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Passive Skills

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Passive Skills

Skills

Passive Skills

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Title Effect Slot
Death Blow 1
Grants Atk+2 if unit initiates combat. A
Beast Exp. 2
While unit lives, all beast allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) C
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
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 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
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
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 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
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
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
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
Spd/Def Solo 1
f unit is not adjacent to an ally, grants Spd/Def+2 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 3
f unit is not adjacent to an ally, grants Spd/Def+6 during combat. A
Beast Exp. 1
While unit lives and is a beast, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) C
Beast Exp. 3
While unit lives, all beast allies on team get 2x EXP. (Only highest value applied. Does not stack.) C
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
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
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
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
Def Opening 1
At start of turn, grants Def+2 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
Def Opening 3
At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) C
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
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-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-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
Darting Blow 4
If unit initiates combat, grants Spd+9 during combat. A
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
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
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 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
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
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
Res Opening 1
At start of turn, grants Res+2 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 3
At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) C
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 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 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
Fury (3 or 4)
PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE A
Beast Valor 3
While unit lives, all beast allies on team get 2x SP. (Only highest value applied. Does not stack.) C
Ward Beasts
Grants Def/Res+4 to beast allies within 2 spaces during combat. C
Goad Beasts
Grants Atk/Spd+4 to beast allies within 2 spaces during combat. 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
Beast Valor 1
While unit lives and uses beast damage, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
Beast Valor 2
While unit lives, all beast allies on team get 1.5x SP. (Only highest value applied. Does not stack.) 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
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
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
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
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
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
Hone Spd 4
At start of turn, grants Spd+7 to adjacent allies for 1 turn. C
Seal Spd/Def 2
Inflicts Spd/Def -5 on foe through its next action after combat. B
Seal Spd/Def 1
Inflicts Spd/Def-3 on foe through its next action after combat. 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
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
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
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
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
Def/Res Solo 2
If unit is not adjacent to an ally, grants\nDef/Res+4 during combat. A
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
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
Swift Sparrow 3
If unit initiates combat, grants Atk+6, Spd+7 during Combat A
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
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
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 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
Brazen Atk/Spd 4
At start of combat, if unit's HP <= 80%, grants Atk+9 and Spd+10 during combat. A
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
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 (3 or 4)
PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE A
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
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
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
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
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 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 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 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 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
Time's Pulse 3

At start of 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 2

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

C
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
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 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 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/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
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
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
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
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
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 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
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
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
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 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
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
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
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 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 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-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 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
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
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
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 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
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
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 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
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
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
Fury 4

