Balm+ When healing an ally with a staff, grants Atk/Def+6 to all allies for 1 turn. 300 1 No
Earthwater Balm When healing an ally with a staff, grants Def/Res+4 to all allies for 1 turn. 200 1 No
Earthwater Balm+ When healing an ally with a staff, grants Def/Res+6 to all allies for 1 turn. 300 1 No
Earthwind Balm When healing an ally with a staff, grants Spd/Def+4 to all allies for 1 turn. 200 1 No
Earthwind Balm+ When healing an ally with a staff, grants Spd/Def+6 to all allies for 1 turn. 300 1 No
Enclosure Boosts Special damage by 25% of unit's Atk. If Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 500 2 Yes
Escutcheon Reduces damage from an adjacent foe's attack by 30%. 200 2 No
Fire Emblem Boosts damage by 30% of unit's Spd. Grants Atk/Spd/Def/Res+4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0.) 500 2 Yes
Fireflood Balm When healing an ally with a staff, grants Atk/Res+4 to all allies for 1 turn. 200 1 No
Fireflood Balm+ When healing an ally with a staff, grants Atk/Res+6 to all allies for 1 turn. 300 1 No
Flare If unit's HP ≥ 70% when Special triggers, boosts damage by 60% of foe's Res. If unit's HP < 70% when Special triggers, boosts damage by 40% of foe's Res and restores 30% of unit's maximum HP. 500 3 No
Frostbite Mirror Reduces damage from foe's attacks by X% (if foe's Range = 1, X = 10; if foe's Range = 2, X = 30). After Special triggers, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat). At start of combat, if unit's Special is ready, unit can counterattack regardless of foe's range during combat. 500 2 Yes
Galeforce If unit initiates combat, grants unit another action after combat. (Once per turn.) 500 5 No
Gifted Magic Before combat this unit initiates, foes in an area near target take damage equal to 0.8 × (unit's Atk minus foe's Def or Res). 500 2 Yes
Gifted Magic II Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk - foe's Def or Res). After combat, if unit's Special triggered, grants【Canto (1)】 to unit and allies within 3 rows or 3 columns centered on unit for 1 turn (granted even if unit's HP reaches 0).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
500 2 Yes
Glacies Boosts damage by 80% of unit's Res. 200 4 No
Glimmer Boosts damage dealt by 50%. 200 2 No
Glitter of Light If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 45% of foe's Res (calculates damage from staff after combat damage is added). If this Special is triggered during combat, after combat, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions. 500 3 No
Glowing Ember Boosts damage by 50% of unit's Def. 100 4 No
Godlike Reflexes If unit's Spd ≥ foe's Spd-4 and unit's Special is ready or unit's Special triggered during combat, deals damage = 15% of unit's Spd. When Special triggers, reduces damage from foe's attack by 40%. (Special triggers only if unit's Spd ≥ foe's Spd-4.) 500 3 No
Great Aether When Special triggers, boosts damage by percentage of unit's Atk = number of times foe has attacked during this combat × 10, + 40. If unit initiates combat, foe can counterattack before unit's first attack. If foe can perform a follow-up attack, foe can make a follow-up attack before unit's next attack during combat. Reduces damage from attacks by percentage = 40, - current Special cooldown count value × 10 during combat, but if unit receives consecutive attacks, reduces damage from foe's second attack onward by percentage = 70, - current Special cooldown count value × 10. If this Special is triggered during combat, deals 5 damage to foes within 3 rows or 3 columns centered on unit, inflicts Special cooldown count+1 (cannot exceed the foe's maximum Special cooldown) on those foes, and restores X HP to unit after combat (X = number of foes within 3 rows or 3 columns centered on unit × 5, + 10; max: 50% of unit's max HP). 500 4 Yes
Growing Flame Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res). 300 4 No
Growing Light Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res). 300 4 No
Growing Thunder Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res). 300 4 No
Growing Wind Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res). 300 4 No
Heavenly Light When healing an ally with a staff, restores 10 HP to all allies. 150 2 No
Hero's Blood Boosts damage by 30% of unit's Spd. Grants Atk/Spd/Def/Res+4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0.) 500 2 Yes
Holy Panic If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.) If Special is triggered during combat, inflicts Atk/Spd-6 and【Panic】on target and foes within 2 spaces of target after combat.

