Skills
Sacred Seals List
Seal | Effect |
---|---|
Quickened Pulse | Special cooldown count -1 at start of Turn 1. |
Def/Res Bond 3 | If unit is adjacent to an ally, grants Def/Res+5 during combat. |
Swift Stance 2 | If foe initiates combat, grants Spd/Res+4 during combat. |
Swift Stance 1 | If foe initiates combat, grants Spd/Res+2 during combat. |
Defiant Atk 3 | At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. |
Defiant Atk 2 | At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. |
Defiant Atk 1 | At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. |
Spd/Res Bond 3 | If unit is adjacent to an ally, grants Spd/Res+5 during combat. |
Spd/Res Bond 2 | If unit is adjacent to an ally, grants Spd/Res+4 during combat. |
Spd/Res Bond 1 | If unit is adjacent to an ally, grants Spd/Res+3 during combat. |
Warding Stance 3 | If foe initiates combat, grants Res+6 during combat. |
Warding Stance 2 | If foe initiates combat, grants Res+4 during combat. |
Warding Stance 1 | If foe initiates combat, grants Res+2 during combat. |
HP/Spd 2 | Grants HP+4, Spd+2. |
HP/Spd 1 | Grants HP+3, Spd+1. |
Def/Res Bond 2 | If unit is adjacent to an ally, grants Def/Res+4 during combat. |
Chill Def 2 | At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. |
Def/Res Bond 1 | If unit is adjacent to an ally, grants Def/Res+3 during combat. |
Atk Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions. |
Atk Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions. |
Atk Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions. |
HP/Atk 2 | Grants HP+4, Atk+2 |
HP/Atk 1 | Grants HP+3, Atk+1. |
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. |
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 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. |
Sturdy Blow 2 | If unit initiates combat, grants Atk/Def+4 during combat. |
Sturdy Blow 1 | If unit initiates combat, grants Atk/Def+2 during combat. |
Earth Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat. |
Earth Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+4 during combat. |
Earth Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+2 during combat. |
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 3 | At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. |
Squad Ace X 2 | Grants Spd+2. |
Swift Sparrow 2 | If unit initiates combat, grants Atk/Spd+4 during combat. |
HP/Def 2 | Grants HP+4, Def+2. |
HP/Def 1 | Grants HP+3, Def+1. |
Spd Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-7 on foes in cardinal directions of unit through their next actions. |
Spd Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-5 on foes in cardinal directions of unit through their next actions. |
Spd Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-3 on foes in cardinal directions of unit through their next actions. |
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 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 1 | At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. |
Mirror Stance 2 | If foe initiates combat, grants Atk/Res+4 during combat. |
Mirror Stance 1 | If foe initiates combat, grants Atk/Res+2 during combat. |
Defiant Def 3 | At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. |
Defiant Def 2 | At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. |
Defiant Def 1 | At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. |
Swift Sparrow 1 | If unit initiates combat, grants Atk/Spd+2 during combat. |
Def/Res 1 | Grants Def/Res+1. |
Distant Guard 3 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." |
Distant Guard 2 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." |
Distant Guard 1 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." |
Steady Posture 2 | If foe initiates combat, grants Spd/Def+4 during combat. |
Steady Posture 1 | If foe initiates combat, grants Spd/Def+2 during combat. |
Warding Blow 3 | If unit initiates combat, grants Res+6 during combat. |
Warding Blow 2 | If unit initiates combat, grants Res+4 during combat. |
Warding Blow 1 | If unit initiates combat, grants Res+2 during combat. |
Flier Guidance 3 | Flying allies within 2 spaces can move to a space adjacent to unit. |
Flier Guidance 2 | If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. |
Flier Guidance 1 | If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. |
Spur Atk/Res 2 | Grants Atk/Res+3 to adjacent allies during combat. |
