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A turn consists of a player phase and an enemy phase.

A defense map requires at least one unit to survive within a set amount of turns.

A turn limit map requires routing all enemies within a set amount of turns.

The speed score of Tempest Trials becomes higher the lower amount of turns is used to complete the Tempest Trials.

Some skills operate based on the turn number, such as Quickened Pulse.png Quickened Pulse or Icon Class Red Sword.png Falchion.

Sources of effects operate based on a specific turn number[]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Ascending Blade
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and after combat, grants Special cooldown count-1.
Breath of Blight
Neutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit = number of foes within 3 spaces × 5. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Dryblade Lance
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value × 10, + 20).
Frost Breath
Grants Res+3. At start of turn or when Play is used, inflicts Atk/Spd/Def/Res-4 on closest foe within 4 spaces of unit through their next action. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Grandscratcher+
At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.)
Grandscratcher
At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.)
Groom's Wing
Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Imhullu
Grants Res+3. At the start of turn 3, deals 5 damage to non-magic foes within 5 columns centered on unit, and inflicts status on those foes preventing counterattacks through their next actions.
It's Curtains...+
At the start of turn 1, grants Special cooldown count-2.
It's Curtains...
At the start of turn 1, grants Special cooldown count-2.
Magic Rabbits
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2. Unit can move to a space within 2 spaces of any ally within 2 spaces. If unit initiates combat or is within 2 spaces of an ally, grants Atk+4, Spd+6, and bonus to unit's Atk = unit's max Special cooldown count value × 3 during combat.
Missiletainn
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit).
Niðavellir Lots
Grants Atk+3. Enables【Canto (2)】during turns 1 through 4. At the start of turn 4, grants Special cooldown count-3 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)
Ouch Pouch+
At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Ouch Pouch
At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-5 on foes within 2 spaces of target through their next actions.
Quick Dagger+
At the start of turn 1, grants Special cooldown count-2 to unit.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Quick Dagger
At the start of turn 1, grants Special cooldown count-2 to unit.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Skadi
Effective against flying foes.
Grants Spd+3. At the start of turn 3, deals 10 damage to foes within 3 columns centered on unit, and converts bonuses on those foes into penalties through their next actions.
Staff of the Saint
Foe cannot counterattack. At start of turn, grants Def/Res+6 to allies within 2 spaces of unit for 1 turn and inflicts【False Start】on foes in cardinal directions of unit with Res < unit's Res. (In Summoner Duels, if False Start is inflicted at the same time that any start-of-turn effects trigger for the opponent, effects will still trigger, with the exception of those that restore HP or deal damage.)

【False Start】
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
Studied Forblaze
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 during combat and disables unit's and foe's skills that change attack priority.
True-Love Roses
Accelerates Special trigger (cooldown count-1). At start of turn 1, grants Special cooldown count-1 to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and deals damage = 10% of unit's Res.
Wild Tiger Fang
Grants Atk+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces of unit through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit and neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat.

At start of turn 2, turn 4, and all later turns, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, but after combat, if unit attacked, deals 5 damage to unit.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Weapons related to this keyword when refined

Weapon Refined Description
Imhullu
Grants Res+3. At the start of turn 3, deals 7 damage to non-magic foes within 5 columns centered on unit and inflicts status on those foes preventing counterattacks through their next actions. If unit initiates combat or unit is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Quickened Pulse W.png Dark Excalibur
At the start of turn 1, grants Special cooldown count-2.
Scarlet Sword

List of Assists

None, currently.

List of Specials

Special Description
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.
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.)
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.
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.

List of Passives

A passives related to this keyword

None, currently.

B passives related to this keyword

Icon Passive Description
Shield Pulse 1.png Shield Pulse 1
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1.
Shield Pulse 2.png Shield Pulse 2
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers.
Shield Pulse 3.png Shield Pulse 3
At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers.
Hardy Fighter 1.png Hardy Fighter 1
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation.
Hardy Fighter 2.png Hardy Fighter 2
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation.
Hardy Fighter 3.png Hardy Fighter 3
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation.
True Dragon Wall.png True Dragon Wall
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 × 6 (max 60%) for this unit's first combat in player phase and enemy phase and percentage = difference between stats × 4 (max 40%) for this unit's second combat or later. If dragon or beast ally is on your team (excluding unit), restores 7 HP to unit at start of turn and after combat.
S Drink.png S Drink
At the start of turn 1, restores 99 HP and grants Special cooldown count-1.

C passives related to this keyword

Icon Passive Description
Infantry Pulse 1.png Infantry Pulse 1
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-5. (Stacks with similar skills.)
Infantry Pulse 2.png Infantry Pulse 2
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-3. (Stacks with similar skills.)
Infantry Pulse 3.png Infantry Pulse 3
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit's HP. (Stacks with similar skills.)
Ostias Pulse.png Ostia's Pulse
At the start of turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2.
Upheaval.png Upheaval
At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within same column as unit. (Does not affect structures that cannot be destroyed.)
Upheaval Plus.png Upheaval+
At the start of turn 1, deals 10 damage to all foes, and if defending in Aether Raids during Anima season, destroys nearest offensive structure. (Does not affect structures that cannot be destroyed.) At start of combat, if unit's Atk > foe's Atk, or if foe's HP < 100%, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

Sacred seals related to this keyword

Icon Passive Description
Quickened Pulse.png Quickened Pulse
At the start of turn 1, grants Special cooldown count-1.

List of Captain Skills

None, currently.

List of items

None, currently.

List of structures

Icon Structure Level Description
Structure Bolt Tower.png Bolt Tower (D) 1
At the start of turn 3, deals 10 damage to foes within 7 rows and 3 columns centered on structure.
Structure Bolt Tower.png Bolt Tower (O) 1
At the start of turn 3, deals 10 damage to foes within 3 columns centered on structure.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

Sources of effects that operate indefinitely based on multiple of turns[]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Adult (Armored)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Adult (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Adult (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Adult (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Agnea's Arrow
Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) on odd-numbered turns, and neutralizes unit's penalties to Atk/Spd on even-numbered turns.
Ardent Durandal
Grants Atk+3. At start of turn, grants 【Bonus Doubler】 to ally with the highest Atk.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Ardent Service+
At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Ardent Service
At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Argent Aura
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Atk/Spd/Def/Res-5 and 【Stall】on foes on the enemy team with the lowest Spd and any foes within 2 spaces of those foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+6 to unit during combat.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Aversa's Night
Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-3 on that foe and bonuses on that foe become penalties through its next action.
Bat Fang
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Berserk Armads
Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Blárlion+
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Blárlion
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Bow of Twelve
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat, or if unit's HP ≥ 75% at start of combat and foe uses magic or staff, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if unit’s HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)

【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 1 space(s).)
Brazen Cat Fang
Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Breath of Fog
Effective against dragon foes. At start of odd-numbered turns, restores 10 HP. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Bride's Fang
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, inflicts Atk/Spd/Def-5 on foe during combat, and if Special triggers before or during combat and unit attacked, grants Special cooldown count-1 after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Bright-Shell Egg
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 on nearest foes within 5 spaces of unit through their next actions. If【Bonus】is active on unit or【Penalty】 is active on foe, inflicts Spd/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 6, "neutralizes effects that prevent unit's follow-up attacks," and if ≥ 18, "foe cannot counterattack." (Example: if unit has +6 bonus to Atk/Spd and foe has an -6 penalty to Atk/Spd, the calculated total will be 24.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【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).
Brightmare Horn
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of combat, if unit's HP ≥ 25% while transformed, neutralizes effects that prevent unit's follow-up attacks during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bunny Fang
Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP ≤ 75%, grants Special cooldown count-2.
Effect:【Beast (Cavalry)】

【Beast (Cavalry)】
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Býleistr
At start of odd-numbered turns, grants Atk/Spd/Def/Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Covert Cat Fang
Grants Def+3. If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit and allies within 2 spaces of unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Crossbones Claw
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts Spd/Def-6 on foe and neutralizes effects that prevent unit's follow-up attacks during combat.

