Fire Emblem Heroes Wiki

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
Aether's Course When Special triggers, boosts damage by the greater of unit's or foe's Def, restores 50% of unit's maximum HP, and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills.

Foe can make a follow-up attack before unit's next attack during combat.

Reduces the effect of【Deep Wounds】by 50%, neutralizes effects that prevent unit's counterattacks, and reduces damage from foe's attacks by 40%, but if unit receives consecutive attacks, reduces damage from foe's second attack onward by 70% during combat (excluding area-of-effect Specials).

【Deep Wounds】
Unit's HP cannot be healed through its next action.
500 5 Yes
Aether's Path When Special triggers, boosts damage by 75% of the greater of foe's Spd or Def and restores 50% of unit's maximum HP.

Neutralizes effects that inflict "Special cooldown charge -X" on unit, reduces the effect of【Deep Wounds】by 50%, neutralizes effects that prevent unit's counterattacks, and reduces damage from attacks by X% during combat (X = 50 - current Special cooldown count value × 10, but if unit's Special triggered during this combat, X = 50).

【Deep Wounds】
Unit's HP cannot be healed through its next action.
500 4 Yes
Archrival When Special triggers, boosts damage by X% of the greater of unit's or foe's Atk (if unit has weapon-triangle advantage, X = 80; otherwise, X = 70).

Reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes) and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if unit has weapon-triangle advantage, grants Special cooldown count-2 to unit and inflicts Special cooldown count+2 on foe before unit's first attack during combat (cannot exceed foe's maximum Special cooldown).
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
Armored Glacier Boosts damage by 40% of unit's Res 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
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
Ascendant King Boosts damage by 80% of unit's Def + Def【Great Talent】when Special triggers.

Reduces damage from foe's attacks by 40% during combat (excluding area-of-effect Specials).

Enables【Canto (Dist. +1; Max 4)】.
Unit can counterattack regardless of foe's range.

At the start of turn, grants【Gallop】to unit and grants Atk/Def/Res【Great Talent】+2 to unit and allies within 3 rows or 3 columns centered on unit.

At the start of enemy phase, applies 【Divine Vein (Stone)】to unit's space and spaces within 2 spaces of unit for 1 turn.

After combat, if unit's Special triggered, grants Atk/Def/Res【Great Talent】+4 to unit and allies within 3 rows or 3 columns centered on unit.

(This skill grants max of【Great Talent】+20 for unit and【Great Talent】+10 for allies.)

【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).

【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (Max 4.)

【Gallop】
Unit can move 2 extra spaces (that turn only; only highest value applied; does not stack).

【Divine Vein (Stone)】
Applies the following effects on space for unit and allies: Grants Def/Res+6 during combat, reduces damage from foe's Specials by 10 during combat (excluding area-of-effect Specials), and reduces damage from area-of-effect Specials by 50% (excluding Røkkr area-of-effect Specials).
500 4 Yes
Astra Boosts damage dealt by 150%. 200 4 No
Astra Storm Boosts damage by 40% of unit's Spd when Special triggers.

If unit's Special is ready or has triggered during this combat,【Potent Follow X%】 has triggered, and X ≤ 99, then X = 100.

Unit can use the following【Style】:
――――― Astra Storm Style ―――――
Unit can attack foes within 6 spaces of unit and 3 rows or 3 columns centered on unit regardless of unit's range. Unit suffers a counterattack if any of the following conditions are met: foe is armored with Range = 2, foe can counterattack regardless of unit's range, or foe's Range is the same as the distance between unit and foe.

Unit cannot move or attack structures, after-combat movement effects do not occur, and remaining movement granted from Canto is treated as 0. Skill effect's Range is treated as 2, including by skill effects determined by attack Range, like Pavise and Aegis. This Style can be used only once per turn.
――――――――――――――――――――

【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).

【Style】
Change Style using the Style button at the bottom of the screen.

A unit's Style is only active when that unit is taking an action. When unit has a status or a skill that enables use of a Style, Duo Skills and Harmonized Skills cannot be used while unit can take an action (those skills can be used after unit has acted).
Style use is disabled when unit is deployed using Pair Up or when unit is equipped with multiple skills that have a Style.
500 2 Yes
Balance Circlet II When Special triggers, boosts damage by 40% of unit's Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills.

