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Passive Skills

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Passive Skills

Skills

Passive Skills

Filter Passive Skill Slot

A
B
C
Title Effect Slot
Death Blow 1
Grants Atk+2 if unit initiates combat. A
Raging Storm

If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.)

If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat.

B
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. C
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. C
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.)

A
Atk/Res Solo 4

If unit is not adjacent to an ally, grants Atk/Res +7 during combat.

A
Atk/Spd Solo 4

If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.

A
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.)

C
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.)

C
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.)

C
Dragoon Shield

Neutralizes "effective against flying" bonuses.

Grants Atk/Spd/Def+3.

A
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.

B
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.

B
Belief in Love

If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Def-5 on foe during combat.

B
Spd/Def Oath 3

At start of turn, if unit is adjacent to an ally, grants Spd/Def +5 to unit for 1 turn.

A
Spd/Def Oath 2

At start of turn, if unit is adjacent to an ally, grants Spd/Def +4 to unit for 1 turn.

A
Spd/Def Oath 1

At start of turn, if unit is adjacent to an ally, grants Spd/Def +3 to unit for 1 turn.

A
Joint Drive Atk

Grants Atk +4 to allies within 2 spaces during combat.

If unit is within 2 spaces of an ally, grants Atk +4 to unit during combat.

C
Distant Foil

If sword,lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def +5 to unit and unit can counterattack regardless of foe's range.

A
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. C
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.

B
Impenetrable Dark
During combat, disables skills of all foes excluding foe in combat. C
Joint Drive Spd

Grants Spd+4 to allies within 2 spaces during combat.

If unit is within 2 spaces of an ally, grants Spd+4 to unit during combat.

C
Seal Spd/Res 1
Inflicts Spd/Res -5 on foe through its next action after combat. B
Fortify Def 4

At start of turn, grants Def+7 to adjacent allies for 1 turn.

C
Spd/Res Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Res -6 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Spd/Res Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Res -4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Spd/Res Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Res -2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Kestrel Stance 3

If foe initiates combat, grants Atk/Spd+6 during combat and inflicts Special cooldown charge -1 on foe per attack.

(Only highest value applied. Does not stack.)

A
Lance Exp. 1

While unit lives and uses a lance, unit gets 1.5x EXP. (Only highest value applied. Does not stack.)

C
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.

B
Lance Exp. 2

While unit lives, all lance allies on team get 1.5x EXP. (Only highest value applied. Does not stack.)

C
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.)

C
Bracing Stance 3

If foe initiates combat, grants Def/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

A
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.)

C
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.)

C
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.)

B
Close Foil

If sword,lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def +5 to unit and unit can counterattack regardless of foe's range.

A
Atk/Def Push 4
At start of combat, if unit's HP ≥ 25%, grants Atk/Def+7, but if unit attacked, deals 5 damage to unit after combat. A
Spd/Def Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Deadly Balance

At start of combat, if unit's HP ≥ 50% or if【Penalty】is active on unit, inflicts Atk/Def-5 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)  【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).

B
Spd/Res Form 1
Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 3.) A
Even Pulse Tie 3

At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+1, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)

B
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.

C
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.

C
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.

C
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.

C
Threat. Atk/Def 2

At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.

C
Threat. Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.

C
Shield Session 2

If foe initiates combat, grants bonus to unit's Def/Res during combat = 6 - number of foes who have already acted × 2 (min value of 2).

A
Pegasus Flight 3

At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7.)

B
Shield Session 1

If foe initiates combat, grants bonus to unit's Def/Res during combat = 3 - number of foes who have already acted (min value of 1).

A
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). A
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). A
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). A
Shield Session 3

If foe initiates combat, grants bonus to unit's Def/Res during combat = 9 - number of foes who have already acted × 3 (min value of 3).

A
Lull Atk/Res 3
Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. B
Lull Atk/Res 2
Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. B
Lull Atk/Res 1
Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. B
Spd/Res Form 3
Grants Spd/Res+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.) A
Atk/Def Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-1 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Sturdy Stance 3

If foe initiates combat, grants Atk/Def +6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

A
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. C
Lance Exp. 3

While unit lives, all lance allies on team get 2x EXP. (Only highest value applied. Does not stack.)

C
Chill Atk/Res 2

At start of turn, inflicts Atk/Res -5 on foe on the enemy team with the highest Atk+Res through its next action.

B
Chill Atk/Res 1

At start of turn, inflicts Atk/Res -3 on foe on the enemy team with the highest Atk+Res through its next action.

B
Atk/Def Gap 1
At start of turn, grants Atk/Def+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) C
Atk/Def Gap 2
At start of turn, grants Atk/Def+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) C
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. C
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. C
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.) C
Atk/Def Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-3 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Lull Spd/Res 1
Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. B
Lull Spd/Res 2
Inflicts Spd/Res-2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. B
Lull Spd/Res 3
Inflicts Spd/Res-3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. B
Pegasus Flight 2

At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -5.)

B
Pegasus Flight 1

At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -3.)

B
Even Pulse Tie 2

At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+3, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)

B
Even Pulse Tie 1

At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+5, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)

B
Spd/Res Form 2
Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 5.) A
Atk/Def Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-5 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Seal Spd/Res 2
Inflicts Spd/Res -5 on foe through its next action after combat. B
Spd/Def Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Spd/Def Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-3 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Slick Fighter 3

If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

B
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.

B
Odd Tempest 3

At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)

C
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.)

C
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.)

C
Atrocity

At start of combat, if foe's HP ≥ 50%, boosts damage by 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 and Special cooldown count+1 on target and foes within 2 spaces of target through their next actions. (No effect on Special cooldown counts already at maximum.)

B
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.

C
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.

C
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.

C
Slick Fighter 1

If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

B
Atk/Def Rein 1

Inflicts Atk/Def-2 on foes within 2 spaces during combat.

C
Atk/Res Form 2

Grants Atk/Res+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)

A
Atk/Res Form 1

Grants Atk/Res+X to unit during combat. (X = number of allies within 2 spaces; max 3.)

A
Dragon's Ire 2

If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

B
Dragon's Ire 1

If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

B
Slick Fighter 2

If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

B
Atk/Res Form 3

Grants Atk/Res+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.)

A
Dragon's Ire 3

If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

B
Dragonscale

Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Res-6 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe’s attack deals 0 damage.)

A
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.

B
Atk/Def Rein 2

Inflicts Atk/Def-3 on foes within 2 spaces during combat.

C
Atk/Res Rein 2

Inflicts Atk/Res-3 on foes within 2 spaces during combat.

C
Spd/Res Rein 3

Inflicts Spd/Res-4 on foes within 2 spaces during combat.

C
Even Follow-Up 3

If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Even Follow-Up 2

If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Even Follow-Up 1

If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Atk/Res Unity

If unit is within 2 spaces of an ally, grants Atk/Res+5 and bonus to Atk/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.

A
Atk/Res Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-5 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Atk/Res Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-3 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Atk/Res Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-1 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Def/Res Solo 4

If unit is not adjacent to an ally, grants Def/Res+7 during combat.

A
Spd/Res Rein 2

Inflicts Spd/Res-3 on foes within 2 spaces during combat.

C
Atk/Def Rein 3

Inflicts Atk/Def-4 on foes within 2 spaces during combat.

C
Spd/Res Rein 1

Inflicts Spd/Res-2 on foes within 2 spaces during combat.

C
Binding Necklace

If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+2 to unit and inflicts Atk/Spd/Def/Res-2 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently.

B
Wyvern Flight 3

At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -7.)

B
Wyvern Flight 2

At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -5.)

B
Wyvern Flight 1

At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Def stats (unit's Def minus foe's Def) before combat. (Maximum penalty of -3.)

B
Close Def 4

If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

A
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.)

C
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.)

C
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.)

C
Atk/Res Rein 3

Inflicts Atk/Res-4 on foes within 2 spaces during combat.

C
Atk/Res Rein 1

Inflicts Atk/Res-2 on foes within 2 spaces during combat.

C
Spd/Def Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -6 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Atk Cantrip 1

If Sing or Dance is used, inflicts Atk-3 on nearest foes within 4 spaces of unit through their next actions.

B
Dive-Bomb 3

At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Steady Impact

If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack.

A
Inevitable Death
Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat. C
Spurn 2

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 × 3 (max 30%). If unit's HP ≤ 50% and unit's attack triggers Special, deals +5 damage when Special triggers.

B
Spurn 1

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 × 2 (max 20%). If unit's HP ≤ 25% and unit's attack triggers Special, deals +5 damage when Special triggers.

B
Spurn 3

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%). If unit's HP ≤ 75% and unit's attack triggers Special, deals +5 damage when Special triggers.

B
Atk Cantrip 3

If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions.

B
Atk Cantrip 2

If Sing or Dance is used, inflicts Atk-5 on nearest foes within 4 spaces of unit through their next actions.

B
Guard Bearing 3

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%.

B
Dive-Bomb 1

At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Guard Bearing 2

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%.

B
Guard Bearing 1

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%.

B
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.

B
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.

B
Holy War's End

If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack.

B
Atk/Res Solo (3 or 4)

PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE.

A
Heavy Blade 4 / Flashing Blade 4

PLACEHOLDER SKILL FOR USE IN BUILDS. USE WHATEVER IS AVAILABLE TO YOU.

A
Spd-Based DR B Slot

PLACEHOLDER SKILL FOR USE IN BUILDS.

USE WHATEVER IS AVAILABLE TO YOU.

DR STANDS FOR DAMAGE REDUCTION.

B
Atk/Def Solo 4

If unit is not adjacent to an ally, grants Atk/Def+7 during combat.

A
Dive-Bomb 2

At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Crafty Fighter 2

If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

B
AR-D Atk/Spd 1

If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)
 

A
Crafty Fighter 1

If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

B
Spd/Def Rein 3

Inflicts Spd/Def-4 on foes within 2 spaces during combat.

C
Spd/Def Rein 2

Inflicts Spd/Def-3 on foes within 2 spaces during combat.

C
Spd/Def Rein 1

Inflicts Spd/Def-2 on foes within 2 spaces during combat.

C
Crafty Fighter 3

If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

B
Def Cantrip 2

If Sing or Dance is used, inflicts Def-5 on nearest foes within 4 spaces of unit through their next actions.

B
Def Cantrip 1

If Sing or Dance is used, inflicts Def-3 on nearest foes within 4 spaces of unit through their next actions.

B
AR-D Atk/Spd 2

If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)
 

A
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.

C
Atk/Def Unity

If unit is within 2 spaces of an ally, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.

A
Atk/Def Bond 4

If unit is adjacent to an ally, grants Atk/Def+7 to unit and neutralizes unit's penalties to Atk/Def during combat.

A
AR-D Atk/Spd 3

If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Def Cantrip 3

If Sing or Dance is used, inflicts Def-7 on nearest foes within 4 spaces of unit through their next actions.

B
Atk/Spd Rein 2

Inflicts Atk/Spd-3 on foes within 2 spaces during combat.

C
Atk/Spd Rein 1

Inflicts Atk/Spd-2 on foes within 2 spaces during combat.

C
Joint Drive Res

Grants Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Res+4 to unit during combat.

C
Black Eagle Rule

If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also if foe initiates combat, damage received by foe's follow-up attack is also reduced by 80%. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes.)

B
Atk/Spd Rein 3

Inflicts Atk/Spd-4 on foes within 2 spaces during combat.

C
Blue Lion Rule

If unit's Def > foe's Def, 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%), and also if foe initiates combat, unit makes a guaranteed follow-up attack.

B
Spd/Def Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-5 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Spd/Def Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-1 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Odd Recovery 2

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit 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).

C
Lull Spd/Def 2
Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. B
Atk/Res Bond 4

If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat.

