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Sacred Seals List

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Sacred Seals List

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 2

Grants Atk/Spd/Def/Res+2. After combat, deals 6 damage to unit.

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."

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 3

Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.

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.)
Fury 1

Grants Atk/Spd/Def/Res+1. After combat, deals 2 damage to unit.

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.
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."

Dist. Counter (D)

Unit can counterattack regardless of foe's range.

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).
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).

Res Opening 3

At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.)

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 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).

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).

Null Follow-Up 3

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

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 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).
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).
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 3
Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
Brazen Def/Res 2

At start of combat, if unit's HP ≤ 80%, grants Def/Res+5 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."
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.
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.

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, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

Heavy Blade 1

If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

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 Atk+4 to adjacent allies 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 Atk+2 to adjacent allies 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, inflicts Def-3 on foes in cardinal directions with Res < unit's Res through their next actions.

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, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions.

Def Ploy 2

At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit's Res through their next actions.

Spur Atk 2

Grants Atk+3 to adjacent allies during combat.

Spur Res 3

Grants Res+4 to adjacent allies 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, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions.

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 Def+2 to adjacent allies 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, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions.

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 Res+3 to adjacent allies during combat.

Panic Ploy 2

At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions.

Spur Res 1

Grants Res+2 to adjacent allies during combat.

Spur Spd 3

Grants Spd+4 to adjacent allies during combat.

Spur Spd 2

Grants Spd+3 to adjacent allies during combat.

Spur Spd 1

Grants Spd+2 to adjacent allies during combat.

Spur Def 3

Grants Def+4 to adjacent allies during combat.

Spur Def 2

Grants Def+3 to adjacent allies 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, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.

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, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions.

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, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions.

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 Def/Res +3 to adjacent allies during combat.

Spur Def/Res 1

Grants Def/Res +2 to adjacent allies 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 Res+3 to allies within 2 spaces during combat.

Drive Res 1

Grants Res+2 to allies within 2 spaces 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 Def+2 to allies within 2 spaces during combat.

Res Ploy 2

At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.

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, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions.

Res Ploy 1

At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit's Res through their next actions.

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 Def+3 to allies within 2 spaces 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.
Inflicts Atk-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 unit's 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 unit's 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 unit's 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.
Dist. Counter (M)

Unit can counterattack regardless of foe's range.