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.)

Inheritable Restrictions?

All Units

  • Inheritable by all units.

Skillsets that use skill

rage, rage against the dying of the light (Aether Raids Defense)

Ymir, Everliving A Atk/Spd Catch 4
Alternate: Atk/Def Catch 4
Alternate: Rally Assist
B Guard 3
Alternate: Sweep Skills
Draconic Aura
Alternate: Lethality
C Blue Feud 3
Alternate: C Feud 3
SP1410SAtk/Spd Solo 3
Alternate: Atk/Def Catch 3

Bonds Beyond Blood (Aether Raids Defense)

~ ☆ Mahou Tsukai Nowi Desu ☆~ (Aether Raids Defense)

Lacrimosa (Physical Tank)

The Protector (Defensive Tank)

Flex-ible Tank (Defensive)

Savage Songstress (Offensive)

Sacaen Guardian (Defensive Focus)

Magical Festivities (Enemy Phase Mage Killer)

Neko Overlord (Enemy Phase Mage Killer)

Summer Bonfires (Defensive Tank)

Scarlet Paladin (Generalist)

Steady Flame (Defensive Tank)

More Like Hinata's Claymore (Physical Tank)

Peri's Long-Distance Stabby Delivery Service (Distant Counter Anti-Mage)

Captain's Super Shield (Melee-Focused Enemy Phase)

Arthur's Axe (+Eff) A Steady Breath
Alternate: Warding Breath
Alternate: Swap
B Guard 3
Alternate: Quick Riposte 3
Alternate: Bonfire
C Atk Smoke 3
Alternate: Time's Pulse 3
SP1770SQuick Riposte 3
Alternate: Close Def 3

Steadfast Stylist (Steady Breath Tank)

Slaying Lance+ (+Def)
Alternate: Slaying Lance+ (+Res)
A Steady Breath
Alternate: Swap
B Guard 3
Alternate: Quick Riposte 3
Alternate: Aether
C Atk Smoke 3
Alternate: Threaten Atk 3
SP1545SQuick Riposte 3
Alternate: Close Def 3

Now, it's my turn! (Defensive)

Offensive Healer

Dazzling Pain+ A Close Def 3
Alternate: Fortress Def 3
Alternate: Rehabilitate
B Guard 3
Alternate: Live to Serve 3
Alternate: Miracle
C Savage Blow 3
Alternate: Threaten Atk 3
SP1485SSavage Blow 3



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.


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.


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.