If unit is not adjacent to an ally and unit initiates combat while transformed, unit can make a follow-up attack before foe can counterattack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts) If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Dark Aura
At start of turn, if adjacent allies use sword, axe, lance, dragonstone, or beast damage, grants Atk+6 to those allies for 1 turn.
Demonic Tome
Effective against dragon and beast foes. Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat.
Dignified Bow
Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Diplomacy Staff
Calculates damage from staff like other weapons. At start of turn, grants Atk/Def/Res+6 and the following status to unit's support partner (if any): "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of turn, if at least one ally has been defeated, grants Special cooldown count-2 and the following status to unit's support partner (if any): "Foe cannot make a follow-up attack."
Drifting Grace+
At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Drifting Grace
At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Ebon-Pirate Claw
Grants Res+3. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Def/Res-7 on that foe through their next actions.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Res+5 to unit during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Eckesachs
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.
Elena's Staff
Grants Res+3. Foe cannot counterattack. At start of turn, inflicts Atk/Spd-7 on nearest foes within 4 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions.
Eternal Breath
At start of turn, if an ally is within 2 spaces of unit, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces for 1 turn. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Falchion
Effective against dragon foes. At the start of every third turn, restores 10 HP.
Falchion
Effective against dragons. At the start of every third turn, unit recovers 10 HP.
Falchion
Effective against dragon foes. At the start of every third turn, restores 10 HP.
Fang of Closure
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat. Unit's first attack during combat deals damage = X% of unit's Spd (X = the number of foes within 3 spaces × 10; max 30%). Reduces damage from foe's first attack during combat by X% (X = the number of foes within 3 spaces × 20; max 60%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Fell Candelabra
Grants Atk+3. At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts -6 on those foes' corresponding stat through their next action.
Fensalir
At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions.
Fiery Bolganone
Grants Res+3. At start of turn, if unit is within 4 spaces of a foe, grants【Dominance】 to unit and inflicts Atk/Res-6 on nearest foes through their next actions. If unit initiates combat or is not adjacent to an ally, grants Atk/Res+6 to unit during combat.

【Dominance】
Unit deals additional damage = total penalties on foe for 1 turn.
Fledgling (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Flower Hauteclere
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, unit can move 1 extra space (that turn only; does not stack) and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat.
Fólkvangr
At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn.
Forblaze
At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
Fortune Bow+
Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Fortune Bow
Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Foxkit Fang
Grants Res+3. At start of combat, if unit's Res > foe's Res, and if foe uses sword, lance, axe, dragonstone, or beast damage, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Fresh Bouquet+
At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Fresh Bouquet
At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Frost Breath
Grants Res+3. At start of turn or when Play is used, inflicts Atk/Spd/Def/Res-4 on closest foe within 4 spaces of unit through their next action. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Geishun+
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Geishun
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Gjallarbrú
Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal directions, inflicts【Isolation】on foe.

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Gloom Breath
At start of turn, inflicts Atk/Spd-7 on foes within 2 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Groom's Wing
Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Guardian Fang
Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Hatchling (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hawk King Claw
Grants Atk+3. If foe's HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Heron Wing
Grants Spd+3. At start of turn, restores 7 HP to allies within 2 spaces of unit. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hikami
Grants Spd+3. At start of turn, inflicts Atk/Spd/Def/Res-4 on nearest foes within 4 spaces through their next actions.
Honorable Blade
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+6 to unit during combat.

Effect:【Dagger 7】

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Horn of Opening
Accelerates Special trigger (cooldown count-1).

If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies, unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Hrímfaxi
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. (Example: if unit has +7 bonus to Atk, grants Atk+12, for a net bonus of Atk+19.) Calculates each stat bonus independently.
Effect:【Pathfinder】

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Hrist
Grants Spd+3. At start of turn, if unit's HP = 100% and unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit. If unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat and reduces damage from foe's first attack by 30%.
Huginn's Egg
Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Res through its next action.
Hurricane Dagger
Grants bonus to unit's Atk = total bonuses on foe during combat. At start of combat, if foe's HP ≥ 75% or 【Bonus】 is active on foe, grants Atk/Spd+5 to unit during combat.
Effect:【Dagger 7】

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Iago's Tome
Grants Res+3. At start of odd-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is not adjacent to another foe, inflicts Atk/Spd-4 and【Guard】on that foe. At start of even-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Def/Res-4 and【Panic】on that foe.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Panic】
Converts bonuses on target into penalties through its next action.
Icy Maltet
At start of turn, if unit has been enhanced using Dragonflowers ten or more times, grants Atk/Def+6 for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +5, max; zero times grants +4), and also, if unit has been enhanced using Dragonflowers five or more times, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Inveterate Axe
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action.
Joyous Lantern+
At start of turn, grants Def/Res+5 to ally with the highest Atk for 1 turn. (Excludes unit.)
Joyous Lantern
At start of turn, grants Def/Res+3 to ally with the highest Atk for 1 turn. (Excludes unit.)
Kabura Ya+
Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kabura Ya
Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kia Staff
Calculates damage from staff like other weapons. At start of turn, if【Penalty】is active on any allies within 4 spaces of unit (excluding unit), grants Atk/Spd+6 to ally with the lowest HP among them for 1 turn and neutralizes any【Penalty】on that ally (excluding penalties inflicted at start of turn). (If【Penalty】is not active on any ally within 4 spaces of unit, targets ally with the lowest HP among them instead.)

【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).
Kitsune Fang
Grants Def+3. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Körmt
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and inflicts penalty on foe's Atk/Spd/Def/Res during combat based on the number of the following conditions that apply × 3 (max: 9):
- An ally is within 3 spaces of unit.
- Another foe is within 2 spaces of target.
- A【Bonus】is active on unit.
- A【Penalty】is active on foe.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【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).
Kumade+
At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Def through its next action.
Kumade
At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Def through its next action.
Large War Axe
Grants Atk+3. Grants Atk/Spd+10 to unit, neutralizes unit's penalties to Atk/Spd, and unit's first attack deals damage = 15% of unit's Atk during combat on odd-numbered turns. Grants Atk/Spd+5 to unit during combat on even-numbered turns.
Lion King Fang
Grants Atk+3. If foe initiates combat, grants Atk/Spd/Def/Res+4 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Luminous Grace+
At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Luminous Grace
At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Mercurius
Grants Atk+3. At start of turn, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit and sword, lance, axe, bow, dagger, or beast allies within 2 spaces for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.)
Muninn's Egg
Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Res-5 on foe on the enemy team with the lowest Spd through its next action.
New Foxkit Fang
Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Niðavellir Lots
Grants Atk+3. Enables【Canto (2)】during turns 1 through 4. At the start of turn 4, grants Special cooldown count-3 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)
Nightmare Horn
Grants Spd+3. Unit can counterattack regardless of foe's range. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Ovoid Staff+
At start of turn, restores 7 HP to unit and adjacent allies.
Ovoid Staff
At start of turn, restores 5 HP to unit and adjacent allies.
Petrify
Grants Res+3. At start of turns 1 through 5, inflicts Atk/Spd-7 and【Gravity】on foe on the enemy team with the lowest specified stat (see below).

(Specified stats: Turn 1 = HP, Turn 2 = Atk, Turn 3 = Spd, Turn 4 = Def, Turn 5 = Res.)

