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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.
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 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 T 2
Grants Atk+2
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
Grants Spd+6 during combat if unit initiates the attack.
Squad Ace T 1
Grants Atk+1
Squad Ace T 3
Grants Atk+3
Darting Blow 1
Grants Spd+2 during combat if unit initiates the attack.
Brazen Atk/Spd 3
At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+7 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 2
If unit initiates combat, grants Def+4 during combat.
Armored Blow 1
If unit initiates combat, grants Def+2 during combat.
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 2
At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+5 during combat.
Squad Ace U 1
Grants HP+3
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
Squad Ace V 1
Grants Def +1
Squad Ace U 3
Grants HP+5
Squad Ace U 2
Grants HP+4
Darting Blow 2
Grants Spd+4 during combat if unit initiates the attack.
Brazen Atk/Def 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat.
Spur Atk/Spd 2
Grants Atk/Spd+3 to adjacent allies during combat.
Darting Stance 3
If foe initiates combat, grants Spd+6 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.
Gale Dance 1
If Sing or Dance is used, target also granted Spd+2.
Squad Ace P 3
Grants HP+5.
Squad Ace P 2
Grants HP+4.
Squad Ace P 1
Grants HP+3.
Darting Stance 2
If foe initiates combat, grants Spd+4 during combat.
Atk/Def Bond 3
If unit is adjacent to an ally, grants Atk/Def+5 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.
Atk/Def Bond 2
If unit is adjacent to an ally, grants Atk/Def+4 during combat.
Squad Ace Q 1
Grants Def+1.
Atk/Spd 2
Grants Atk/Spd +2.
Atk/Spd Bond 2
Grants Atk/Spd+4 during combat if unit is adjacent to an ally.
Atk/Spd 1
Grants Atk/Spd +1.
Brazen Atk/Def 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat.
Brazen Atk/Def 1
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat.
Fire Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives 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 1
Grants Atk/Spd+3 during combat if unit is adjacent to an ally.
Squad Ace Q 2
Grants Def+2.
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
Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Res 2
Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Res 1
Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn.
Fierce Stance 3
Grants Atk+6 during combat when this unit is attacked.
Fierce Stance 2
Grants Atk+4 during combat when this unit is attacked.
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
Grants Atk+2 during combat when this unit is attacked.
Squad Ace Q 3
Grants Def+3.
Spur Atk/Spd 1
Grants Atk/Spd+2 to adjacent allies during combat.
Attack/Res 1
Grants Atk/Res+1.
Blaze Dance 2
If Sing or Dance is used, grants Atk+3 to target.
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.
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.
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.
Death Blow 3
If unit initiates combat, grants Atk+6 during combat.
Death Blow 2
If unit initiates combat, grants Atk+4 during combat.
Death Blow 1
If unit initiates combat, grants Atk+2 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.
Chill Res 3

At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.

Sturdy Stance 1
If foe initiates combat, grants Atk/Def+2 during combat.
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 2

If unit initiates combat, grants Atk/Spd+4 during combat.

Swift Sparrow 1

If unit initiates combat, grants Atk/Spd+2 during combat.

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."

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.)
Sturdy Stance 2
If foe initiates combat, grants Atk/Def+4 during combat.
Steady Posture 2

If foe initiates combat, grants Spd/Def+4 during combat.

Brazen Spd/Res 2
At start of combat, if unit's HP ≤ 80%, grants Spd/Res+5 during combat.
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 1
At start of combat, if unit's HP ≤ 80%, grants Spd/Res+3 during combat.
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.
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 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.

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.

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.
Distant Guard 1

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."

Steady Posture 1

If foe initiates combat, grants Spd/Def+2 during combat.

Attack/Res 2
Grants Atk/Res+2.
Sturdy Blow 1

If unit initiates combat, grants Atk/Def+2 during combat.

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.

Earth Boost 3

At start of combat, if unit's HP ≥ foe's HP+3, grants Def+6 during combat.

Def/Res Bond 3

If unit is adjacent to an ally, grants Def/Res+5 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.

Squad Ace X 3
Grants Spd+3.
Squad Ace X 2
Grants Spd+2.
Squad Ace X 1
Grants Spd+1.
Chill Spd 3
At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
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.
Def/Res Bond 2

If unit is adjacent to an ally, grants Def/Res+4 during combat.

HP/Spd 1

Grants HP+3, Spd+1.

Warding Blow 3

If unit initiates combat, grants Res+6 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.

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.

Def/Res 1

Grants Def/Res+1.

Chill Def 3

At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.

Chill Def 1

At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.

HP/Spd 2

Grants HP+4, Spd+2.

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.

