
Skills
Sacred Seals List
Seal | Effect |
---|---|
![]() Quickened Pulse | Special cooldown count -1 at start of Turn 1. |
![]() Def/Res Bond 3 | If unit is adjacent to an ally, grants Def/Res+5 during combat. |
![]() Swift Stance 2 | If foe initiates combat, grants Spd/Res+4 during combat. |
![]() Swift Stance 1 | If foe initiates combat, grants Spd/Res+2 during combat. |
![]() Defiant Atk 3 | At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn. |
![]() Defiant Atk 2 | At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. |
![]() Defiant Atk 1 | At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn. |
![]() Spd/Res Bond 3 | If unit is adjacent to an ally, grants Spd/Res+5 during combat. |
![]() Spd/Res Bond 2 | If unit is adjacent to an ally, grants Spd/Res+4 during combat. |
![]() Spd/Res Bond 1 | If unit is adjacent to an ally, grants Spd/Res+3 during combat. |
![]() Warding Stance 3 | If foe initiates combat, grants Res+6 during combat. |
![]() Warding Stance 2 | If foe initiates combat, grants Res+4 during combat. |
![]() Warding Stance 1 | If foe initiates combat, grants Res+2 during combat. |
![]() HP/Spd 2 | Grants HP+4, Spd+2. |
![]() HP/Spd 1 | Grants HP+3, Spd+1. |
![]() Def/Res Bond 2 | If unit is adjacent to an ally, grants Def/Res+4 during combat. |
![]() Chill Def 2 | At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. |
![]() Def/Res Bond 1 | If unit is adjacent to an ally, grants Def/Res+3 during combat. |
![]() Atk Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions. |
![]() Atk Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions. |
![]() Atk Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions. |
![]() HP/Atk 2 | Grants HP+4, Atk+2 |
![]() HP/Atk 1 | Grants HP+3, Atk+1. |
![]() Atk Tactic 3 | At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Atk Tactic 2 | At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Atk Tactic 1 | At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Sturdy Blow 2 | If unit initiates combat, grants Atk/Def+4 during combat. |
![]() Sturdy Blow 1 | If unit initiates combat, grants Atk/Def+2 during combat. |
![]() Earth Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat. |
![]() Earth Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+4 during combat. |
![]() Earth Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Def+2 during combat. |
![]() Chill Def 1 | At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. |
![]() Chill Def 3 | At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. |
![]() Squad Ace X 2 | Grants Spd+2. |
![]() Swift Sparrow 2 | If unit initiates combat, grants Atk/Spd+4 during combat. |
![]() HP/Def 2 | Grants HP+4, Def+2. |
![]() HP/Def 1 | Grants HP+3, Def+1. |
![]() Spd Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-7 on foes in cardinal directions of unit through their next actions. |
![]() Spd Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-5 on foes in cardinal directions of unit through their next actions. |
![]() Spd Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Spd-3 on foes in cardinal directions of unit through their next actions. |
![]() Chill Res 3 | At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. |
![]() Chill Res 2 | At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. |
![]() Chill Res 1 | At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. |
![]() Mirror Stance 2 | If foe initiates combat, grants Atk/Res+4 during combat. |
![]() Mirror Stance 1 | If foe initiates combat, grants Atk/Res+2 during combat. |
![]() Defiant Def 3 | At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn. |
![]() Defiant Def 2 | At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn. |
![]() Defiant Def 1 | At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn. |
![]() Swift Sparrow 1 | If unit initiates combat, grants Atk/Spd+2 during combat. |
![]() Def/Res 1 | Grants Def/Res+1. |
![]() Distant Guard 3 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." |
![]() Distant Guard 2 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." |
![]() Distant Guard 1 | Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." |
![]() Steady Posture 2 | If foe initiates combat, grants Spd/Def+4 during combat. |
![]() Steady Posture 1 | If foe initiates combat, grants Spd/Def+2 during combat. |
![]() Warding Blow 3 | If unit initiates combat, grants Res+6 during combat. |
![]() Warding Blow 2 | If unit initiates combat, grants Res+4 during combat. |
![]() Warding Blow 1 | If unit initiates combat, grants Res+2 during combat. |
![]() Flier Guidance 3 | Flying allies within 2 spaces can move to a space adjacent to unit. |
![]() Flier Guidance 2 | If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. |
![]() Flier Guidance 1 | If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. |
![]() Spur Atk/Res 2 | Grants Atk/Res+3 to adjacent allies during combat. |