【Gravity】
Restricts target's movement to 1 space through its next action.
Polished Fang
Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+6 to unit during combat, and also, if unit's Def > foe's Def, grants Special cooldown charge +1 per foe's attack (only highest value applied; does not stack) and deals +5 damage per unit's attack, including when dealing damage with a Special triggered before combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Rapid-Crier Bow
Effective against flying foes. Grants Spd+3. At start of turn, grants Atk/Spd+6 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat and grants bonus to unit's Atk during combat = total Atk+Spd bonuses on ally with the highest total Atk+Spd bonuses within 3 spaces.
Rapport Wand+
At start of turn, grants Atk/Def+5 to ally with the highest Spd for 1 turn. (Excludes unit.)
Rapport Wand
At start of turn, grants Atk/Def+3 to ally with the highest Spd for 1 turn. (Excludes unit.)
Rauðrlion+
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Rauðrlion
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Raven King Beak
Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Raydream Horn
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Refreshed Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Spd+5 to unit, inflicts Spd-5 on foe during combat, and then, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and also, if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Renewed Fang
Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of support partner, inflicts Atk/Spd-6 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) Grants Special cooldown charge +1 per attack to support partners within 2 spaces. (Only highest value applied. Does not stack.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Resolved Fang
Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit, inflicts Def-5 on foe during combat, and then, if unit's Def > foe's Def, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Royal Hatari Fang
Enables【Canto (Rem. +1)】while transformed. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)
Sabertooth Fang
Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces of unit and target through their next actions after movement. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Shadow Breath
Grants Atk+3. At start of turn, grants Atk/Res+6 and【En Garde】to unit and allies within 2 spaces of unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Res-6 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【En Garde】
Neutralizes damage outside of combat (from skills like Poison Strike, structures like Bolt Tower, etc.) except damage dealt by area-of-effect Specials.
Sharp War Sword
Accelerates Special trigger (cooldown count-1). If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and【Dodge】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Shellpoint Lance+
At start of turn, if unit is within 3 spaces of an ally, grants Def+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
Shellpoint Lance
At start of turn, if unit is within 3 spaces of an ally, grants Def+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
Sieglinde
At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Siegmund
At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Silent Power
Grants Spd+3. Unit can move to a space within 2 spaces of support partner. At start of turn, if unit is within 3 spaces of support partner, grants【Null Follow-Up】to unit and that ally for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Sinmara
Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces.
Sky-Pirate Claw
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and unit makes a guaranteed follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Sparkling Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack (only highest value applied; does not stack) and deals +5 damage to foe per unit's attack, including when dealing damage with a Special triggered before combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Staff of Rausten
Calculates damage from staff like other weapons. At start of turn, inflicts Res-6 and status preventing counterattacks on closest foes within 5 spaces of unit through their next actions. If unit initiates combat, grants Atk/Spd+6 during combat.
Staff of the Saint
Foe cannot counterattack. At start of turn, grants Def/Res+6 to allies within 2 spaces of unit for 1 turn and inflicts【False Start】on foes in cardinal directions of unit with Res < unit's Res. (In Summoner Duels, if False Start is inflicted at the same time that any start-of-turn effects trigger for the opponent, effects will still trigger, with the exception of those that restore HP or deal damage.)

【False Start】
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
Staff of Twelve+
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Staff of Twelve
At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.)
Taguel Fang
Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+3 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Temari+
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Temari
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Thökk
Calculates damage from staff like other weapons.
At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action.
Thunderer Tome
Accelerates Special trigger (cooldown count-1). At the start of turns 1 through 3 or if unit's HP < 100% at start of turn, grants Special cooldown count-1 to unit. During turns 1-3, or if unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.
Tome of Reason
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat.
Tome of Reglay
Grants Atk+3. At start of turn, grants Special cooldown count-1 to any magic allies within two spaces of unit (including unit) that has their Special cooldown count at its maximum value. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat.
Tome of Thoron
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Trident+
At start of turn, if unit is within 3 spaces of an ally, grants Atk+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
Trident
At start of turn, if unit is within 3 spaces of an ally, grants Atk+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
True-Love Roses
Accelerates Special trigger (cooldown count-1). At start of turn 1, grants Special cooldown count-1 to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and deals damage = 10% of unit's Res.
Twin-Crest Power
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.
Unyielding Oar
Enables【Canto (Rem. +1)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if【Bonus】is active on foe or if unit's Spd ≥ foe's Spd+10, unit attacks twice.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Valflame
At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Wagasa+
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Wagasa
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Wargod's Tome
At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Wedding-Bell Axe
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit can move to a space adjacent to an ally within 2 spaces" and【Triangle Attack】to unit and allies within 2 spaces. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat.

【Triangle Attack】
If unit initiates combat and 2 or more allies (excluding unit) with Triangle Attack are within 2 spaces of unit, unit attacks twice. (That turn only. Does not stack.)
Weirding Tome
Grants Spd+3. At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Whelp (Armored)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Whelp (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Whelp (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wild Tiger Fang
Grants Atk+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces of unit through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit and neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat.

At start of turn 2, turn 4, and all later turns, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, but after combat, if unit attacked, deals 5 damage to unit.
Wind's Brand
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Wolf Queen Fang
Accelerates Special trigger (cooldown count-1).
During combat, boosts unit's Atk/Spd by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wolfskin Fang
Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Yearling (Arm.)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Yearling (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Yearling (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Weapons related to this keyword when refined

Weapon Refined Description
Ardent Service+
At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Aura
At start of turn, grants Atk+6 to adjacent magic and staff allies for 1 turn.
Aversa's Night
Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-4 on that foe and bonuses on that foe become penalties through its next action. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-4 on foe during combat.
Berserk Armads
Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Blárlion+
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Book of Dreams
Grants Atk+3. At start of turn, inflicts Atk/Spd/Res-5 on closest foes within 5 spaces and any foe within 2 spaces of those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Breath of Fog
Effective against dragon foes. At start of odd-numbered turns, restores 10 HP. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Býleistr
At start of turn, if unit is within 4 spaces of a foe or if it is an odd-numbered turn, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.) If it is an odd-numbered turn or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit and inflicts Atk-5 on foe during combat.
Covert Cat Fang
Grants Def+3. If unit initiates combat or is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat. Grants Atk/Def+4 to allies within 3 spaces during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Dark Aura
At start of turn, if adjacent allies use sword, axe, lance, dragonstone, or beast damage, grants Atk+6 to those allies for 1 turn.
Dignified Bow
Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Dracofalchion
Effective against dragon foes. Grants Atk+3. At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit during combat.
Drifting Grace+
At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Eckesachs
At start of turn, inflicts Def-6 on foes (excluding dragons) within 2 spaces through their next actions.
Elena's Staff
Grants Res+3. Foe cannot counterattack. At start of turn, inflicts Atk/Spd-7 on nearest foes within 4 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions.
Eternal Breath
At start of turn, if an ally is within 2 spaces of unit, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces for 1 turn. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Falchion
Effective against dragon foes. At start of odd-numbered turns, restores 10 HP.
Falchion
Falchion
Forblaze
At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
Fortune Bow+
Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Foxkit Fang
Grants Res+3. At start of combat, if unit's Res > foe's Res, grants Atk/Spd/Def/Res+4 to unit during combat and also grants bonus to Atk/Spd/Def/Res to unit during combat = 80% of difference between stats at start of combat (min: 0, max: 8). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Fresh Bouquet+
At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Geishun+
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Gloom Breath
At start of turn, inflicts Atk/Spd-7 on foes within 2 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Grima's Truth
Grants Def+3. At start of turn, inflicts Atk/Spd/Res-5 on nearest foes within 4 spaces through their next actions and grants Atk/Spd/Res+5 to unit for 1 turn.
Hawk King Claw
Grants Atk+3. If unit is transformed or foe's HP ≥ 75% at start of combat, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hikami
Grants Spd+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on nearest foes within 4 spaces of unit through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-4 on foe during combat.
Huginn's Egg
Grants Res+3. At start of turn, if any foes have the highest Atk or Spd on the enemy team, inflicts -7 on those foes' corresponding stat through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
Hurricane Dagger
Grants bonus to unit's Atk = total bonuses on foe during combat. At start of combat, if foe's HP ≥ 75% or 【Bonus】 is active on foe, grants Atk/Spd+5 to unit during combat.
Effect:【Dagger 7】