Blaze Dance 3
If Sing or Dance is used, grants Atk+4 to target.
Blaze Dance 1
If Sing or Dance is used, grants Atk+2 to target.
Breath of Life 1
If unit initiates attack, adjacent allies recover 3 HP after combat.
Spur Atk 2
Grants adjacent allies Atk+3 during combat.
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
After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.
Atk Smoke 2
After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.
Atk Smoke 1
After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.
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.
Spur Atk 1
Grants adjacent allies Atk+2 during combat.
Brash Assault 2
Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.
Spur Res 3
Grants adjacent allies Res+4 during combat.
Spur Res 2
Grants adjacent allies Res+3 during combat.
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.
Brash Assault 1
Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.
Brash Assault 3
Unit automatically makes a follow-up when at HP ≤ 50% and attacking a foe that can counter.
Resistance +2
Grants Res+2.
Threaten Spd 2
Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.
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.
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.
Seal Atk 3
After combat, foe suffers Atk-7 through its next action.
Seal Atk 2
After combat, foe suffers Atk-5 through its next action.
Seal Atk 1
After combat, foe suffers Atk-3 through its next action.
Iote's Shield
Neutralizes "effective against" bonuses.
Threaten Spd 3
Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Spd 1
Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
Savage Blow 1
If unit initiates attack, foes within 2 spaces of target take 3 damage after combat.
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 ≥ 1, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
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 3
If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.
Savage Blow 2
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat.
Resistance +3
Grants Res+3.
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.
Initiate Seal HP 1
Grants HP+3.
Distant Def 1
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat.
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%.
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.
Defense +1
Grants Def+1.
Squad Ace C 1
Grants Res+1.
Squad Ace B 1
Grants Def+1.
Deflect Missile 3
If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 80%.
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.

Deflect Missile 2
If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 50%.
Squad Ace A 2
Grants HP+4.
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.
Defense +3
Grants Def+3.
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.
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.
Hardy Bearing 3
Disables skills that change unit's attack priority. Enemy skills that change attack priority are also disabled.
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 +2
Grants Def+2.
Squad Ace A 3
Grants HP+5.
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.
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.
Squad Ace D 3
Grants Spd+3.
Squad Ace C 3
Grants Res+3.
Squad Ace C 2
Grants Res+2.
Squad Ace B 3
Grants Def+3.
Squad Ace B 2
Grants Def+2.
Quick Riposte 3
Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.
Múspellflame
Unit receives 0 damage.
Threaten Def 3
At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions.
Earth Dance 2
If Sing or Dance is used, grants Def+4 to target.
Squad Ace L 3
Grants Def+3.
Squad Ace L 2
Grants Def+2.
Squad Ace L 1
Grants Def+1.
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.
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.
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 1
If Sing or Dance is used, grants Def+3 to target.
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.)
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.
Spd Smoke 2
Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat.
Spd Smoke 1
Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat.
Squad Ace J 3
Grants Atk+3.
Squad Ace J 2
Grants Atk+2.
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.)
Flashing Blade 3
If unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Drive Atk 2
Grants Atk+3 to allies within 2 spaces during combat.
Squad Ace H 3
Grants Res+3.
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 2
Grants Res+2.
Spd Ploy 1
At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Squad Ace H 1
Grants Res+1.
Seal Spd 3
Inflicts Spd-7 on foe through its next action after combat.
Seal Spd 2
Inflicts Spd-5 on foe through its next action after combat.
Seal Spd 1
Inflicts Spd-3 on foe through its next action after combat.
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.
Squad Ace J 1
Grants Atk+1.
Drive Atk 1
Grants Atk+2 to allies within 2 spaces during combat.
Squad Ace D 1
Grants Spd+1.
Initiate Seal Spd 1
Grants Spd+1.
Hone Atk 2
Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Hone Atk 1
Grants adjacent allies Atk+2 through their next actions at the start of each turn.
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 Atk 3
Grants Atk+3.
Drive Def 1
Grants allies within 2 spaces Def+2 during combat.
Initiate Seal Atk 2
Grants Atk+2.
Initiate Seal Atk 1
Grants Atk+1.
Initiate Seal HP 3
Grants HP+5.
Initiate Seal HP 2
Grants HP+4.
Squad Ace F 3
Grants HP+5.
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.
Hone Atk 3
Grants adjacent allies Atk+4 through their next actions at the start of each turn.
Drive Def 2
Grants allies within 2 spaces Def+3 during combat.
Squad Ace I 3
Grants Spd+3.
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 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 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.
Obstruct 3
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.)
Armored Boots
If unit's HP = 100% at start of turn, unit can move 1 extra space. (That turn only; does not stack.)
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
Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Atk 2
Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Threaten Atk 1
Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
Squad Ace G 3
Grants Def+3.
Squad Ace G 2
Grants Def+2.
Squad Ace G 1
Grants Def+1.
Hone Dragons
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.