Spur Atk/Res 1 | Grants Atk/Res+2 to adjacent allies during combat. |
Def/Res 2 | Grants Def/Res+2. |
Squad Ace X 3 | Grants Spd+3. |
Squad Ace X 1 | Grants Spd+1. |
Death Blow 2 | If unit initiates combat, grants Atk+4 during combat. |
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.) |
Squad Ace T 3 | Grants Atk+3 |
Squad Ace T 2 | Grants Atk+2 |
Squad Ace T 1 | Grants Atk+1 |
Squad Ace S 3 | Grants Spd+3 |
Squad Ace S 2 | Grants Spd+2 |
Squad Ace S 1 | Grants Spd+1 |
Squad Ace R 3 | Grants Res+3. |
Squad Ace R 2 | Grants Res+2. |
Squad Ace R 1 | Grants Res+1. |
Chill Atk 3 | At the start of each turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. |
Chill Atk 2 | At the start of each turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action. |
Chill Atk 1 | At the start of each turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action. |
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.) |
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.) |
Squad Ace U 2 | Grants HP+4 |
Wind Boost 3 | If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat. |
Wind Boost 2 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat. |
Wind Boost 1 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat. |
Torrent Dance 3 | If Sing or Dance is used, target also granted Res+5. |
Torrent Dance 2 | If Sing or Dance is used, target also granted Res+4. |
Torrent Dance 1 | If Sing or Dance is used, target also granted Res+3. |
Aerobatics 3 | Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. |
Aerobatics 2 | If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. |
Aerobatics 1 | If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. |
Darting Blow 3 | If unit initiates combat, grants Spd+6 during combat. |
Darting Blow 2 | If unit initiates combat, grants Spd+4 during combat. |
Darting Blow 1 | If unit initiates combat, grants Spd+2 during combat. |
Brazen Atk/Def 3 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat. |
Atk/Spd 2 | Grants Atk/Spd +2. |
Squad Ace U 1 | Grants HP+3 |
Squad Ace U 3 | Grants HP+5 |
Chill Spd 3 | At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. |
Armored Blow 2 | If unit initiates combat, grants Def+4 during combat. |
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 1 | At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. |
Steady Stance 3 | If foe initiates combat, grants Def+6 during combat. |
Steady Stance 2 | If foe initiates combat, grants Def+4 during combat. |
Steady Stance 1 | If foe initiates combat, grants Def+2 during combat. |
Attack/Res 2 | Grants Atk/Res+2. |
Attack/Res 1 | Grants Atk/Res+1. |
Spur Atk/Spd 2 | Grants Atk/Spd+3 to adjacent allies during combat. |
Spur Atk/Spd 1 | Grants Atk/Spd+2 to adjacent allies during combat. |
Atk/Res Bond 3 | If unit is adjacent to an ally, grants Atk/Res+5 during combat. |
Atk/Res Bond 2 | If unit is adjacent to an ally, grants Atk/Res+4 during combat. |
Atk/Res Bond 1 | If unit is adjacent to an ally, grants Atk/Res+3 during combat. |
Armored Blow 3 | If unit initiates combat, grants Def+6 during combat. |
Armored Blow 1 | If unit initiates combat, grants Def+2 during combat. |
Squad Ace V 1 | Grants Def +1 |
Squad Ace W 3 | Grants Res+3. |
Squad Ace W 2 | Grants Res +2. |
Squad Ace W 1 | Grants Res+1 |
Røkkr | Neutralizes damage outside of combat (from skills like Poison Strike, etc.) except damage dealt by Specials that trigger before combat. Unit's HP can be reduced to 0 only by an attack from allied armies. Unit cannot restore its own HP. Exclusive for Røkkr Sieges bosses. |
Brazen Atk/Spd 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat. |
Brazen Atk/Spd 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat. |
Brazen Atk/Spd 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat. |
Renewal 3 | At the start of every second turn, restores 10 HP. |
Renewal 2 | At the start of every third turn, restores 10 HP. |
Renewal 1 | At the start of every fourth turn, restores 10 HP. |
Spd/Res 2 | Grants Spd/Res +2. |
Spd/Res 1 | Grants Spd/Res+1. |
Squad Ace V 3 | Grants Def+3 |
Squad Ace V 2 | Grants Def+2 |
Death Blow 1 | If unit initiates combat, grants Atk+2 during combat. |
Death Blow 3 | If unit initiates combat, grants Atk+6 during combat. |
Brazen Atk/Def 2 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat. |
Fury 2 | Grants Atk/Spd/Def/Res+2. After combat, deals 6 damage to unit. |
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 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." |