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Icy Maltet
At start of turn, if unit has been enhanced using Dragonflowers ten or more times, grants Atk/Def+6 for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +5, max; zero times grants +4), and also, if unit has been enhanced using Dragonflowers five or more times, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Inveterate Axe
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action.
Joyous Lantern+
At start of turn, grants Def/Res+5 to ally with the highest Atk for 1 turn. (Excludes unit.)
Kabura Ya+
Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kitsune Fang
Grants Def+3. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kumade+
At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Def through its next action.
Luminous Grace+
At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Muninn's Egg
Grants Res+3. At start of turn, if any foes have the highest Atk or Res on the enemy team, inflicts -7 on those foes' corresponding stat through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Res+4 during combat.
Ovoid Staff+
At start of turn, restores 7 HP to unit and adjacent allies.
Rapport Wand+
At start of turn, grants Atk/Def+5 to ally with the highest Spd for 1 turn. (Excludes unit.)
Rauðrlion+
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Raven King Beak
Grants Spd+3. If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit during combat and deals damage = 15% of unit's Spd.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Shellpoint Lance+
At start of turn, if unit is within 3 spaces of an ally, grants Def+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
Sieglinde
At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Siegmund
Staff of Twelve+
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Temari+
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Thökk
Calculates damage from staff like other weapons.

At start of turn, inflicts Atk-7 and【Stall】on sword, lance, axe, dragonstone, and beast foes with HP < unit's HP in cardinal directions through their next actions.

At start of turn, inflicts Res-7 and【Gravity】
on bow, dagger, magic, and staff foes with HP < unit's HP in cardinal directions through their next actions.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.

【Gravity】
Restricts target's movement to 1 space through its next action.
Tome of Reason
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat.
Tome of Thoron
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Trident+
At start of turn, if unit is within 3 spaces of an ally, grants Atk+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
Valflame
At start of turn, inflicts Atk/Res-5 on foes within 3 columns or 3 rows centered on unit through their next actions.
Wagasa+
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Wargod's Tome
At start of turn, inflicts Atk/Res-5 on foes within 3 columns or 3 rows centered on unit through their next actions.
Weirding Tome
Grants Spd+3. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd/Res-5 on that foe through its next action.
Wind's Brand
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Wolf Berg
Grants Def+3. At start of turn, if unit is within 4 spaces of a foe, grants Atk/Spd/Def/Res+6 for 1 turn. If unit initiates combat or unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Wolf Queen Fang
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Chill Def W.png Argent Bow
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Panic Ploy W.png Cherche's Axe
At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
Wrath W.png Devil Axe
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Res Tactic W.png Draconic Poleax
At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Elenas Staff W.png Elena's Staff
At start of turn, inflicts【Panic】on nearest foes within 4 spaces through their next actions. After combat, if unit attacked, inflicts【Panic】on target and foes within 2 spaces of target through their next actions.
Even Atk Wave W.png Iris's Tome
At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Laevatein W.png Laevatein
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit for 1 turn. At start of turn, if unit is within 2 spaces of unit's support partner (if any), grants Atk/Def+6 to unit's support partner for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+5 to unit during combat.
Loptous W.png Loptous
At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-5 on that foe through its next action. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat.
Masking Axe W.png Masking Axe
If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat. At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn.
Muninns Egg W.png Muninn's Egg
At start of turn, restores 7 HP to unit and allies within 2 spaces of unit.

If unit initiates combat, or if unit is within 2 spaces of an ally, grants Atk/Spd/Res+4 to unit during combat.
Prayer Wheel W.png Prayer Wheel
At start of turn, grants Spd+6 to allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 and the following status to unit during combat: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%."
Punishment Staff W.png Punishment Staff
At start of turn, if unit is within 2 spaces of an ally, grants Atk+6 and【Cancel Affinity】to unit and allies within 2 spaces of unit.

【Cancel Affinity】
If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills for 1 turn.
Spd Res Ploy W.png Reese's Tome
At start of turn, inflicts Spd/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Sanngridr W.png Sanngriðr
At start of turn, inflicts Def/Res-7 on foes within 3 columns or 3 rows centered on unit through their next actions. If unit initiates combat, grants Atk/Spd+6 to unit during combat.
Shamshir W.png Shamshir
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.
Spd Tactic W.png Silverbrand
At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
All Tactic W.png Tactical Bolt
At start of turn, grants Atk/Spd/Def/Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Tactical Gale
Thokk W.png Thökk
At start of turn, inflicts【Guard】on foes on the enemy team with the lowest Spd and any foes within 1 space of those foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+4 during combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Vedrfolnirs Egg W.png Veðrfölnir's Egg
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces for 1 turn: "unit can move to a space adjacent to any ally within 2 spaces." If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat.
Sabotage Atk W.png Veteran Lance
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Wolf Berg W.png Wolf Berg
At start of turn, inflicts Atk/Def-7 on foes within 4 spaces for 1 turn and inflicts status on those foes preventing counterattacks through their next actions.

At start of combat, if foe's HP ≥ 75%, inflicts Atk/Def-5 on foe during combat.
Wolf Queen Fang W.png Wolf Queen Fang
Enables【Canto (Rem. +1)】while transformed. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat, and also, when unit deals damage (even 0 damage) to foe during combat, restores 7 HP to unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)
Wolfpup Fang W.png Wolfpup Fang
At start of turn, if unit is within 3 spaces of support partner, grants Atk/Spd+6 and "neutralizes foe's bonuses during combat" to unit and any support partner within 3 spaces of unit for 1 turn. If unit is transformed or foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit during combat.

List of Assists

None, currently.

List of Specials

Special Description
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.)
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.)

List of Passives

A passives related to this keyword

Icon Passive Description
Defiant Atk 1.png Defiant Atk 1
At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn.
Defiant Atk 2.png Defiant Atk 2
At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn.
Defiant Atk 3.png Defiant Atk 3
At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn.
Defiant Res 1.png Defiant Res 1
At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn.
Defiant Res 2.png Defiant Res 2
At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn.
Defiant Res 3.png Defiant Res 3
At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn.
Defiant Def 1.png Defiant Def 1
At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn.
Defiant Def 2.png Defiant Def 2
At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn.
Defiant Def 3.png Defiant Def 3
At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn.
Defiant Spd 1.png Defiant Spd 1
At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn.
Defiant Spd 2.png Defiant Spd 2
At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn.
Defiant Spd 3.png Defiant Spd 3
At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn.