![]() Spur Atk/Res 1 | Grants Atk/Res+2 to adjacent allies during combat. |
![]() Def/Res 2 | Grants Def/Res+2. |
![]() Squad Ace X 3 | Grants Spd+3. |
![]() Squad Ace X 1 | Grants Spd+1. |
![]() Death Blow 2 | If unit initiates combat, grants Atk+4 during combat. |
![]() Even Res Wave 2 | At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Squad Ace T 3 | Grants Atk+3 |
![]() Squad Ace T 2 | Grants Atk+2 |
![]() Squad Ace T 1 | Grants Atk+1 |
![]() Squad Ace S 3 | Grants Spd+3 |
![]() Squad Ace S 2 | Grants Spd+2 |
![]() Squad Ace S 1 | Grants Spd+1 |
![]() Squad Ace R 3 | Grants Res+3. |
![]() Squad Ace R 2 | Grants Res+2. |
![]() Squad Ace R 1 | Grants Res+1. |
![]() Chill Atk 3 | At the start of each turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. |
![]() Chill Atk 2 | At the start of each turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action. |
![]() Chill Atk 1 | At the start of each turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action. |
![]() Even Res Wave 3 | At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Even Res Wave 1 | At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Squad Ace U 2 | Grants HP+4 |
![]() Wind Boost 3 | If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat. |
![]() Wind Boost 2 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat. |
![]() Wind Boost 1 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat. |
![]() Torrent Dance 3 | If Sing or Dance is used, target also granted Res+5. |
![]() Torrent Dance 2 | If Sing or Dance is used, target also granted Res+4. |
![]() Torrent Dance 1 | If Sing or Dance is used, target also granted Res+3. |
![]() Aerobatics 3 | Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. |
![]() Aerobatics 2 | If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. |
![]() Aerobatics 1 | If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. |
![]() Darting Blow 3 | If unit initiates combat, grants Spd+6 during combat. |
![]() Darting Blow 2 | If unit initiates combat, grants Spd+4 during combat. |
![]() Darting Blow 1 | If unit initiates combat, grants Spd+2 during combat. |
![]() Brazen Atk/Def 3 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat. |
![]() Atk/Spd 2 | Grants Atk/Spd +2. |
![]() Squad Ace U 1 | Grants HP+3 |
![]() Squad Ace U 3 | Grants HP+5 |
![]() Chill Spd 3 | At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. |
![]() Armored Blow 2 | If unit initiates combat, grants Def+4 during combat. |
![]() Chill Spd 2 | At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. |
![]() Chill Spd 1 | At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. |
![]() Steady Stance 3 | If foe initiates combat, grants Def+6 during combat. |
![]() Steady Stance 2 | If foe initiates combat, grants Def+4 during combat. |
![]() Steady Stance 1 | If foe initiates combat, grants Def+2 during combat. |
![]() Attack/Res 2 | Grants Atk/Res+2. |
![]() Attack/Res 1 | Grants Atk/Res+1. |
![]() Spur Atk/Spd 2 | Grants Atk/Spd+3 to adjacent allies during combat. |
![]() Spur Atk/Spd 1 | Grants Atk/Spd+2 to adjacent allies during combat. |
![]() Atk/Res Bond 3 | If unit is adjacent to an ally, grants Atk/Res+5 during combat. |
![]() Atk/Res Bond 2 | If unit is adjacent to an ally, grants Atk/Res+4 during combat. |
![]() Atk/Res Bond 1 | If unit is adjacent to an ally, grants Atk/Res+3 during combat. |
![]() Armored Blow 3 | If unit initiates combat, grants Def+6 during combat. |
![]() Armored Blow 1 | If unit initiates combat, grants Def+2 during combat. |
![]() Squad Ace V 1 | Grants Def +1 |
![]() Squad Ace W 3 | Grants Res+3. |
![]() Squad Ace W 2 | Grants Res +2. |
![]() Squad Ace W 1 | Grants Res+1 |
Røkkr | Neutralizes damage outside of combat (from skills like Poison Strike, etc.) except damage dealt by Specials that trigger before combat. Unit's HP can be reduced to 0 only by an attack from allied armies. Unit cannot restore its own HP. Exclusive for Røkkr Sieges bosses. |
![]() Brazen Atk/Spd 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 during combat. |
![]() Brazen Atk/Spd 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat. |
![]() Brazen Atk/Spd 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3 during combat. |
![]() Renewal 3 | At the start of every second turn, restores 10 HP. |
![]() Renewal 2 | At the start of every third turn, restores 10 HP. |
![]() Renewal 1 | At the start of every fourth turn, restores 10 HP. |
![]() Spd/Res 2 | Grants Spd/Res +2. |
![]() Spd/Res 1 | Grants Spd/Res+1. |
![]() Squad Ace V 3 | Grants Def+3 |
![]() Squad Ace V 2 | Grants Def+2 |
![]() Death Blow 1 | If unit initiates combat, grants Atk+2 during combat. |
![]() Death Blow 3 | If unit initiates combat, grants Atk+6 during combat. |
![]() Brazen Atk/Def 2 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat. |
![]() Fury 3 | Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. |
![]() Air Orders 1 | At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." |