If unit's or foe's Special is ready or if unit's or foe's Special triggered before or during this combat and if unit can attack in combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).

If unit’s HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP (once per combat; 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 unit's HP to 0).
500 2 Yes
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
Bond Blast Boosts Special damage by 50% of unit's Spd when Special triggers.

At start of turn, if unit is not on a team with unit's support partner, grants【Bonded】to allies with the highest Atk within 2 spaces of unit.

If unit is on a team with their support partner or if an ally has an active【Bonded】effect, for unit, support partner, and any allies with an active【Bonded】effect, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills during combat (excluding area-of-effect Specials).

If unit is within 3 spaces of a support partner or an ally with an active【Bonded】effect, 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).

【Bonded】
Grants a status that can trigger certain skill effects to unit for 1 turn.
500 3 Yes
Bonfire Boosts damage by 50% of unit's Def. 200 3 No
Boulder Boosts Special damage by 50% of unit's Def when Special triggers.

If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Def ≥ foe's Def-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 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
Brutal Shell+ At the start of turns 1 through 4, grants Special cooldown count-3 to unit.

When Special triggers, boosts damage by 50% of the greater of unit's or foe's Def.

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
Buckler Reduces damage from an adjacent foe's attack by 30%. 100 3 No
Celestial Form Boosts damage by X% of unit's Spd when Special triggers (if any space within 2 spaces of unit or foe has a Divine Vein effect applied, is defensive terrain, or counts as difficult or impassable terrain for units other than flying, X = 60; otherwise, X = 40).

If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Spd ≥ foe's Spd-4 or any space within 2 spaces of unit or foe has a Divine Vein effect applied, is defensive terrain, or counts as difficult or impassable terrain for units other than flying, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 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
Comet When Special triggers, boosts damage dealt by 200%.

At start of turn, grants Special cooldown count-1 to unit.

Reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
500 5 No
Crusader's Astra When Special triggers, boosts damage by 40% of unit's Spd and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills.

Grants Special cooldown count-1 to unit before unit's first attack and before each of unit's follow-up attacks during combat, and also, when unit's Special is triggered during a follow-up attack, prevents foe's Specials that are triggered by unit's attack.

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 2 Yes
Curved Shot Boosts Special damage by 30% of the greater of foe's Spd or Def.

If unit's or foe's Special is ready or unit's or foe's Special triggered before or during this combat and if unit can attack during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 2 No
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 Fire Boosts damage by 40% of unit's Res when Special triggers.

If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5.

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 × X (max X × 10%; if from area-of-effect Special, X = 8 - current Special cooldown count value; otherwise, X = 4 - current Special cooldown count value).

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 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 Flame Boosts damage by 80% of unit's Def and restores 30% of unit's maximum HP when Special triggers.

If both of the following conditions are met, reduces damage from foe's next attack by 40% during combat:
  - Unit's or foe's Special is ready, or unit's
    or foe's Special triggered before or during
    this combat.
  - Foe initiates combat or unit's Def ≥ foe's
    Def-10.
(Once per combat; excluding area-of-effect Specials).
500 4 No
Dragon Gaze Boosts damage by 30% of unit's Atk. 100 4 No
Dragon Ice Boosts damage by 80% of unit's Res and restores 30% of unit's maximum HP when Special triggers.

If both of the following conditions are met, reduces damage from foe's next attack by 40% during combat:
  - Unit's or foe's Special is ready, or unit's
    or foe's Special triggered before or during
    this combat.
  - Foe initiates combat or unit's Res ≥ foe's
    Res-10.
(Once per combat; excluding area-of-effect Specials).
500 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
Dual Ice Mirrors When Special triggers, if foe is 2 spaces from unit, reduces damage from foe's attacks by 40%.

After Special triggers, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat; min 40% of unit's Res) and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills for that attack (resets at end of combat).

Unit can counterattack regardless of foe's range during combat.
500 2 Yes
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
Enclosure II When Special triggers, boosts damage by 30% of unit's Atk and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills.