B passives related to this keyword

Icon Passive Description
Wrath 1.png Wrath 1
At start of turn, if unit's HP ≤ 25% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wrath 2.png Wrath 2
At start of turn, if unit's HP ≤ 50% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wrath 3.png Wrath 3
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Chilling Seal.png Chilling Seal
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited.)
Chilling Seal II.png Chilling Seal II
At start of turn, inflicts Atk/Spd/Def/Res-7 on foes on the enemy team with the lowest Def through their next actions and inflicts Atk/Res-7 on foes within 2 spaces of foes on the enemy team with the lowest Def through their next actions.
Chill Def 1.png Chill Def 1
At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Chill Def 2.png Chill Def 2
At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action.
Chill Def 3.png Chill Def 3
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Chill Spd 1.png Chill Spd 1
At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action.
Chill Spd 2.png Chill Spd 2
At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action.
Chill Spd 3.png Chill Spd 3
At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Chill Res 1.png Chill Res 1
At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.
Chill Res 2.png Chill Res 2
At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.
Chill Res 3.png Chill Res 3
At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
Chill Atk 1.png Chill Atk 1
At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.
Chill Atk 2.png Chill Atk 2
At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action.
Chill Atk 3.png Chill Atk 3
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Freezing Seal.png Freezing Seal
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Res through its next action.
Freezing Seal II.png Freezing Seal II
At start of turn, inflicts Atk/Def-7 and 【Guard】 on foes on the enemy team with the lowest Res and any foe within 2 spaces of those foes through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Sabotage Atk 1.png Sabotage Atk 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action.
Sabotage Atk 2.png Sabotage Atk 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action.
Sabotage Atk 3.png Sabotage Atk 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Sabotage Res 1.png Sabotage Res 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action.
Sabotage Res 2.png Sabotage Res 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action.
Sabotage Res 3.png Sabotage Res 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action.
Sudden Panic 1.png Sudden Panic 1
At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sudden Panic 2.png Sudden Panic 2
At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sudden Panic 3.png Sudden Panic 3
At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sabotage Def 1.png Sabotage Def 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action.
Sabotage Def 2.png Sabotage Def 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action.
Sabotage Def 3.png Sabotage Def 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action.
Yunes Whispers.png Yune's Whispers
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action.
Sabotage Spd 1.png Sabotage Spd 1
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action.
Sabotage Spd 2.png Sabotage Spd 2
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action.
Sabotage Spd 3.png Sabotage Spd 3
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action.
Chill Atk Res 1.png Chill Atk/Res 1
At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action.
Chill Atk Res 2.png Chill Atk/Res 2
At start of turn, inflicts Atk/Res-5 on foe on the enemy team with the highest Atk+Res total through its next action.
Even Pulse Tie 1.png Even Pulse Tie 1
At start of even-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 2.png Even Pulse Tie 2
At start of even-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 3.png Even Pulse Tie 3
At start of even-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Chill Atk Spd 1.png Chill Atk/Spd 1
At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Atk+Spd total through its next action.
Chill Atk Spd 2.png Chill Atk/Spd 2
At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Atk+Spd total through its next action.
Chill Spd Def 1.png Chill Spd/Def 1
At start of turn, inflicts Spd/Def-3 on foe on the enemy team with the highest Spd+Def total through its next action.
Chill Spd Def 2.png Chill Spd/Def 2
At start of turn, inflicts Spd/Def-5 on foe on the enemy team with the highest Spd+Def total through its next action.
Odd Pulse Tie 1.png Odd Pulse Tie 1
At start of odd-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 2.png Odd Pulse Tie 2
At start of odd-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 3.png Odd Pulse Tie 3
At start of odd-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Chill Spd Res 1.png Chill Spd/Res 1
At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action.
Chill Spd Res 2.png Chill Spd/Res 2
At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action.
Chill Def Res 1.png Chill Def/Res 1
At start of turn, inflicts Def/Res-3 on foe on the enemy team with the highest Def+Res total through its next action.
Chill Def Res 2.png Chill Def/Res 2
At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action.
Chill Atk Def 1.png Chill Atk/Def 1
At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action.
Chill Atk Def 2.png Chill Atk/Def 2
At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action.
Renewal 1.png Renewal 1
At the start of every fourth turn, restores 10 HP.
Renewal 2.png Renewal 2
At the start of every third turn, restores 10 HP.
Renewal 3.png Renewal 3
At start of odd-numbered turns, restores 10 HP.
Recover Ring.png Recover Ring
At start of turn, restores 10 HP.
(Skill cannot be inherited.)

C passives related to this keyword

Icon Passive Description
Fortify Armor.png Fortify Armor
At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn.
Fortify Cavalry.png Fortify Cavalry
At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn.
Fortify Def 1.png Fortify Def 1
At start of turn, grants Def+2 to adjacent allies for 1 turn.
Fortify Def 2.png Fortify Def 2
At start of turn, grants Def+3 to adjacent allies for 1 turn.
Fortify Def 3.png Fortify Def 3
At start of turn, grants Def+4 to adjacent allies for 1 turn.
Fortify Def 4.png Fortify Def 4
At start of turn, grants Def+7 to adjacent allies for 1 turn.
Fortify Fliers.png Fortify Fliers
At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn.
Fortify Res 1.png Fortify Res 1
At start of turn, grants Res+2 to adjacent allies for 1 turn.
Fortify Res 2.png Fortify Res 2
At start of turn, grants Res+3 to adjacent allies for 1 turn.
Fortify Res 3.png Fortify Res 3
At start of turn, grants Res+4 to adjacent allies for 1 turn.
Fortify Res 4.png Fortify Res 4
At start of turn, grants Res+7 to adjacent allies for 1 turn.
Hone Armor.png Hone Armor
At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn.
Hone Atk 1.png Hone Atk 1
At start of turn, grants Atk+2 to adjacent allies for 1 turn.
Hone Atk 2.png Hone Atk 2
At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Hone Atk 3.png Hone Atk 3
At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Hone Atk 4.png Hone Atk 4
At start of turn, grants Atk+7 to adjacent allies for 1 turn.
Hone Cavalry.png Hone Cavalry
At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn.
Hone Fliers.png Hone Fliers
At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn.
Hone Spd 1.png Hone Spd 1
At start of turn, grants Spd+2 to adjacent allies for 1 turn.
Hone Spd 2.png Hone Spd 2
At start of turn, grants Spd+3 to adjacent allies for 1 turn.
Hone Spd 3.png Hone Spd 3
At start of turn, grants Spd+4 to adjacent allies for 1 turn.
Hone Spd 4.png Hone Spd 4
At start of turn, grants Spd+7 to adjacent allies for 1 turn.
Threaten Atk 1.png Threaten Atk 1
At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions.
Threaten Atk 2.png Threaten Atk 2
At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions.
Threaten Atk 3.png Threaten Atk 3
At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions.
Threaten Def 1.png Threaten Def 1
At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.
Threaten Def 2.png Threaten Def 2
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.
Threaten Def 3.png Threaten Def 3
At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions.
Threaten Res 1.png Threaten Res 1
At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions.
Threaten Res 2.png Threaten Res 2
At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions.
Threaten Res 3.png Threaten Res 3
At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions.
Threaten Spd 1.png Threaten Spd 1
At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions.
Threaten Spd 2.png Threaten Spd 2
At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions.
Threaten Spd 3.png Threaten Spd 3
At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions.
Fortify Dragons.png Fortify Dragons
At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn.
Atk Ploy 1.png Atk Ploy 1
At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Atk Ploy 2.png Atk Ploy 2
At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Atk Ploy 3.png Atk Ploy 3
At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Panic Ploy 1.png Panic Ploy 1
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions.
Panic Ploy 2.png Panic Ploy 2
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions.
Panic Ploy 3.png Panic Ploy 3
At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
Armor March 1.png Armor March 1
At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Armor March 2.png Armor March 2
At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Armor March 3.png Armor March 3
At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Def Ploy 1.png Def Ploy 1
At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Def Ploy 2.png Def Ploy 2
At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Def Ploy 3.png Def Ploy 3
At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Res Ploy 1.png Res Ploy 1
At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Res Ploy 2.png Res Ploy 2
At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Res Ploy 3.png Res Ploy 3
At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Ploy 1.png Spd Ploy 1
At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Ploy 2.png Spd Ploy 2
At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Ploy 3.png Spd Ploy 3
At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Atk Tactic 1.png Atk Tactic 1
At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Atk Tactic 2.png Atk Tactic 2
At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Atk Tactic 3.png Atk Tactic 3
At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Def Tactic 1.png Def Tactic 1
At start of turn, grants Def+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Def Tactic 2.png Def Tactic 2
At start of turn, grants Def+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Def Tactic 3.png Def Tactic 3
At start of turn, grants Def+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Hone Dragons.png Hone Dragons
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.
Res Tactic 1.png Res Tactic 1
At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Res Tactic 2.png Res Tactic 2
At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Res Tactic 3.png Res Tactic 3
At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Odd Atk Wave 1.png Odd Atk Wave 1
At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Atk Wave 2.png Odd Atk Wave 2
At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Atk Wave 3.png Odd Atk Wave 3
At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Spd Tactic 1.png Spd Tactic 1
At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Spd Tactic 2.png Spd Tactic 2
At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Spd Tactic 3.png Spd Tactic 3
At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Even Spd Wave 1.png Even Spd Wave 1
At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Spd Wave 2.png Even Spd Wave 2
At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Spd Wave 3.png Even Spd Wave 3
At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 1.png Odd Res Wave 1
At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 2.png Odd Res Wave 2
At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 3.png Odd Res Wave 3
At start of odd-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Ostias Pulse II.png Ostia's Pulse II
At start of turn, grants Def/Res+6 to unit and allies for one turn, and also, if any unit or ally's Special cooldown count is at its maximum value, grants them Special cooldown count-1. All effects granted only if the number of that unit or ally's movement type on the current team is ≤ 2.
Even Res Wave 1.png Even Res Wave 1
At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Res Wave 2.png Even Res Wave 2
At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Res Wave 3.png Even Res Wave 3
At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 1.png Odd Def Wave 1
At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 2.png Odd Def Wave 2
At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 3.png Odd Def Wave 3
At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Atk Wave 1.png Even Atk Wave 1
At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Atk Wave 2.png Even Atk Wave 2
At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Atk Wave 3.png Even Atk Wave 3
At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 1.png Even Def Wave 1
At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 2.png Even Def Wave 2
At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 3.png Even Def Wave 3
At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 1.png Odd Spd Wave 1
At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 2.png Odd Spd Wave 2
At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 3.png Odd Spd Wave 3
At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
With Everyone.png With Everyone!
At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.
With Everyone II.png With Everyone! II
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd/Def/Res+4 during combat.