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

A
Def/Res Solo 1
If unit is not adjacent to an ally, grants\nDef/Res+2 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
Steady Posture 2
If foe initiates combat, grants Spd/Def+4 during combat. A
Deluge Dance 2
If Sing or Dance is used, grants Spd+3 and Res+4 to target. B
Special Spiral 3
If Special triggers before or during combat, grants Special cooldown count-2 after combat. B
Special Spiral 2
If Special triggers before or during combat, grants Special cooldown count-1 after combat. B
Special Spiral 1
If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat. B
Steady Posture 1
If foe initiates combat, grants Spd/Def+2 during combat. A
Deluge Dance 1
If Sing or Dance is used, grants Spd+2 and Res+3 to target. B
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
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
Atk/Res Solo 3
If unit is not adjacent to an ally, grants Atk/Res+6 during combat. A
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
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
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
Atk/Res Solo 1
If unit is not adjacent to an ally, grants Atk/Res+2 during combat. A
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
Atk/Res Solo 2
If unit is not adjacent to an ally, grants Atk/Res+4 during combat. A
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
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 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
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
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 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 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
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
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
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
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
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
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 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
Def/Res 2
Grants Def/Res+2 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
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
Spur Atk/Res 1
Grants Atk/Res+2 to adjacent allies during combat. C
Spur Atk/Res 2
Grants Atk/Res+3 to adjacent allies during combat. C
Bracing Stance 1
If foe initiates combat, grants Def/Res+2 during combat. A
Bracing Stance 2
If foe initiates combat, grants Def/Res+4 during combat. A
Distant Guard 3
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 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 2
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." C
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
Rockslide Dance 2
If Sing or Dance is used, grants Spd+3 and Def+4 to target. B
Spur Spd/Res 2
Grants Spd/Res+3 to adjacent allies during combat. C
Fireflood Dance 2
If Sing of Dance is used, grants Atk+3 and Res+4 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
Rockslide Dance 1
If Sing or Dance is used, grants Spd+2 and Def+3 to target. B
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
Fireflood Dance 1
If Sing or Dance is used, grants Atk+2 and Res+3 to target. B
Spur Spd/Res 1
Grants Spd/Res+2 to adjacent allies during combat. C
Death Blow 4
If unit initiates combat, grants Atk +8 during combat. A
Ostian Counter
Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. A
Close Guard 3
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+4 during combat." C
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
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
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 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
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
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
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
Close Guard 2
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+3 during combat." C
Close Guard 1
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+2 during combat." C
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 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
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
Hone Beasts
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. C
Atk Opening 3
At start of turn, grants Atk+6 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 2
At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) C
Def/Res Bond 1
If unit is adjacent to an ally, grants Def/Res+3 during combat. A
Def/Res Bond 2
If unit is adjacent to an ally, grants Def/Res+4 during combat. A
Atk/Def Solo 1
If unit is not adjacent to an ally, grants Atk/Def+2 during combat. A
Atk/Def Solo 2
If unit is not adjacent to an ally, grants Atk/Def+4 during combat. 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
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 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
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
Hone Atk 4
At start of turn, grants Atk+7 to adjacent 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
Fortify Beasts
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. C
Def/Res Bond 3
If unit is adjacent to an ally, grants Def/Res+5 during combat. A
Null C-Disrupt 3

Neutralizes effects that prevent unit's counterattacks during combat.

B
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
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 2

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

B
Spd Opening 3
At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) 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
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
Spd Opening 1
At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) C
Spd Opening 2
At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) 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
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 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
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
Def/Res Solo 3
If unit is not adjacent to an ally, grants Def/Res+6 during combat. A
Atk/Def Solo 3
If unit is not adjacent to an ally, grants Atk/Def+6 during combat. A
Sparkling Boost
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) C
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
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
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
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
Def/Res 1
Grants Def/Res+1. A
Fort. Def/Res 3
Grants Def/Res+6. Inflicts Atk-2. 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
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
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
Fort. Def/Res 1
Grants Def/Res+3. Inflicts Atk-3. A
Fort. Def/Res 2
Grants Def/Res+4. Inflicts Atk-3. A
Atk/Spd Solo 3
If unit is not adjacent to an ally, grants Atk/Spd+6 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 1
If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. A
Atk/Spd Solo 2
If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. 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
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
Torrent Dance 2
If Sing or Dance is used, grants Res+4 to target. B
Torrent Dance 3
If Sing or Dance is used, grants Res+5 to target. 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Dragoon Shield

Neutralizes "effective against flying" bonuses.

Grants Atk/Spd/Def+3.

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
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
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 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
Atk/Spd Solo 4

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

A
Atk/Res Solo 4

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

A
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
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
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 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 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
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
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.)

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 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
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
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
Lance Exp. 2

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

C
Lance Exp. 1

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

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
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
Atk/Spd Bond (3 or 4)
PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE A
Atk/Spd Solo (3 or 4)
PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE A
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
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
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
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
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
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
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
Spd/Res Form 2
Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 5.) A
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
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
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
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
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
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 1
Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. B
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
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
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
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
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
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
Life and Death (3 or 4)
PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE A
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
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
Lance Exp. 3

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

C
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
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
Impenetrable Dark
During combat, disables skills of all foes excluding foe in combat. C
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
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
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
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
Spd/Res Form 1
Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 3.) 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
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
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
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
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
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
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
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
Atk/Spd Rein 1

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

C
Atk/Spd Rein 2

Inflicts Atk/Spd-3 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
Close Call 3 / Repel 3

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

B
Atk/Res Solo (3 or 4)

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

A
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
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
Inevitable Death
Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat. 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
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
Atk/Spd Rein 3

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

C
Spd/Res Form 3
Grants Spd/Res+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.) 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
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
Atk/Res Bond (3 or 4)
PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE A
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
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
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 3

At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

C
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
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 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
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
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
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
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
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
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
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
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
Staff Exp. 1

While unit lives, unit gets 1.5x 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. 3

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

(Only highest value applied. Does not stack.)