![]() Kestrel Stance 2 | If foe initiates combat, grants Atk/Spd+4 during combat. |
![]() Kestrel Stance 1 | If foe initiates combat, grants Atk/Spd+2 during combat. |
Spd/Res Form 3 | Grants Spd/Res+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.) |
Spd/Res Form 2 | Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 5.) |
Spd/Res Form 1 | Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 3.) |
![]() Atk/Spd Form 3 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). |
![]() Atk/Spd Form 2 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). |
![]() Atk/Spd Form 1 | If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces; max 3). |
![]() Atk Opening 3 | At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) |
![]() Atk Opening 2 | At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) |
![]() Atk Opening 1 | At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) |
![]() Fury 2 | Grants Atk/Spd/Def/Res+2. After combat, deals 6 damage to unit. |
![]() Fury 1 | Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit. |
![]() Air Orders 3 | At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." |
![]() Darting Breath | If foe initiates combat, grants Spd+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
![]() Spur Spd/Res 2 | Grants Spd/Res+3 to adjacent allies during combat. |
![]() Spur Spd/Res 1 | Grants Spd/Res+2 to adjacent allies during combat. |
![]() Atk/Res Solo 3 | If unit is not adjacent to an ally, grants Atk/Res+6 during combat. |
![]() Atk/Res Solo 2 | If unit is not adjacent to an ally, grants Atk/Res+4 during combat. |
![]() Atk/Res Solo 1 | If unit is not adjacent to an ally, grants Atk/Res+2 during combat. |
![]() Spd/Def Solo 3 | If unit is not adjacent to an ally, grants Spd/Def+6 during combat. |
![]() Spd/Def Solo 2 | If unit is not adjacent to an ally, grants Spd/Def+4 during combat. |
![]() Spd/Def Solo 1 | If unit is not adjacent to an ally, grants Spd/Def+2 during combat. |
![]() Spur Atk/Def 2 | Grants Atk/Def+3 to adjacent allies during combat. |
![]() Spur Atk/Def 1 | Grants Atk/Def+2 to adjacent allies during combat. |
![]() Steady Breath | If foe initiates combat, grants Def+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
![]() Def/Res Solo 3 | If unit is not adjacent to an ally, grants Def/Res+6 during combat. |
![]() Atk/Def Form 3 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). |
![]() Air Orders 2 | At start of turn, if unit's HP = 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." |
![]() Warding Breath | If foe initiates combat, grants Res+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
![]() Atk/Def Form 1 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). |
![]() Spd/Def Form 1 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces; max 3). |
Res Opening 2 | At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) |
Res Opening 1 | At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) |
![]() Def/Res Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+5 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
![]() Def/Res Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+4 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
![]() Def/Res Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+3 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
![]() Odd Tempest 3 | At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) |
![]() Odd Tempest 2 | At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) |
![]() Odd Tempest 1 | At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) |
![]() Spd/Res Oath 3 | At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn. |
![]() Spd/Res Oath 2 | At start of turn, if unit is adjacent to an ally, grants Spd/Res+4 to unit for 1 turn. |
![]() Spd/Res Oath 1 | At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn. |
![]() Spd/Def Form 3 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7). |
![]() Spd/Def Form 2 | If unit is within 2 spaces of an ally, grants Spd/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). |
![]() Null Follow-Up 3 | Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
![]() Dist. Counter (D) | Unit can counterattack regardless of foe's range. |
![]() Null Follow-Up 2 | At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
![]() Null Follow-Up 1 | At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
![]() Atk/Spd Push 3 | At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but if unit attacked, deals 1 damage to unit after combat. |
![]() Atk/Spd Push 2 | At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat. |
![]() Atk/Spd Push 1 | At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat. |
![]() Bonus Doubler 3 | Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. |
![]() Bonus Doubler 2 | Grants bonus to Atk/Spd/Def/Res during combat = 75% of current bonus on each of unit's stats. Calculates each stat bonus independently. |