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

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Atk Opening 1.png Atk Opening 1
At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.)
Atk Opening 2.png Atk Opening 2
At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.)
Atk Opening 3.png Atk Opening 3
At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.)
Joint Hone Spd.png Joint Hone Spd
At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn.
Surtrs Menace.png Surtr's Menace
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd/Def/Res+4 for 1 turn and inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces through their next actions.
Air Orders 1.png Air Orders 1
At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Air Orders 2.png Air Orders 2
At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Air Orders 3.png Air Orders 3
At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Fortify Beasts.png Fortify Beasts
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn.
Hone Beasts.png Hone Beasts
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn.
Res Opening 1.png Res Opening 1
At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.)
Res Opening 2.png Res Opening 2
At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.)
Res Opening 3.png Res Opening 3
At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.)
Spd Opening 1.png Spd Opening 1
At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.)
Spd Opening 2.png Spd Opening 2
At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.)
Spd Opening 3.png Spd Opening 3
At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.)
Chaos Named.png Chaos Named
At start of turn, if foes within 3 columns centered on unit have Res ≤ unit's Res-3, inflicts -5 on the highest of those foes' Atk/Spd/Def/Res through their next actions. (When calculating highest stat, treats Atk as -15. Calculates each stat penalty independently.)
Ground Orders 1.png Ground Orders 1
At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Ground Orders 2.png Ground Orders 2
At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Ground Orders 3.png Ground Orders 3
At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Solitary Dream.png Solitary Dream
At start of turn, if unit is adjacent to only dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.)
Divine Fang.png Divine Fang
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn.
Vision of Arcadia.png Vision of Arcadia
At start of turn, if a dragon or beast ally is deployed, grants Atk/Def+6 to ally with the highest Atk for 1 turn.
Rouse Atk Def 1.png Rouse Atk/Def 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 to unit for 1 turn.
Rouse Atk Def 2.png Rouse Atk/Def 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Rouse Atk Def 3.png Rouse Atk/Def 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn.
Rouse Atk Def 4.png Rouse Atk/Def 4
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 and【Null Panic】to unit for 1 turn.

【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.)
Threat. Atk Spd 1.png Threat. Atk/Spd 1
At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.
Threat. Atk Spd 2.png Threat. Atk/Spd 2
At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.
Threat. Atk Spd 3.png Threat. Atk/Spd 3
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd+5 to unit for 1 turn and inflicts Atk/Spd-5 on foes within 2 spaces through their next actions.
Times Pulse 1.png Time's Pulse 1
At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 2.png Time's Pulse 2
At start of odd-numbered turns, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 3.png Time's Pulse 3
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Atk Res Gap 1.png Atk/Res Gap 1
At start of turn, grants Atk/Res+1 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Atk Res Gap 2.png Atk/Res Gap 2
At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Atk Res Gap 3.png Atk/Res Gap 3
At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Joint Hone Atk.png Joint Hone Atk
At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.
Joint Hone Def.png Joint Hone Def
At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn.
Atk Def Oath 1.png Atk/Def Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.
Atk Def Oath 2.png Atk/Def Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Atk Def Oath 3.png Atk/Def Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.
Atk Spd Oath 1.png Atk/Spd Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.
Atk Spd Oath 2.png Atk/Spd Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Atk Spd Oath 3.png Atk/Spd Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.
Def Res Gap 1.png Def/Res Gap 1
At start of turn, grants Def/Res+1 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Def Res Gap 2.png Def/Res Gap 2
At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Def Res Gap 3.png Def/Res Gap 3
At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Rouse Def Res 1.png Rouse Def/Res 1
At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn.
Rouse Def Res 2.png Rouse Def/Res 2
At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn.
Rouse Def Res 3.png Rouse Def/Res 3
At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn.
Spd Res Gap 1.png Spd/Res Gap 1
At start of turn, grants Spd/Res+1 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Spd Res Gap 2.png Spd/Res Gap 2
At start of turn, grants Spd/Res+3 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Spd Res Gap 3.png Spd/Res Gap 3
At start of turn, grants Spd/Res+5 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Threat. Atk Res 1.png Threat. Atk/Res 1
At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.
Threat. Atk Res 2.png Threat. Atk/Res 2
At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.
Threat. Atk Res 3.png Threat. Atk/Res 3
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Res+5 to unit for 1 turn and inflicts Atk/Res-5 on foes within 2 spaces through their next actions.
Atk Spd Gap 1.png Atk/Spd Gap 1
At start of turn, grants Atk/Spd+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Atk Spd Gap 2.png Atk/Spd Gap 2
At start of turn, grants Atk/Spd+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Atk Spd Gap 3.png Atk/Spd Gap 3
At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Def Res Oath 1.png Def/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Def/Res+3 to unit for 1 turn.
Def Res Oath 2.png Def/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Def/Res+4 to unit for 1 turn.
Def Res Oath 3.png Def/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn.
Rouse Spd Res 1.png Rouse Spd/Res 1
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+2 to unit for 1 turn.
Rouse Spd Res 2.png Rouse Spd/Res 2
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
Rouse Spd Res 3.png Rouse Spd/Res 3
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+6 to unit for 1 turn.
Threat. Atk Def 1.png Threat. Atk/Def 1
At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.
Threat. Atk Def 2.png Threat. Atk/Def 2
At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.
Threat. Atk Def 3.png Threat. Atk/Def 3
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def+5 to unit for 1 turn and inflicts Atk/Def-5 on foes within 2 spaces through their next actions.
Atk Def Gap 1.png Atk/Def Gap 1
At start of turn, grants Atk/Def+1 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Atk Def Gap 2.png Atk/Def Gap 2
At start of turn, grants Atk/Def+3 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Atk Def Gap 3.png Atk/Def Gap 3
At start of turn, grants Atk/Def+5 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Rouse Spd Def 1.png Rouse Spd/Def 1
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn.
Rouse Spd Def 2.png Rouse Spd/Def 2
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.
Rouse Spd Def 3.png Rouse Spd/Def 3
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn.
Rouse Spd Def 4.png Rouse Spd/Def 4
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 and【Null Panic】to unit for 1 turn.