A
Atk/Spd Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Atk/Spd Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Atk/Spd Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Atk/Spd Push 4

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

A
Time's Pulse 2

At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

C
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. C
Time's Pulse 3

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

C
Lull Spd/Def 1
Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. B
Lull Atk/Def 2
Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. B
Lull Atk/Def 1
Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. B
Lull Spd/Def 3
Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. B
Lull Atk/Def 3
Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. B
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. C
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. C
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. C
Scendscale

Deals damage = 25% of unit's Atk, but after combat, if unit attacked, deals 7 damage to unit.

A
Inf. Hexblade 3

If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials thaat trigger before combat.)

C
Def/Res Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-3 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Threat. Atk/Spd 2

At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.

C
Caldera Dance 2
If Sing or Dance is used, grants Atk+3 and Def+4 to target. B
B Duel Infantry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will sppear. Stat total calculation excludes any values added by merges and skills.)

A
B Duel Infantry 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
B Duel Infantry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Atk/Res Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.

C
Atk/Res Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.

C
Atk/Res Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn.

C
Light and Dark

Inflicts Atk/Spd/Def/Res-2 on foe, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.), and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat.

B
Threat. Atk/Spd 1

At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.

C
AR-D Spd/Res 1

If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
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.

C
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.

B
Atk/Spd Form 2

Grants Atk/Spd+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)

A
Atk/Spd Form 1

Atk/Spd+X to unit during combat. (X = number of allies within 2 spaces; max 3.)

A
Inf. Hexblade 2

If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

C
Inf. Hexblade 1

If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

C
Atk/Spd Form 3

Grants Atk/Spd+X to unit during combat. (X = 2 x number of allies within 2 spaces, + 1; max 7.)

A
AR-D Spd/Res 3

If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
AR-D Spd/Res 2

If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Def/Res Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-1 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Brazen Atk/Spd 4
At start of combat, if unit's HP <= 80%, grants Atk+9 and Spd+10 during combat. A
Caldera Dance 1

If Sing or Dance is used, grants Atk+2 and Def+3 to target.

B
Pulse Smoke 3
Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effects on Special cooldown counts already at maximum.) C
AR-O Atk/Spd 3
If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) A
AR-O Atk/Spd 2
If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) A
AR-O Atk/Spd 1
If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) A
Pulse Smoke 2
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.) C
Pulse Smoke 1
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.) C
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". C
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". C
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". C
AR-D Spd/Def 3
If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Def/Res 1
If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Spd/Def 2
If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Spd/Def 1
If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) A
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. B
Divine Fang
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. C
AR-D Def/Res 2
If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) A
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. B
R Duel Infantry 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
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. B
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. B
Def/Res Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target 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.)

B
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. C
Swift Sparrow 3
If unit initiates combat, grants Atk+6, Spd+7 during Combat A
R Duel Infantry 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
R Duel Infantry 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Mirror Impact
If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack. A
AR-D Def/Res 3
If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-O Spd/Res 3
If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. A
AR-O Spd/Res 2
If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) A
AR-O Spd/Res 1
If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) A
Infantry Breath 2
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+1 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" C
Infantry Breath 1
Adjacent infantry allies gain: "If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)" C
Infantry Breath 3
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+2 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" C
Atk/Res Push 3
At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat. A
Atk/Res Push 2
At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat. A
Atk/Res Push 1
At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat. A
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.

C
Spd/Def Form 1

Spd/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.)

A
Repel 2

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 × 3 (max 30%).

If unit initiates combat, foe is moved 1 space away after combat.

B
Atk/Def Form 2
Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.) A
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.

C
Threat. Atk/Res 2

At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.

C
Threat. Atk/Res 1

At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.

C
Close Call 3

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%). If unit initiates combat, unit moves 1 space away after combat.

B
Close Call 2

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 × 3 (max 30%). If unit initiates combat, unit moves 1 space away after combat.

B
Close Call 1

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 × 2 (max 20%). If unit initiates combat, unit moves 1 space away after combat.

B
Mirror Stance 3
If foe initiates combat, grants Atk/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) A
Atk/Def Form 3
Grants Atk/Def+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.) A
Atk/Def Form 1
Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.) A
Def/Res Gap 2

At start of turn, grants Def/Res+4 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)

C
Fortify Res 4

At start of turn, grants Res+7 to adjacent allies for 1 turn.

C
Atk/Def Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.

C
Atk/Def Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.

C
Atk/Def Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.

C
Ashera's Chosen

Neutralizes "effective against flying" bonuses.

If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Def+6 during combat.

A
Life and Death 4

Grants Atk/Spd+7. Inflicts Def/Res-5.

A
Brazen Spd/Res 3

At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat.

A
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.)

C
Def/Res Gap 1

At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)

C
Brazen Spd/Res 1

At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat.

A
Def/Res Oath 1

At start of turn, if unit is adjacent to an ally, grants Def/Res+3 to unit for 1 turn.

C
Repel 1

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 × 2 (max 20%).

If unit initiates combat, foe is moved 1 space away after combat.

B
Repel 3

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%).

If unit initiates combat, foe is moved 1 space away after combat.

B
Spd/Res Solo 3

If unit is not adjacent to an ally, grants Spd/Res+6 during combat.

A
Spd/Res Solo 2

If unit is not adjacent to an ally, grants Spd/Res+4 during combat.

A
Spd/Res Solo 1

If unit is not adjacent to an ally, grants Spd/Res+2 during combat.

A
Steady Posture 3

If foe initiates combat, grants Spd/Def+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

A
Def/Res Oath 3

At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn.

C
Def/Res Oath 2

At start of turn, if unit is adjacent to an ally, grants Def/Res+4 to unit for 1 turn.

C
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.)

C
Daring Fighter 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
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.)

C
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.)

C
Distant Ward

If magic, staff, or dragonstone foe initiates combat, grants Atk/Res+5 to unit during combat and unit can counterattack regardless of foe's range.

A
Atk/Spd Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.

C
Atk/Spd Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.

C
Atk/Spd Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.

C
Soul of Zofia

Neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Daring Fighter 2

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Daring Fighter 1

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Brazen Spd/Res 2

At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat.

A
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.

C
Spd/Def Form 2

Grants Spd/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)

A
Panic Smoke 1

If unit initiates combat, inflicts【Panic】 on target and foes within 1 space of target after combat.  

【Panic】 Converts bonuses on target into penalties through its next action.

C
AR-D Atk/Def 1

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Spd/Res Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Spd/Res Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target 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.)

B
Spd/Res Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target 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.)

B
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.)

C
Atk/Res Gap 2

At start of turn, grants Atk/Res+4 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

C
Atk/Res Gap 1

At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

C
Panic Smoke 2

If unit initiates combat, inflicts【Panic】 on target and foes within 2 spaces of target after combat.  

【Panic】 Converts bonuses on target into penalties through its next action.

C
Panic Smoke 3

Inflicts【Panic】on target and foes within 2 spaces of target after combat.  

【Panic】 Converts bonuses on target into penalties through its next action.

C
AR-D Atk/Def 3

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Killing Intent

At start of combat, if foe's HP < 100% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.  

【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).

B
Brazen Spd/Def 3

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+7 during combat.

A
Brazen Spd/Def 2

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+5 during combat.

A
Brazen Spd/Def 1

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+3 during combat.

A
Lull Atk/Spd 3

Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

B
Lull Atk/Spd 2

Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

B
Lull Atk/Spd 1

Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

B
Spd/Def Form 3

Grants Spd/Def+X to unit during combat. (X = 2 x number of allies within 2 spaces, + 1; max 7.)

A
AR-D Atk/Def 2

 

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Odd Follow-Up 3

If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
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.

C
Dagger Exp. 3

While unit lives, all dagger allies on team get 2x EXP.

(Only highest value applied. Does not stack.)

C
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.

C
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.)

C
Spd/Res Gap 2

At start of turn, grants Spd/Res+4 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)

C
Spd/Res Gap 1

At start of turn, grants Spd/Res+3 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)

C
Heavy Blade 4

If unit's Attack > foe's Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit's attack. (Only highest value applied. Does not stack.)

A
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.

B
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.

B
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.

B
Dagger Exp. 2

While unit lives, all Dagger allies on team get 1.5x EXP.

(Only highest value applied. Does not stack.)

C
Odd Follow-Up 1

If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Dagger Exp. 1

While unit lives, unit gets 1.5x EXP.

(Only highest value applied. Does not stack.)

C
Atk/Res Push 4

At start of combat, if unit's HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit.

A
Atk/Spd Bond 4

If unit is adjacent to an ally, grants Atk/Spd+7 to unit and neutralizes unit's penalties to Atk/Spd during combat.

A
Staff Exp. 3

While unit lives, all staff allies on team get 2x EXP.

(Only highest value applied. Does not stack.)

C
Staff Exp. 2

While unit lives, all Staff allies on team get 1.5x EXP.

(Only highest value applied. Does not stack.)

C
Staff Exp. 1

While unit lives, unit gets 1.5x EXP.

(Only highest value applied. Does not stack.)

C
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.

C
Odd Follow-Up 2

If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Odd Recovery 1

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit 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).

C
Odd Recovery 3

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit 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).

C
Solitary Dream
At start of turn, if unit is adjacent to only dragon allies of if unit is not adajcent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.) C
A/D Far Save 2

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/Def+2 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.

C
Wily Fighter 3

If unit's HP ≥ 25% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack.

B
Wily Fighter 2

If unit's HP ≥ 50% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack.

B
Wily Fighter 1

If unit's HP ≥ 75% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack.

B
Spd/Def Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Spd/Def+2 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).

A
Spd/Def Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+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).

A
Spd/Def Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+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).

A
Spd/Def Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+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).

A
A/D Far Save 3

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/Def+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.

C
A/D Far Save 1

If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Def+1 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.

C
Faithful Loyalty

If armored or cavalry foe initiates combat, unit can counterattack before foe's first attack. Neutralizes effects that prevent unit's follow-up attacks during combat. After combat, grants 【Vantage】to unit.  【Vantage】 If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.

B
Savvy Fighter 3

If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-4, reduces damage from foe's first attack during combat by 30%.

B
Savvy Fighter 2

If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-2, reduces damage from foe's first attack during combat by 20%.

B
Savvy Fighter 1

If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd, reduces damage from foe's first attack during combat by 10%.

B
Close Salvo

Unit can counterattack regardless of foe's range.

At start of combat, if unit's HP ≥ 25%, grants Atk+5 during combat, but after combat, if unit attacked, deals 5 damage to unit.

A
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.)

C
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.)

B
Holy Ground

Reduces damage from foes' attacks during combat to allies within 2 spaces by 30% and grants Def/Res+4 to those allies during combat.

C
Close Countering A Slot

Placeholder Skill for use in builds; use best level available. Note that Close Foil and Close Ward are NOT part of this category because they only allow counterattacks against certain ranged enemies.

A
Distant Storm

Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk+5 during combat, but after combat, if unit attacked, deals 5 damage to unit.

A
Flow Flight 1

If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.)

B
Cross Spur Res

Grants Res+5 to allies in cardinal directions of unit during combat.

C
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.

C
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.

 

C
Canto Control 3

If foe within 4 spaces of unit triggers Canto, inflicts【Canto Control】on that foe.  【Canto Control】 Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.

 

C
Canto Control 2

If foe within 3 spaces of unit triggers Canto, inflicts【Canto Control】on that foe.  【Canto Control】 Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.

 

C
Canto Control 1

If foe within 2 spaces of unit triggers Canto, inflicts【Canto Control】on that foe.  【Canto Control】 Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.

C
Assured Rebirth

If unit's Res > foe's Res, unit makes a guaranteed follow-up attack. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = number of staff or dragon allies within 3 spaces of unit × 20, and also, if unit's Res > foe's Res, difference between stats × 4 (max 40%; total max 60%).

B
Blue Feud 3

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat.

C
Blue Feud 2

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat.

C
Blue Feud 1

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat.