Kestrel Stance 2 | If foe initiates combat, grants Atk/Spd+4 during combat. |
Kestrel Stance 1 | If foe initiates combat, grants Atk/Spd+2 during combat. |
Spd/Res Form 3 | Grants Spd/Res+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.) |
Spd/Res Form 2 | Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 5.) |
Spd/Res Form 1 | Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 3.) |
Atk/Spd Form 3 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). |
Atk/Spd Form 2 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). |
Atk/Spd Form 1 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces; max 3). |
Atk Opening 3 | At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) |
Atk Opening 2 | At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) |
Atk Opening 1 | At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) |
Fury 3 | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
Warding Breath | If foe initiates combat, grants Res+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Fury 1 | Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. |
Darting Breath | If foe initiates combat, grants Spd+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Spur Spd/Res 2 | Grants Spd/Res+3 to adjacent allies during combat. |
Spur Spd/Res 1 | Grants Spd/Res+2 to adjacent allies during combat. |
Atk/Res Solo 3 | If unit is not adjacent to an ally, grants Atk/Res+6 during combat. |
Atk/Res Solo 2 | If unit is not adjacent to an ally, grants Atk/Res+4 during combat. |
Atk/Res Solo 1 | If unit is not adjacent to an ally, grants Atk/Res+2 during combat. |
Spd/Def Solo 3 | If unit is not adjacent to an ally, grants Spd/Def+6 during combat. |
Spd/Def Solo 2 | If unit is not adjacent to an ally, grants Spd/Def+4 during combat. |
Spd/Def Solo 1 | If unit is not adjacent to an ally, grants Spd/Def+2 during combat. |
Spur Atk/Def 2 | Grants Atk/Def+3 to adjacent allies during combat. |
Spur Atk/Def 1 | Grants Atk/Def+2 to adjacent allies during combat. |
Steady Breath | If foe initiates combat, grants Def+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
Def/Res Solo 3 | If unit is not adjacent to an ally, grants Def/Res+6 during combat. |
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." |
Dist. Counter (D) | Unit can counterattack regardless of foe's range. |
Atk/Def Form 2 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). |
Spd/Def Form 2 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). |
Res Opening 3 | At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) |
Res Opening 2 | At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) |
Res Opening 1 | At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) |
Def/Res Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+5 to unit during combat. 【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). |
Def/Res Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+4 to unit during combat. 【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). |
Def/Res Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+3 to unit during combat. 【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). |
Odd Tempest 3 | At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) |
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 1 | At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) |
Spd/Res Oath 3 | At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn. |
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 1 | At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn. |
Spd/Def Form 3 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). |
Spd/Def Form 1 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). |
Atk/Def Catch 1 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Null Follow-Up 3 | Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
Null Follow-Up 2 | At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
Null Follow-Up 1 | At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
Atk/Spd Push 3 | At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but if unit attacked, deals 1 damage to unit after combat. |
Atk/Spd Push 2 | At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat. |
Atk/Spd Push 1 | At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat. |
Bonus Doubler 3 | Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. |
Bonus Doubler 2 | Grants bonus to Atk/Spd/Def/Res during combat = 75% of current bonus on each of unit's stats. Calculates each stat bonus independently. |