C
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
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
Dagger Exp. 1

While unit lives, unit gets 1.5x EXP.

(Only highest value applied. Does not stack.)

C
Dagger Exp. 2

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

(Only highest value applied. Does not stack.)

C
Dagger Exp. 3

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

(Only highest value applied. Does not stack.)

C
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
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 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
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
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
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
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
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
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
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
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
AR-D Spd/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
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
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
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
Atk/Spd Form 1

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

A
Atk/Spd Form 2

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

A
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
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
Threat. Atk/Spd 1

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

C
Threat. Atk/Spd 2

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

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
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
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
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 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
Caldera Dance 2
If Sing or Dance is used, grants Atk+3 and Def+4 to target. B
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
Caldera Dance 1

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

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
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 3

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

B
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
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
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
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
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
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
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
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
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
Spd/Res Solo 1

If unit is not adjacent to an ally, grants Spd/Res+2 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 3

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

A
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
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 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
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
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
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
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
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 3
Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. B
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
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
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 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
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
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
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
Threat. Atk/Def 1

At start of turn, inflicts Atk/Def-3 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 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
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
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
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
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
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
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
Brazen Spd/Res 1

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

A
Brazen Spd/Res 2

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

A
Brazen Spd/Res 3

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

A
Life and Death 4

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

A
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
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 3

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

C
Fortify Res 4

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

C
Atk/Def Form 1
Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.) A
Atk/Def Form 2
Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.) 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
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
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
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 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
Threat. Atk/Res 1

At start of turn, inflicts Atk/Res-3 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 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
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 2

At start of turn, grants Def/Res+4 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
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
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
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
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
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
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
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
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
Death Blow 3
Grants Atk+6 if unit initiates combat. 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
Svalinn Shield
Neutralizes "effective against armored" bonuses. A
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
Defiant Res 1
Grants Res+3 at start of turn if unit's HP ≤ 50%. A
Defiant Res 2
Grants Res+5 at start of turn if unit's HP ≤ 50%. A
Defiant Res 3
Grants Res+7 at start of turn if unit's HP ≤ 50%. A
Seal Spd 1
After combat, foe suffers Spd-3 through its next action. B
Seal Spd 2
After combat, foe suffers Spd-5 through its next action. B
Seal Spd 3
After combat, foe suffers Spd-7 through its next action. B
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
Goad Cavalry
Grants cavalry allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
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
Iote's Shield

Neutralizes "effective against fliers" bonuses.

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
Swift Sparrow 1
If unit initiates combat, unit granted Atk/Spd+2 during battle. A
Desperation 2
If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack. B
Swift Sparrow 2
If unit initiates combat, unit granted Atk/Spd+4 during battle. A
Attack Def +1
Grants Atk/Def+1. A
Attack Def +2
Grants Atk/Def+2. A
Axe Experience 1
If unit survives, unit gets 1.5x 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 3
If unit survives, all axe users on team get 2x EXP. (If similar skill effects also used, only highest multipler applied.) C
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
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
Goad Fliers
Grants flying allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
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
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
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
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
Desperation 3
If unit initiates combat with HP ≤ 75%, 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
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
Warding Blow 2
Grants Res+4 during combat if unit initiates the attack. A
Axebreaker 1
If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot. B
Axebreaker 2
If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the 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
Ward Cavalry
Grants cavalry allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Renewal 1
At the start of every fourth turn, restores 10 HP. B
Renewal 2
At the start of every third turn, restores 10 HP. B
Renewal 3
At the start of every second turn, restores 10 HP. 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
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
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 3
If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot. B
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
Warding Blow 1
Grants Res+2 during combat if unit initiates the attack. A
Warding Blow 3
Grants Res+6 during combat if unit initiates the attack. A
Bowbreaker 3
If unit's HP ≥ 50% in combat against a colorless bow 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
Daggerbreaker 2
If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot. 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
Poison Strike 1
Inflicts 4 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 3
Inflicts 10 damage to foe after any combat this unit initiates. B
Threaten Res 1
Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Res 2
Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Res 3
Inflicts Res-5 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
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
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
Bowbreaker 1
If unit's HP ≥ 90% 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
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
Hit and Run
If unit initiates combat, unit moves 1 space away after combat. B
Drag Back
If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space. B
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
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 2
If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. B
Quickened Pulse
Special cooldown count -1 at start of Turn 1.
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
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
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
Drive Def 1

