Enables target to take another action. Cannot be used on units with Sing or Dance
- Non-Inheritable skill.
Skillsets that use skill
You Can't Leave Right Now, We Got After-Party Disco! (Galeforce Dancer)
Stamina Lunch Special, Extra Pain Edition! (Standard Offensive Dancer)
The Escorts Will Kick You Out, Thanks For Coming! (Saveball Leader / Max Stat Support)
Stamina Lunch Special, Wedding Cake Edition! (Low-Investment / General Support Dance)
Desert Rose’s Thorns (General Offense / Hybrid)
Dazzling Desert Duet (Aether Raids Defense)
Dance of the Fell Goddess (Aether Raids Offense)
Defensive Support (Aether Raids Defense)
Luck Be a Lady Tonight (Mage Tank / Defensive Support)
Careful Who You Call Ugly in Middle School (Debuffer / Full Support)
No i’m not biased what gave you that idea(General Use)
Great Alt I give it a 10/10(Vantage Sweeper)
It’s so wholesome AAAAAA(AR D Support)
The chad strut (Galeforce)
Isolate this binch (Aether Raids D Specialization)
Dance to the Doors of Destiny (Offensive / Aether Raids Defense)
Rebellious Masquerader (Support)
A beautiful rose… (Offensive)
Star in the Summer Sky (Aggressive Aether Raids Defense Dancer)
Setting the Stage (Support)
Like Bees to a Flower in Full Bloom (Vantage Sweeper)
A Leader's Adaptability (Aether Raids Vantage Sweeper)
Echidna's Partner in Crime (Budget Support)
Perceval's #1 Cheerleader (Heavily-Invested Support)
Being able to grant an ally a second turn of combat has nearly limitless potential, and single-handedly makes the units who possess Sing or Dance some of the most sought-after in the game. These skills come with one restriction: A unit with Sing or Dance may not be targeted by Sing or Dance from another unit (They can't Dance each other). All units who possess these skills come with reduced stats to compensate for the incredible versatility they provide. Sing/Dance allows a team to do a better job adapting to enemy team compositions. For instance if battling a team with four red units, Sing/Dance can be used to maximize the effectiveness of your team's blue unit.
Sing/Dance’s sheer utility makes it universally useful, but it gives different benefits depending on the receiver. It allows Armoured units to double their movement radius every turn. Cavalry and Fliers appreciate the mobility, greatly increasing their already large threat range. Users of Daggers, Bows and Tomes are often adept at scoring 2HKO’s, with Sing/Dance they can double their damage output. Units with Brave Weapons can initiate four attacks in one turn. When using Sing/Dance, it’s important to identify which unit on your team needs it most on any given turn, and position them accordingly. In terms of the Sing/Dance user, Wings of Mercy is a vital skill, allowing them to support their foes from across the map. As they possess low combat stats, Fury goes a long way towards making the Sing/Dance user combat-ready. In general, offensively-inclined units gain the most from an extra turn.
It is nigh impossible to counter the utility that Sing/Dance provides a team. However, the low combat ability of the users can be exploited by powerful attackers. Also, a unit who uses Sing/Dance cannot make another action that turn.