Bonus Doubler 1 | Grants bonus to Atk/Spd/Def/Res during combat = 50% of current bonus on each of unit's stats. Calculates each stat bonus independently. |
Atk/Res Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during combat. 【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). |
Atk/Res Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during combat. 【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). |
Atk/Res Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+3 to unit during combat. 【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). |
Atk/Def Catch 3 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Atk/Def Catch 2 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Atk/Def Form 3 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). |
Atk/Def Form 1 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). |
Def Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions. |
Sorcery Blade 2 | At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. |
Phantom Res 3 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +10. |
Phantom Res 2 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +8. |
Phantom Res 1 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5. |
Mirror Strike 2 | If unit initiates combat, grants Atk/Res+4 during combat. |
Mirror Strike 1 | If unit initiates combat, grants Atk/Res+2 during combat. |
Spd/Res Solo 3 | If unit is not adjacent to an ally, grants Spd/Res+6 during combat. |
Spd/Res Solo 2 | If unit is not adjacent to an ally, grants Spd/Res+4 during combat. |
Spd/Res Solo 1 | If unit is not adjacent to an ally, grants Spd/Res+2 during combat. |
Heavy Blade 3 / Flashing Blade 3 | PLACEHOLDER SKILL FOR USE IN BUILDS. USE WHATEVER IS AVAILABLE TO YOU. |
Brazen Spd/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat. |
Brazen Spd/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat. |
Brazen Spd/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat. |
Sorcery Blade 3 | At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. |
Sorcery Blade 1 | At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. |
Atk/Def Solo 1 | If unit is not adjacent to an ally, grants Atk/Def+2 during combat. |
Spd/Def Bond 3 | If unit is adjacent to an ally, grants Spd/Def+5 during combat. |
Spd/Def Bond 2 | If unit is adjacent to an ally, grants Spd/Def+4 during combat. |
Spd/Def Bond 1 | If unit is adjacent to an ally, grants Spd/Def+3 during combat. |
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.) |
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 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.) |
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. |
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 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. |
Sturdy Stance 2 | If foe initiates combat, grants Atk/Def+4 during combat. |
Sturdy Stance 1 | If foe initiates combat, grants Atk/Def+2 during combat. |
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.) |
Def Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions. |
Def Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions. |
Hone Dragons | At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. |
Atk/Def Solo 2 | If unit is not adjacent to an ally, grants Atk/Def+4 during combat. |
Close Guard 3 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat." |
Brazen Def/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat. |
Close Guard 2 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+3 during combat." |
Close Guard 1 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat." |
Blade Session 3 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 3 + number of allies who have already acted × 3 (max value of 9). |
Blade Session 2 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 2 + number of allies who have already acted × 2 (max value of 6). |
Blade Session 1 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 1 + number of allies who have already acted (max value of 3). |
Life and Death 3 | Grants Atk/Spd+5. |
Life and Death 2 | Grants Atk/Spd+4. |
Life and Death 1 | Grants Atk/Spd+3. |
Bracing Stance 2 | If foe initiates combat, grants Def/Res+4 during combat. |
Bracing Stance 1 | If foe initiates combat, grants Def/Res+2 during combat. |
Life and Death 3 | Grants Atk/Spd+5. Inflicts Def/Res-5. |
Life and Death 2 | Grants Atk/Spd+4. Inflicts Def/Res-4. |