C
Threat. Spd/Res 2

At start of turn, inflicts Spd/Res-4 on foes within 2 spaces through their next actions.

C
Flow Flight 2

If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.)

 

B
Threat. Spd/Res 1

At start of turn, inflicts Spd/Res-3 on foes within 2 spaces through their next actions.

C
Spd/Def Tempo 3

Inflicts Spd/Def-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

B
Spd/Def Tempo 2

Inflicts Spd/Def-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

 

B
Spd/Def Tempo 1

Inflicts Spd/Def-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

B
Distant Dart

Unit can counterattack regardless of foe's range. If foe initiates combat, grants Spd+5 to unit during combat.

A
Hoðr's Zeal

Enables【Canto (Rem. +1)】.  Unit deals damage = 20% of unit's Atk. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.  【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.)

B
Def/Res Bond 4

If unit is adjacent to an ally, grants Def/Res+7 to unit and neutralizes unit's penalties to Def/Res during combat.

A
Spd/Res Hold

Inflicts Spd/Res-4 on foes within 3 spaces during combat.

C
Flow Flight 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.)

 

B
Distant Countering A Slot

Placeholder Skill for use in builds; use best level available. Note that Distant Foil and Distant Ward are NOT part of this category because they only allow counterattacks against certain ranged enemies.

A
Sturdy Surge

If unit initiates combat, grants Atk+7, Def+10 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.)

A
Atk Smoke 4

After combat, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions, grants Def/Res+6 to unit for 1 turn, and unit gains "foe cannot make a follow-up attack" for 1 turn.

C
C Duel Flying 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Flow Guard 2

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

B
Flow Guard 1

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

B
Divine Recreation

At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def/Res-4 on foe during combat, reduces damage from foe's first attack during combat by 30%, and boosts unit's next attack by total damage reduced (by any source, including other skills). Resets at end of combat.

B
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.)

C
Spd/Def Bond 4

If unit is adjacent to an ally, grants Spd/Def+7 to unit and neutralizes unit's penalties to Spd/Def during combat.

A
C Duel Flying 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
C Duel Flying 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
C Duel Flying 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
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.

C
Worldbreaker

Grants Special cooldown charge +1 per attack during combat to unit and allies within 2 spaces. (Only highest value applied. Does not stack.)

C
Binding Shield II

If unit's Spd ≥ foe's Spd+5 or if unit is in combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.

B
Distant Stance

Unit can counterattack regardless of foe's range. If foe initiates combat, grants Res+5 to unit during combat.

A
Def/Res Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Def/Res Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Def/Res Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Def/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
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.

B
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.

B
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.

B
Flow Guard 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

B
Opening Retainer

Allies within 2 spaces can move to a space within 2 spaces of unit.  Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.

C
Green Feud 3

If in combat against a green foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat.

C
C Feud 2

If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat.

C
Green Feud 2

If in combat against a green foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat.

C
Green Feud 1

If in combat against a green foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all green foes, excluding foe in combat.

C
Spd/Res Bond 4
If unit is adjacent to an ally, grants Spd/Res+7 to unit and neutralizes unit's penalties to Spd/Res during combat. A
Lunar Brace II

Enables【Canto (2)】.  Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Deals damage = 15% of foe's Def.  【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).)

B
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.)

 

C
Cross Spur Atk

Grants Atk+5 to allies in cardinal directions of unit during combat.

C
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.

C
C Feud 3

If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat.

C
C Feud 1

If in combat against a colorless foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all colorless foes, excluding foe in combat.

C
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.)

C
D/R Far Save 3

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 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.

C
D/R Far Save 2

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 Def/Res+2 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.

C
D/R Far Save 1

If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Def/Res+1 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.

C
Spd Cantrip 3

If Sing or Dance is used, inflicts Spd-7 on nearest foes within 4 spaces of unit through their next actions.

B
Spd Cantrip 2

If Sing or Dance is used, inflicts Spd-5 on nearest foes within 4 spaces of unit through their next actions.

B
Spd Cantrip 1

If Sing or Dance is used, inflicts Spd-3 on nearest foes within 4 spaces of unit through their next actions.

B
Red Feud 3

If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat.

C
Red Feud 2

If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat.

C
Red Feud 1

If in combat against a red foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all red foes, excluding foe in combat.

C
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.

B
Spd Smoke 4

After combat, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions, and grants Spd+6 and【Dodge】 to unit 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%).

C
Dragon Exp. 2

While unit lives, all dragonstone allies on team get 1.5x EXP. (Only highest value applied. Does not stack.)

C
Atk/Res Finish 1

If unit is within 3 spaces of an ally, grants Atk/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)

A
Heir to Light

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and【Null Follow-Up】 to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.)  【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.

C
Spd Preempt 3

Inflicts Spd-4 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd > foe's Spd, unit can counterattack before foe's first attack. (Excluding when unit's Savior skill triggers.)

B
Spd Preempt 2

Inflicts Spd-3 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd ≥ foe's Spd+3, unit can counterattack before foe's first attack. (Excluding when unit's Savior skill triggers.)

B
Spd Preempt 1

Inflicts Spd-2 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd ≥ foe's Spd+5, unit can counterattack before foe's first attack. (Excluding when unit's Savior skill triggers.)

B
New Divinity

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat, and also, 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 combat, if unit's HP ≥ 40%, foe cannot make a follow-up attack during combat.

B
Atk/Res Finish 4

If unit is within 3 spaces of an ally, grants Atk/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

A
Atk/Res Finish 3

If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)

A
Atk/Res Finish 2

If unit is within 3 spaces of an ally, grants Atk/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)

A
Atk/Spd Clash 4

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces moved by whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat.

A
Atk/Res Tempo 1

Inflicts Atk/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

B
Atk/Spd Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.)

A
Atk/Spd Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.)

A
Atk/Spd Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.)

A
Def/Res Smoke 3

After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, grants Atk+6 to unit and allies within 2 spaces of unit for 1 turn, and grants 【Pathfinder】to unit for 1 turn.  【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.)

C
Atk/Res Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Atk/Res Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Atk/Res Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Chill Def/Res 3

At start of turn, inflicts Def/Res-6 on foe on the enemy team with the highest Def+Res total and foes within 2 spaces of that foe through their next actions.

B
Inf. Spd Tactic

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn and【Null Follow-Up】 to infantry allies within 2 spaces. Granted only if number of that ally's movement type on current team ≤ 2.  【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.

C
Atk/Res Tempo 2

Inflicts Atk/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

B
Opened Domain

At start of turn, if unit is within 2 spaces of any allies from a different title than unit, grants 【Resonance: Blades】and【Resonance: Shields】to unit and all allies within 2 spaces of unit, and also, if unit or any of those allies has their Special cooldown count at its maximum value, grants Special cooldown count-1 to them.  【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn.  【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."

C
Velocity 3

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%). Neutralizes effects that inflict "Special cooldown charge -X" on unit.

B
Spd/Def Hold (or Rein)

Placeholder skill for use in builds; use best level of skill available.

C
Atk/Res Hold (or Rein)

Placeholder skill for use in builds; use best level of skill available.

C
Spd/Def Bulwark 3

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-4 on foe during combat. Restores 7 HP to unit after combat.

B
Spd/Def Bulwark 2

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-3 on foe during combat. Restores 5 HP to unit after combat.

B
Spd/Def Bulwark 1

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-2 on foe during combat. Restores 3 HP to unit after combat.

B
Spd/Res Tempo 3

Inflicts Spd/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

B
Spd/Res Tempo 2

Inflicts Spd/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

B
Spd/Res Tempo 1

Inflicts Spd/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

B
Velocity 2

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 × 3 (max 30%). Neutralizes effects that inflict "Special cooldown charge -X" on unit.

B
Atk/Res Tempo 3

Inflicts Atk/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

B
Velocity 1

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 × 2 (max 20%). Neutralizes effects that inflict "Special cooldown charge -X" on unit.

B
Atk/Def Clash 4

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Def during combat.

A
Atk/Def Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 5. (X = number of spaces from start position to end position of whoever initiated combat; max 3.)

A
Atk/Def Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 3. (X = number of spaces from start position to end position of whoever initiated combat; max 2.)

A
Atk/Def Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 1. (X = number of spaces from start position to end position of whoever initiated combat; max 1.)

A
Light and Dark II

Inflicts Atk/Spd/Def/Res-5 on foe, neutralizes unit's penalties and foe's bonuses (from skills like Fortify, Rally, etc.), and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat.

B
Spd/Def Hold

Inflicts Spd/Def-4 on foes within 3 spaces during combat.

C
Dragon's Wrath 4

Reduces damage from foe's first attack during combat by 25%. If unit's Atk > foe's Res, unit's first attack deals damage = 25% of unit's Atk minus foe's Res during combat.

B
Verdict of Sacae

If unit is within 4 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = X × 4, + 4 (X = number of allies within 4 spaces; maximum bonus of +12), and also, if unit's Special is ready or unit's Special triggered before or during combat, unit deals +5 damage (excluding area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if if 0 damage is dealt.)

A
Divine Fang+

At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. 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 of unit for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack."

C
Atk/Def Bulwark 3

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat.

B
Still Water 1

Grants Atk/Res+3. Inflicts Def-3.

A
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.)

C
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.)

C
S/D Far Trace 3

Enables【Canto (Rem.)】.  Inflicts Spd/Def-3 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

B
S/D Far Trace 2

Enables【Canto (Rem.)】.  Inflicts Spd/Def-2 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

B
S/D Far Trace 1

Enables【Canto (Rem.)】.  Inflicts Spd/Def-1 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

B
Spd/Def Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Spd/Def+2 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).

A
Spd/Def Catch 3

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/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).

A
Spd/Def Catch 2

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/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).

A
Spd/Def Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Spd/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).

A
Def/Res Unity
If unit is within 2 spaces of an ally, grants Def/Res+5 and bonus to Def/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Def, grants Def+19, for a net bonus of Def+12.) Calculates each stat bonus independently. A
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.

C
Atk/Res Hold

Inflicts Atk/Res-4 on foes within 3 spaces during combat.

C
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.

C
Flow Force 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.

B
Flow Force 2

At start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.

B
Flow Force 1

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.

B
Still Water 4

Grants Atk/Res+7. Inflicts Def-5.

A
Still Water 3

Grants Atk/Res+5. Inflicts Def-5.

A
Still Water 2

Grants Atk/Res+4. Inflicts Def-4.

A
Sweep Skills

Placeholder skill for use in builds; use personal preference or whichever is more useful for a particular team/strategy.

B
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.)

C
Atk/Def Bulwark 2

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat.

B
A/R Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Atk/Res-3 on foe during combat.  【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.)

B
Atk/Def Bulwark 1

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat.

B
Inf. Null Follow 3

At start of turn, grants【Null Follow-Up】 to infantry allies within 2 spaces of unit.  【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.

C
Inf. Null Follow 2

At start of turn, grants【Null Follow-Up】 to adjacent infantry allies.  【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.

C
Inf. Null Follow 1

At start of turn, if unit's HP ≥ 50%, grants 【Null Follow-Up】to adjacent infantry allies.  【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.

C
Everliving Domain

If unit is within 2 spaces of any allies, grants Def/Res+4 and the following effect to unit and those allies during combat: "If unit's HP ≥ 75% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)"

C
Flow Feather 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.)

B
Flow Feather 2

If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.)

B
Flow Feather 1

If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.)

B
A/R Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Atk/Res-2 on foe during combat.  【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.)

 

B
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.)

C
A/R Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Atk/Res-1 on foe during combat.  【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.)

B
Atk/Spd Oath 4

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat.

C
S/R Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Spd/Res-3 on foe during combat.  【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.)

 

B
S/R Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Spd/Res-2 on foe during combat.  【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.)

B
S/R Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Spd/Res-1 on foe during combat.  【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.)

B
Moonlit Bangle F

Enables【Canto (1)】.  Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value × 10, + 20).  【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).)