Grants allies within 2 spaces Def+2 during combat.

C
Drive Def 2

Grants allies within 2 spaces Def+3 during combat.

C
Sturdy Blow 1

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

A
Sturdy Blow 2

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

A
Sword Experience 1

If unit survives, unit gets 1.5x 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 3

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

C
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
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
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
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
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
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
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
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 3
If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat. A
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
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 3
If unit survives, all axe users on team get 2x 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
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 3
If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
HP Def 1
Grants HP+3, Def+1. A
Dazzling Staff 1
If unit has 100% HP at the start of combat, the enemy cannot counterattack. B
Attack/Res 1
Grants Atk/Res+1. 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
Spur Def/Res 1
Grants adjacent allies Def/Res +2 during combat. C
Fortress Def 1
Grants Def+3. Inflicts Atk-3. A
Fortress Def 2
Grants Def+4. Inflicts Atk-3. A
Fortress Def 3
Grants Def+5. Inflicts Atk-3. A
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
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
Spur Def/Res 2
Grants adjacent allies Def/Res +3 during combat. C
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
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
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
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
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
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
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
Grani's Shield
Neutralizes "effective against cavalry" bonuses. A
Dazzling Staff 3
The enemy cannot counterattack. B
Distant Def 3
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat. A
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. 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
Wrathful Staff 3
Damage from unit's staff will be calculated the same as other weapons. B
Distant Def 2
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+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
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
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
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
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
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
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
Attack/Res 2
Grants Atk/Res +2. A
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
Ward Armor
Grants armored allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Hone Atk 3
Grants adjacent allies Atk+4 through their next actions at the start of each turn. C
Seal Atk Spd 1
After combat, inflicts Atk/Spd-3 on foe through its next action. B
Defiant Def 3

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

A
Speed +3

Grants Spd+3

A
Fortify Res 1

Grants adajacent allies Res+2 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 3

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

C
Knock Back

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

B
Fury 1

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

A
Fury 2

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

A
Fury 3

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

A
Brash Assault 1

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

B
Brash Assault 2

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

B
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
Defiant Def 1

Grants Def+3 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
Lunge

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

B
Speed +1

Grants Spd+1

A
Darting Blow 1
Grants Spd+2 during combat if unit initiates the attack. A
Darting Blow 2
Grants Spd+4 during combat if unit initiates the attack. A
Darting Blow 3
Grants Spd+6 during combat if unit initiates the attack. A
Savage Blow 1
If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. C
Savage Blow 2
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. C
Savage Blow 3
If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. C
Defiant Atk 1

Grants Atk +3 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
Defiant Atk 3