Life and Death 1 | Grants Atk/Spd+3. Inflicts Def/Res-3. |
Brazen Def/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat. |
Brazen Def/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat. |
Atk/Def Solo 3 | If unit is not adjacent to an ally, grants Atk/Def+6 during combat. |
Atk/Spd Solo 3 | If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. |
Atk/Spd Solo 2 | If unit is not adjacent to an ally, grants Atk/Spd+4 during combat |
Atk/Spd Solo 1 | If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. |
Mystic Boost 3 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. |
Mystic Boost 2 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. |
Mystic Boost 1 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. |
Fort. Def Res 2 | Grants Def/Res+4. Inflicts Atk-3. |
Fort. Def Res 1 | Grants Def/Res+3. Inflicts Atk-3. |
Squad Ace AP 2 | Grants HP+4, Spd+2 |
Squad Ace AP 1 | Grants HP+3, Spd+1 |
Niðavellir Axiom | Reduces damage dealt to unit to 0. (Note: CAN ONLY BE USED BY ENEMY UNITS) |
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.) |
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 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.) |
Atk/Spd 1 | Grants Atk/Spd +1. |
Brazen Atk/Def 1 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat. |
Breath of Life 1 | If unit initiates attack, adjacent allies recover 3 HP after combat. |
Savage Blow 3 | If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. |
Iote's Shield | Neutralizes "effective against" bonuses. |
Threaten Spd 3 | At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. |
Threaten Spd 2 | At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. |
Threaten Spd 1 | At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. |
Heavy Blade 2 | If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Heavy Blade 1 | If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Heavy Blade 3 | If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Close Def 3 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat. |
Close Def 2 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat. |
Close Def 1 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat. |
Hone Spd 3 | Grants adjacent allies Spd+4 through their next actions at the start of each turn. |
Hone Spd 2 | Grants adjacent allies Spd+3 through their next actions at the start of each turn. |
Hone Spd 1 | Grants adjacent allies Spd+2 through their next actions at the start of each turn. |
Savage Blow 2 | If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. |
Seal Atk 2 | After combat, foe suffers Atk-5 through its next action. |
Savage Blow 1 | If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. |
Brash Assault 3 | If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack. |
Brash Assault 2 | If unit initiates combat against a foe that can counter and unit's HP ≤ 40%, unit makes a guaranteed follow-up attack. |
Brash Assault 1 | If unit initiates combat against a foe that can counter and unit's HP ≤ 30%, unit makes a guaranteed follow-up attack. |
Guidance 3 | Infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
Guidance 2 | If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
Guidance 1 | If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
Atk Smoke 3 | Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. |
Atk Smoke 2 | Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. |
Atk Smoke 1 | Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. |
Fortify Def 1 | Grants adjacent allies Def+2 through their next actions at the start of each turn. |
Fortify Res 3 | Grants adjacent allies Res+4 through their next actions at the start of each turn. |
Fortify Res 2 | Grants adjacent allies Res+3 through their next actions at the start of each turn. |
Spur Atk 3 | Grants Atk+4 to adjacent allies during combat. |
Seal Atk 1 | After combat, foe suffers Atk-3 through its next action. |
Seal Atk 3 | After combat, foe suffers Atk-7 through its next action. |
Spur Atk 1 | Grants Atk+2 to adjacent allies during combat. |
Initiate Seal HP 2 | Grants HP+4. |
Initiate Seal Res 3 | Grants Res+3. |
Initiate Seal Res 2 | Grants Res+2. |
Initiate Seal Res 1 | Grants Res+1. |
Initiate Seal Def 3 | Grants Def+3. |
Initiate Seal Def 2 | Grants Def+2. |
Initiate Seal Def 1 | Grants Def+1. |
Initiate Seal Spd 3 | Grants Spd+3. |
Initiate Seal Spd 2 | Grants Spd+2. |
Initiate Seal Spd 1 | Grants Spd+1. |