B
Human Virtue II

At start of turn, if unit is within 2 spaces of any allies other than beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn. Grants bonus to unit's Atk/Spd/Def/Res during combat = highest bonus on allies other than beast or dragon allies within 2 spaces. Calculates each stat bonus independently. Reduces damage from foe's first attack during combat by X% (X = total value of bonuses on the 3 allies other than beast or dragon allies with the highest bonus totals within 2 spaces; max. 40).

C
Chivalry

Enables【Canto (Rem. +1)】.  At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def-5 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = 50% of foe's HP at start of combat. (Example: if foe's HP = 75%, damage is reduced by 37%.)  【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.)

B
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.)

C
Dragon Exp. 3

 While unit lives, all dragonstone allies on team get 2x EXP. (Only highest value applied. Does not stack.)

C
Dragon Exp. 1

While unit lives and uses a dragonstone, unit gets 1.5x EXP. (Only highest value applied. Does not stack.)

C
Close Ward

If magic, staff, or dragonstone foe initiates combat, unit can counterattack regardless of foe's range, disables foe's skills that "calculate damage using the lower of foe's Def or Res," and grants Atk/Res+5 to unit during combat.

A
Atk/Spd Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+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).

A
Atk/Spd Boosting A Slot

PLACEHOLDER SKILL FOR USE IN BUILDS. USE PERSONAL PREFERENCE. SOME SKILLS MAY NOT BE INHERITABLE TO CERTAIN HEROES.

A
Atk/Spd Catch (3 or 4)

PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE

A
Atk/Spd Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-6 on nearest foes within 4 spaces of both unit and target through their next actions.

 

B
Atk/Spd Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-4 on nearest foes within 4 spaces of both unit and target through their next actions.

 

B
Atk/Spd Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd-2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Atk/Spd Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Spd+2 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).

A
Atk/Spd Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+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).

A
Atk/Spd Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+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).

A
G Duel Infantry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
S/D Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-3 on foe during combat.  【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 again. 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.)

 

 

B
Even Tempest 3

At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)

 

C
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.)

 

C
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.)

C
Sun-Twin Wing

At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

B
G Duel Flying 4
Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
R Duel Cavalry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

 

A
R Duel Cavalry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
R Duel Cavalry 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
S/D Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-1 on foe during combat.  【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 again. 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.)

 

B
S/R Far Trace 1

Enables【Canto (Rem.)】.  Inflicts Spd/Res-1 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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 again. 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.)

B
A/D Near Save 3

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Atk/Def+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.

C
Atk/Def Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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).

 

 

A
C Duel Cavalry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

 

A
C Duel Cavalry 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

 

A
C Duel Cavalry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Atk/Res Menace

At start of turn, inflicts Atk/Res-6 on nearest foes within 4 spaces through their next actions and grants Atk/Res+6 to unit for 1 turn.

 

C
Atk/Def Menace

At start of turn, inflicts Atk/Def-6 on nearest foes within 4 spaces through their next actions and grants Atk/Def+6 to unit for 1 turn.

C
Armored Wall

At start of combat, if unit's HP ≥ 25%, grants Special cooldown charge +1 to unit, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat.  During unit's first combat in player phase or enemy phase, at start of combat, if unit's HP ≥ 25% while transformed, reduces damage from foe's first attack by 40%.

B
Murderous Lion

Enables【Canto (Rem. +1)】.  If unit is not adjacent to an ally, inflicts Spd/Def-3 on foe during combat and foe cannot counterattack.  【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 again. 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.)

B
Atk/Def Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Def+2 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).

 

 

A
Atk/Def Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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).

 

A
S/R Far Trace 2

Enables【Canto (Rem.)】.  Inflicts Spd/Res-2 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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 again. 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.)

B
Atk/Def Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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).

A
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.

B
Bushido II

Neutralizes "effective against flying" bonuses. Deals +7 damage. 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%).

B
Atk/Def Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Def+2 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).

 

A
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).

 

A
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).

 

A
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).

A
S/D Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-2 on foe during combat.  【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 again. 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.)

 

 

B
S/R Far Trace 3

Enables【Canto (Rem.)】.  Inflicts Spd/Res-3 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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 again. 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.)

 

B
R Duel Cavalry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
A/D Near Save 2

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Atk/Def+2 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.

C
A/D Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-1 on foe during combat.  【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 again. 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.)

B
Spd/Res Oath 1

At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn.
 

C
Dragon Wall 3

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%).
 

B
Dragon Wall 2

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 × 3 (max 30%).
 

B
Dragon Wall 1

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 × 2 (max 20%).

B
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.

B
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.

B
Swift Impact

If unit initiates combat, grants Spd+7, Res+10 during combat and foe cannot make a follow-up attack.

A
Spd/Res Oath 3

At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn.
 

C
Spd/Res Oath 2

At start of turn, if unit is adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
 

C
Seal Atk/Res 2

Inflicts Atk/Res-5 on foe through its next action after combat.
 

B
D/R Near Save 3

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.  If unit triggers Savior, grants 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.

C
Seal Atk/Res 1

Inflicts Atk/Res-3 on foe through its next action after combat.
 

B
Swift Stance 3

If foe initiates combat, grants Spd/Res+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Atk/Def Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-6 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Atk/Def Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Atk/Def Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Res Cantrip 3

If Sing or Dance is used, inflicts Res-7 on nearest foes within 4 spaces of unit through their next actions.

B
Res Cantrip 2

If Sing or Dance is used, inflicts Res-5 on nearest foes within 4 spaces of unit through their next actions.

B
Res Cantrip 1

If Sing or Dance is used, inflicts Res-3 on nearest foes within 4 spaces of unit through their next actions.

B
Wings of Light

Grants Atk/Spd/Def/Res+2+X to ally Mythic Heroes during combat in turns 1 through 5 (X = turn number). (Excludes unit.)  (Effect only active if team includes three or fewer Mythic Heroes, including unit.)

C
Def/Res Form 1

If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces; max 3).

A
A/D Near Save 1

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Atk/Def+1 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.

C
R Duel Infantry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
B Duel Infantry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Fallen Star

If unit initiates combat, reduces damage from foe's first attack by 80% during combat, and after combat, grants【Fallen Star】to unit and inflicts【Gravity】on target and foes within 1 space of target.  【Fallen Star】 For 1 turn, during unit's first combat in player phase and enemy phase, reduces damage from foe's first attack by 80%.  【Gravity】 Restricts target's movement to 1 space through its next action.

B
Atk/Spd Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 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).

A
Atk/Spd Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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).

A
Atk/Spd Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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).

A
Atk/Spd Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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).

A
B Duel Flying 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Def/Res Form 2

If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5).

A
A/R Far Save 3

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/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.

C
A/R Far Save 2

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/Res+2 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.
 

C
A/R Far Save 1

If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Atk/Res+1 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.
 

C
D/R Near Save 2

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Def/Res+2 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.

C
D/R Near Save 1

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Def/Res+1 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.

C
Fatal Smoke 3

Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.  【Deep Wounds】 Unit's HP cannot be healed through its next action.

C
Fatal Smoke 2

If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.  【Deep Wounds】 Unit's HP cannot be healed through its next action.

C
Fatal Smoke 1

If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target.  【Deep Wounds】 Unit's HP cannot be healed through its next action.

C
Def/Res Form 3

If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).

A
C Duel Cavalry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

 

A
A/D Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-2 on foe during combat.  【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 again. 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.)

B
A/R Near Save 3

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Atk/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.

C
AR-D Atk/Spd (3 or 4)

Placeholder skill for use in builds; use best level of skill available.

A
Prescience

Inflicts Atk/Res-5 on foe during combat. If unit initiates combat or if foe's Range = 2, reduces damage from foe's first attack by 30%.

B
Joint Drive Def

Grants Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Def+4 to unit during combat.

C
Detailed Report

Foes with Range = 1 cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)  Foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.)  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.)

B
Moonlight Bangle

Enables【Canto (2)】.  Neutralizes unit's penalties that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value × 10, + 20).  【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).)

B
Atk/Spd Unity

If unit is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is inflicted with any Atk/Spd penalty, grants bonus to unit's Atk/Spd during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently.

A
Distant Pressure

Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Spd+5 during combat, but after combat, if unit attacked, deals 5 damage to unit.

A
Close Reversal

If foe initiates combat, grants Def+5 to unit during combat and unit can counterattack regardless of foe's range.

A
Surge Sparrow

If unit initiates combat, grants Atk/Spd+7 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.)

A
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.

C
Solar Brace II

Enables【Canto (2)】.  Neutralizes unit's penalties that inflict "Special cooldown charge -X" on unit during combat. Restores 10 HP to unit after 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).)

 

B
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.

C
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.

C
Def/Res Rein 3

Inflicts Def/Res-4 on foes within 2 spaces during combat.

C
Def/Res Rein 2

Inflicts Def/Res-3 on foes within 2 spaces during combat.

C
Def/Res Rein 1

Inflicts Def/Res-2 on foes within 2 spaces during combat.

C
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.

C
Def/Res Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+7 to unit during combat. At start of combat, if unit's HP = 100%, and【Bonus】is active on unit, grants an additional Def/Res+2 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).

A
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).

A
Joint Dist. Guard

Grants Def/Res+4 to allies within 2 spaces during combat against bow, dagger, magic, or staff foes. If unit is within 2 spaces of an ally and foe uses bow, dagger, magic, or staff, grants Def/Res+4 to unit during combat.

C
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.

C
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).

A
G Duel Cavalry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
A/R Near Save 2

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Atk/Res+2 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.

C
A/R Near Save 1

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Atk/Res+1 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.

C
Dragon's Wrath 3

If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat.

B
Dragon's Wrath 2

If foe initiates combat, reduces damage from foe's first attack by 15% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 15% of unit's Atk minus foe's Res during combat.

B
Dragon's Wrath 1

If foe initiates combat, reduces damage from foe's first attack by 10% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 10% of unit's Atk minus foe's Res during combat.

B
G Duel Cavalry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
G Duel Cavalry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
G Duel Cavalry 2

 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Domain of Flame

Grants Atk/Def+4 and the effect "if unit's Atk > foe's Res during combat, unit's first attack deals damage = 30% of unit's Atk minus foe's Res" to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Atk > foe's Res during combat, unit's first attack deals damage = 30% of unit's Atk minus foe's Res.

C
Spd/Def Solo 4

If unit is not adjacent to an ally, grants Spd/Def+7 during combat.

A
A/S Far Trace 3

Enables【Canto (Rem.)】.  Inflicts Atk/Spd-3 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

B
A/S Far Trace 2

Enables【Canto (Rem.)】.  Inflicts Atk/Spd-2 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

B
A/S Far Trace 1

Enables【Canto (Rem.)】.  Inflicts Atk/Spd-1 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

B
Atk/Res Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Res+2 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).

A
Atk/Res Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+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).

A
Atk/Res Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+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).

A
Atk/Res Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+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).

A
AR-D Def/Res 4

If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +11; 4 grants +7; ≤3 grants +3. Destroyed defensive structures are not counted.)

A
C Duel Infantry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
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).

A
Yngvi Ascendant

Neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
A/D Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-3 on foe during combat.  【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 again. 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.)

 

B
Moon-Twin Wing

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd-5 on foe 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%).

B
B Duel Cavalry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
B Duel Cavalry 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
B Duel Cavalry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
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. C
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. C
Threaten Def/Res 2

At start of turn, inflicts Def/Res-4 on foes within 2 spaces of unit through their next actions.

C
Threaten Def/Res 1

At start of turn, inflicts Def/Res-3 on foes within 2 spaces of unit through their next actions.

C
R Duel Flying 4
Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
A/R Far Trace 1

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-1 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

B
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.)

 

C
Atk/Res Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Res+2 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).

 

 

 

 

A
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).

 

 

 

A
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).

