Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Base weapon | ||
Combat effects | ||
Atk/Spd/Def/Res+X X = 2 x current Penalty on each stat, +4 | Unit | Unit's HP ≥ 25% at start of combat |
Guaranteed follow-up | Unit's HP ≥ 50% at start of combat | |
Boosts damage by 7 | Unit's HP ≥ 75% at start of combat | |
Skill refine effects | ||
Map effects | ||
Recover 7 HP | Unit | After combat in Player Phase or an Ally is within 2 spaces |
Combat effects | ||
Atk/Spd/Def/Res+4 | Unit | Player Phase or an Ally is within 2 spaces |
Reduces damage by 40% from Foe's first attack | ||
Prevent follow-up | Foe |
Notes[ | ]
- The stat increase that can be applied by Stoutheart Lance is considered a temporary buff.
- The stat increasing effect of Stoutheart Lance will activate if the foe receives Penalties.
- The stat increasing effect will not be negated nor reduced if the foe receives Bonuses.
- If the foe is affected by Panic (and not affected by Null Panic), Stoutheart Lance will utilize the total Penalty within each stat during calculation.[1]
- The stat increasing effect will be negated if the foe has their Penalties removed by a source of negative status effect neutralization.
- As a general rule, if a unit is both prevented from making, and guaranteed to make a follow-up attack, the effects cancel out, and the Spd difference decides instead (including effects that alter the Spd difference such as Frozen).
- A foe with effects such as Phys. Null Follow or Null Follow-Up will neutralize the guaranteed follow-up attack granted by Stoutheart Lance.
- The damage boosting effect is a flat +7 damage that ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage reduction effects such as Gust, Atk/Spd Excel, and Dodge.
- A foe equipped with Embla's Ward, Múspellflame, Niðavellir Axiom, or Gold Perfection will neutralize all sources of damage during combat except the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
Upgrades[ | ]
Type | Stats | Description | Cost |
---|---|---|---|
+3 HP | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit during combat (X = current penalty on each of those stats × 2, + 4; example: if unit has -7 penalty to Atk, grants Atk+18, for a net bonus of Atk+11 during combat; calculates each stat bonus independently), and the following effects will occur based on unit's HP at start of combat: if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack; if unit's HP ≥ 75%, deals +7 damage during combat as well (except when dealing damage with area-of-effect Specials). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 40%, and foe cannot make a follow-up attack during combat, and also, restores 7 HP to unit after combat. |
400 SP, 500, 200 | |
+5 HP, +2 Mt | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit during combat (X = current penalty on each of those stats × 2, + 4; example: if unit has -7 penalty to Atk, grants Atk+18, for a net bonus of Atk+11 during combat; calculates each stat bonus independently), and the following effects will occur based on unit's HP at start of combat: if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack; if unit's HP ≥ 75%, deals +7 damage during combat as well (except when dealing damage with area-of-effect Specials). | 400 SP, 500, 200 | |
+5 HP, +3 Spd | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit during combat (X = current penalty on each of those stats × 2, + 4; example: if unit has -7 penalty to Atk, grants Atk+18, for a net bonus of Atk+11 during combat; calculates each stat bonus independently), and the following effects will occur based on unit's HP at start of combat: if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack; if unit's HP ≥ 75%, deals +7 damage during combat as well (except when dealing damage with area-of-effect Specials). | 400 SP, 500, 200 | |
+5 HP, +4 Def | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit during combat (X = current penalty on each of those stats × 2, + 4; example: if unit has -7 penalty to Atk, grants Atk+18, for a net bonus of Atk+11 during combat; calculates each stat bonus independently), and the following effects will occur based on unit's HP at start of combat: if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack; if unit's HP ≥ 75%, deals +7 damage during combat as well (except when dealing damage with area-of-effect Specials). | 400 SP, 500, 200 | |
+5 HP, +4 Res | At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit during combat (X = current penalty on each of those stats × 2, + 4; example: if unit has -7 penalty to Atk, grants Atk+18, for a net bonus of Atk+11 during combat; calculates each stat bonus independently), and the following effects will occur based on unit's HP at start of combat: if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack; if unit's HP ≥ 75%, deals +7 damage during combat as well (except when dealing damage with area-of-effect Specials). | 400 SP, 500, 200 |
Notes[ | ]
- "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
- However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
- The damage-reduction effect is calculated after offensive Specials and damage boosting effects such as Arcane Lúin and Dominance.
- If a skill such as Miracle or Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- "Reduces damage by X%" effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Non-Special "reduces damage by X%" effects can be neutralized or reduced by effects such as Share Spoils or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- Stoutheart Lance can prevent the foe from making a standard follow-up attack.
- As a general rule, if a unit is both prevented from making, and guaranteed to make a standard follow-up attack, the effects cancel out, and the Spd difference is used (including effects that alter the Spd difference such as Frozen).
- Stoutheart Lance will not prevent a unit with a "unit attacks twice" effect from performing the 2 consecutive attacks, but the the unit will not be able to perform a standard follow-up attack.
- Stoutheart Lance will not prevent the additional follow-up attack of 【Potent Follow X%】 or 【Potent Follow 100%】.
- Effects such as Mag. Null Follow or Null Follow-Up will neutralize the follow-up preventing effect of Stoutheart Lance.
- The healing effect is triggered regardless of whether Stoutheart Lance's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Stoutheart Lance's healing effect will still trigger.
- Stoutheart Lance's user needs to survive the combat for the healing effect to trigger.
- Stoutheart Lance's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Stoutheart Lance's after combat healing will not work if the foe has a skill that prevents HP recovery such as Fatal Smoke 4 or Incurable+, or the user has been inflicted with Deep Wounds.
List of owners[ | ]
Unit | Skill chain |
---|---|
Stoutheart Lance 5 |
In other languages[ | ]
Language | Name |
---|---|
Japanese | 自信家の長槍 |
German | Tapfere Lanze |
Spanish (Europe) | Lanza valerosa |
Spanish (Latin America) | Lanza valerosa |
French | Lance vaillante |
Italian | Lancia impavida |
Traditional Chinese (Taiwan) | 自信者的長槍 |
Portuguese | Lança indômita |