Initiate Seal Atk 3 | Grants Atk+3. |
Initiate Seal Atk 2 | Grants Atk+2. |
Initiate Seal Atk 1 | Grants Atk+1. |
Initiate Seal HP 3 | Grants HP+5. |
Squad Ace F 3 | Grants HP+5. |
Def Ploy 1 | At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit's Res through their next actions. |
Squad Ace F 2 | Grants HP+4. |
Squad Ace F 1 | Grants HP+3. |
Squad Ace E 3 | Grants Atk+3. |
Squad Ace E 2 | Grants Atk+2. |
Squad Ace E 1 | Grants Atk+1. |
Squad Ace D 2 | Grants Spd+2. |
Squad Ace D 1 | Grants Spd+1. |
Múspellflame | Unit receives 0 damage. |
Initiate Seal HP 1 | Grants HP+3. |
Quick Riposte 3 | Unit automatically makes a follow-up attack if attacked at HP ≥ 70%. |
Quick Riposte 2 | Unit automatically makes a follow-up attack if attacked at HP ≥ 80%. |
Quick Riposte 1 | Unit automatically makes a follow-up attack if attacked at HP ≥ 90%. |
Def Ploy 3 | At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions. |
Def Ploy 2 | At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit's Res through their next actions. |
Spur Atk 2 | Grants Atk+3 to adjacent allies during combat. |
Spur Res 3 | Grants Res+4 to adjacent allies during combat. |
Hone Atk 2 | Grants adjacent allies Atk+3 through their next actions at the start of each turn. |
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. |
Squad Ace B 3 | Grants Def+3. |
Squad Ace B 2 | Grants Def+2. |
Squad Ace A 3 | Grants HP+5. |
Squad Ace A 2 | Grants HP+4. |
Deflect Missile 3 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 80%. |
Deflect Missile 2 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 50%. |
Deflect Missile 1 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 30%. |
Deflect Melee 3 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 80%. |
Deflect Melee 2 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 50%. |
Deflect Melee 1 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 30%. |
Deflect Magic 3 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 80%. |
Deflect Magic 2 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 50%. |
Deflect Magic 1 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 30%. |
Defense +1 | Grants Def+1. |
Squad Ace C 3 | Grants Res+3. |
Squad Ace C 1 | Grants Res+1. |
Distant Def 1 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat. |
Squad Ace B 1 | Grants Def+1. |
Squad Ace A 1 | Grants HP+3. |
Spur Def 1 | Grants Def+2 to adjacent allies during combat. |
Speed +1 | Grants Spd+1. |
Hardy Bearing 1 | Disables skills that change unit's attack priority. If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled. |
HP +3 | Grants +3 to max HP. |
Fortify Res 1 | Grants adjacent allies Res+2 through their next actions at the start of each turn. |
Embla's Ward | Unit receives 0 damage. **Note**: Restricted to AI only. |
Attack +1 | Grants Atk+1. |
Atk Ploy 1 | At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions. |
Resistance +1 | Grants Res +1. |
Phantom Spd 1 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +5 over actual value. |
Squad Ace C 2 | Grants Res+2. |
Squad Ace D 3 | Grants Spd+3. |
Spur Res 2 | Grants Res+3 to adjacent allies during combat. |
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. |
Spur Res 1 | Grants Res+2 to adjacent allies during combat. |
Spur Spd 3 | Grants Spd+4 to adjacent allies during combat. |
Spur Spd 2 | Grants Spd+3 to adjacent allies during combat. |
Spur Spd 1 | Grants Spd+2 to adjacent allies during combat. |
Spur Def 3 | Grants Def+4 to adjacent allies during combat. |
Spur Def 2 | Grants Def+3 to adjacent allies during combat. |
Speed +3 | Grants Spd+3. |
Speed +2 | Grants Spd+2. |
Resistance +3 | Grants Res+3. |
Resistance +2 | Grants Res+2. |
Phantom Spd 3 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +10 over actual value. |
Phantom Spd 2 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +8 over actual value. |
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. |
Hardy Bearing 3 | Disables skills that change unit's attack priority. Enemy skills that change attack priority are also disabled. |
Atk Ploy 2 | At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions. |
Hardy Bearing 2 | Disables skills that change unit's attack priority. If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled. |
HP +5 | Grants +5 to max HP. |
HP +4 | Grants +4 to max HP. |
Fortify Def 3 | Grants adjacent allies Def+4 through their next actions at the start of each turn. |
