Daylight |
Restores HP = 30% of damage dealt.
|
3 |
Sol |
Restores HP = 50% of damage dealt.
|
3 |
Rising Flame |
Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
|
4 |
Growing Flame |
Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).
|
4 |
Holy Vestments |
Reduces damage inflicted by attacks from foes 2 spaces away by 30%.
|
3 |
Aegis |
Reduces damage inflicted by attacks from foes 2 spaces away by 50%.
|
3 |
Night Sky |
Boosts damage dealt by 50%.
|
3 |
Astra |
Boosts damage dealt by 150%.
|
4 |
Imbue |
When healing an ally with a staff, restores an additional 10 HP to target ally.
|
1 |
Solid-Earth Balm |
When healing an ally with a staff, grants Def+4 to all allies for 1 turn. |
1 |
Glimmer |
Boosts damage dealt by 50%. |
2 |
Dragon Gaze |
Boosts damage by 30% of unit's Atk. |
4 |
Draconic Aura |
Boosts damage by 30% of unit's Atk. |
3 |
Glowing Ember |
Boosts damage dealt by 50% of unit's Def. |
4 |
Bonfire |
Boosts damage dealt by 50% of unit's Def. |
3 |
Rising Light |
Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
|
4 |
Blazing Light |
Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
|
4 |
Buckler |
Reduces damage inflicted by attacks from adjacent foes by 30%. |
3 |
Pavise |
Reduces damage inflicted by attacks from adjacent foes by 50%. |
3 |
Aether |
Resolve combat as if foe suffered Def/Res-50%.
Unit recovers HP=half damage dealt. |
5 |
New Moon |
Resolve combat as if foe suffered Def/Res-30% |
3 |
Luna |
Resolve combat as if foe suffered Def/Res-50% |
3 |
Retribution |
Boosts damage dealt to foe by 30% of damage dealt to unit.
|
3 |
Vengeance |
Boosts damage dealt to foe by 50% of damage dealt to unit.
|
3 |
Rising Wind |
Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
|
4 |
Blazing Wind |
Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).
|
4 |
Galeforce |
If unit initiates combat, grants unit another action after combat. (Once per turn.) |
5 |
Kindled-Fire Balm |
When healing an ally with a staff, grants Atk+4 to all allies for 1 turn.
|
1 |
Dragon Fang |
Boosts damage by 50% of unit's Atk. |
4 |
Sacred Cowl |
Reduces damage inflicted by attacks from foes 2 spaces away by 30%
|
2 |
Escutcheon |
Reduces damage inflicted by attacks from adjacent foes by 30%.
|
2 |
Swift-Winds Balm |
When healing an ally with a staff, grants Spd+4 to all allies for 1 turn.
|
1 |
Chilling Wind |
Boosts damage dealt by 50% of unit's Res.
|
4 |
Glacies |
Boosts damage dealt by 80% of unit's Res.
|
4 |
Growing Light |
Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).
|
4 |
Ignis |
Boosts damage dealt by 80% of unit's Def.
|
4 |
Blazing Flame |
Before combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (unit's ATK minus foe's Def or Res).
|
4 |
Reprisal |
Boosts damage dealt to foe by 30% of damage dealt to unit.
|
2 |
Noontime |
Restores HP = 30% of damage dealt.
|
2 |
Miracle |
If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
|
5 |
Growing Wind |
Before combat this unit initiates, foes in a wide area around the target take damage equal to (unit's Atk minus foe's Def or Res).
|
4 |
Iceberg |
Boosts damage dealt by 50% of unit's Res.
|
3 |
Moonbow |
Resolve combat as if foe suffered Def/Res-30%.
|
2 |
Heavenly Light |
When healing an ally with a staff, all other allies recover 10 HP.
|
2 |
Rising Thunder |
Before combat this unit initiates, foes in an area near target
take damage equal to (unit's Atk minus foe's Def or Res).
|
4 |
Blazing Thunder |
Before combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (unit's ATK minus foe's Def or Res).
|
4 |
Growing Thunder |
Before combat initiates, foes in a wide area around the target take damage equal to
(unit's Atk minus foe's Def or Res).
|
4 |
Still-Water Balm |
When healing an ally with a staff, grants Res+4 to all allies for 1 turn.
|
1 |
Black Luna |
Resolve combat as if foe suffered Def/Res-80%. (Skill cannot be inherited.)
|
3 |
Regnal Astra |
Boosts damage dealt by 40% of unit's Spd.