![]() Bonus Doubler 1 | Grants bonus to Atk/Spd/Def/Res during combat = 50% of current bonus on each of unit's stats. Calculates each stat bonus independently. |
![]() Atk/Res Ideal 3 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
![]() Atk/Res Ideal 2 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
![]() Atk/Res Ideal 1 | At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+3 to unit during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
![]() Atk/Def Catch 3 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
![]() Atk/Def Catch 2 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
![]() Atk/Def Catch 1 | At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
![]() Atk/Def Form 2 | If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5). |
![]() Close Guard 3 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat." |
![]() Def Feint 1 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions. |
![]() Sorcery Blade 2 | At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. |
Phantom Res 3 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +10. |
Phantom Res 2 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +8. |
Phantom Res 1 | If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5. |
![]() Mirror Strike 2 | If unit initiates combat, grants Atk/Res+4 during combat. |
![]() Mirror Strike 1 | If unit initiates combat, grants Atk/Res+2 during combat. |
![]() Spd/Res Solo 3 | If unit is not adjacent to an ally, grants Spd/Res+6 during combat. |
![]() Spd/Res Solo 2 | If unit is not adjacent to an ally, grants Spd/Res+4 during combat. |
![]() Spd/Res Solo 1 | If unit is not adjacent to an ally, grants Spd/Res+2 during combat. |
Heavy Blade 3 / Flashing Blade 3 | PLACEHOLDER SKILL FOR USE IN BUILDS. USE WHATEVER IS AVAILABLE TO YOU. |
![]() Brazen Spd/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat. |
![]() Brazen Spd/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat. |
![]() Brazen Spd/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat. |
![]() Sorcery Blade 3 | At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. |
![]() Sorcery Blade 1 | At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. |
![]() Atk/Def Solo 1 | If unit is not adjacent to an ally, grants Atk/Def+2 during combat. |
![]() Spd/Def Bond 3 | If unit is adjacent to an ally, grants Spd/Def+5 during combat. |
![]() Spd/Def Bond 2 | If unit is adjacent to an ally, grants Spd/Def+4 during combat. |
![]() Spd/Def Bond 1 | If unit is adjacent to an ally, grants Spd/Def+3 during combat. |
![]() Even Spd Wave 3 | At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Even Spd Wave 2 | At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Even Spd Wave 1 | At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Spd Tactic 3 | At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Spd Tactic 2 | At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Spd Tactic 1 | At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Sturdy Stance 2 | If foe initiates combat, grants Atk/Def+4 during combat. |
![]() Sturdy Stance 1 | If foe initiates combat, grants Atk/Def+2 during combat. |
![]() Even Atk Wave 3 | At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Def Feint 3 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions. |
![]() Def Feint 2 | If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions. |
Hone Dragons | At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. |
![]() Atk/Def Solo 2 | If unit is not adjacent to an ally, grants Atk/Def+4 during combat. |
![]() Close Guard 2 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+3 during combat." |
![]() Brazen Def/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 during combat. |
![]() Close Guard 1 | Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat." |
![]() Blade Session 3 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 3 + number of allies who have already acted × 3 (max value of 9). |
![]() Blade Session 2 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 2 + number of allies who have already acted × 2 (max value of 6). |
![]() Blade Session 1 | If unit initiates combat, grants bonus to unit's Atk/Spd during combat = 1 + number of allies who have already acted (max value of 3). |
![]() Life and Death 3 | Grants Atk/Spd+5. |
![]() Life and Death 2 | Grants Atk/Spd+4. |
![]() Life and Death 1 | Grants Atk/Spd+3. |
![]() Bracing Stance 2 | If foe initiates combat, grants Def/Res+4 during combat. |
![]() Bracing Stance 1 | If foe initiates combat, grants Def/Res+2 during combat. |
![]() Life and Death 3 | Grants Atk/Spd+5. Inflicts Def/Res-5. |
![]() Life and Death 2 | Grants Atk/Spd+4. Inflicts Def/Res-4. |
![]() Life and Death 1 | Grants Atk/Spd+3. Inflicts Def/Res-3. |
![]() Brazen Def/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat. |
