Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Flier
- Only inheritable by flier units.
Units with Skill
Unlocks at 5 ★
Unlocks at 4 ★
Skillsets that use skill
Stamina Lunch Special, Wedding Cake Edition! (Low-Investment / General Support Dance)
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Allied Lance+ (+Spd) Alternate: Allied Lance |
A | Fury 3 |
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Dance | B | Wings of Mercy 3 |
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Moonbow | C | Guidance 3 Alternate: Drive Atk 2 |
SP | 1320 | S | Drive Atk 2 |
Dance of the Fell Goddess (Aether Raids Offense)
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Fell Candelabra | A | Life and Death (3 or 4) Alternate: Fury (3 or 4) |
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Dance | B | Wings of Mercy 3 |
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Moonbow | C | Guidance 3 Alternate: Distant Guard 3 |
SP | 1020 | S | Aerobatics 3 Alternate: Atk/Spd 2 |
Rebellious Masquerader (Support)
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Temari+ (+Res) | A | Fort. Def/Res 3 Alternate: Fury (3 or 4) |
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Dance | B | Wings of Mercy 3 Alternate: Aerobatics 3 |
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Iceberg Alternate: Glacies |
C | Guidance 3 Alternate: Ground Orders 3 |
SP | 1920 | S | Phantom Res 3 Alternate: Fortress Res 3 |
Petals on the Water (Full Support)
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Dazzling Gravity+ | A | Atk/Spd 2 Alternate: Attack +3 |
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Recover+ Alternate: Physic+ |
B | Wings of Mercy 3 |
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Fireflood Balm+ | C | Guidance 3 Alternate: Spd Opening 3 |
SP | 1710 | S | Drive Atk 2 |
Let the show begin! (General Purpose / Aether Raids Offense)
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Prayer Wheel (+Eff) | A | Atk/Spd Push 4 Alternate: Fury (3 or 4) |
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Gray Waves II | B | Wings of Mercy 3 |
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Moonbow | C | Guidance 3 Alternate: Ground Orders 3 |
SP | 1470 | S | Aerobatics 3 Alternate: Air Orders 3 |
Sorrow’s Requiem (Max-Investment Arena)
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Prayer Wheel (+Eff) | A | B Duel Flying 4 Alternate: B Duel Flying 3 |
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Gray Waves II | B | Wings of Mercy 3 Alternate: Aerobatics 3 |
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Aether Alternate: Ruptured Sky |
C | Guidance 3 Alternate: Ground Orders 3 |
SP | 1800 | S | Aerobatics 3 Alternate: Guidance 3 |
Blossoming Talent (Full Support)
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Skuld | A | Fury 3 Alternate: Bracing Stance 2 |
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Dance | B | Chill Spd 3 Alternate: Wings of Mercy 3 |
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Moonbow Alternate: Luna |
C | Guidance 3 Alternate: Goad Fliers |
SP | 980 | S | Drive Atk 2 |
Dancing with the Wind (Offensive Support)
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Skuld | A | Swift Sparrow 2 Alternate: Fury 3 |
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Dance | B | Desperation 3 Alternate: Chill Spd 3 |
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Moonbow Alternate: Luna |
C | Guidance 3 Alternate: Goad Fliers |
SP | 1320 | S | Speed +3 |
Anti-Armor
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Whitewing Spear (+Eff) Alternate: Whitewing Spear (+Spd) |
A | Death Blow 4 Alternate: Atk/Def Bond 3 |
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Reposition | B | Chill Def 3 Alternate: Atk/Def Link 3 |
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Moonbow Alternate: Iceberg |
C | Guidance 3 Alternate: Def Ploy 3 |
SP | 1695 | S | Close Def 3 |
Flier Support (Mixed Emblem)
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Whitewing Lance (+Spd) | A | Fury 3 Alternate: Swift Sparrow 2 |
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Reposition | B | Quick Riposte 3 Alternate: Chill Def 3 |
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Luna Alternate: Bonfire |
C | Guidance 3 Alternate: Atk Tactic 3 |
SP | 2145 | S | Close Def 3 |
Guidance
Overview
A skill designed for mixed class teams, Guidance is restricted to being inherited onto flying units only, and can only be used by armor and infantry units. Guidance lets infantry and armor units within two spaces of the skill user to move to any space next the skill user. This can let infantry (and more notably, armor) units move a distance of three spaces. If the skill user is positioned on a single space of water or mountains, it lets them move past those squares they otherwise couldn’t cross. Guidance is similar to Reposition and Wings of Mercy, but unlike those, it does not take a unit’s turn or have a health requirement to be used.
Synergy
First of all, Guidance requires a minimum of two units to work: At least one flying unit to wield the skill, and then infantry or armor units to move. Armored units have the most to benefit from Guidance, allowing them to triple their movement range, making them a lot more threatening. Two of the best skills to pair with Guidance are Drag Back and Hit and Run. Hit and Run’s property of moving the user back creates a one space gap, where an ally can use Guidance to move to. This is helpful to either finish off an enemy or block their counterattack the following turn. Drag Back works in much the same way, but synergizes with ranged attackers as opposed to melee.
Weaknesses
Guidance by nature is tricky to counter, particularly if teams stick closely together. However there are a few important concessions that must be made to make use of the skill. Outside the skill, flying units and armored units work poorly together, thanks to their vastly differing movement types. They also cannot benefit from class buffs when used together, unlike full teams of their respective types. Guidance can be hard to anticipate when on enemy teams, but remaining vigilant and checking skills makes it much easier to predict.