(Skill cannot be inherited.)
|
2 |
Ice Mirror |
If foe's Range = 2, reduces damage from foe's attacks by 30%. Boosts unit's next attack by total damage that was reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.)
|
2 |
Radiant Aether |
During combat, treats foe's Def/Res as if reduced by 50%. Restores HP = 50% of damage dealt.
|
4 |
Windfire Balm+ |
When healing an ally with a staff, grants Atk/Spd+6 to all allies for 1 turn.
|
1 |
Windfire Balm |
When healing an ally with a staff, grants Atk/Spd+4 to all allies for 1 turn.
|
1 |
Fire Emblem |
Boosts damage by 30% of unit's Spd.
Grants Atk/Spd/Def/Res+4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0.) |
2 |
Blue Flame |
Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.
|
3 |
Earthwater Balm+ |
When healing an ally with a staff, grants Def/Res+6 to all allies for 1 turn.
|
1 |
Earthwater Balm |
When healing an ally with a staff, grants Def/Res+4 to all allies for 1 turn.
|
1 |
Earthfire Balm |
When healing an ally with a staff, grants Atk/Def+4 to all allies for 1 turn.
|
1 |
Earthfire Balm+ |
When healing an ally with a staff, grants Atk/Def+6 to all allies for 1 turn.
|
1 |
Fireflood Balm+ |
When healing an ally with a staff, grants Atk/Res+6 to all allies for 1 turn.
|
1 |
Fireflood Balm |
When healing an ally with a staff, grants Atk/Res+4 to all allies for 1 turn.
|
1 |
Lunar Flash |
Treats foe's Def/Res as if ignored by 20% during combat. Boosts damage by 20% of unit's Spd.
|
2 |
Umbra Blast |
After combat, deals 5 damage to target and foes within 2 spaces of target and then unit and target foe swap spaces.
Exclusive for Røkkr Sieges bosses,
|
2 |
Umbra Eruption |
After combat, deals 10 damage to target and foes within 2 spaces of target and then unit and target foe swap spaces.
Exclusive for Røkkr Sieges bosses.
|
2 |
Umbra Calamity |
After combat, deals 15 damage to target and foes within 2 spaces of target and then unit and target foe swap spaces.
Exclusive for Røkkr Sieges bosses.
|
2 |
Ruptured Sky |
Boost damage by 20% of foe's Atk. If in combat against dragon foe or beast foe, boost damage by 40% instead of 20%.
|
2 |
Sirius |
Boost damage by 30% of unit's Spd. Restores HP = 30% Of damage dealt. |
2 |
Njörun's Zeal |
If unit initiates combat, grants another action to unit after combat. (Once per turn.)
When Special triggers, inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action. |
3 |
Twin Blades |
Boosts damage by 40% of unit's Res.
Disables non-Special skills that "reduce damage by X%." |
2 |
Open the Future |
Boosts damage by 50% of unit's Def. Restores HP = 25% of damage dealt. |
3 |
Imperial Astra |
Boost damage by 40% of unit's Spd. |
2 |
Hero's Blood |
Boosts damage by 30% of unit's Spd. Grants Atk/Spd/Def/Res+4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0.) |
2 |
Righteous Wind |
Boost damage by 30% of unit's Spd.
Restores 10 HP to unit and all allies after combat.
(Healing does not stack if triggered more than once per combat. HP restored to allies even if unit's HP reaches 0.)
|
2 |
Mayhem Aether |
During combat, treats foe's Def/Res as if reduced by 50%.