 

 

A
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).

 

A
A/D Far Trace 3

Enables【Canto (Rem.)】.  Inflicts Atk/Def-3 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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 again. 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.)

 

 

B
A/D Far Trace 2

Enables【Canto (Rem.)】.  Inflicts Atk/Def-2 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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 again. 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.)

 

B
A/D Far Trace 1

Enables【Canto (Rem.)】.  Inflicts Atk/Def-1 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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 again. 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.)

B
B Duel Cavalry 4

Grants HP+5, Atk/Spd/Def/Res+2.

If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
A/R Far Trace 2

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-2 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

 

B
Domain of Ice

Grants Spd/Res+4 and the effect "reduces damage from foe's first attack by 30%" to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Spd/Res+4 to unit and reduces damage from foe's first attack by 30% during combat.

C
Flow Refresh 2

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 7 HP to unit after combat.

B
Frenzy 3

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%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

 

B
Frenzy 2

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 × 3 (max 30%). If unit's HP ≤ 30% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Frenzy 1

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 × 2 (max 20%). If unit's HP ≤ 10% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
AR-D Atk/Spd 4

If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +11; 4 grants +7; ≤3 grants +3. Destroyed defensive structures are not counted.)

 

A
Spd/Res Solo 4

If unit is not adjacent to an ally, grants Spd/Res+7 during combat.

A
Threat. Spd/Def 2

At start of turn, inflicts Spd/Def-4 on foes within 2 spaces through their next actions.

C
Threat. Spd/Def 1

At start of turn, inflicts Spd/Def-3 on foes within 2 spaces through their next actions.

C
Flow Refresh 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 10 HP to unit after combat.

B
Flow Refresh 1

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 5 HP to unit after combat.

B
A/R Far Trace 3

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-3 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (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.)

 

 

B
Def/Res Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Def/Res+2 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).

A
Def/Res Catch 3

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+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).

A
Def/Res Catch 2

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+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).

A
Def/Res Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Def/Res+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).

A
Laws of Sacae II

If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+6 during combat, and also, if foe uses sword, lance, axe, dragonstone, or beast damage and unit's Spd ≥ foe's Spd+5, foe cannot counterattack.

 

A
Dragonskin II

Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.).

 

A
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.  【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).

C
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.  【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).

C
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.  【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).

C
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. B
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 B
Death Blow 3
Grants Atk+6 if unit initiates combat. A
Atk Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action.

C
Fire Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.

A
Sword Experience 3

If unit survives, all sword users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
Sword Experience 2

If unit survives, all sword users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
Sword Experience 1

If unit survives, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
Sturdy Blow 2

If unit initiates combat, unit granted Atk/Def+4 during battle.

A
Sturdy Blow 1

If unit initiates combat, unit granted Atk/Def+2 during battle.

A
Drive Def 2

Grants allies within 2 spaces Def+3 during combat.

C
Drive Def 1

Grants allies within 2 spaces Def+2 during combat.

C
Atk Ploy 2

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action.

C
Fire Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.

A
Atk Ploy 1

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action.

C
Quickened Pulse
Special cooldown count -1 at start of Turn 1.
Dazzling Staff 2
If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. B
Wind Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat. A
Dazzling Staff 1
If unit has 100% HP at the start of combat, the enemy cannot counterattack. B
Wind Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat. A
Attack/Res 1
Grants Atk/Res+1. A
Dazzling Staff 3
The enemy cannot counterattack. B
Fire Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.

A
Panic Ploy 1

At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.

C
Attack/Res 2
Grants Atk/Res +2. A
HP/Def 1
Grants HP+3, Def+1. A
Sword Valor 3
If unit survives, all sword users on team get 2x SP, (if similar skill effects also used, only highest multiplier applied.) C
Cancel Affinity 3
Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed. B
Def Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action. C
Def Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-4 until the end of foe's next action. C
Def Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-3 until the end of foe's next action. C
Seal Atk Spd 2
After combat, inflicts Atk/Spd-5 on foe through its next action. B
Seal Atk Spd 1
After combat, inflicts Atk/Spd-3 on foe through its next action. B
HP/Def 2
Grants HP+4, Def+2. A
Lance Valor 3
If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
Panic Ploy 2

At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.

C
Lance Valor 2
If unit survives, all lance users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Lance Valor 1
If unit survives and uses a lance, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Axe Valor 3
If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
Axe Valor 2
If unit survives, all axe users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Axe Valor 1
If unit survives and uses a axe, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Close Def 3
If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat. A
Close Def 2
If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat. A
Close Def 1
If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat. A
Panic Ploy 3

At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.

C
Wind Boost 3
If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat. A
Wrathful Staff 1
If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. B
Shield Pulse 3
If unit's Special triggers based on a foe's attack, Special cooldown count -2 at start of turn 1. Unit takes 5 less damage when Special triggers. B
Windsweep 1
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. B
Fortress Def 2
Grants Def+4. Inflicts Atk-3. A
Fortress Def 1
Grants Def+3. Inflicts Atk-3. A
Bow Exp. 3
If unit survives, all bow users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applies.) C
Hit and Run
If unit initiates combat, unit moves 1 space away after combat. B
Bow Exp. 2
If unit survives, all bow users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) C
Bow Exp. 1
If unit survives and uses a bow, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) C
Windsweep 3
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. B
Windsweep 2
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. B
Hone Armor
Grants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn. - Requires Hone Atk 2 or Hone Spd 2. C
Heavy Blade 3
If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.) A
Goad Fliers
Grants flying allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
Live for Bounty
If unit survives, get 1.5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) B
Live for Honor
If unit survives, get 1.5x normal badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) B
Axe Experience 3
If unit survives, all axe users on team get 2x EXP. (If similar skill effects also used, only highest multipler applied.) C
Axe Experience 2
If unit survives, all axe users on team get 1.5x EXP. (If similar skill effects also used, only highest multipler applied.) C
Axe Experience 1
If unit survives, unit gets 1.5x EXP. (If similar skill effects also used, only highest multipler applied.) C
Attack Def +2
Grants Atk/Def+2. A
Attack Def +1
Grants Atk/Def+1. A
Fortress Def 3
Grants Def+5. Inflicts Atk-3. A
Watersweep 3
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. B
Wrathful Staff 2
If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons. B
Earth Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives def+6 during combat. A
B Tome Exp. 1
If unit survives and uses a blue tome, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) C
B Tome Exp. 2
If unit survives, all blue tome users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) C
Earth Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat. A
Earth Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat. A
Distant Def 1
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat. A
Distant Def 2
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat. A
Wrathful Staff 3
Damage from unit's staff will be calculated the same as other weapons. B
B Tome Exp. 3
If unit survives combat, all blue magic users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applied.) C
Distant Def 3
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat. A
Spur Def/Res 2
Grants adjacent allies Def/Res +3 during combat. C
Grani's Shield
Neutralizes "effective against cavalry" bonuses. A
Spur Def/Res 1
Grants adjacent allies Def/Res +2 during combat. C
Guard 1
If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.) B
Guard 2
If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.) B
Watersweep 1
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. B
Watersweep 2
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. B
Heavy Blade 1
If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.) A
Heavy Blade 2
If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.) A
Guard 3
If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.) B
Drive Atk 2
Grants allies within 2 spaces Atk+3 during combat. C
HP/Spd 2
Grants HP+4, Spd +2. A
Swift Sparrow 1
If unit initiates combat, unit granted Atk/Spd+2 during battle. A
Atk/Spd 1
Grants Atk/Spd+1. A
Drive Res 2
Grants allies within 2 spaces Res+3 during combat. C
Blaze Dance 3
If Sing or Dance is used, target also granted Atk +4. B
Steady Stance 3
Grants Def+6 during combat when this unit is attacked. A
Spur Spd/Def 1
Grants adjacent allies Spd/Def +2 during combat. C
Flier Formation 2
If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces. B
Flier Formation 1
If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces. B
Wrath 2
If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. B
Wrath 1
If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. B
Flier Formation 3
Unit can move to a space adjacent to a flier ally within 2 spaces B
Geyser Dance 2

If Sing or Dance is used, target also granted Def/Res+4.

B
Spur Spd/Def 2
Grants adjacent allies Spd/Def+3 during combat. C
Wrath 3
If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. B
Atk/Spd 2
Grants Atk/Spd +2. A
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.)

A
Steady Stance 2

Grants Def+4 during combat when this unit is attacked.

A
Steady Stance 1

Grants Def+2 during combat when this unit is attacked.

A
Atk Smoke 3

After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.

C
Atk Smoke 2

After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.

C
Gale Dance 3
If Sing or Dance is used, target also granted Spd +4. B
B Tome Valor 3

If unit survives, all blue tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Steady Blow 2

If unit initiates combat, unit granted Spd/Def+4 during battle.

A
Spd Smoke 3
After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions. C
Dagger Valor 3
If unit survives, all dagger users on team get 2x SP. (If similar skill effects also used, only highest multiplier applies.) C
Warding Stance 3
Grants Res+6 during combat when this unit is attacked. A
Recover Ring
Restores 10 HP at the start of each turn. (Skill cannot be inherited.) B
Follow-Up Ring
Unit makes a guaranteed follow-up attack when unit's HP ≥ 50% at start of combat. (Skill cannot be inherited.) B
Spd Smoke 2
After combat, inflicts Spd-5 on foes within 2 spaces of target through their next actions. C
Spd Smoke 1
After combat, inflicts Spd-3 on foes within 2 spaces of target through their next actions. C
Spd Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-3 until the end of foe's next action. C
Spd Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-4 until the end of foe's next action. C
Crusader's Ward
If unit receives consecutive attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited) B
Blaze Dance 1

If Sing or Dance is used, target also granted Atk+2.

B
Spd Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-5 until the end of foe's next action. C
B Tome Valor 2

If unit survives, all blue tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
B Tome Valor 1

If unit survives and uses a blue tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Geyser Dance 1

If Sing or Dance is used, target also granted Def/Res+3.

B
Torrent Dance 1

If Sing or Dance is used, target also granted Res+3.

B
Drive Res 1

Grants allies within 2 spaces Res+2 during combat.

C
Gale Dance 2

If Sing or Dance is used, target also granted Spd+3.

B
Gale Dance 1

If Sing or Dance is used, target also granted Spd+2.

B
Blaze Dance 2

If Sing or Dance is used, target also granted Atk+3.

B
Atk Smoke 1

After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.

C
Steady Blow 1

If unit initiates combat, unit granted Spd/Def+2 during battle.

A
Mirror Strike 2
Grants Atk/Res +4 during combat if unit initiates attack. A
Res Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-3 until the end of foe's next action. C
Infantry Pulse 3
Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.) C
Infantry Pulse 2
Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.) C
Infantry Pulse 1
Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.) C
Water Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+6 during combat. A
Water Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+4 during combat. A
Water Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+2 during combat. A
Mirror Strike 1
Grants Atk/Res+2 during combat if unit initiates combat. A
Res Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-4 until the end of foe's next action. C
HP/Spd 1
Grants HP+3, Spd+1. A
G Tome Valor 2
If unit survives, all green tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Shield Pulse 2
If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. Unit takes 5 less damage when Special triggers. B
Shield Pulse 1
If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. B
Cancel Affinity 1
Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills. B
Cancel Affinity 2
Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated. B
Sword Valor 2
If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Sword Valor 1
If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Drive Atk 1
Grants allies within 2 spaces Atk+2 during combat. C
Res Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-5 until the end of foe's next action. C
G Tome Valor 1
If unit survives and uses a green tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
G Tome Valor 3
If unit survives, all green tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
Drive Spd 1
Grants allies within 2 spaces Spd+2 during combat. C
Guidance 2
If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. C
Beorc's Blessing
Neutralizes cavalry and flying foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Sacae's Blessing
If foe has sword, lance, or axe, foe cannot counterattack. B
Drive Spd 2
Grants allies within 2 spaces Spd+3 during combat C
Seal Atk Def 2

After combat, inflicts Atk/Def-5 on foe through its next action.