![]() Brazen Def/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Def/Res+3 during combat. |
![]() Atk/Def Solo 3 | If unit is not adjacent to an ally, grants Atk/Def+6 during combat. |
![]() Atk/Spd Solo 3 | If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. |
![]() Atk/Spd Solo 2 | If unit is not adjacent to an ally, grants Atk/Spd+4 during combat |
![]() Atk/Spd Solo 1 | If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. |
![]() Mystic Boost 3 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. |
![]() Mystic Boost 2 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. |
![]() Mystic Boost 1 | Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. |
![]() Fort. Def Res 2 | Grants Def/Res+4. Inflicts Atk-3. |
![]() Fort. Def Res 1 | Grants Def/Res+3. Inflicts Atk-3. |
Squad Ace AP 2 | Grants HP+4, Spd+2 |
Squad Ace AP 1 | Grants HP+3, Spd+1 |
![]() Niðavellir Axiom | Reduces damage dealt to unit to 0. (Note: CAN ONLY BE USED BY ENEMY UNITS) |
![]() Armor March 3 | At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) |
![]() Armor March 2 | At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) |
![]() Armor March 1 | At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.) |
![]() Atk/Spd 1 | Grants Atk/Spd +1. |
![]() Brazen Atk/Def 1 | If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat. |
![]() Breath of Life 1 | If unit initiates attack, adjacent allies recover 3 HP after combat. |
![]() Savage Blow 3 | If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. |
![]() Iote's Shield | Neutralizes "effective against" bonuses. |
![]() Threaten Spd 3 | At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. |
![]() Threaten Spd 2 | At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. |
![]() Threaten Spd 1 | At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. |
![]() Heavy Blade 2 | If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) |
![]() Heavy Blade 1 | If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) |
![]() Heavy Blade 3 | If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) |
![]() Close Def 3 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat. |
![]() Close Def 2 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat. |
![]() Close Def 1 | If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat. |
![]() Hone Spd 3 | Grants adjacent allies Spd+4 through their next actions at the start of each turn. |
![]() Hone Spd 2 | Grants adjacent allies Spd+3 through their next actions at the start of each turn. |
![]() Hone Spd 1 | Grants adjacent allies Spd+2 through their next actions at the start of each turn. |
![]() Savage Blow 2 | If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. |
![]() Seal Atk 2 | After combat, foe suffers Atk-5 through its next action. |
![]() Savage Blow 1 | If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. |
![]() Brash Assault 3 | If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack. |
![]() Brash Assault 2 | If unit initiates combat against a foe that can counter and unit's HP ≤ 40%, unit makes a guaranteed follow-up attack. |
![]() Brash Assault 1 | If unit initiates combat against a foe that can counter and unit's HP ≤ 30%, unit makes a guaranteed follow-up attack. |
![]() Guidance 3 | Infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
![]() Guidance 2 | If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
![]() Guidance 1 | If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. |
![]() Atk Smoke 3 | Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat. |
![]() Atk Smoke 2 | Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat. |
![]() Atk Smoke 1 | Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat. |
![]() Fortify Def 1 | Grants adjacent allies Def+2 through their next actions at the start of each turn. |
![]() Fortify Res 3 | Grants adjacent allies Res+4 through their next actions at the start of each turn. |
![]() Fortify Res 2 | Grants adjacent allies Res+3 through their next actions at the start of each turn. |
![]() Spur Atk 3 | Grants adjacent allies Atk+4 during combat. |
![]() Seal Atk 1 | After combat, foe suffers Atk-3 through its next action. |
![]() Seal Atk 3 | After combat, foe suffers Atk-7 through its next action. |
![]() Spur Atk 1 | Grants adjacent allies Atk+2 during combat. |
![]() Initiate Seal HP 2 | Grants HP+4. |
![]() Initiate Seal Res 3 | Grants Res+3. |
![]() Initiate Seal Res 2 | Grants Res+2. |
![]() Initiate Seal Res 1 | Grants Res+1. |
![]() Initiate Seal Def 3 | Grants Def+3. |
![]() Initiate Seal Def 2 | Grants Def+2. |
![]() Initiate Seal Def 1 | Grants Def+1. |
![]() Initiate Seal Spd 3 | Grants Spd+3. |
![]() Initiate Seal Spd 2 | Grants Spd+2. |
![]() Initiate Seal Spd 1 | Grants Spd+1. |
![]() Initiate Seal Atk 3 | Grants Atk+3. |
![]() Initiate Seal Atk 2 | Grants Atk+2. |
![]() Initiate Seal Atk 1 | Grants Atk+1. |
![]() Initiate Seal HP 3 | Grants HP+5. |
![]() Squad Ace F 3 | Grants HP+5. |