【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.)
Armored Stride 1.png Armored Stride 1
At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
Armored Stride 2.png Armored Stride 2
At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
Armored Stride 3.png Armored Stride 3
At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
Milas Turnwheel.png Mila's Turnwheel
At start of turn, inflicts【Isolation】on foes in cardinal directions with Def < unit's Def through their next actions.

If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.)

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Spd Def Oath 1.png Spd/Def Oath 1
At start of turn, if unit is adjacent to an ally, grants Spd/Def+3 to unit for 1 turn.
Spd Def Oath 2.png Spd/Def Oath 2
At start of turn, if unit is adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.
Spd Def Oath 3.png Spd/Def Oath 3
At start of turn, if unit is adjacent to an ally, grants Spd/Def+5 to unit for 1 turn.
Joint Hone Res.png Joint Hone Res
At start of turn, if unit is adjacent to an ally, grants Res+5 to unit and adjacent allies for 1 turn.
Odd Tempest 1.png Odd Tempest 1
start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)
Odd Tempest 2.png Odd Tempest 2
At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)
Odd Tempest 3.png Odd Tempest 3
At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)
Rouse Atk Spd 1.png Rouse Atk/Spd 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn.
Rouse Atk Spd 2.png Rouse Atk/Spd 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Rouse Atk Spd 3.png Rouse Atk/Spd 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn.
Rouse Atk Spd 4.png Rouse Atk/Spd 4
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 and【Null Panic】to unit for 1 turn.

【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.)
Spd Def Gap 1.png Spd/Def Gap 1
At start of turn, grants Spd/Def+1 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)
Spd Def Gap 2.png Spd/Def Gap 2
At start of turn, grants Spd/Def+3 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)
Spd Def Gap 3.png Spd/Def Gap 3
At start of turn, grants Spd/Def+5 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)
Odd Recovery 1.png Odd Recovery 1
At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 5 HP to those units.

【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).
Odd Recovery 2.png Odd Recovery 2
At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 10 HP to those units.

【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).
Odd Recovery 3.png Odd Recovery 3
At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 20 HP to those units.

【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).
Spd Res Oath 1.png Spd/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn.
Spd Res Oath 2.png Spd/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
Spd Res Oath 3.png Spd/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn.
Even Tempest 1.png Even Tempest 1
At start of even-numbered turns, if unit's HP=100%, unit can move 1 extra space. (That turn only. Does not stack.)
Even Tempest 2.png Even Tempest 2
At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)
Even Tempest 3.png Even Tempest 3
At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)
Atk Def Menace.png Atk/Def Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Def-6 on nearest foes through their next actions and grants Atk/Def+6 to unit for 1 turn.
Atk Res Menace.png Atk/Res Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Res-6 on nearest foes through their next actions and grants Atk/Res+6 to unit for 1 turn.
Orders Restraint.png Order's Restraint
At start of turn, grants Atk/Res+6 and【Null Panic】to allies within 2 spaces for 1 turn. At start of turn, if 3 or more allies are within 2 spaces of unit, grants Atk/Res+6 and 【Null Panic】to unit for 1 turn.

【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.)
Atk Spd Menace.png Atk/Spd Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn.
Def Res Menace.png Def/Res Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Def/Res-6 on closest foes through their next actions and grants Def/Res+6 to unit for 1 turn.
Even Recovery 1.png Even Recovery 1
At start of even-numbered turns, restores 5 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【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).
Even Recovery 2.png Even Recovery 2
At start of even-numbered turns, restores 10 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【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).
Even Recovery 3.png Even Recovery 3
At start of even-numbered turns, restores 20 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【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).
Threat. Def Res 1.png Threat. Def/Res 1
At start of turn, inflicts Def/Res-3 on foes within 2 spaces of unit through their next actions.
Threat. Def Res 2.png Threat. Def/Res 2
At start of turn, inflicts Def/Res-4 on foes within 2 spaces of unit through their next actions.
Threat. Spd Def 1.png Threat. Spd/Def 1
At start of turn, inflicts Spd/Def-3 on foes within 2 spaces through their next actions.
Threat. Spd Def 2.png Threat. Spd/Def 2
At start of turn, inflicts Spd/Def-4 on foes within 2 spaces through their next actions.
Stall Ploy 1.png Stall Ploy 1
At start of turn, inflicts【Stall】on foes in cardinal directions with HP ≤ unit's HP-5.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Stall Ploy 2.png Stall Ploy 2
At start of turn, inflicts【Stall】on foes in cardinal directions with HP ≤ unit's HP-3.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Stall Ploy 3.png Stall Ploy 3
At start of turn, inflicts【Stall】on foes in cardinal directions with HP < unit's HP.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Surtrs Portent.png Surtr's Portent
At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd/Def/Res-5 on closest foes through their next actions and grants Atk/Spd/Def/Res+5 to unit for 1 turn.
Goddess Bearer.png Goddess Bearer
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+7,【Null Follow-Up】, and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Spd Res Menace.png Spd/Res Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Res-6 on nearest foes through their next actions and grants Spd/Res+6 to unit for 1 turn.
Threat. Spd Res 1.png Threat. Spd/Res 1
At start of turn, inflicts Spd/Res-3 on foes within 2 spaces through their next actions.
Threat. Spd Res 2.png Threat. Spd/Res 2
At start of turn, inflicts Spd/Res-4 on foes within 2 spaces through their next actions.
Atk Res Oath 1.png Atk/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn.
Atk Res Oath 2.png Atk/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Atk Res Oath 3.png Atk/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.
Faith in Humanity.png Faith in Humanity
At start of turn, if unit is within 3 spaces of allies other than dragon or beast allies, grants Atk/Spd+6 to unit and those allies for 1 turn. If 2 or more allies on your current team other than dragon or beast allies have total bonuses ≥ 10 (excluding unit), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Human Virtue.png Human Virtue
At start of turn, if unit is adjacent to any allies that are not beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn.
Sparkling Boost.png Sparkling Boost
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Sparkling Boost Plus.png Sparkling Boost+
At start of turn, restores 20 HP to ally that has been dealt the most damage. (Excludes unit.) At start of any ally's combat, if ally's HP ≥ 50%, grants Res+5 to ally during combat. (Excludes unit.)
Darkling Guardian.png Darkling Guardian
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6, "foe cannot make a follow-up attack," and【Warp Bubble】to unit for one turn.