【Panic】
Converts bonuses on target into penalties through its next action.
500 2 No
Holy Pressure If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 45% of foe's Res. (Calculates damage from staff after combat damage is added.) If this Special is triggered during combat, inflicts【Gravity】on target and adjacent foes after combat.

【Gravity】
Restricts target's movement to 1 space through its next action.
500 3 No
Holy Vestments If foe is 2 spaces from unit, reduces damage from foe's attack by 30%. 100 3 No
Holy-Knight Aura At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) Boosts Special damage by 25% of unit's Atk. After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and all allies can move 1 extra space. (That turn only. Does not stack. Bonus granted to allies even if unit's HP reaches 0.) 500 2 Yes
Holy-Knight II At start of turn, grants "unit can move 1 extra space (that turn only; does not stack)" and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit for 1 turn. Boosts Special damage by 30% of unit's Atk.

After combat, if unit's Special triggered, grants Atk/Def+6, "unit can move 1 extra space (that turn only; does not stack)," and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit and all allies for 1 turn (bonus granted to allies even if unit's HP reaches 0).
500 2 Yes
Ice Mirror If foe is 2 spaces from unit, reduces damage from foe's attacks by 30%. Boosts unit's next attack by total damage reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.) 500 2 Yes
Ice Mirror II If foe is 2 spaces from unit, reduces damage from foe's attacks by 40%. After triggering, boosts damage for unit's next attack by 40% of unit's Res. (Boost resets at the end of combat.) 500 2 Yes
Iceberg Boosts damage by 50% of unit's Res. 200 3 No
Ignis Boosts damage by 80% of unit's Def. 200 4 No
Imbue When healing an ally with a staff, restores an additional 10 HP to target ally. 50 1 No
Imperial Astra Boosts damage by 40% of unit's Spd. 500 2 Yes
Kindled-Fire Balm When healing an ally with a staff, grants Atk+4 to all allies for 1 turn. 150 1 No
Lethality When Special triggers, treats foe's Def/Res as if reduced by 75% during combat. Disables non-Special skills that "reduce damage by X%." 500 4 No
Life Unending At the start of turn 1, grants Special cooldown count-5. When Special triggers, if unit's HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. After combat, if unit's Special triggered, restores 99 HP. (Once per map.) 500 5 Yes
Light Is Time Boosts damage by 60% of foe's Atk when Special triggers. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit initiates combat, unit's Special triggered, and unit survives, grants one of the following two effects after combat (once per turn): if there is only one ally with the highest HP among allies within 2 spaces of unit who have already acted, grants another action to that ally (allies with Sing or Dance can be granted this effect as well), and also, if that ally's or their Pair Up cohort's Range = 2, inflicts "restricts movement to 1 space" on that ally or that Pair Up cohort through their next action; otherwise, grants【Time's Gate】 to unit.