B
Seal Atk Def 1

After combat, inflicts Atk/Def-3 on foe through its next action.

B
Spd Def 2
Grants Spd/Def+2. A
Spd Def 1
Grants Spd/Def+1. A
Guidance 3

Infantry and armored allies within 2 spaces can move to a space adjacent to unit.

C
Guidance 1
If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. C
Spd Res 1
Grants Spd/Res+1. A
Fortress Res 3

Grants Res+5. Inflicts Atk-3.

A
Fortress Res 2

Grants Res+4. Inflicts Atk-3.

A
Fortress Res 1

Grants Res+3. Inflicts Atk-3.

A
Armor March 3

If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)

C
Armor March 2
If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.) C
Armor March 1
If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.) C
Swift Strike 2
If unit initiates combat, unit granted Spd/Res+4 during battle. A
Swift Strike 1
If unit initiates combat, unit granted Spd/Res+2 during battle. A
Spd Res 2
Grants Spd/Res+2. A
Swift Sparrow 2
If unit initiates combat, unit granted Atk/Spd+4 during battle. A
B Tomebreaker 2
If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. B
Atk/Res Bond 3
Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally. A
Defiant Atk 1

Grants Atk +3 at start of turn if unit's HP ≤ 50%

A
Hone Spd 3

Grants adjacent allies Spd+4 through their next actions at the start of each turn.

C
Hone Spd 2

Grants adjacent allies Spd+3 through their next actions at the start of each turn.

C
Hone Spd 1

Grants adjacent allies Spd+2 through their next actions at the start of each turn.

C
Quick Riposte 3
Unit automatically makes a follow-up attack if attacked at HP ≥ 70%. B
Quick Riposte 2
Unit automatically makes a follow-up attack if attacked at HP ≥ 80%. B
Quick Riposte 1
Unit automatically makes a follow-up attack if attacked at HP ≥ 90%. B
Defiant Atk 3

Grants Atk +7 at start of turn if unit's HP ≤ 50%

A
Defiant Atk 2

Grants Atk +5 at start of turn if unit's HP ≤ 50%

A
Savage Blow 3
If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. C
Goad Armor
Grants armored allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
Savage Blow 2
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. C
Savage Blow 1
If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. C
Darting Blow 3
Grants Spd+6 during combat if unit initiates the attack. A
Darting Blow 2
Grants Spd+4 during combat if unit initiates the attack. A
Darting Blow 1
Grants Spd+2 during combat if unit initiates the attack. A
Lunge

If unit initiates attack, after combat, unit and targeted foe swap places.

B
Defiant Def 3

Grants Def+7 at start of turn if unit's HP < 50%

A
Defiant Def 2

Grants Def+5 at start of turn if unit's HP < 50%

A
Distant Counter

Enables unit to counterattack regardless of distance to attacker.

A
Defiant Spd 1
Grants Spd+3 at start of turn if unit's HP ≤ 50%. A
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.

B
Pass 2
Unit can pass through foes if its own HP ≥ 50%. B
Fortify Fliers
Grants adjacent flying allies Def/Res+6 through their next actions at the start of each turn. - Requires Fortify Def 2 or Fortify Res 2. C
Seal Def 3
After combat, foe suffers Def -7 through its next action. B
Seal Def 2
After combat, foe suffers Def -5 through its next action. B
Seal Def 1
After combat, foe suffers Def -3 through its next action. B
Live to Serve 3
When healing allies with a staff, unit also recovers the same amount B
Live to Serve 2
When healing allies with a staff, unit also recovers 75% of the HP restored B
Live to Serve 1
When healing allies with a staff, unit also recovers 50% of the HP restored B
Pass 3
Unit can pass through foes if its own HP ≥ 25%. B
Pass 1
Unit can pass through foes if its own HP ≥ 75%. B
Defiant Spd 2
Grants Spd+5 at start of turn if unit's HP ≤ 50%. A
Triangle Adept 3
Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. A
Triangle Adept 2
Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage. A
Triangle Adept 1
Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage. A
Hone Fliers
Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. - Requires Hone Atk 2 or Hone Spd 2. C
Threaten Spd 3
Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Spd 2
Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Spd 1
Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn. C
Close Counter
Enables unit to counterattack regardless of distance to attacker. A
Defiant Spd 3
Grants Spd+7 at start of turn if unit's HP ≤ 50%. A
Defiant Def 1

Grants Def+3 at start of turn if unit's HP < 50%

A
Brash Assault 2

Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.

B
Defense +2
Grants Def+2. A
Spur Spd 3
Grants adjacent allies Spd+4 during combat. C
HP +4

Grants +4 to max HP.

A
HP +3

Grants +3 to max HP.

A
Breath of Life 3
If unit initiates attack, adjacent allies recover 7 HP after combat. C
Breath of Life 2
If unit initiates attack, adjacent allies recover 5 HP after combat. C
Breath of Life 1
If unit initiates attack, adjacent allies recover 3 HP after combat. C
Armored Blow 3
Grants Def+6 during combat if unit initiates the attack. A
Armored Blow 2
Grants Def+4 during combat if unit initiates the attack. A
Armored Blow 1
Grants Def+2 during combat if unit initiates the attack. A
Spur Spd 2
Grants adjacent allies Spd+3 during combat. C
Swordbreaker 1

If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
Spur Spd 1
Grants adjacent allies Spd+2 during combat. C
Escape Route 3
Enables unit whose own HP ≤ 50% to warp adjacent to any ally. B
Escape Route 2
Enables unit whose own HP ≤ 40% to warp adjacent to any ally. B
Escape Route 1
Enables unit whose own HP ≤ 30% to warp adjacent to any ally. B
Spur Atk 3
Grants adjacent allies Atk+4 during combat. C
Spur Atk 2
Grants adjacent allies Atk+3 during combat. C
Spur Atk 1
Grants adjacent allies Atk+2 during combat. C
Death Blow 2
Grants Atk+4 if unit initiates combat. A
HP +5

Grants +5 to max HP.

A
Swordbreaker 2

If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
Brash Assault 1

Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.

B
Speed +2

Grants Spd+2

A
Fury 3

Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.

A
Fury 2

Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.

A
Fury 1

Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.

A
Knock Back

If unit initiates attack, foe is moved 1 space away after combat

B
Fortify Res 3

Grants adjacent allies Res+4 through their next actions at the start of each turn.

C
Fortify Res 2

Grants adajacent allies Res+3 through their next actions at the start of each turn.

C
Fortify Res 1

Grants adajacent allies Res+2 through their next actions at the start of each turn.

C
Speed +3

Grants Spd+3

A
Speed +1

Grants Spd+1

A
Swordbreaker 3

If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
Lancebreaker 3

If unit's HP > 50% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Lancebreaker 2

If unit's HP > 70% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Lancebreaker 1

If unit's HP > 90% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Spur Res 3

Grants adjacent allies Res+4 during combat

C
Spur Res 2

Grants adjacent allies Res+3 during combat

C
Spur Res 1

Grants adjacent allies Res+2 during combat

C
Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%

B
Vantage 2

Unit counterattacks first when attacked at HP ≤ 50%

B
Vantage 1

Unit counterattacks first when attacked at HP ≤ 25%

B
Defense +1
Grants Def+1. A
Defense +3
Grants Def+3. A
B Tomebreaker 1

If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Warding Blow 2
Grants Res+4 during combat if unit initiates the attack. A
Threaten Res 1
Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn. C
Poison Strike 3
Inflicts 10 damage to foe after any combat this unit initiates. B
Poison Strike 2
Inflicts 7 damage to foe after any combat this unit initiates. B
Poison Strike 1
Inflicts 4 damage to foe after any combat this unit initiates. B
Daggerbreaker 3
If unit's HP ≥ 50% in combat against a colorless dagger user, unit makes a follow-up attack and foe cannot. B
Daggerbreaker 2
If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot. B
Daggerbreaker 1
If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot. B
Warding Blow 3
Grants Res+6 during combat if unit initiates the attack. A
Warding Blow 1
Grants Res+2 during combat if unit initiates the attack. A
Threaten Res 3
Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn. C
Fortify Cavalry
Grants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn. - Requires Fortify Res 2 or Fortify Def 2. C
G Tomebreaker 3
If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot. B
G Tomebreaker 2
If unit's HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot. B
G Tomebreaker 1
If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot. B
Hone Cavalry
Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn. - Requires Hone Atk 2 or Hone Spd 2. C
Renewal 3
At the start of every second turn, restores 10 HP. B
Renewal 2
At the start of every third turn, restores 10 HP. B
Renewal 1
At the start of every fourth turn, restores 10 HP. B
Threaten Res 2
Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn. C
R Tomebreaker 1
If unit's HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and foe cannot. B
Axebreaker 3
If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot. B
Defiant Res 2
Grants Res+5 at start of turn if unit's HP ≤ 50%. A
Iote's Shield

Neutralizes "effective against fliers" bonuses.

A
Fortify Dragons
Grants adjacent dragon allies Def/Res +6 through their next actions at the start of each turn. - Requires Fortify Def 2 or Fortify Res 2. C
Goad Cavalry
Grants cavalry allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
B Tomebreaker 3

If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Seal Spd 3
After combat, foe suffers Spd-7 through its next action. B
Seal Spd 2
After combat, foe suffers Spd-5 through its next action. B
Seal Spd 1
After combat, foe suffers Spd-3 through its next action. B
Defiant Res 3
Grants Res+7 at start of turn if unit's HP ≤ 50%. A
Defiant Res 1
Grants Res+3 at start of turn if unit's HP ≤ 50%. A
R Tomebreaker 2
If unit's HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and foe cannot. B
Fortify Armor
Grants adjacent armored allies Def/Res+6 through their next actions at the start of each turn. - Requires Fortify Def 2 or Fortify Res 2. C
Svalinn Shield
Neutralizes "effective against armored" bonuses. A
Desperation 3
If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack. B
Desperation 2
If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack. B
Desperation 1
If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack. B
Bowbreaker 3
If unit's HP ≥ 50% in combat against a colorless bow user, unit makes a follow-up attack and foe cannot. B
Bowbreaker 2
If unit's HP ≥ 70% in combat against a colorless bow user, unit makes a follow-up attack and foe cannot. B
Bowbreaker 1
If unit's HP ≥ 90% in combat against a colorless bow user, unit makes a follow-up attack and foe cannot. B
R Tomebreaker 3
If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot. B
Ward Cavalry
Grants cavalry allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Axebreaker 2
If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the foe cannot. B
Obstruct 1
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.) B
Spur Def 2
Grants adjacent allies Def+3 during combat. C
Resistance +3
Grants Res+3 A
Resistance +2
Grants Res+2 A
Resistance +1
Grants Res+1 A
Threaten Def 3
Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn C
Threaten Def 2
Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn C
Threaten Def 1
Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn C
Spur Def 3
Grants adjacent allies Def+4 during combat. C
Ward Fliers
Grants flying allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Spur Def 1
Grants adjacent allies Def+2 during combat. C
Threaten Atk 2
Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn. C
Life and Death 3
Grants Atk/Spd+5. Inflicts Def/Res-5. A
Life and Death 2
Grants Atk/Spd+4. Inflicts Def/Res-4. A
Life and Death 1
Grants Atk/Spd+3. Inflicts Def/Res-3. A
Wary Fighter 3
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 50% B
Wary Fighter 2
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 70% B
Wary Fighter 1
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 90% B
Obstruct 3
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.) B
Obstruct 2
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.) B
Threaten Atk 1
Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Atk 3
Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn. C
Axebreaker 1
If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot. B
Fortify Def 3
Grants adjacent allies Def+4 through their next actions at the start of each turn. C
Ward Armor
Grants armored allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Drag Back
If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space. B
Hone Atk 3
Grants adjacent allies Atk+4 through their next actions at the start of each turn. C
Hone Atk 2
Grants adjacent allies Atk+3 through their next actions at the start of each turn. C
Hone Atk 1
Grants adjacent allies Atk+2 through their next actions at the start of each turn. C
Seal Res 3
After combat, foe suffers Res-7 through its next action. B
Seal Res 2
After combat, foe suffers Res-5 through its next action. B
Seal Res 1
After combat, foe suffers Res-3 through its next action. B
Fortify Def 2
Grants adjacent allies Def+3 through their next actions at the start of each turn. C
Wings of Mercy 1
Enables unit to warp adjacent to any ally with HP ≤ 30%. B
Fortify Def 1
Grants adjacent allies Def+2 through their next actions at the start of each turn. C
Attack +3
Grants Atk+3. A
Attack +2
Grants Atk+2. A
Attack +1
Grants Atk+1. A
Seal Atk 3
After combat, foe suffers Atk-7 through its next action. B
Seal Atk 2
After combat, foe suffers Atk-5 through its next action. B
Seal Atk 1
After combat, foe suffers Atk-3 through its next action. B
Wings of Mercy 3
Enables unit to warp adjacent to any ally with HP ≤ 50%. B
Wings of Mercy 2
Enables unit to warp adjacent to any ally with HP ≤ 40%. B
Bracing Blow 2
Grants Def/Res+4 during combat if unit initiates combat. A
Warding Stance 1
Grants Res+2 during combat when this unit is attacked. A
Warding Stance 4