Fortify Def 2 | Grants adjacent allies Def+3 through their next actions at the start of each turn. |
Distant Def 3 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat. |
Distant Def 2 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat. |
Defense +3 | Grants Def+3. |
Defense +2 | Grants Def+2. |
Breath of Life 3 | If unit initiates attack, adjacent allies recover 7 HP after combat. |
Breath of Life 2 | If unit initiates attack, adjacent allies recover 5 HP after combat. |
Attack +3 | Grants Atk+3. |
Attack +2 | Grants Atk+2. |
Atk Ploy 3 | At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions. |
Hone Atk 1 | Grants adjacent allies Atk+2 through their next actions at the start of each turn. |
Hone Atk 3 | Grants adjacent allies Atk+4 through their next actions at the start of each turn. |
Fire Boost 3 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat. |
Blaze Dance 3 | If Sing or Dance is used, grants Atk+4 to target. |
Darting Stance 3 | If foe initiates combat, grants Spd+6 during combat. |
Darting Stance 2 | If foe initiates combat, grants Spd+4 during combat. |
Darting Stance 1 | If foe initiates combat, grants Spd+2 during combat. |
Brazen Atk/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+7 during combat. |
Brazen Atk/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. |
Brazen Atk/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. |
Spd/Def 2 | Grants Spd/Def+2. |
Spd/Def 1 | Grants Spd/Def+1. |
Squad Ace O 3 | Grants Atk+3. |
Squad Ace O 2 | Grants Atk+2. |
Squad Ace O 1 | Grants Atk+1. |
Drive Spd 2 | Grants Spd+3 to allies within 2 spaces during combat. |
Drive Spd 1 | Grants Spd+2 to allies within 2 spaces during combat. |
Blaze Dance 2 | If Sing or Dance is used, grants Atk+3 to target. |
Squad Ace P 2 | Grants HP+4. |
Blaze Dance 1 | If Sing or Dance is used, grants Atk+2 to target. |
Threaten Def 3 | At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. |
Threaten Def 2 | At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. |
Threaten Def 1 | At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. |
Attack/Def +2 | Grants Atk/Def+2. |
Attack/Def +1 | Grants Atk/Def+1. |
Squad Ace N 3 | Grants Spd+3. |
Squad Ace N 2 | Grants Spd+2. |
Squad Ace N 1 | Grants Spd+1. |
Squad Ace M 3 | Grants Res+3. |
Squad Ace M 2 | Grants Res+2. |
Squad Ace M 1 | Grants Res+1. |
Squad Ace H 3 | Grants Res+3. |
Squad Ace H 2 | Grants Res+2. |
Squad Ace P 1 | Grants HP+3. |
Squad Ace P 3 | Grants HP+5. |
Seal Spd 3 | Inflicts Spd-7 on foe through its next action after combat. |
Fierce Stance 3 | If foe initiates combat, grants Atk+6 during combat. |
Fire Boost 2 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat. |
Fire Boost 1 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat. |
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.) |
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 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.) |
Atk/Spd Bond 3 | Grants Atk/Spd+5 during combat if unit is adjacent to an ally. |
Atk/Spd Bond 2 | Grants Atk/Spd+4 during combat if unit is adjacent to an ally. |
Atk/Spd Bond 1 | Grants Atk/Spd+3 during combat if unit is adjacent to an ally. |
Spur Def/Res 2 | Grants Def/Res +3 to adjacent allies during combat. |
Spur Def/Res 1 | Grants Def/Res +2 to adjacent allies during combat. |
Threaten Res 3 | At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions. |
Threaten Res 2 | At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions. |
Threaten Res 1 | At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions. |
Fierce Stance 2 | If foe initiates combat, grants Atk+4 during combat. |
Gale Dance 1 | If Sing or Dance is used, target also granted Spd+2. |
Drive Res 2 | Grants Res+3 to allies within 2 spaces during combat. |
Drive Res 1 | Grants Res+2 to allies within 2 spaces during combat. |
Fierce Stance 1 | If foe initiates combat, grants Atk+2 during combat. |
Squad Ace Q 3 | Grants Def+3. |
Squad Ace Q 2 | Grants Def+2. |
Squad Ace Q 1 | Grants Def+1. |
Atk/Def Bond 3 | If unit is adjacent to an ally, grants Atk/Def+5 during combat. |
Atk/Def Bond 2 | If unit is adjacent to an ally, grants Atk/Def+4 during combat. |
Atk/Def Bond 1 | If unit is adjacent to an ally, grants Atk/Def+3 during combat. |
Water Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+6 during combat. |
Water Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+4 during combat. |
