Seal Res 3

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Inflicts Res-7 on foe through its next action after combat.

Inheritable Restrictions?

No Staff

Seal Skills


Seal skills are used to give foes heavy debuffs during combat. They are seen on offensive and defense units alike, although more often than not they are left in favour of other B slot skills. There are four types, one for each major stat. Seal skills have one major limitation: they activate after combat, meaning that in order to take advantage of the skill, multiple combat rounds are required. Of the four Seal skills, Seal Attack is the most useful, as it effectively grants a +7 defense and resistance buff to any friendly unit the enemy chooses to attack.


Seal skills are versatile, and can be used well by most types of units. Brave weapons and high-power offensive units who aim to KO within a single round will not benefit much from having Seal skills. However, they benefit greatly from its effects, potentially granting them an extra fourteen damage if the relevant stat is lowered. Tanks and bulky offense units who cannot secure quick kills can use it to gain the advantage in duels. Applying the debuff requires one of your units to engage in combat, making it a potentially risky proposition for the user of the skill. Having a ranged unit possess the skill can be a good idea, but as they have many strong options for their B slot, this may not be ideal.


Seal skills are potent, but require a turn of combat before the debuff is applied. Therefore, the key to avoiding Seal skills is exploiting the user’s first round. Skills such as Poison Strike or the common combo of Distant Counter + Quick Riposte can cause heavy damage, outweighing the effects of the Seal skill. Usually, a dancer or second enemy is required to fully exploit the skill. Therefore, careful positioning alone can guard against this skill. Tanks with Seal skills, particularly Seal Attack, can be troublesome: Renewal and Blow skills are some good ways to offset the penalties from Seal skills.