![]() Def Ploy 1 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-3 until the end of foe's next action. |
![]() Squad Ace F 2 | Grants HP+4. |
![]() Squad Ace F 1 | Grants HP+3. |
![]() Squad Ace E 3 | Grants Atk+3. |
![]() Squad Ace E 2 | Grants Atk+2. |
![]() Squad Ace E 1 | Grants Atk+1. |
![]() Squad Ace D 2 | Grants Spd+2. |
![]() Squad Ace D 1 | Grants Spd+1. |
![]() Múspellflame | Unit receives 0 damage. |
![]() Initiate Seal HP 1 | Grants HP+3. |
![]() Quick Riposte 3 | Unit automatically makes a follow-up attack if attacked at HP ≥ 70%. |
![]() Quick Riposte 2 | Unit automatically makes a follow-up attack if attacked at HP ≥ 80%. |
![]() Quick Riposte 1 | Unit automatically makes a follow-up attack if attacked at HP ≥ 90%. |
![]() Def Ploy 3 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action. |
![]() Def Ploy 2 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-4 until the end of foe's next action. |
![]() Spur Atk 2 | Grants adjacent allies Atk+3 during combat. |
![]() Spur Res 3 | Grants adjacent allies Res+4 during combat. |
![]() Hone Atk 2 | Grants adjacent allies Atk+3 through their next actions at the start of each turn. |
![]() Panic Ploy 1 | At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action. |
![]() Squad Ace B 3 | Grants Def+3. |
![]() Squad Ace B 2 | Grants Def+2. |
![]() Squad Ace A 3 | Grants HP+5. |
![]() Squad Ace A 2 | Grants HP+4. |
![]() Deflect Missile 3 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 80%. |
![]() Deflect Missile 2 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 50%. |
![]() Deflect Missile 1 | If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 30%. |
![]() Deflect Melee 3 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 80%. |
![]() Deflect Melee 2 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 50%. |
![]() Deflect Melee 1 | If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 30%. |
![]() Deflect Magic 3 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 80%. |
![]() Deflect Magic 2 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 50%. |
![]() Deflect Magic 1 | If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 30%. |
![]() Defense +1 | Grants Def+1. |
![]() Squad Ace C 3 | Grants Res+3. |
![]() Squad Ace C 1 | Grants Res+1. |
![]() Distant Def 1 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat. |
![]() Squad Ace B 1 | Grants Def+1. |
![]() Squad Ace A 1 | Grants HP+3. |
![]() Spur Def 1 | Grants adjacent allies Def+2 during combat. |
![]() Speed +1 | Grants Spd+1. |
![]() Hardy Bearing 1 | Disables skills that change unit's attack priority. If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled. |
![]() HP +3 | Grants +3 to max HP. |
![]() Fortify Res 1 | Grants adjacent allies Res+2 through their next actions at the start of each turn. |
![]() Embla's Ward | Unit receives 0 damage. **Note**: Restricted to AI only. |
![]() Attack +1 | Grants Atk+1. |
![]() Atk Ploy 1 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action. |
![]() Resistance +1 | Grants Res +1. |
![]() Phantom Spd 1 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +5 over actual value. |
![]() Squad Ace C 2 | Grants Res+2. |
![]() Squad Ace D 3 | Grants Spd+3. |
![]() Spur Res 2 | Grants adjacent allies Res+3 during combat. |
![]() Panic Ploy 2 | At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action. |
![]() Spur Res 1 | Grants adjacent allies Res+2 during combat. |
![]() Spur Spd 3 | Grants adjacent allies Spd+4 during combat. |
![]() Spur Spd 2 | Grants adjacent allies Spd+3 during combat. |
![]() Spur Spd 1 | Grants adjacent allies Spd+2 during combat. |
![]() Spur Def 3 | Grants adjacent allies Def+4 during combat. |
![]() Spur Def 2 | Grants adjacent allies Def+3 during combat. |
![]() Speed +3 | Grants Spd+3. |
![]() Speed +2 | Grants Spd+2. |
![]() Resistance +3 | Grants Res+3. |
![]() Resistance +2 | Grants Res+2. |
![]() Phantom Spd 3 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +10 over actual value. |
![]() Phantom Spd 2 | When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +8 over actual value. |
![]() Panic Ploy 3 | At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action. |
![]() Hardy Bearing 3 | Disables skills that change unit's attack priority. Enemy skills that change attack priority are also disabled. |
![]() Atk Ploy 2 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action. |
![]() Hardy Bearing 2 | Disables skills that change unit's attack priority. If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled. |
![]() HP +5 | Grants +5 to max HP. |
![]() HP +4 | Grants +4 to max HP. |
![]() Fortify Def 3 | Grants adjacent allies Def+4 through their next actions at the start of each turn. |
![]() Fortify Def 2 | Grants adjacent allies Def+3 through their next actions at the start of each turn. |
![]() Distant Def 3 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat. |