【Warp Bubble】
Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
Def Opening 1.png Def Opening 1
At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.)
Def Opening 2.png Def Opening 2
At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.)
Def Opening 3.png Def Opening 3
At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.)
Rouse Atk Res 1.png Rouse Atk/Res 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+2 to unit for 1 turn.
Rouse Atk Res 2.png Rouse Atk/Res 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Rouse Atk Res 3.png Rouse Atk/Res 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 to unit for 1 turn.
Rouse Atk Res 4.png Rouse Atk/Res 4
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 and【Null Panic】to unit for 1 turn.

【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.)
Spd Def Menace.png Spd/Def Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Def-6 on nearest foes through their next actions and grants Spd/Def+6 to unit for 1 turn.
Assault Troop 1.png Assault Troop 1
At start of turn, if any foe is in cardinal directions of unit, grants【Charge】to unit for 1 turn.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
Assault Troop 2.png Assault Troop 2
At start of turn, if any foe is within 3 columns or 3 rows centered on unit, grants【Charge】to unit for 1 turn.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
Assault Troop 3.png Assault Troop 3
At start of turn, if unit's HP = 100% or any foe is within 3 columns or 3 rows centered on unit, grants【Charge】to unit for 1 turn.

【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)

Sacred seals related to this keyword

Icon Passive Description
Armored Boots.png Armored Boots
At start of turn, if unit's HP = 100%, unit can move 1 extra space.
(That turn only. Does not stack.)

List of Captain Skills

Icon Captain Skill Description
Quick Draw.png Quick Draw
Attack first every turn (unless foe also has Quick Draw). At start of turns 2 and 4, reduces foe's number of actions by one.
Mass Confusion.png Mass Confusion
Grants Atk+5 to captain during combat. At start of turns 2-5, if any foe is adjacent to another foe, inflicts Atk/Def/Res-7 on that foe through its next action.
Rallying Cry.png Rallying Cry
At start of turns 2-5, grants Atk/Spd/Def/Res+6 to captain and allies within 2 spaces of captain for 1 turn.
Secret Maneuver.png Secret Maneuver
During captain's combat, disables skills of all foes excluding foe in combat. At start of turns 2-5, grants Special cooldown count-1 to all allies.

List of items

None, currently.

List of structures

Icon Structure Level Description
Structure Armor School.png Armor School (D) 1
At start of turn, inflicts Atk/Spd/Def/Res-2 on armored foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Armor School.png Armor School (O) 1
At start of turn, inflicts Atk/Spd/Def/Res-2 on armored foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Bright Shrine.png Bright Shrine (D) 1
At start of turn, inflicts Atk/Spd-2 on foe on the enemy team with the highest Atk+Spd total through its next action.
Structure Bright Shrine.png Bright Shrine (O) 1
At start of turn, inflicts Atk/Spd-2 on foe on the enemy team with the highest Atk+Spd total through its next action.
Structure Catapult.png Catapult (D) 1
At start of turn, destroys offensive structures within the same column as this structure if their level ≤ this structure's level. Note: Fortress (O) cannot be destroyed.
Structure Catapult.png Catapult (O) 1
At start of turn, destroys defensive structures within the same column as this structure if their level ≤ this structure's level. Note: Fortress (D), traps, resources, and ornaments cannot be destroyed.
Structure Cavalry School.png Cavalry School (D) 1
At start of turn, inflicts Atk/Spd/Def/Res-2 on cavalry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Cavalry School.png Cavalry School (O) 1
At start of turn, inflicts Atk/Spd/Def/Res-2 on cavalry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Dark Shrine.png Dark Shrine (D) 1
At start of turn, inflicts Def/Res-2 on foe on the enemy team with the highest Def+Res total through its next action.
Structure Dark Shrine.png Dark Shrine (O) 1
At start of turn, inflicts Def/Res-2 on foe on the enemy team with the highest Def+Res total through its next action.
Structure Flier School.png Flier School (D) 1
At start of turn, inflicts Atk/Spd/Def/Res-2 on flying foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Flier School.png Flier School (O) 1
At start of turn, inflicts Atk/Spd/Def/Res-2 on flying foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Healing Tower.png Healing Tower (D) 1
At start of turn, restores 10 HP to allies within 5 rows and 5 columns centered on structure.
Structure Healing Tower.png Healing Tower (O) 1
At start of turn, restores 10 HP to allies within 3 rows and 5 columns centered on structure.
Structure Infantry School.png Infantry School (D) 1
At start of turn, inflicts Atk/Spd/Def/Res-2 on infantry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Infantry School.png Infantry School (O) 1
At start of turn, inflicts Atk/Spd/Def/Res-2 on infantry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Structure Panic Manor.png Panic Manor (D) 1
At start of turn, if any foes are within 7 rows and 3 columns centered on structure and their HP ≤ 40, converts bonuses on those foes into penalties through their next actions.
Structure Panic Manor.png Panic Manor (O) 1
At start of turn, if any foes are within 3 columns centered on structure and their HP ≤ 40, converts bonuses on those foes into penalties through their next actions.
Structure Safety Fence.png Safety Fence (O) 1
Until turn 1, after skill activation at start of defensive turn, if raiding party is outside the defensive team's range or is within 2 rows and 7 columns centered on a structure, defensive turn ends immediately.
Structure Tactics Room.png Tactics Room (D) 1
At start of turn, if any foes are within 7 rows and 3 columns centered on structure and their HP ≤ 40 and they use bow, dagger, magic, or staff, restricts those foes' movement to 1 space through their next actions.
Structure Tactics Room.png Tactics Room (O) 1
At start of turn, if any foes are within the same column as structure and their HP ≤ 40 and they use bow, dagger, magic, or staff, restricts those foes' movement to 1 space through their next actions.

List of Duo Skills

Owners Duo Skill
Byleth Fell Stars Duo Face FC.png
Byleth: Fell Star's Duo
Grants【Desperation】to unit and allies within 2 spaces.

At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Eirika Twin Refulgence Face FC.png
Eirika: Twin Refulgence
Grants【Dodge】to unit and allies within 3 rows and 3 columns centered on unit.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Hilda Deers Two-Piece Face FC.png
Hilda: Deer's Two-Piece
Inflicts Atk-7 on foes within 3 columns or 3 rows centered on unit through their next actions and inflicts【Isolation】on them.

Once used, Duo Skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Palla Sisterly Trio Face FC.png
Palla: Sisterly Trio
Unit and adjacent flying allies can move 1 extra space. (Unit can move 1 extra space even if adjacent ally is not a flying ally. That turn only. Does not stack.)

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.
Sigurd Destined Duo Face FC.png
Sigurd: Destined Duo
Moves allies adjacent to unit to opposite side of unit. If an ally cannot move to the target space (if another ally or foe is occupying the space) ally will not move.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.
Sothis Bound-Spirit Duo Face FC.png
Sothis: Bound-Spirit Duo
Grants【Null Follow-Up】to unit and allies within 2 spaces. If unit or any ally within 2 spaces has their Special cooldown count at its maximum value, grants them Special cooldown count-1.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

List of Harmonized Skills

Owners Harmonized Skill
Mia Harmonic Blades Face FC.png
Mia: Harmonic Blades
Grants【Resonance: Blades】to unit and allies from the same titles as unit.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.
Veronica Harmonic Pirates Face FC.png
Veronica: Harmonic Pirates
Grants【Resonance: Shields】to unit and allies from the same titles as unit.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

In other languages[]

Language Name
Japanese ターン
German Zug
Spanish (Europe) Turno
Spanish (Latin America) Turno
French Tour
Italian Turno
Traditional Chinese (Taiwan) 回合
Portuguese Rodada
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