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

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

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

C
Speed +2

Grants Spd+2

A
Lancebreaker 3

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

B
Hone Spd 3

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

C
Breath of Life 1
If unit initiates attack, adjacent allies recover 3 HP after combat. C
Death Blow 2
Grants Atk+4 if unit initiates combat. A
Spur Atk 1
Grants adjacent allies Atk+2 during combat. C
Spur Atk 2
Grants adjacent allies Atk+3 during combat. C
Spur Atk 3
Grants adjacent allies Atk+4 during combat. C
Escape Route 1
Enables unit whose own HP ≤ 30% 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 3
Enables unit whose own HP ≤ 50% to warp adjacent to any ally. B
Spur Spd 1
Grants adjacent allies Spd+2 during combat. C
Spur Spd 2
Grants adjacent allies Spd+3 during combat. C
Spur Spd 3
Grants adjacent allies Spd+4 during combat. C
Armored Blow 1
Grants Def+2 during combat if unit initiates the attack. A
Armored Blow 2
Grants Def+4 during combat if unit initiates the attack. A
Armored Blow 3
Grants Def+6 during combat if unit initiates the attack. A
Breath of Life 2
If unit initiates attack, adjacent allies recover 5 HP after combat. C
Lancebreaker 2

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

B
Breath of Life 3
If unit initiates attack, adjacent allies recover 7 HP after combat. C
HP +3

Grants +3 to max HP.

A
HP +4

Grants +4 to max HP.

A
HP +5

Grants +5 to max HP.

A
Swordbreaker 1

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

B
Swordbreaker 2

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

B
Swordbreaker 3

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

B
Vantage 1

Unit counterattacks first when attacked at HP ≤ 25%

B
Vantage 2

Unit counterattacks first when attacked at HP ≤ 50%

B
Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%

B
Spur Res 1

Grants adjacent allies Res+2 during combat

C
Spur Res 2

Grants adjacent allies Res+3 during combat

C
Spur Res 3

Grants adjacent allies Res+4 during combat

C
Lancebreaker 1

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

B
Hone Spd 2

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

C
Distant Counter

Enables unit to counterattack regardless of distance to attacker.