【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).
500 5 Yes
Light's Restraint If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.) If Special is triggered during combat, inflicts Special cooldown count+1 and【Guard】 on target and foes within 2 spaces of target after combat (cannot exceed the foe's maximum Special cooldown).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
500 2 No
Lightless Luna Treats foe's Def/Res as if reduced by 80% when Special triggers. If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). 500 3 Yes
Lodestar Rush Boosts Special damage by 40% of unit's Spd. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit's Special is ready or has triggered during this combat,【Potent Follow X%】has triggered, and X ≤ 99, then X = 100. If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
500 2 Yes
Luna Treats foe's Def/Res as if reduced by 50% during combat. 200 3 No
Lunar Flash Treats foe’s Def/Res as if reduced by 20% during combat. Boosts damage by 20% of unit's Spd. 500 2 Yes
Lunar Flash II Treats foe's Def/Res as if reduced by 20% during combat. Boosts damage by 20% of unit's Spd. Neutralizes "reduces damage by X%" effects from non-Special skills. 500 2 Yes
Mayhem Aether During combat, treats foe's Def/Res as if reduced by 50%. Restores HP = 50% of damage dealt. 500 4 Yes
Miracle If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. 200 5 No
Moonbow Treats foe's Def/Res as if reduced by 30% during combat. 200 2 No
Negating Fang Reduces damage from foe's attacks by 30%. After triggering, unit's next attack deals damage = 30% of unit's Atk. (Boost resets at the end of combat.) 500 3 Yes
Negating Fang II Reduces damage from foe's attacks by 40%. After Special triggers, unit's next attack deals damage = 40% of unit's Atk. (Boost resets at the end of combat.) If foe has the "attacks twice" effect, grants Special cooldown count-2 to unit after first Special trigger per combat. 500 3 Yes
New Moon Treats foe's Def/Res as if reduced by 30% during combat. 100 3 No
Night Sky Boosts damage dealt by 50%. 100 3 No
Njörun's Zeal If unit initiates combat, grants another action to unit after combat. (Once per turn.) When Special triggers, inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action. 500 3 Yes
Njörun's Zeal II At the start of turn 1, grants Special cooldown count-1. If unit initiates combat and Special is triggered, grants unit another action after combat. (Activates after combat where Special is triggered. Once per turn.) When Special triggers, inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action. 500 3 Yes
No Quarter Boosts damage by X% of unit's Atk when Special triggers (if foe is armored, X = 40; otherwise, X = 30). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills. 500 3 No
Noontime Restores HP = 30% of damage dealt. 200 2 No
Open the Future Boosts damage by 50% of unit's Def. Restores HP = 25% of damage dealt. 500 3 Yes
Pavise Reduces damage from an adjacent foe's attack by 50%. 200 3 No
Radiant Aether During combat, treats foe's Def/Res as if reduced by 50%. Restores HP = 50% of damage dealt. 500 4 Yes
Radiant Aether II At the start of turn 1, grants Special cooldown count-2 to unit. Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = 50% of damage dealt. 500 4 Yes
Regnal Astra Boosts damage by 40% of unit's Spd. (Skill cannot be inherited.) 500 2 Yes
Reprisal Boosts damage by 30% of damage dealt to unit. 200 2 No
Requiem Dance If unit initiates combat, after combat, grants another action to ally with the highest HP within 2 spaces (excluding unit) that has already acted. (Once per turn.) (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.) If an ally is granted an additional action this way, inflicts "restricts movement to 1 space" on that ally (and their Pair Up cohort). 500 3 Yes
Retribution Boosts damage by 30% of damage dealt to unit. 100 3 No
Righteous Wind Boosts damage by 30% of unit's Spd. Restores 10 HP to unit and all allies after combat. (Healing does not stack if triggered more than once per combat. HP restored to allies even if unit's HP reaches 0.) 500 2 Yes
Rising Flame Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res). 150 4 No
Rising Light Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res). 150 4 No
Rising Thunder Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res). 150 4 No
Rising Wind Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res). 150 4 No
Ruptured Sky Boosts damage by 20% of foe's Atk. If in combat against a dragon foe or beast foe, boosts damage by 40% instead of 20%. 500 2 No
Sacred Cowl If foe is 2 spaces from unit, reduces damage from foe's attack by 30%. 200 2 No
Sacred Wind When Special triggers, boosts damage by 40% of unit's Spd and neutralizes foe's "reduces damage by X%" effects from non-Special skills. After combat, if unit's Special triggered, restores 20 HP to unit and all allies (healing does not stack if triggered more than once per combat; HP restored to allies even if unit's HP reaches 0) and grants【Canto (1)】 to unit for 1 turn.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
500 2 Yes
Seiðr Shell At the start of turn 1, grants Special cooldown count-3 to unit. Boosts damage by 15 and calculates damage using the lower of foe's Def or Res. 500 3 Yes
Seiðr Shell+ At the start of turn 1 and start of turn 4, grants Special cooldown count-3 to unit. Boosts damage by 20 and calculates damage using the lower of foe's Def or Res. 500 3 Yes
Shining Emblem At start of turn, if unit is within 2 spaces of an ally, grants unit Atk/Spd/Def/Res+6 for 1 turn and grants allies within 2 spaces of unit Atk+6 for 1 turn. Boosts Special damage by 35% of unit's Spd. After combat, if unit's Special triggered, grants Atk/Spd/Def/Res+6 to unit and all allies for 1 turn. (Bonus granted to allies even if unit's HP reaches 0.) 500 2 Yes
Sirius Boosts damage by 30% of unit's Spd. Restores HP = 30% of damage dealt. 500 2 Yes
Sirius+ Neutralizes effects that inflict "Special cooldown charge -X" on unit. When Special triggers, boosts damage by 35% of unit's Spd and restores HP = 35% of damage dealt. 500 2 Yes
Sol Restores HP = 50% of damage dealt. 200 3 No
Solid-Earth Balm When healing an ally with a staff, grants Def+4 to all allies for 1 turn. 150 1 No
Still-Water Balm When healing an ally with a staff, grants Res+4 to all allies for 1 turn. 150 1 No
Sublime Heaven Boosts damage by 25% of unit's Atk. If in combat against a dragon foe or beast foe, boosts damage by 50% instead of 25%. Disables non-Special skills that "reduce damage by X%." 500 2 Yes
Sublime Heaven II At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