![]() Distant Def 2 | If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat. |
![]() Defense +3 | Grants Def+3. |
![]() Defense +2 | Grants Def+2. |
![]() Breath of Life 3 | If unit initiates attack, adjacent allies recover 7 HP after combat. |
![]() Breath of Life 2 | If unit initiates attack, adjacent allies recover 5 HP after combat. |
![]() Attack +3 | Grants Atk+3. |
![]() Attack +2 | Grants Atk+2. |
![]() Atk Ploy 3 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action. |
![]() Hone Atk 1 | Grants adjacent allies Atk+2 through their next actions at the start of each turn. |
![]() Hone Atk 3 | Grants adjacent allies Atk+4 through their next actions at the start of each turn. |
![]() Fire Boost 3 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat. |
![]() Blaze Dance 3 | If Sing or Dance is used, grants Atk+4 to target. |
![]() Darting Stance 3 | If foe initiates combat, grants Spd+6 during combat. |
![]() Darting Stance 2 | If foe initiates combat, grants Spd+4 during combat. |
![]() Darting Stance 1 | If foe initiates combat, grants Spd+2 during combat. |
![]() Brazen Atk/Res 3 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+7 during combat. |
![]() Brazen Atk/Res 2 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. |
![]() Brazen Atk/Res 1 | At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. |
![]() Spd/Def 2 | Grants Spd/Def+2. |
![]() Spd/Def 1 | Grants Spd/Def+1. |
![]() Squad Ace O 3 | Grants Atk+3. |
![]() Squad Ace O 2 | Grants Atk+2. |
![]() Squad Ace O 1 | Grants Atk+1. |
![]() Drive Spd 2 | Grants Spd+3 to allies within 2 spaces during combat. |
![]() Drive Spd 1 | Grants Spd+2 to allies within 2 spaces during combat. |
![]() Blaze Dance 2 | If Sing or Dance is used, grants Atk+3 to target. |
![]() Squad Ace P 2 | Grants HP+4. |
![]() Blaze Dance 1 | If Sing or Dance is used, grants Atk+2 to target. |
![]() Threaten Def 3 | At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. |
![]() Threaten Def 2 | At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. |
![]() Threaten Def 1 | At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. |
![]() Attack/Def +2 | Grants Atk/Def+2. |
![]() Attack/Def +1 | Grants Atk/Def+1. |
![]() Squad Ace N 3 | Grants Spd+3. |
![]() Squad Ace N 2 | Grants Spd+2. |
![]() Squad Ace N 1 | Grants Spd+1. |
![]() Squad Ace M 3 | Grants Res+3. |
![]() Squad Ace M 2 | Grants Res+2. |
![]() Squad Ace M 1 | Grants Res+1. |
![]() Squad Ace H 3 | Grants Res+3. |
![]() Squad Ace H 2 | Grants Res+2. |
![]() Squad Ace P 1 | Grants HP+3. |
![]() Squad Ace P 3 | Grants HP+5. |
![]() Seal Spd 3 | Inflicts Spd-7 on foe through its next action after combat. |
![]() Fierce Stance 3 | If foe initiates combat, grants Atk+6 during combat. |
![]() Fire Boost 2 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat. |
![]() Fire Boost 1 | If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat. |
![]() Even Def Wave 3 | At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Even Def Wave 2 | At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Even Def Wave 1 | At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) |
![]() Atk/Spd Bond 3 | Grants Atk/Spd+5 during combat if unit is adjacent to an ally. |
![]() Atk/Spd Bond 2 | Grants Atk/Spd+4 during combat if unit is adjacent to an ally. |
![]() Atk/Spd Bond 1 | Grants Atk/Spd+3 during combat if unit is adjacent to an ally. |
![]() Spur Def/Res 2 | Grants adjacent allies Def/Res +3 during combat. |
![]() Spur Def/Res 1 | Grants adjacent allies Def/Res +2 during combat. |
![]() Threaten Res 3 | At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions. |
![]() Threaten Res 2 | At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions. |
![]() Threaten Res 1 | At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions. |
![]() Fierce Stance 2 | If foe initiates combat, grants Atk+4 during combat. |
![]() Gale Dance 1 | If Sing or Dance is used, target also granted Spd+2. |
![]() Drive Res 2 | Grants allies within 2 spaces Res +3 during combat. |
![]() Drive Res 1 | Grants allies within 2 spaces Res+2 during combat. |
![]() Fierce Stance 1 | If foe initiates combat, grants Atk+2 during combat. |
![]() Squad Ace Q 3 | Grants Def+3. |
![]() Squad Ace Q 2 | Grants Def+2. |
![]() Squad Ace Q 1 | Grants Def+1. |
![]() Atk/Def Bond 3 | If unit is adjacent to an ally, grants Atk/Def+5 during combat. |
![]() Atk/Def Bond 2 | If unit is adjacent to an ally, grants Atk/Def+4 during combat. |
![]() Atk/Def Bond 1 | If unit is adjacent to an ally, grants Atk/Def+3 during combat. |
![]() Water Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+6 during combat. |
![]() Water Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+4 during combat. |
![]() Water Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+2 during combat. |
![]() Gale Dance 3 | If Sing or Dance is used, target also granted Spd+4. |