At start of turn, inflicts Spd/Res-7,【Feud】, and 【Sabotage】on closest foes and foes within 2 spaces of those foes through their next actions.

Neutralizes effects that inflict "Special cooldown charge -X" on unit, and if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】during combat (if【Feud】 is active on foe, X = 100; otherwise, X = 40).

【Feud】
Disables all ally skills (excluding unit's) during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit. Calculates each stat penalty independently.

【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
Escutcheon Reduces damage from an adjacent foe's attack by 30%. 200 2 No
Fell Blast Boosts damage by 50% of unit's Res when Special triggers.

At start of player phase or enemy phase, if unit's HP ≥ 25%, grants【Fell Spirit】to unit and allies within 2 spaces of unit for 1 turn.

If foe initiates combat, if unit's or foe's Special is ready, or if unit's or foe's Special triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).

Unit can counterattack regardless of foe's range during combat.

【Fell Spirit】
Inflicts Atk/Spd/Def/Res-4 on foe and neutralizes effects that prevent unit's counterattacks during combat, any "reduces damage by X%" effect that can be triggered only once per combat by unit's equipped Special skill can be triggered up to twice per combat (excludes boosted Special effects from engaging; only highest value applied; does not stack), and also, when unit or foe is engaged, inflicts an additional Atk/Spd/Def/Res-2 on foe during combat.
(For 1 turn.)
500 3 Yes
Fierce Beast Boosts Special damage by X% of unit's Atk when Special triggers (if transformed, X = 25; otherwise, X = 20). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills. 500 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
Flame Wall Boosts damage by 70% of unit's Def when Special triggers.

If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Def ≥ foe's Def-10, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 4 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
Frost Moon When Special triggers, boosts damage by 70% of unit's Res and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills.

If unit cannot perform a follow-up attack and attack twice, grants Special cooldown count-1 to unit before unit's first attack during combat.
500 4 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
Future and Past Boosts damage by 80% of unit's Spd when Special triggers.

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

If unit initiates combat, reduces damage from foe's attacks by X% (excluding area-of-effect Specials; X = 40 + number of allies on the map with the【Time's Gate】effect active, including unit × 5; max 60%).

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.)

【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).
500 4 Yes
Galeforce If unit initiates combat, grants unit another action after combat. (Once per turn.) 500 5 No
Galeforce Mist If unit initiates combat, when unit's Special triggers, grants another action to unit after combat (once per turn).

If unit initiates combat, reduces damage from foe's attacks by 40% during combat (excluding area-of-effect Specials).
500 5 No
Gift for Magic Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Disables unit's and foe's skills that change attack priority.

If unit's Special is triggered before combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

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 2 Yes
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
Great Sacrifice When Special triggers, boosts damage by 60% of unit's Res and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills.

If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).

If a Rally or movement Assist skill is used by unit, restores 20 HP to allies within 2 spaces of both unit and target ally after movement (including target ally; excluding unit), and neutralizes any【Penalty】on those allies (does not stack even if effect ranges of unit and target overlap), and grants another action to unit (additional action granted once per turn only; if another effect that grants additional action to unit has been triggered at the same time, this effect is also considered to have been triggered).

【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).
500 3 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
Gust Boosts Special damage by 50% of unit's Spd 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 if unit's Spd ≥ foe's Spd-4, reduces damage from foe's next attack during combat by 40% (once per combat; excluding area-of-effect Specials).
500 3 No
Haze Slice Boosts damage by 35% of unit's Atk when Special triggers.

If unit initiates combat, grants Special cooldown count-1 to unit before unit's first attack and reduces damage from foe's attacks by 40% during combat (excluding area-of-effect Specials).
500 3 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 unit 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
Ice Wall Boosts damage by 70% of unit's Res when Special triggers.

If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Res ≥ foe's Res-10, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 4 No
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
Immurement When Special triggers, boosts damage by 70% of unit's Atk and neutralizes "reduces damage by X%" effects from foe's non-Special skills.

At start of turn and after unit acts (if Canto triggers, after Canto), inflicts Spd/Res-7, 【Feud】, and【Discord】on closest foes and foes within 2 spaces of those foes through their next actions.