Boosts Special damage by 30% of unit's Atk. If in combat against a dragon foe or beast foe, boosts Special damage by 60% instead of 30%.

When Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills.
500 2 Yes
Supreme Astra Boosts Special damage by 40% of unit's Spd. At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. After unit's Special triggers, grants Special cooldown count-1 to unit (once per turn). 500 2 Yes
Supreme Heaven Boosts damage by X% of unit's Atk when Special triggers (if in combat against a dragon foe or beast foe, X = 50; otherwise, X = 25). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 30% (once per combat; excluding area-of-effect Specials). 500 2 Yes
Swift-Winds Balm When healing an ally with a staff, grants Spd+4 to all allies for 1 turn. 150 1 No
Time and Light Boosts Special damage by 30% of unit's Spd when Special triggers.

Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

If unit initiates combat, after combat, if unit's Special triggered and unit survives, grants another action to unit and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action (once per turn). (This effect has priority over other similar effects; in such cases, these other similar effects are treated as not having triggered.)
500 2 Yes
Time Is Light Boosts damage by 45% of unit's Spd when Special triggers. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit initiates combat, after combat, if unit's Special triggered and unit survives, grants another action to unit and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action (once per turn). (This effect has priority over other similar effects; in such cases, these other similar effects are treated as not having triggered.) 500 3 Yes
Twin Blades Boosts damage by 40% of unit's Res. Disables non-Special skills that "reduce damage by X%." 500 2 Yes
Vengeance Boosts damage by 50% of damage dealt to unit. 200 3 No
Vital Astra Boosts damage by 30% of unit's Spd. If unit's Special is ready and unit's Spd > foe's Spd, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). At the start of combat, if unit's Special is ready and unit's Spd > foe's Spd, reduces damage from attacks during combat by percentage = difference between stats × 3 (max 30%). (Damage-reduction effects above are considered non-Special effects, so skills like Deadeye still apply.) 500 2 No
Warp Ragnarok Boosts Special damage by 25% of unit's Atk.

Unit can move through foes' spaces. For each foe within 6 spaces of unit, unit can move to the nearest spaces that are 2 spaces away from that foe (unless space is impassable terrain).

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
500 2 Yes
Windfire Balm When healing an ally with a staff, grants Atk/Spd+4 to all allies for 1 turn. 200 1 No
Windfire Balm+ When healing an ally with a staff, grants Atk/Spd+6 to all allies for 1 turn. 300 1 No
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