Water Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+2 during combat. |
Gale Dance 3 | If Sing or Dance is used, target also granted Spd+4. |
Gale Dance 2 | If Sing or Dance is used, target also granted Spd+3. |
Squad Ace H 1 | Grants Res+1. |
Seal Spd 2 | Inflicts Spd-5 on foe through its next action after combat. |
Drive Def 1 | Grants Def+2 to allies within 2 spaces during combat. |
Res Ploy 2 | At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit's Res through their next actions. |
Squad Ace J 1 | Grants Atk+1. |
Drive Atk 2 | Grants Atk+3 to allies within 2 spaces during combat. |
Drive Atk 1 | Grants Atk+2 to allies within 2 spaces during combat. |
Squad Ace I 3 | Grants Spd+3. |
Squad Ace I 2 | Grants Spd+2. |
Squad Ace I 1 | Grants Spd+1. |
Poison Strike 3 | Inflicts 10 damage to foe after any combat this unit initiates. |
Poison Strike 2 | Inflicts 7 damage to foe after any combat this unit initiates. |
Poison Strike 1 | Inflicts 4 damage to foe after any combat this unit initiates. |
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. |
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 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. |
Res Ploy 3 | At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions. |
Res Ploy 1 | At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit's Res through their next actions. |
Squad Ace J 3 | Grants Atk+3. |
Obstruct 3 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.) |
Obstruct 2 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.) |
Obstruct 1 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.) |
Fortress Res 3 | Grants Res+5. Inflicts Atk-3. |
Fortress Res 2 | Grants Res+4. Inflicts Atk-3. |
Fortress Res 1 | Grants Res+3. Inflicts Atk-3. |
Threaten Atk 3 | At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. |
Threaten Atk 2 | At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. |
Threaten Atk 1 | At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. |
Squad Ace G 3 | Grants Def+3. |
Squad Ace G 2 | Grants Def+2. |
Squad Ace G 1 | Grants Def+1. |
Armored Boots | If unit's HP = 100% at start of turn, unit can move 1 extra space. (That turn only; does not stack.) |
Drive Def 2 | Grants Def+3 to allies within 2 spaces during combat. |
Squad Ace J 2 | Grants Atk+2. |
Spd Smoke 1 | Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat. |
Seal Spd 1 | Inflicts Spd-3 on foe through its next action after combat. |
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. |
Fortress Def 3 | Grants Def+5. Inflicts Atk-3. |
Fortress Def 2 | Grants Def+4. Inflicts Atk-3. |
Fortress Def 1 | Grants Def+3. |
HP/Res 2 | Grants HP+4, Res+2. |
HP/Res 1 | Grants HP+3, Res+1. |
Spd Ploy 3 | At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions. |
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 1 | At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions. |
Flashing Blade 3 | If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Flashing Blade 2 | If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Flashing Blade 1 | If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
Squad Ace L 3 | Grants Def+3. |
Squad Ace L 2 | Grants Def+2. |
Squad Ace L 1 | Grants Def+1. |
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. |
Spd Smoke 2 | Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat. |
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. |
Live to Serve 3 | When healing an ally with a staff, restores HP to unit = HP restored to target. |
Live to Serve 2 | When healing an ally with a staff, restores HP to unit = 75% of HP restored to target. |
Live to Serve 1 | When healing an ally with a staff, restores HP to unit = 50% of HP restored to target. |
Earth Dance 3 | If Sing or Dance is used, grants Def+5 to target. |
Earth Dance 2 | If Sing or Dance is used, grants Def+4 to target. |
Earth Dance 1 | If Sing or Dance is used, grants Def+3 to target. |
Squad Ace K 3 | Grants HP+5. |
Squad Ace K 2 | Grants HP+4. |
Squad Ace K 1 | Grants HP+3. |
Flier Formation 3 | Unit can move to a space adjacent to a flying ally within 2 spaces. |
Flier Formation 2 | If unit HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. |
Flier Formation 1 | If unit HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. |
Spd Smoke 3 | Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat. |
Dist. Counter (M) | Unit can counterattack regardless of foe's range. |