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.
Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn.
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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 |
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Lofty Blossoms+ (+Spd) Alternate: Slaying Lance+ (+Spd) |
A | Swift Sparrow (2 or 3) Alternate: Fury (3 or 4) |
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Reposition Alternate: Swap |
B | Desperation 3 Alternate: Chill Def 3 |
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Moonbow Alternate: Iceberg |
C | Hone Fliers |
SP | 800 | S | Darting Blow 3 Alternate: Heavy Blade 3 |
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Firesweep Lance+ | A | Swift Sparrow (2 or 3) Alternate: Life and Death 3 |
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Reposition Alternate: Swap |
B | Chill Def 3 Alternate: Hit and Run |
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Moonbow | C | Hone Fliers |
SP | 1310 | S | Heavy Blade 3 Alternate: Quickened Pulse |
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Splashy Bucket+ (+Spd) Alternate: Cloud Maiougi+ (+Spd) |
A | Mirror Impact Alternate: Mirror Strike 2 |
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Reposition | B | Chill Def 3 Alternate: Mystic Boost 3 |
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Glimmer | C | Hone Fliers |
SP | 1435 | S | Darting Blow 3 Alternate: Atk/Spd 2 |
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Barb Shuriken+ (+Spd) Alternate: Red-Hot Ducks+ (+Spd) |
A | Fury (3 or 4) Alternate: Atk/Spd Solo 3 |
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Reposition | B | Desperation 3 Alternate: Chill Def 3 |
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Moonbow Alternate: Luna |
C | Hone Fliers |
SP | 1025 | S | Brazen Atk/Spd 3 Alternate: Darting Blow 3 |
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Ouch Pouch+ (+Atk) | A | Life and Death 3 Alternate: Fury 3 |
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Reposition Alternate: Draw Back |
B | Chill Def 3 Alternate: Vantage 3 |
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Draconic Aura Alternate: Glimmer |
C | Hone Fliers Alternate: Def Tactic 3 |
SP | 1485 | S | Quickened Pulse |
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Splashy Bucket+ (+Spd) | A | Fury 3 |
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Ardent Sacrifice Alternate: Draw Back |
B | Desperation 3 Alternate: Vantage 3 |
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Glimmer Alternate: Iceberg |
C | Hone Fliers Alternate: Air Orders 3 |
SP | 1425 | S | Brazen Atk/Res 3 |
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Firesweep Lance+ | A | Atk/Spd Solo 3 Alternate: Heavy Blade 3 |
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Reposition | B | Hit and Run Alternate: Chill Spd 3 |
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Moonbow Alternate: Galeforce |
C | Hone Fliers Alternate: Odd Def Wave 3 |
SP | 1860 | S | Heavy Blade 3 |
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Dazzling Witchy Wand+ Alternate: Dazzling Gravity+ |
A | Atk/Spd Bond 3 Alternate: Atk/Spd Push 3 |
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Recover+ | B | Wrathful Staff 3 |
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Windfire Balm+ Alternate: Miracle |
C | Hone Fliers Alternate: Guidance 3 |
SP | 1220 | S | Flier Formation 3 |
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Blárblade+ | A | Swift Sparrow 2 Alternate: Fury 3 |
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Ardent Sacrifice | B | Desperation 3 |
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Glimmer | C | Hone Fliers |
SP | 1835 | S | Guidance 3 |
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Juicy Wave+ (+Spd) | A | Swift Sparrow 2 Alternate: Fury 3 |
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Ardent Sacrifice | B | Chill Spd 3 |
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Moonbow | C | Hone Fliers |
SP | 1445 | S | Flier Formation 3 |
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Hagoita+ (+Spd) | A | Fury 3 |
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Sing | B | Flier Formation 3 Alternate: Wings of Mercy 3 |
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Moonbow | C | Hone Fliers |
SP | 1060 | S | Fortify Def 3 |
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Slaying Axe+ (+Spd) Alternate: Ardent Service+ (+Spd) |
A | Swift Sparrow (2 or 3) |
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Sing | B | Desperation 3 |
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Luna | C | Hone Fliers Alternate: Fortify Fliers |
SP | 750 | S | Swift Sparrow 2 Alternate: Darting Blow 3 |
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Grimoire (+Eff) | A | Fury 3 Alternate: Triangle Adept 3 |
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Reposition | B | Desperation 3 Alternate: Axebreaker 3 |
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Glimmer Alternate: Moonbow |
C | Hone Fliers Alternate: Atk Tactic 3 |
SP | 1800 | S | Swift Sparrow 2 Alternate: Death Blow 3 |
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Brave Lance+ | A | Death Blow 4 Alternate: Life and Death 3 |
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Reposition | B | Hit and Run |
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Luna Alternate: Moonbow |
C | Hone Fliers |
SP | 1700 | S | Attack +3 |
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Firesweep Lance+ | A | Life and Death 3 Alternate: Life and Death 2 |
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Reposition | B | Swordbreaker 3 Alternate: Hit and Run |
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Moonbow Alternate: Galeforce |
C | Hone Fliers |
SP | 1775 | S | Quickened Pulse |
This family of skills grants stat boosts to units positioned directly next to the user of the skill at the start of their turn. The standard boost is four to any given stat, and they last through the entire enemy turn, wearing off at the start of the player’s next turn. Hone skills boost attack and speed, whereas Fortify skills boost defense and resistance. There are special variants of these skills limited to unit movement types, which grant significant boosts of six, each to two stats at once. The raw power of these skills enables flier, cavalry and armor teams to dominate the field thanks to their large stat boosts. However, even in a regular infantry or mixed team, these buffs can help units to win duels they otherwise couldn’t and defeat a wider range of foes.
These skills form the backbone behind flier, cavalry and armor teams. A typical team will run a mix of Hone/Fortify skills alongside Goad/Spur/Ward skills. Blade tomes are powerful choices for magic users, largely because of these skills. If running one of the above teams, it’s highly recommended to have at least one Blade tome user. The most important thing to understand when running Hone/Fortify skills is that the user themselves cannot take advantage of the skill’s buff. This means that you must take great care when building your team. For instance, an offensive mage should not carry Hone Atk, as they will want the use of it for themselves. Flier, cavalry and armor teams can avoid this by simply running two of each type of skill. Hone and Fortify skills can be used effectively on every unit in the game, regardless of abilities, statline or role.
Great care must be taken when positioning your team, as the primary limitation of Hone/Fortify skills is that they require units to be standing next to each other at the start of their turn. Moving units up as a group is the best way to maintain the buffs on your team. Units who operate independently will not be able to give or receive buffs through these skills. Dealing with a well-buffed team is tricky, but possible granted you have your own buffs and can outplay the AI. However, buff teams consisting of fliers, cavalry or armor are a nightmare without a true counter.