A
Hone Atk 2
Grants adjacent allies Atk+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
Spur Def 1
Grants adjacent allies Def+2 during combat. C
Spur Def 2
Grants adjacent allies Def+3 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 3
Grants adjacent allies Def+4 during combat. C
Threaten Def 1
Inflicts Def-3 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 3
Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn C
Resistance +1
Grants Res+1 A
Resistance +2
Grants Res+2 A
Resistance +3
Grants Res+3 A
Threaten Atk 1
Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Atk 2
Inflicts Atk-4 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
Wings of Mercy 2
Enables unit to warp adjacent to any ally with HP ≤ 40%. B
Life and Death 2
Grants Atk/Spd+4. Inflicts Def/Res-4. A
Wings of Mercy 3
Enables unit to warp adjacent to any ally with HP ≤ 50%. B
Seal Atk 1
After combat, foe suffers Atk-3 through its next action. B
Seal Atk 2
After combat, foe suffers Atk-5 through its next action. B
Seal Atk 3
After combat, foe suffers Atk-7 through its next action. B
Attack +1
Grants Atk+1. A
Attack +2
Grants Atk+2. A
Attack +3
Grants Atk+3. A
Fortify Def 1
Grants adjacent allies Def+2 through their next actions at the start of each turn. C
Fortify Def 2
Grants adjacent allies Def+3 through their next actions at the start of each turn. C
Fortify Def 3
Grants adjacent allies Def+4 through their next actions at the start of each turn. C
Seal Res 1
After combat, foe suffers Res-3 through its next action. B
Seal Res 2
After combat, foe suffers Res-5 through its next action. B
Seal Res 3
After combat, foe suffers Res-7 through its next action. B
Hone Atk 1
Grants adjacent allies Atk+2 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 1
Grants Atk/Spd+3. Inflicts Def/Res-3. A
Goad Armor
Grants armored allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
Pass 3
Unit can pass through foes if its own HP ≥ 25%. B
Defiant Spd 1
Grants Spd+3 at start of turn if unit's HP ≤ 50%. A
Defiant Spd 2
Grants Spd+5 at start of turn if unit's HP ≤ 50%. A
Defiant Spd 3
Grants Spd+7 at start of turn if unit's HP ≤ 50%. A
Close Counter
Enables unit to counterattack regardless of distance to attacker. A
Threaten Spd 1
Inflicts Spd-3 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 3
Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn. C
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
Triangle Adept 1
Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage. A
Triangle Adept 2
Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage. A
Triangle Adept 3
Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. A
Pass 1
Unit can pass through foes if its own HP ≥ 75%. B
Pass 2
Unit can pass through foes if its own HP ≥ 50%. B
Live to Serve 1
When healing allies with a staff, unit also recovers 50% of the HP restored B
Wary Fighter 3
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 50% B
Live to Serve 2
When healing allies with a staff, unit also recovers 75% of the HP restored B
Live to Serve 3
When healing allies with a staff, unit also recovers the same amount B
Seal Def 1
After combat, foe suffers Def -3 through its next action. B
Seal Def 2
After combat, foe suffers Def -5 through its next action. B
Seal Def 3
After combat, foe suffers Def -7 through its next action. 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
Defense +1
Grants Def+1. A
Defense +2
Grants Def+2. A
Defense +3
Grants Def+3. A
Obstruct 1
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (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
Obstruct 3
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.) B
Wary Fighter 1
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 90% B
Wary Fighter 2
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 70% B
HP Def 2
Grants HP+4, Def+2. A
Seal Atk Spd 2
After combat, inflicts Atk/Spd-5 on foe through its next action. 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
Mirror Stance 1
Grants Atk/Res+2 during combat if foe initiates combat. A
Brazen Def/Res 2
If unit's HP ≤ 80% at the start of combat, grants Def/Res+5 during combat. A
Brazen Def/Res 3
If unit's HP ≤ 80% at the start of combat, grants Def/Res+7 during combat. A
Ward Dragons
Grants dragon allies within 2 spaces Def/Res+4 during combat. C
Solar Brace
Restores 30% of damage dealt when Special triggers during combat. (Stacks with effects of skills like Sol.) B
Sturdy Stance 1
Grants Atk/Def+2 during combat if foe initiates combat. A
Sturdy Stance 2
Grants Atk/Def+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
Mirror Stance 2
Grants Atk/Res +4 during combat if foe initiates 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
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
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
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
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
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
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
Swift Stance 2
Grants Spd/Res+4 during combat if foe initiates combat. A
Def Smoke 3
After combat, inflicts Def-7 on foes within 2 spaces of target through their next actions. C
Spd/Res Bond 3
Grants Spd/Res+5 to this unit during combat if unit is adjacent to an ally. A
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
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
Swift Stance 1
Grants Spd/Res+2 during combat when this unit is attacked. A
Def Smoke 1
After combat, inflicts Def-3 on foes within 2 spaces of target through their next actions. C
Def Smoke 2
After combat, inflicts Def-5 on foes within 2 spaces of target through their next actions. C
Spd/Res Bond 1
Grants Spd/Res+3 to this unit during combat if unit is adjacent to an ally. A
Spd/Res Bond 2
Grants Spd/Res+4 to this unit during combat if unit is adjacent to an ally. A
Darting Stance 1
Grants Spd+2 during combat when this unit is attacked. A
Darting Stance 2
Grants Spd+4 during combat when this unit is attacked A
Darting Stance 3
Grants Spd+6 during combat when this unit is attacked. A
Brazen Def/Res 1
If unit's HP ≤ 80% at the start of combat, grants Def/Res+3 during combat. A
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
Res Smoke 3
After Combat, inflicts Res-7 on foes within 2 spaces of target through their next actions. C
Hone Dragons
Grants adjacent dragon allies Atk/Spd+6 through their next actions at the start of each turn. C