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

If unit initiates combat, reduces damage from attacks by percentage = number of foes within 2 spaces of target with【Feud】active, including target, × 10, + 40 (max 80%; excluding area-of-effect Specials).

【Feud】
Disables all ally skills (excluding unit's) during combat through unit's next action.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
500 5 Yes
Imperial Astra Boosts damage by 40% of unit's Spd. 500 2 Yes
Invincible Sister When Special triggers, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP, and afterward, once per turn on player phase and enemy phase, damage dealt by unit's attacks and damage from foe's attacks during that combat are reduced to 0 (Røkkr take at least 1 damage), and after combat, grants Special cooldown count-5 to unit, restores 40 HP to unit, and grants Atk/Spd【Great Talent】+10 to unit, and also, if unit initiated combat, grants another action to unit.

At start of player phase or enemy phase (except for in Summoner Duels), grants Special cooldown count-5 and restores 40 HP to unit.

Unit's first follow-up attack deals +X damage (X = 50% of foe's Atk + total value of unit's Atk and Spd【Great Talent】), reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown count-2 to unit before foe's first attack during combat.

(This skill grants max of【Great Talent】+20.)

【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).
500 5 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
Life Unending II At the start of turn 1, grants Special cooldown count-5 to unit.

When Special triggers, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.

Reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat).

After combat, if unit's Special triggered, restores 99 HP (neutralizes the effects of【Deep Wounds】and will not trigger again for 2 turns after triggering).

【Deep Wounds】
Unit's HP cannot be healed through its next action.
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 unit 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
Logic Boosts damage by X% of unit's Atk when Special triggers (if【Penalty】effects are active on foe, X = 80; otherwise, X = 70).

If unit initiates combat, reduces damage from foe's attacks by 40% during combat (excluding area-of-effect Specials), and also, if foe has any【Penalty】effects active, grants Special cooldown count-1 to unit before unit's first attack 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).
500 5 No
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
Magic Light When Special triggers, treats foe's Def/Res as if reduced by 50% and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills. 500 3 No
Makings of a King Boosts damage by 30% of unit's Def + Def【Great Talent】when Special triggers.

Reduces damage from attacks during combat by percentage = 40, - 10 × current Special cooldown count value.

At start of turn, grants Atk/Def/Res 【Great Talent】+2 to unit and Atk/Def/Res 【Great Talent】+1 to allies within 3 rows or 3 columns centered on unit.

After combat, if unit's Special triggered, grants Atk/Def/Res【Great Talent】+4 to unit and Atk/Def/Res【Great Talent】+2 to allies within 3 rows or 3 columns centered on unit.

(This skill grants max of【Great Talent】+20 for unit and 【Great Talent】+10 for allies.)

【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).
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
Mighty Roar Boosts damage by 60% of unit's Def when Special triggers.

At start of player phase or enemy phase, grants Res+6 and【Magic Twin Save】to target allies within 2 spaces of unit for 1 turn (if support partner is on player team, targets any support partner; otherwise, targets ally with the highest Res at start of battle, excluding unit; "at start of battle" excludes increases to Res granted after ally is deployed, such as Legendary Effects, Mythic Effects, Bonus Heroes, Great Talent, etc.; does not trigger when unit is equipped with "Savior" effects other than【P Save】).

Reduces damage from foe's attacks during combat by 40% (excluding area-of-effect Specials) and grants Special cooldown count-X ÷ 12 (rounded down) to unit before unit's first attack during combat (X = highest total bonuses among unit and allies within 3 spaces of unit), and also, if unit's Def ≥ foe's Def+5, disables unit's and foe's effects that change attack priority during combat.

【Magic Twin Save】
If a magic, staff, or dragon foe initiates combat against an ally within 2 spaces of unit, triggers Savior on unit (triggers only if unit is not equipped with a skill that can trigger another Savior effect; if unit is granted multiple statuses that enable "Savior" effects to trigger, Savior will not trigger).