![]() Gale Dance 2 | If Sing or Dance is used, target also granted Spd+3. |
![]() Squad Ace H 1 | Grants Res+1. |
![]() Seal Spd 2 | Inflicts Spd-5 on foe through its next action after combat. |
![]() Drive Def 1 | Grants allies within 2 spaces Def+2 during combat. |
![]() Res Ploy 2 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-4 until the end of foe's next action. |
![]() Squad Ace J 1 | Grants Atk+1. |
![]() Drive Atk 2 | Grants Atk+3 to allies within 2 spaces during combat. |
![]() Drive Atk 1 | Grants Atk+2 to allies within 2 spaces during combat. |
![]() Squad Ace I 3 | Grants Spd+3. |
![]() Squad Ace I 2 | Grants Spd+2. |
![]() Squad Ace I 1 | Grants Spd+1. |
![]() Poison Strike 3 | Inflicts 10 damage to foe after any combat this unit initiates. |
![]() Poison Strike 2 | Inflicts 7 damage to foe after any combat this unit initiates. |
![]() Poison Strike 1 | Inflicts 4 damage to foe after any combat this unit initiates. |
![]() Def Tactic 3 | At start of turn, grants Def+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Def Tactic 2 | At start of turn, grants Def+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Def Tactic 1 | At start of turn, grants Def+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Res Ploy 3 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-5 until the end of foe's next action. |
![]() Res Ploy 1 | At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-3 until the end of foe's next action. |
![]() Squad Ace J 3 | Grants Atk+3. |
![]() Obstruct 3 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.) |
![]() Obstruct 2 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.) |
![]() Obstruct 1 | Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.) |
![]() Fortress Res 3 | Grants Res+5. Inflicts Atk-3. |
![]() Fortress Res 2 | Grants Res+4. Inflicts Atk-3. |
![]() Fortress Res 1 | Grants Res+3. Inflicts Atk-3. |
![]() Threaten Atk 3 | At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. |
![]() Threaten Atk 2 | At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. |
![]() Threaten Atk 1 | At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. |
![]() Squad Ace G 3 | Grants Def+3. |
![]() Squad Ace G 2 | Grants Def+2. |
![]() Squad Ace G 1 | Grants Def+1. |
![]() Armored Boots | If unit's HP = 100% at start of turn, unit can move 1 extra space. (That turn only; does not stack.) |
![]() Drive Def 2 | Grants allies within 2 spaces Def+3 during combat. |
![]() Squad Ace J 2 | Grants Atk+2. |
![]() Spd Smoke 1 | Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat. |
![]() Seal Spd 1 | Inflicts Spd-3 on foe through its next action after combat. |
![]() Res Tactic 3 | At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Fortress Def 3 | Grants Def+5. Inflicts Atk-3. |
![]() Fortress Def 2 | Grants Def+4. Inflicts Atk-3. |
![]() Fortress Def 1 | Grants Def+3. |
![]() HP/Res 2 | Grants HP+4, Res+2. |
![]() HP/Res 1 | Grants HP+3, Res+1. |
![]() Spd Ploy 3 | At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions. |
![]() Spd Ploy 2 | At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit's Res through their next actions. |
![]() Spd Ploy 1 | At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions. |
![]() Flashing Blade 3 | If unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
![]() Flashing Blade 2 | If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
![]() Flashing Blade 1 | If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) |
![]() Squad Ace L 3 | Grants Def+3. |
![]() Squad Ace L 2 | Grants Def+2. |
![]() Squad Ace L 1 | Grants Def+1. |
![]() Res Tactic 2 | At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Spd Smoke 2 | Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat. |
![]() Res Tactic 1 | At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2. |
![]() Live to Serve 3 | When healing an ally with a staff, restores HP to unit = HP restored to target. |
![]() Live to Serve 2 | When healing an ally with a staff, restores HP to unit = 75% of HP restored to target. |
![]() Live to Serve 1 | When healing an ally with a staff, restores HP to unit = 50% of HP restored to target. |
![]() Earth Dance 3 | If Sing or Dance is used, grants Def+5 to target. |
![]() Earth Dance 2 | If Sing or Dance is used, grants Def+4 to target. |
![]() Earth Dance 1 | If Sing or Dance is used, grants Def+3 to target. |
![]() Squad Ace K 3 | Grants HP+5. |
![]() Squad Ace K 2 | Grants HP+4. |
![]() Squad Ace K 1 | Grants HP+3. |
![]() Flier Formation 3 | Unit can move to a space adjacent to a flying ally within 2 spaces. |
![]() Flier Formation 2 | If unit HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. |
![]() Flier Formation 1 | If unit HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. |
![]() Spd Smoke 3 | Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat. |
Res Opening 3 | At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) |