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.)
All Units
- Inheritable by all units.
Units with Skill
Unlocks at 5 ★
Unlocks at 4 ★
Skillsets that use skill
rage, rage against the dying of the light (Aether Raids Defense)
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Ymir, Everliving | A | Atk/Spd Catch 4 Alternate: Atk/Def Catch 4 |
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Assistless Alternate: Rally Assist |
B | Guard 3 Alternate: Sweep Skills |
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Draconic Aura Alternate: Lethality |
C | Blue Feud 3 Alternate: C Feud 3 |
SP | 1410 | S | Atk/Spd Solo 3 Alternate: Atk/Def Catch 3 |
The Big Finish (Lethality)
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Kindling Taiko | A | Atk/Spd Catch 4 Alternate: Sturdy Impact |
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Positional Assist | B | Guard 3 Alternate: A/D Far Trace 3 |
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Lethality | C | Spd/Def Hold Alternate: Atk/Spd Rein 3 |
SP | 1900 | S | Heavy Blade 3 |
Bonds Beyond Blood (Aether Raids Defense)
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Bow of Twelve | A | AR-D Atk/Spd (3 or 4) Alternate: AR-D Spd/Def 3 |
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Assistless Alternate: Rally Assist |
B | Guard 3 Alternate: S Drink |
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Njörun's Zeal | C | Fatal Smoke 3 Alternate: Panic Smoke 3 |
SP | 1410 | S | Atk/Def Solo 3 Alternate: Quickened Pulse |
~ ☆ Mahou Tsukai Nowi Desu ☆~ (Aether Raids Defense)
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Grimoire (+Eff) | A | Sturdy Impact Alternate: Steady Impact |
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Rally Assist | B | Guard 3 Alternate: Windsweep 3 |
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Moonbow | C | Ground Orders 3 Alternate: Atk/Spd Rein 3 |
SP | 1860 | S | Swift Sparrow 2 Alternate: Sturdy Blow 2 |
Lacrimosa (Physical Tank)
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Slaying Lance+ (+Def) Alternate: Vanguard+ (+Def) |
A | Steady Breath Alternate: Steady Stance (3 or 4) |
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Dance | B | Guard 3 Alternate: Wings of Mercy 3 |
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Bonfire Alternate: Ignis |
C | Infantry Pulse 3 Alternate: Infantry Rush 3 |
SP | 1320 | S | Quick Riposte 3 Alternate: Close Def 3 |
The Protector (Defensive Tank)
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Slaying Lance+ (+Spd) Alternate: Luncheon Lance+ (+Spd) |
A | Distant Counter Alternate: Close Def 3 |
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Reposition Alternate: Swap |
B | Guard 3 Alternate: Quick Riposte 3 |
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Moonbow Alternate: Iceberg |
C | Hone Fliers |
SP | 1250 | S | Quick Riposte 3 Alternate: Close Def 3 |
Flex-ible Tank (Defensive)
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Sandfort Spade+ (+Def) | A | Distant Counter Alternate: Fury (3 or 4) |
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Rally Atk/Def+ Alternate: Swap |
B | Guard 3 |
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Bonfire | C | Spd Tactic 3 Alternate: Drive Spd 2 |
SP | 1410 | S | Quick Riposte 3 |
Nosferatu (Defensive Tank)
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Wrathful Absorb+ | A | Close Counter |
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Martyr+ | B | Guard 3 Alternate: Vantage 3 |
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Miracle | C | Hone Cavalry |
SP | 1150 | S | Quick Riposte 3 |
Savage Songstress (Offensive)
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Book of Shadows | A | Fury 3 Alternate: Spd/Res Bond 3 |
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Sing | B | Guard 3 Alternate: Wings of Mercy 3 |
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Moonbow | C | Atk Tactic 3 Alternate: Spur Def/Res 2 |
SP | 1660 | S | Atk/Def Bond 3 |
Sacaen Guardian (Defensive Focus)
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Blárowl+ (+Def) Alternate: Blue Gift+ (+Spd) |
A | Close Counter |
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Swap | B | Guard 3 |
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Iceberg Alternate: Glacies |
C | Armor March 3 |
SP | 1415 | S | Quick Riposte 3 |
Magical Festivities (Enemy Phase Mage Killer)
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Kitty Paddle+ Alternate: Kagami Mochi+ (+Spd) |
A | Atk/Res Bond 3 |
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Reposition | B | Guard 3 |
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Glimmer Alternate: Iceberg |
C | Atk Smoke 3 Alternate: Def Ploy 3 |
SP | 1425 | S | Distant Def 3 |
Neko Overlord (Enemy Phase Mage Killer)
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Kitty Paddle+ | A | Atk/Res Bond 3 Alternate: Warding Stance 3 |
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Reposition | B | Guard 3 |
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Glimmer | C | Def Ploy 3 |
SP | 1545 | S | Distant Def 3 |
Summer Bonfires (Defensive Tank)
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Slaying Axe+ (+Def) Alternate: Melon Crusher+ (+Def) |
A | Steady Breath Alternate: Close Def 3 |
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Reposition | B | Guard 3 |
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Bonfire | C | Atk Smoke 3 |
SP | 1545 | S | Quick Riposte 3 |
Scarlet Paladin (Generalist)
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Slaying Axe+ (+Spd) Alternate: Wo Gùn+ (+Spd) |
A | Fury 3 |
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Reposition | B | Guard 3 Alternate: Desperation 3 |
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Iceberg Alternate: Moonbow |
C | Drive Spd 2 |
SP | 1385 | S | Speed +3 Alternate: Attack +3 |
Physical Tank
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Slaying Bow+ (+Def) | A | Close Counter |
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Reposition Alternate: Draw Back |