If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

A
C Duel Infantry 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Atk/Spd Solo 2
If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. A
Atk/Spd Solo 1
If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. A
Lunar Brace
Slows Special trigger (cooldown count+1). Deals damage = 50% of foe's Def when Special triggers. B
Atk/Spd Solo 3
If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. A
Fort. Def/Res 2
Grants Def/Res+4. Inflicts Atk-3. A
Fort. Def/Res 1
Grants Def/Res+3. Inflicts Atk-3. A
C Duel Infantry 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
C Duel Infantry 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Fort. Def/Res 3
Grants Def/Res+6. Inflicts Atk-2. A
Atk/Res Link 3
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+6 to unit and target ally or unit and targeting ally for 1 turn. B
Def/Res 1
Grants Def/Res+1. A
Atk/Spd Link 2
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn. B
Atk/Spd Link 1
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn. B
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.) C
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.) C
Def/Res 2
Grants Def/Res+2 A
Atk/Spd Link 3
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn. B
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.) C
Null Follow-Up 3

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

B
Torrent Dance 2
If Sing or Dance is used, grants Res+4 to target. B
Fierce Breath
If foe initiates combat, grants Atk+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) A
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. B
Atk Opening 2
At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) C
Atk Opening 1
At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) C
Atk Opening 3
At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) C
Atk/Def Solo 3
If unit is not adjacent to an ally, grants Atk/Def+6 during combat. A
Def/Res Bond 3
If unit is adjacent to an ally, grants Def/Res+5 during combat. A
Sparkling Boost
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) C
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. B
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. B
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. B
Torrent Dance 3
If Sing or Dance is used, grants Res+5 to target. B
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. A
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. A
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. C
Steady Stance 4
If foes initiates combat, grants Def+8 during combat and inflicts Special cooldown charge-1 on foe per attack. (Only highest value applied. Does not stack.) A
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. A
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.

B
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.

B
Atk/Res Link 2
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+4 to unit and target ally or unit and targeting ally for 1 turn. B
Atk/Res Link 1
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+2 to unit and target ally or unit and targeting ally for 1 turn. B
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. C
G Duel Infantry 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Def/Res Bond 2
If unit is adjacent to an ally, grants Def/Res+4 during combat. A
Special Fighter 1
At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) B
Infantry Flash 1
Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" C
Infantry Flash 2
Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" C
Infantry Flash 3
Infantry allies within 2 spaces gain: "If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" C
Binding Shield
In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack. B
Close Guard 1
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+2 during combat." C
Close Guard 2
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+3 during combat." C
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.) C
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.) C
Special Fighter 2
At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) B
Deluge Dance 2
If Sing or Dance is used, grants Spd+3 and Res+4 to target. B
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.) C
Special Fighter 3
At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) B
Double Lion
If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.) B
Close Guard 3
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+4 during combat." C
Ostian Counter
Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. A
Death Blow 4
If unit initiates combat, grants Atk +8 during combat. A
Spur Spd/Res 1
Grants Spd/Res+2 to adjacent allies during combat. C
Fireflood Dance 1
If Sing or Dance is used, grants Atk+2 and Res+3 to target. B
Steady Posture 2
If foe initiates combat, grants Spd/Def+4 during combat. A
Special Spiral 3
If Special triggers before or during combat, grants Special cooldown count-2 after combat. B
G Duel Infantry 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Atk/Res Solo 1
If unit is not adjacent to an ally, grants Atk/Res+2 during combat. A
G Duel Infantry 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
R Duel Flying 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
R Duel Flying 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
R Duel Flying 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
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.) C
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.) C
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.) C
Atk/Res Solo 2
If unit is not adjacent to an ally, grants Atk/Res+4 during combat. A
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.) C
Special Spiral 2
If Special triggers before or during combat, grants Special cooldown count-1 after combat. B
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.)

C
Spd/Res Link 2
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+4 to unit and target ally or unit and targeting ally for 1 turn. B
Spd/Res Link 1
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+2 to unit and target ally or unit and targeting ally for 1 turn. B
Atk/Res Solo 3
If unit is not adjacent to an ally, grants Atk/Res+6 during combat. A
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.) C
Spd/Res Link 3
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+6 to unit and target ally or unit and targeting ally for 1 turn. B
Deluge Dance 1
If Sing or Dance is used, grants Spd+2 and Res+3 to target. B
Steady Posture 1
If foe initiates combat, grants Spd/Def+2 during combat. A
Special Spiral 1
If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat. B
Def/Res Bond 1
If unit is adjacent to an ally, grants Def/Res+3 during combat. A
Atk/Def Solo 1
If unit is not adjacent to an ally, grants Atk/Def+2 during combat. A
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.) C
Spd/Def Link 2
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+4 to unit and target ally or unit and targeting ally for 1 turn. B
Disarm Trap 1
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect. B
G Duel Flying 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
G Duel Flying 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
G Duel Flying 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Atk/Def Push 3
At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat. A
Atk/Def Push 2
At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat. A
Atk/Def Push 1
At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat. A
Spd/Def Link 3
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+6 to unit and target ally or unit and targeting ally for 1 turn. B
Spd/Def Link 2
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+4 to unit and target ally or unit and targeting ally for 1 turn. B
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. B
Spd/Def Link 1
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+2 to unit and target ally or unit and targeting ally for 1 turn. B
Disarm Trap 3
While attacking in Aether Raids, if unit ends movement on a with Bolt Trap or a Heavy Trap, cancels trap's effect. B
Seal Spd/Def 1
Inflicts Spd/Def-3 on foe through its next action after combat. B
Seal Spd/Def 2
Inflicts Spd/Def -5 on foe through its next action after combat. B
Hone Spd 4
At start of turn, grants Spd+7 to adjacent allies for 1 turn. C
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. A
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. A
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. C
Disarm Trap 2
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect. B
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. B
Def Opening 1
At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.) C
Flashing Blade 4
If unit's Spd > foe's Spd. grants Special cooldown charge +1 and deals +5 damage per unit's attack. (Only highest value applied. Does not stack.) A
Darting Blow 4
If unit initiates combat, grants Spd+9 during combat. A
AR-O Atk/Def 2
If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) A
AR-O Atk/Def 1
If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) A
AR-D Atk/Res 2
If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Atk/Res 1
If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) A
Def Opening 3
At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) C
Def Opening 2
At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) C
AR-O Atk/Def 3
If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) A
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. B
AR-D Atk/Res 3
If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) A
Distant Def 4
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, Etc.) during combat. A
Beast Exp. 3
While unit lives, all beast allies on team get 2x EXP. (Only highest value applied. Does not stack.) C
Beast Exp. 2
While unit lives, all beast allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) C
Beast Exp. 1
While unit lives and is a beast, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) C
Spd/Def Solo 3
f unit is not adjacent to an ally, grants Spd/Def+6 during combat. A
Spd/Def Solo 2
If unit is not adjacent to an ally, grants Spd/Def+4 during combat. A
Spd/Def Solo 1
f unit is not adjacent to an ally, grants Spd/Def+2 during combat. A
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 foe' Atk/Spd/Def/Res through their next action. (When calculating highest stat, treats Atk as -15. Calculates each stat penalty independently.) C
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. A
Atk/Def Solo 2
If unit is not adjacent to an ally, grants Atk/Def+4 during combat. A
Glare
After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions. C
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. B
Spd Opening 2
At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) C
Spd Opening 1
At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) C
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." C
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. B
Spd Opening 3
At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) C
Null C-Disrupt 2

At start of combat, if unit's HP ≥ 50%, neutralizes effects that prevent unit's counterattacks during combat.

B
Null C-Disrupt 1

At start of combat, if unit's HP = 100%, neutralizes effects that prevent unit's counterattacks during combat.

B
Null C-Disrupt 3

Neutralizes effects that prevent unit's counterattacks during combat.

B
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." C
Fortify Beasts
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. C
Hone Beasts
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. C
Sturdy Impact
If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack. A
Hone Atk 4
At start of turn, grants Atk+7 to adjacent allies for 1 turn. C
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. C
B Duel Flying 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
B Duel Flying 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
B Duel Flying 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stats total calculation excludes any values added by merges and skills.) A
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. B
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." C
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. B
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. B
Beast Valor 2
While unit lives, all beast allies on team get 1.5x SP. (Only highest value applied. Does not stack.) C
Beast Valor 1
While unit lives and uses beast damage, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
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. B
Goad Beasts
Grants Atk/Spd+4 to beast allies within 2 spaces during combat. C
Ward Beasts
Grants Def/Res+4 to beast allies within 2 spaces during combat. C
Beast Valor 3
While unit lives, all beast allies on team get 2x SP. (Only highest value applied. Does not stack.) C
Res Feint 3
If a Rally Assist skill is used by unit or targets unit, inflict Res-7 on foes in cardinal directions of unit through their next actions. B
Def/Res Solo 3
If unit is not adjacent to an ally, grants Def/Res+6 during combat. A
Res Feint 2
If a Rally Assist skill is used by unit or targets unit, inflict Res-5 on foes in cardinal directions of unit through their next actions. B
Res Feint 1
If a Rally Assist skill is used by unit or targets unit, inflict Res-3 on foes in cardinal directions of unit through their next actions. B
Res Opening 3
At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) C
Res Opening 2
At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) C
Res Opening 1
At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) C
Fury 4

Grants Atk/Spd/Def/Res+4. Unit takes 8 damage after combat.

A
Def/Res Solo 2
If unit is not adjacent to an ally, grants\nDef/Res+4 during combat. A
Def/Res Solo 1
If unit is not adjacent to an ally, grants\nDef/Res+2 during combat. A
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.) C
Rockslide Dance 1
If Sing or Dance is used, grants Spd+2 and Def+3 to target. B
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.) C
Warding Stance 2
Grants Res+4 during combat when this unit is attacked. A
Warding Breath
Grants Res+4 during combat if unit is attacked. Also grants Special cooldown charge +1 per attack. (Does not stack. Only highest value applied.) A
HP/Atk 2
Grants HP+4, Atk+2. A
HP/Atk 1
Grants HP+3, Atk+1 A
Bow Valor 3
If unit survives, all bow allies get 2x SP. (Only highest value applied. Does not stack.) C
Bow Valor 2
If unit survives, all bow users on team get 1.5x SP. (Only highest value applied. Does not stack.) C
Bow Valor 1
If unit survives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
Atk/Spd Bond 2
Grants Atk/Spd+4 during combat if unit is adjacent to an ally. A
Atk/Spd Bond 1
Grants Atk/Spd+3 during combat if unit is adjacent to an ally. A
Atk/Spd Bond 3
Grants Atk/Spd+5 during combat if unit is adjacent to an ally. A
R Tome Exp. 2
If unit survives and uses a red tome, all red tome allies on team get 1.5x EXP. (Only highest multiplier applied. Does not stack.) C
Chill Spd 2
At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. B
R Tome Exp. 1
If unit survives and uses a red tome, unit gets 1.5x EXP. (Only highest multiplier applied. Does not stack.) C
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.