If foe uses magic, staff, or dragon damage, disables foe's effects that "calculate damage using the lower of foe's Def or Res" (including area-of-effect Specials), and any "reduces damage by X%" effect that can be triggered only once per combat by unit's equipped Special skill can be triggered up to twice per combat during combat (excludes boosted Special effects from engaging; only highest value applied; does not stack).

【P Save】
"If sword, lance, axe, bow, dagger, or beast foe initiates combat" is an activation condition for "Savior."
500 3 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
Nimble Beast Boosts damage by X% of unit's Spd when Special triggers (if transformed, X = 50; otherwise, X = 40).

If both of the following conditions are met, reduces damage from foe's next attack by 40% during combat:
  - Unit's or foe's Special is ready, or unit's
    or foe's Special triggered before or during
    this combat.
  - Unit is transformed or unit's Spd ≥ foe's
    Spd-4.
(Once per combat; excluding area-of-effect Specials).
500 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
Override If unit's Special is ready, before combat this unit initiates, foes in an area near target take damage equal to 1.5 × (unit's Atk minus foe's Def or Res).

When unit deals damage to 2 or more foes at the same time using a Special (including target; including foes dealt 0 damage), grants another action to unit after combat (once per turn).

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% during combat (once per combat; excluding area-of-effect Specials).
500 3 Yes
Pavise Reduces damage from an adjacent foe's attack by 50%. 200 3 No
Pitch-Dark Luna When Special triggers, boosts damage by 80% of the greater of foe's Spd or Def.

Neutralizes effects that prevent unit's counterattacks and reduces damage from attacks by X% during combat (X = 50 - current Special cooldown count value × 10, but if unit's Special triggered during this combat, X = 50; excluding area-of-effect Specials), and also, if unit's Def ≥ foe's Def+5, disables unit's and foe's skills that change attack priority during combat.
500 3 Yes
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
Requiem Prayer When Special triggers, boosts damage by 40% of unit's Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills.

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 triggers Special during the current turn, enables【Canto (2)】.

When Canto triggers, enables unit to use 【Sing/Dance】(can be triggered by any Canto effect other than the Canto effect from this Special; once per turn; if similar effects are active, this effect does not trigger; this effect is not treated as an Assist skill, nor is it treated as a Sing or Dance skill).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).
(Once per turn. Only highest value applied. Does not stack.)

【Sing/Dance】
Range = 1. Grants another action to target ally.
500 2 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
Sandstorm Boosts damage by 80% of unit's Def and calculates damage using 150% of unit's Def instead of the value of unit's Atk when Special triggers.

Reduces damage from attacks by percentage = 40 - current Special cooldown count value × 10 during combat.

If unit's Def > foe's Def, decreases Spd difference necessary for unit to make a follow-up attack by X and increases Spd difference necessary for foe to make a follow-up attack by X during combat (X = difference between Def stats; max 10; for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).
500 4 Yes
Seiðr Burst Boosts damage by 50% of unit's Spd and calculates damage using the lower of foe's Def or Res when Special triggers.

On turns 1 through 4, grants Special cooldown count-2 to unit before unit's first attack and grants Special cooldown count-2 to unit before unit's first follow-up attack during combat.

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
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
Sturdy Beast Boosts damage by X% of unit's Def when Special triggers (if transformed, X = 50; otherwise, X = 40).

If both of the following conditions are met, reduces damage from foe's next attack by 40% during combat:
  - Unit's or foe's Special is ready, or unit's
    or foe's Special triggered before or during
    this combat.
  - Unit is transformed or unit's Def ≥ foe's
    Def-4.
(Once per combat; excluding area-of-effect Specials).
500 3 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
The Fire Emblem Boosts damage by 40% of unit's Spd when Special triggers.

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+7,【Fire Emblem】, and 【Null Panic】to unit and allies within 2 spaces of unit for 1 turn.

Reduces damage from foe's attacks by X% during combat (excluding area-of effect Specials; X = number of allies on the map with the【Fire Emblem】effect active, including unit, × 10; max 40%).

Unit can counterattack regardless of foe's range.

【Fire Emblem】
Neutralizes "effective against" bonuses for all movement types.