Brazen Atk/Def 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+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/Spd 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat. 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
Spd/Def Bond 1
Grants Spd/Def+3 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 3
Grants Spd/Def+5 to unit during combat if adjacent to an ally. A
Earth Dance 1
If Sing or Dance is used, target also granted Def+3. B
Earth Dance 2
If Sing or Dance is used, target also granted Def+4. B
Earth Dance 3
If Sing or Dance is used, target also granted Def+5. B
Spur Atk Spd 1
Grants adjacent allies Atk/Spd +2 during combat. C
Spur Atk Spd 2
Grants adjacent allies Atk/Spd +3 during combat. C
Warp Powder
If unit's HP ≥ 80%, unit can move adjacent to any ally within 2 spaces. B
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
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
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 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
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
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
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
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
Atk/Spd Bond 3
Grants Atk/Spd+5 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 2
Grants Atk/Spd+4 during combat if unit is adjacent to an ally. A
Bow Valor 1
If unit survives and uses a bow, unit gets 1.5x 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 3
If unit survives, all bow allies get 2x SP. (Only highest value applied. Does not stack.) C
HP/Atk 1
Grants HP+3, Atk+1 A
HP/Atk 2
Grants HP+4, Atk+2. A
Dragonskin
Neutralizes "effective against flying" bonuses. Grants Def/Res+4 during combat if foe initiates combat. A
Res Smoke 1
After combat, inflicts Res-3 on foes within 2 spaces of target through their next actions. C
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
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
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
Aerobatics 3
Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. B
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
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
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
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
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
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
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
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
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
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
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
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
Bushido
Deals +10 damage when Special triggers. B
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
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
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
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
Brazen Atk/Res 3
At start of combat, if unit's HP ≤ 80%, grants Atk/Res +7 during combat. A
Dragon Valor 3
White unit lives, all dragonstone allies on team get 2x SP. (Only highest value applied. Does not stack.) C
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 1
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. A
Brazen Atk/Res 2
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. A
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
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
Dragon Valor 1
While unit lives and uses a dragonstone, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
Dragon Valor 2
While unit lives, all dragonstone allies on team get 1.5x SP. (Only highest value applied. Does not stack.) C
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
Kestrel Stance 1
If foe initiates combat, grants Atk/Spd+2 during combat. A
Kestrel Stance 2
If foe initiates combat, grants Atk/Spd+4 during combat. A
Res Smoke 2
After combat, inflicts Res-5 on foes within 2 spaces of target through their next actions. C
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
S Drink
At the start of turn 1, restores 99 HP and grants Special cooldown count -1. B
G Tome Exp. 3
If unit survives, all green tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) C
Spur Atk/Def 2
Grants Atk/Def+3 to adjacent allies during combat. C
Spur Atk/Def 1
Grants Atk/Def+2 to adjacent allies during combat. 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
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
Goad Dragons
Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. C
Flier Guidance 3
Flying allies within 2 spaces can move to a space adjacent to unit. C
Flier Guidance 1
If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. C
Flier Guidance 2
If unit's HP ≥ 50% HP, flying allies within 2 spaces can move to a space adjacent to unit. 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
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
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
Seal Def/Res 2
Inflicts Def/Res-5 on foe through its next action after combat. B
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
Firestorm Dance 2
If Sing or Dance is used, grants Atk/Spd+3 to target B
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
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 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
Firestorm Dance 1
If Sing or Dance is used, grants Atk/Spd+2 to target. B
Seal Def/Res 1
Inflicts Def/Res-3 on foe through its next action after combat. B
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
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 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
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
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
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
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
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
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
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
Drive Spd 2
Grants allies within 2 spaces Spd+3 during combat 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
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 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
Fortress Res 1