C
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. C
R Tome Exp. 3
If unit survives and uses a red tome, all red tome allies on team get 2x EXP. (Only highest multiplier applied. Does not stack.) C
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. C
Hone Dragons
Grants adjacent dragon allies Atk/Spd+6 through their next actions at the start of each turn. C
Warp Powder
If unit's HP ≥ 80%, unit can move adjacent to any ally within 2 spaces. B
Spur Atk Spd 2
Grants adjacent allies Atk/Spd +3 during combat. C
Chill Spd 1
At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. B
Chill Spd 3
At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. B
Earth Dance 3
If Sing or Dance is used, target also granted Def+5. B
Chill Def 1
At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. B
Chill Res 2
At the start of each turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. B
Spd/Res Bond 3
Grants Spd/Res+5 to this unit during combat if unit is adjacent to an ally. A
Def Smoke 3
After combat, inflicts Def-7 on foes within 2 spaces of target through their next actions. C
Swift Stance 2
Grants Spd/Res+4 during combat if foe initiates combat. A
Chill Res 3
At the start of each turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. B
Mirror Stance 1
Grants Atk/Res+2 during combat if foe initiates combat. A
Dull Ranged 2
If unit's HP ≥ 50% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Dull Ranged 1
If unit's HP = 100% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Chill Def 2
At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. B
Brazen Def/Res 1
If unit's HP ≤ 80% at the start of combat, grants Def/Res+3 during combat. A
Chill Def 3
At start of turn, inflicts Def-7 on foe on the enemy team with the highest DEF through its next action. B
Mirror Stance 2
Grants Atk/Res +4 during combat if foe initiates combat. A
Dull Ranged 3
If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Sturdy Stance 2
Grants Atk/Def+4 during combat if foe initiates combat. A
Sturdy Stance 1
Grants Atk/Def+2 during combat if foe initiates combat. A
Solar Brace
Restores 30% of damage dealt when Special triggers during combat. (Stacks with effects of skills like Sol.) B
Ward Dragons
Grants dragon allies within 2 spaces Def/Res+4 during combat. C
Brazen Def/Res 3
If unit's HP ≤ 80% at the start of combat, grants Def/Res+7 during combat. A
Brazen Def/Res 2
If unit's HP ≤ 80% at the start of combat, grants Def/Res+5 during combat. A
Spur Atk Spd 1
Grants adjacent allies Atk/Spd +2 during combat. C
Earth Dance 2
If Sing or Dance is used, target also granted Def+4. B
Swift Stance 1
Grants Spd/Res+2 during combat when this unit is attacked. A
Flashing Blade 1
If unit’s Spd - foe’s Spd ≥ 5, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) A
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. C
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. C
Atk/Def Bond 3
Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally. A
Atk/Def Bond 2
Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally. A
Atk/Def Bond 1
Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally. A
Fierce Stance 2
Grants Atk+4 during combat when this unit is attacked. A
Fierce Stance 1
Grants Atk+2 during combat when this unit is attacked. A
Flashing Blade 2
If unit’s Spd - foe’s Spd ≥ 3, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) A
HP/Res 1
Grants HP+3, Res+1. A
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. C
Fierce Stance 3
Grants Atk+6 during combat when this unit is attacked. A
Flashing Blade 3
If unit’s Spd - foe’s Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) A
HP/Res 2
Grants HP+4, Res+2. A
Bracing Blow 1
Grants Def/Res+2 during combat if unit initiates combat. A
Atk/Res Bond 2
Grants Atk/Res+4 to this unit during combat if unit is adjacent to an ally. A
Atk/Res Bond 1
Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally. A
Dagger Valor 2
If unit survives, all dagger users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Dagger Valor 1
If unit survives and uses a dagger, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
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. C
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. C
Earth Dance 1
If Sing or Dance is used, target also granted Def+3. B
R Tome Valor 1
If unit survives and uses a red tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Spd/Def Bond 3
Grants Spd/Def+5 to unit during combat if adjacent to an ally. A
Spd/Def Bond 2
Grants Spd/Def+4 to unit during combat if adjacent to an ally. A
Spd/Def Bond 1
Grants Spd/Def+3 to unit during combat if adjacent to an ally. A
Chilling Seal
At the start of each 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.) If there is a tie between several units, they will all get the debuff. B
Brazen Atk/Spd 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat. A
Brazen Atk/Spd 1
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+3 during combat. A
Brazen Atk/Def 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat. A
Brazen Atk/Def 1
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat. A
R Tome Valor 2
If unit survives, all red tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
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. C
Vengeful Fighter 2

If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Vengeful Fighter 1

If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Bold Fighter 2

If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Bold Fighter 1

If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
R Tome Valor 3
If unit survives, all red tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
Vengeful Fighter 3

If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Brazen Atk/Spd 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat. A
Brazen Atk/Def 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat. A
Bold Fighter 3

If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Chill Res 1
At the start of each turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. B
Def Smoke 1
After combat, inflicts Def-3 on foes within 2 spaces of target through their next actions. C
Fireflood Dance 2
If Sing of Dance is used, grants Atk+3 and Res+4 to target. B
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. B
Dragon Valor 3
White unit lives, all dragonstone allies on team get 2x SP. (Only highest value applied. Does not stack.) C
Brazen Atk/Res 3
At start of combat, if unit's HP ≤ 80%, grants Atk/Res +7 during combat. A
Ostia's Pulse
At the start of the turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2. C
Infantry Rush 2
Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" C
Infantry Rush 1
Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" C
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. A
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. A
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. B
Dull Close 2
At start of combat, if unit's HP ≥ 50% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Brazen Atk/Res 1
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. A
Dull Close 1
At start of combat, if unit's HP = 100% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Infantry Rush 3
Infantry allies within 2 spaces gain: "if unit's Atk ≥ foe's Atk +1, grants Special cooldown charge +1 per attack. (only highest value applied. Does not stack.)" C
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. B
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. A
Dull Close 3
If foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
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.) C
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.) C
Aerobatics 2
If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. B
Odd Res Wave 3
At start of odd-numbers turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Brazen Atk/Res 2
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. A
Aerobatics 3
Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. B
Spur Atk/Res 2
Grants Atk/Res+3 to adjacent allies during combat. C
Spur Spd/Res 2
Grants Spd/Res+3 to adjacent allies during combat. C
Rockslide Dance 2
If Sing or Dance is used, grants Spd+3 and Def+4 to target. B
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.) C
Distant Guard 2
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." C
Distant Guard 1
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." C
Distant Guard 3
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." C
Bracing Stance 2
If foe initiates combat, grants Def/Res+4 during combat. A
Bracing Stance 1
If foe initiates combat, grants Def/Res+2 during combat. A
Spur Atk/Res 1
Grants Atk/Res+2 to adjacent allies during combat. C
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.) C
Staff Valor 3
While unit lives, all staff allies on team get 2x SP after combat or after using healing Assist skills. (Only highest value applied. Does not stack.) C
Staff Valor 2
While unit lives, all staff allies on team get 1.5x SP after combat or after using healing Assist skills. (Only highest value applied. Does not stack.) C
Staff Valor 1
While unit lives and uses a staff, unit gets 1.5x SP after combat or after using a healing Assist skill. (Only highest value applied. Does not stack.) C
Atk/Def Link 1
If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+2 to unit and target ally\nor unit and targeting ally for 1 turn. B
Atk/Def Link 2
If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+4 to unit and target ally\nor unit and targeting ally for 1 turn. B
Atk/Def Link 3
If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+6 to unit and target ally\nor unit and targeting ally for 1 turn. B
Dragon Valor 2
While unit lives, all dragonstone allies on team get 1.5x SP. (Only highest value applied. Does not stack.) C
Dragon Valor 1
While unit lives and uses a dragonstone, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
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.) C
Aerobatics 1
If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. B
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.) C
Def Smoke 2
After combat, inflicts Def-5 on foes within 2 spaces of target through their next actions. C
S Drink
At the start of turn 1, restores 99 HP and grants Special cooldown count -1. B
Flier Guidance 1
If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. C
Flier Guidance 3
Flying allies within 2 spaces can move to a space adjacent to unit. C
Goad Dragons
Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. C
G Tome Exp. 1
If unit survives and uses a green tome, unit gets 1.5x EXP. (Only highest multiplier applied. Does not stack.) C
G Tome Exp. 2
If unit survives and uses a green tome, all green tome allies on team get 1.5x EXP. (Only highest multiplier applied. Does not stack.) C
Spur Atk/Def 1
Grants Atk/Def+2 to adjacent allies during combat. C
Spur Atk/Def 2
Grants Atk/Def+3 to adjacent allies during combat. C
G Tome Exp. 3
If unit survives, all green tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) C
Res Smoke 2
After combat, inflicts Res-5 on foes within 2 spaces of target through their next actions. C
Laws of Sacae
If foe initiates combat and the number of allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+4 during combat. A
Res Smoke 1
After combat, inflicts Res-3 on foes within 2 spaces of target through their next actions. C
Res Smoke 3
After Combat, inflicts Res-7 on foes within 2 spaces of target through their next actions. C
Dragonskin
Neutralizes "effective against flying" bonuses. Grants Def/Res+4 during combat if foe initiates combat. A
Darting Stance 3
Grants Spd+6 during combat when this unit is attacked. A
Darting Stance 2
Grants Spd+4 during combat when this unit is attacked A
Darting Stance 1
Grants Spd+2 during combat when this unit is attacked. A
Spd/Res Bond 2
Grants Spd/Res+4 to this unit during combat if unit is adjacent to an ally. A
Spd/Res Bond 1
Grants Spd/Res+3 to this unit during combat if unit is adjacent to an ally. A
Flier Guidance 2
If unit's HP ≥ 50% HP, flying allies within 2 spaces can move to a space adjacent to unit. C
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. C
Kestrel Stance 1
If foe initiates combat, grants Atk/Spd+2 during combat. A
Spd Feint 3
If a Rally Assist skill is used by unit or targets unit, inflict Spd-7 on foes in cardinal directions of unit through their next actions. B
Bushido
Deals +10 damage when Special triggers. B
Kestrel Stance 2
If foe initiates combat, grants Atk/Spd+4 during combat. A
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. B
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. B
Def/Res Link 2
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+4 to unit and target ally or unit and targeting ally for 1 turn. B
Def/Res Link 1
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+2 to unit and target ally or unit and targeting ally for 1 turn. B
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. B
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. B
Def/Res Link 3
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+6 to unit and target ally or unit and targeting ally for 1 turn. B
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. C
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. B
Seal Def/Res 1
Inflicts Def/Res-3 on foe through its next action after combat. B
Firestorm Dance 1
If Sing or Dance is used, grants Atk/Spd+2 to target. B
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.) C
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.) C
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.) C
Firestorm Dance 2
If Sing or Dance is used, grants Atk/Spd+3 to target B
Seal Def/Res 2
Inflicts Def/Res-5 on foe through its next action after combat. B
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. C
Spd/Res Hold (or Rein)

Placeholder skill for use in builds; use best level of skill available.

C