B | Guard 3 Alternate: Quick Riposte 3 |
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Ignis Alternate: Bonfire |
C | Atk Smoke 3 Alternate: Spur Def/Res 2 |
SP | 1635 | S | Quick Riposte 3 |
Steady Flame (Defensive Tank)
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Lightning Breath+ (+Def) | A | Steady Breath Alternate: Fury 3 |
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Reposition | B | Guard 3 |
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Aether Alternate: Bonfire |
C | Panic Ploy 3 Alternate: Threaten Res 3 |
SP | 1995 | S | Quick Riposte 3 |
More Like Hinata's Claymore (Physical Tank)
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Hinata's Katana (+Def) Alternate: Slaying Edge+ (+Def) |
A | Steady Breath Alternate: Steady Stance (3 or 4) |
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Reposition Alternate: Rally Def/Res |
B | Guard 3 Alternate: Quick Riposte 3 |
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Aether Alternate: Ignis |
C | Infantry Pulse 3 Alternate: Panic Ploy 3 |
SP | 1995 | S | Quick Riposte 3 Alternate: Atk/Def Bond 3 |
Peri's Long-Distance Stabby Delivery Service (Distant Counter Anti-Mage)
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Berkut’s Lance+ (+Res) Alternate: Barrier Lance+ (+Res) |
A | Distant Counter |
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Reposition | B | Guard 3 Alternate: Quick Riposte 3 |
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Iceberg Alternate: Glimmer |
C | Atk Ploy 3 Alternate: Def Ploy 3 |
SP | 1635 | S | Distant Def 3 Alternate: Atk Ploy 3 |
Captain's Super Shield (Melee-Focused Enemy Phase)
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Arthur's Axe (+Eff) | A | Steady Breath Alternate: Warding Breath |
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Reposition Alternate: Swap |
B | Guard 3 Alternate: Quick Riposte 3 |
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Aether Alternate: Bonfire |
C | Atk Smoke 3 Alternate: Time's Pulse 3 |
SP | 1770 | S | Quick Riposte 3 Alternate: Close Def 3 |
Steadfast Stylist (Steady Breath Tank)
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Slaying Lance+ (+Def) Alternate: Slaying Lance+ (+Res) |
A | Steady Breath |
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Reposition Alternate: Swap |
B | Guard 3 Alternate: Quick Riposte 3 |
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Bonfire Alternate: Aether |
C | Atk Smoke 3 Alternate: Threaten Atk 3 |
SP | 1545 | S | Quick Riposte 3 Alternate: Close Def 3 |
Now, it's my turn! (Defensive)
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Slaying Edge+ (+Spd) Alternate: Hana's Katana (+Atk) |
A | Steady Breath Alternate: Fury 3 |
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Reposition | B | Guard 3 Alternate: Renewal 3 |
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Aether Alternate: Draconic Aura |
C | Threaten Def 3 |
SP | 1935 | S | Close Def 3 Alternate: Speed +3 |
Armor Menace
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Armorsmasher+ (+Spd) Alternate: Armorsmasher+ (+Def) |
A | Swift Sparrow 2 Alternate: Sturdy Impact |
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Reposition | B | Guard 3 Alternate: Chill Def 3 |
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Moonbow | C | Odd Atk Wave 3 Alternate: Even Spd Wave 3 |
SP | 1325 | S | Quick Riposte 3 |
War Monk (Chip Damage)
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Dazzling Pain+ | A | Fort. Def/Res 3 Alternate: Fortress Def 3 |
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Rehabilitate+ | B | Guard 3 Alternate: Live to Serve 3 |
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Heavenly Light | C | Savage Blow 3 |
SP | 1500 | S | Savage Blow 3 |
Offensive Healer
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Dazzling Pain+ | A | Close Def 3 Alternate: Fortress Def 3 |
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Recover+ Alternate: Rehabilitate |
B | Guard 3 Alternate: Live to Serve 3 |
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Imbue Alternate: Miracle |
C | Savage Blow 3 Alternate: Threaten Atk 3 |
SP | 1485 | S | Savage Blow 3 |
Guard
Overview
Guard enables a unit to significantly slow down an enemy’s Special charge rate, if not completely shut it down. While it occupies a highly contested skill slot, Guard can be a completely game-changing skill when utilized properly. With the introduction of skills such as Heavy Blade and Bold Fighter, Specials are being fired off more often than ever. In particular, the unique specials Black Luna (exclusive to Black Knight and Zelgius) and Regnal Astra (exclusive to Ayra) are utterly devastating when activated; Guard is easily one of the best options to prevent units from getting torn apart by their power.
Synergy
Thanks to the availability of powerful Sacred Seals such as Quick Riposte, Guard no longer requires a significant sacrifice to be run in a build. It works best on a unit who is supposed to be taking on the likes of Zelgius and Ayra; this means that tanky red and blue units are the best users of this skill. Combining Guard with the Quick Riposte seal on a unit with high defensive stats can result in a unit that is nearly immune to taking damage from enemies without color advantage.
Weaknesses
The main weakness of Guard is that it does not protect against regular attacks - it won’t save a unit that gets taken out even without a Special activation. In addition, it only reduces Special cooldown charge by 1; enemies with skills that speed up Special charge like Heavy Blade and Bold Fighter will still gain 1 charge instead of 2. This is typically enough to delay a Special activation for a turn, but can cause problems if the enemy is able to attack further. It is also possible for Guard to get negated if the user falls below the HP threshold. As a result, it’s best suited for units with high defenses to prevent this. One last consideration is that Guard costs 200 SP - this means that it is unfortunately suboptimal in terms of Arena scoring compared to the more expensive 240 SP skills.