Grants Res+3. Inflicts Atk-3.

A
Fortress Res 2

Grants Res+4. Inflicts Atk-3.

A
Fortress Res 3

Grants Res+5. Inflicts Atk-3.

A
Guidance 1
If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. C
Guidance 2
If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. C
Guidance 3

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

C
Spd Def 1
Grants Spd/Def+1. A
Spd Def 2
Grants Spd/Def+2. A
Seal Atk Def 1

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

B
Seal Atk Def 2

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

B
Sacae's Blessing
If foe has sword, lance, or axe, foe cannot counterattack. B
Swift Strike 1
If unit initiates combat, unit granted Spd/Res+2 during battle. A
Beorc's Blessing
Neutralizes cavalry and flying foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Drive Spd 1
Grants allies within 2 spaces Spd+2 during combat. C
Steady Blow 1

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

A
Steady Blow 2

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

A
Atk Smoke 1

After combat, inflicts Atk-3 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
Atk Smoke 3

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

C
Steady Stance 1

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

A
Steady Stance 2

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

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
Atk/Spd 2
Grants Atk/Spd +2. A
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
Spur Spd/Def 2
Grants adjacent allies Spd/Def+3 during combat. C
Flier Formation 3
Unit can move to a space adjacent to a flier ally within 2 spaces B
Swift Strike 2
If unit initiates combat, unit granted Spd/Res+4 during battle. A
Spd Res 2
Grants Spd/Res+2. A
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
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
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 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
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
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
Drive Atk 2
Grants allies within 2 spaces Atk+3 during combat. C
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
HP/Spd 2
Grants HP+4, Spd +2. A
Mirror Strike 2
Grants Atk/Res +4 during combat if unit initiates attack. A
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
Drive Atk 1
Grants allies within 2 spaces Atk+2 during combat. 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
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
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
Shield Pulse 1
If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. B
Spd Res 1
Grants Spd/Res+1. A
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
HP/Spd 1
Grants HP+3, Spd+1. 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
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
Mirror Strike 1
Grants Atk/Res+2 during combat if unit initiates 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
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 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+6 during combat. A
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
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 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
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 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
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
Atk/Spd 1
Grants Atk/Spd+1. A
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
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
Atk/Def Bond 2
Grants Atk/Def+4 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
Atk/Res Bond 1
Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally. A
Atk/Res Bond 2
Grants Atk/Res+4 to this unit during combat if unit is adjacent to an ally. A
Bracing Blow 1
Grants Def/Res+2 during combat if unit initiates combat. A
HP/Res 2
Grants HP+4, Res+2. 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
Fierce Stance 3
Grants Atk+6 during combat when this unit is attacked. A
HP/Res 1
Grants HP+3, Res+1. 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
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
Fierce Stance 1
Grants Atk+2 during combat when this unit is attacked. A
Fierce Stance 2
Grants Atk+4 during combat when this unit is attacked. A
Atk/Def Bond 1
Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally. A
Atk/Def Bond 3
Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally. A
Warding Stance 2
Grants Res+4 during combat when this unit is attacked. A
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
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 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 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
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
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
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
Brazen Atk/Def 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat. A
Brazen Atk/Spd 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat. A
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
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
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
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
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
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
Warding Stance 1
Grants Res+2 during combat when this unit is attacked. A
Flier Formation 1
If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces. B
Torrent Dance 1

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

B
Flier Formation 2
If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces. B
Spur Spd/Def 1
Grants adjacent allies Spd/Def +2 during combat. C
Steady Stance 3
Grants Def+6 during combat when this unit is attacked. A
Blaze Dance 3
If Sing or Dance is used, target also granted Atk +4. B
Drive Res 2
Grants allies within 2 spaces Res+3 during combat. C
Gale Dance 3
If Sing or Dance is used, target also granted Spd +4. B
Geyser Dance 2

If Sing or Dance is used, target also granted Def/Res+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
Blaze Dance 1

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

B
Blaze Dance 2

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

B
Gale Dance 1

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

B
Gale Dance 2

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

B
Drive Res 1

Grants allies within 2 spaces Res+2 during combat.

C
Geyser Dance 1

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

B
Atk/Res Bond 3
Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally. A
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
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
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
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
Spd Smoke 3
After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions. 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
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 Smoke 1
After combat, inflicts Spd-3 on foes within 2 spaces of target through their next actions. C
Spd Smoke 2
After combat, inflicts Spd-5 on foes within 2 spaces of target through their next actions. C
Follow-Up Ring
Unit makes a guaranteed follow-up attack when unit's HP ≥ 50% at start of combat. (Skill cannot be inherited.) B
Recover Ring
Restores 10 HP at the start of each turn. (Skill cannot be inherited.) B
Warding Stance 3
Grants Res+6 during combat when this unit is attacked. A
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
Bracing Blow 2
Grants Def/Res+4 during combat if unit initiates combat. A