Grants bonus to unit's Atk/Spd/Def/Res = highest bonus on each stat between unit and allies within 2 spaces of unit (calculates each stat bonus independently) and reduces damage from foe's first attack by 10 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
500 2 Yes
The True Njörun Boosts damage by 50% of unit's Def when Special triggers.

Enables【Canto (Ally 2, 2)】.

If unit initiates combat, after combat, if unit's Special triggered and unit survives, grants another action to unit, and also, if unit is not within 2 spaces of an ally, inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action (once per turn; "within 2 spaces" is calculated based on the position of unit after triggering post-combat skill effects that change positioning).

If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).

【Canto (Ally 2, 2)】
After an attack, Assist skill, or structure destruction, unit can move to a space within 2 spaces of any ally within 2 spaces.

(Once per turn. Cannot attack or assist. 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. Granted movement treated as Warp movement.)
500 3 Yes
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
Torrential Roar Boosts damage by 60% of unit's Res when Special triggers.

Neutralizes effects that inflict "Special cooldown charge -X" on unit and reduces damage from foe's attacks by 40% during combat (excluding area-of-effect Specials). If unit's Res > foe's Res, decreases Spd difference necessary for unit to make a follow-up attack by X and increases Spd difference necessary for foe to make a follow-up attack by X during combat (X = difference between Res stats; max 10).

At start of enemy phase (except for in Pawns of Loki), if there is no【Divine Vein (Icicle)】 currently applied by unit or allies, applies 【Divine Vein (Icicle)】to spaces 2 spaces away from both unit and certain target ally within 2 spaces of unit for 1 turn (excluding spaces adjacent to or occupied by unit or target ally, spaces occupied by a foe, destructible terrain other than Divine Vein, or warp spaces in Rival Domains) and【Divine Vein (Vert)】 to unit's space and spaces within 4 spaces of unit for 1 turn (excluding spaces with 【Divine Vein (Icicle)】applied). (If support partner is on player team, targets any support partner; otherwise, targets ally with the highest Def at start of battle, excluding unit; "at start of battle" excludes increases to Def granted after ally is deployed, such as Legendary Effects, Mythic Effects, Bonus Heroes, Great Talent, etc.; if number of allies that qualify ≥ 2, it's treated as though there is no target ally.)

【Divine Vein (Icicle)】
Applies the following status on space:
Foes treat space as impassable terrain while status is active, but status is destructible (with 1 HP). When destroyed, it changes to 【Divine Vein (Vert)】. Allies can move into and occupy space. If any allies occupy spaces with Divine Vein (Icicle) applied, attacks targeting those spaces will hit the ally over destroying the Divine Vein (Icicle).

【Divine Vein (Vert)】
Applies the following effects on space for foes:
Foe cannot warp from this space or into this space (does not affect units with Pass skills or warp effects from structures like camps and fortresses in Rival Domains). Inflicts 【Canto Control】on foes that trigger Canto in this space through their next action. Inflicts Atk/Spd-5 and Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown).

【Canto Control】
If unit's Range = 1, unit can move 1 space when Canto triggers. If unit's Range = 2, their action ends when Canto triggers.
500 3 Yes
True Lunar Flash When Special triggers, treats foe's Def/Res as if reduced by 35%, boosts damage by 35% of unit's Spd, neutralizes "reduces damage by X%" effects from foe's non-Special skills, and prevents foe's Specials that are triggered by unit's attack.

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
Twin Blades Boosts damage by 40% of unit's Res. Disables non-Special skills that "reduce damage by X%." 500 2 Yes
Twin Strike Boosts damage by 60% of unit's Spd when Special triggers.

Unit attacks twice (even if foe initiates combat, unit attacks twice) and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

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
United Storm When Special triggers, boosts damage by the greater of unit's Def or foe's Def.

Reduces damage from foe's attacks by 40% during combat (excluding area-of-effect Specials).

If unit initiates combat, grants another action to unit after combat (up to twice per turn).
500 5 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
Waning Shot Boosts damage by 80% of the greater of unit's Spd or Def when Special triggers.

Inflicts penalty on foe’s Atk/Def = highest penalty on each stat between target and foes within 2 spaces of target (calculates each stat penalty independently) and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
500 4 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