Restores HP = 50% of damage dealt.
|
4 |
Blazing Special |
PLACEHOLDER SKILL FOR USE IN BUILDS. USE OWN PERSONAL CHOICE. |
4 |
Negating Fang |
Reduces damage from foe's attacks by 30%. After triggering, unit's next attack deals damage = 30% of unit's Atk. (Boost resets at the end of combat.) |
3 |
Deadeye |
Doubles damage dealt. Disables non-Special skills that "reduce damage by X%." |
3 |
Deluge Balm |
When healing an ally with a staff, grants Spd/Res+4 to all allies for 1 turn. |
1 |
Deluge Balm+ |
When healing an ally with a staff, grants Spd/Res+6 to all allies for 1 turn. |
1 |
Seiðr Shell |
At the start of turn 1, grants Special cooldown count-3 to unit. Boosts damage by 15 and calculates damage using the lower of foe's Def or Res. |
3 |
Gifted Magic |
Before combat this unit initiates, foes in an area near target take damage equal to 0.8 × (unit's Atk minus foe's Def or Res). |
2 |
Radiant Aether II |
At the start of turn 1, grants Special cooldown count-2 to unit. Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = 50% of damage dealt. |
4 |
Ice Mirror II |
If foe is 2 spaces from unit, reduces damage from foe's attacks by 40%. After triggering, boosts damage for unit's next attack by 40% of unit's Res. (Boost resets at the end of combat.) |
2 |
Holy-Knight Aura |
At start of turn, unit can move 1 extra space. (That turn only. Does not stack.)
Boosts Special damage by 25% of unit's Atk.
After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and all allies can move 1 extra space. (That turn only. Does not stack. Bonus granted to allies even if unit's HP reaches 0.) |
2 |
Sublime Heaven |
Boosts damage by 25% of unit's Atk. If in combat against a dragon foe or beast foe, boosts damage by 50% instead of 25%. Disables non-Special skills that "reduce damage by X%." |
2 |
Shining Emblem |
At start of turn, if unit is within 2 spaces of an ally, grants unit Atk/Spd/Def/Res+6 for 1 turn and grants allies within 2 spaces of unit Atk+6 for 1 turn.
Boosts Special damage by 35% of unit's Spd. After combat, if unit's Special triggered, grants Atk/Spd/Def/Res+6 to unit and all allies for 1 turn. (Bonus granted to allies even if unit's HP reaches 0.) |
2 |
Requiem Dance |
If unit initiates combat, after combat, grants another action to ally with the highest HP within 2 spaces (excluding unit) that has already acted. (Once per turn.) (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.) If an ally is granted an additional action this way, inflicts "restricts movement to 1 space" on that ally (and their Pair Up cohort). |
3 |
Brutal Shell |
At the start of turn 1, grants Special cooldown count-3 to unit. Treats foe's Def/Res as if reduced by 50% when Special triggers. |
3 |
Life Unending |
At the start of turn 1, grants Special cooldown count-5. When Special triggers, if unit's HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. After combat, if unit's Special triggered, restores 99 HP. (Once per map.) |
5 |
Lethality |
When Special triggers, treats foe's Def/Res as if reduced by 75% during combat. Disables non-Special skills that "reduce damage by X%." |
4 |
Vital Astra |
Boosts damage by 30% of unit's Spd. If unit's Special is ready and unit's Spd > foe's Spd, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%).
At the start of combat, if unit's Special is ready and unit's Spd > foe's Spd, reduces damage from attacks during combat by percentage = difference between stats × 3 (max 30%). (Damage-reduction effects above are considered non-Special effects, so skills like Deadeye still apply.) |
2 |
Lunar Flash II |
Treats foe's Def/Res as if reduced by 20% during combat. Boosts damage by 20% of unit's Spd. Neutralizes "reduces damage by X%" effects from non-Special skills. |
2 |
Divine Pulse |
Boosts damage by 25% of unit's Spd. Reduces damage from foe's next attack by 75%, and unit's next attack deals damage = 20% of unit's Spd. (Resets at end of combat.) |
2 |
Circlet of Balance |
Boosts Special damage by 40% of unit's Res. If unit's HP > 1, foe would reduce unit's HP to 0, and both following conditions apply, unit survives with 1 HP: - Unit or foe's Special is ready, or unit or foe's Special triggered during this combat. - Unit initiates combat or foe's Range = 2. (Once per map. Considered a non-Special effect. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
|
2 |
Godlike Reflexes |
If unit's Spd ≥ foe's Spd-4 and unit's Special is ready or unit's Special triggered during combat, deals damage = 15% of unit's Spd. When Special triggers, reduces damage from foe's attack by 40%. (Special triggers only if unit's Spd ≥ foe's Spd-4.) |
3 |
Sirius+ |
Neutralizes effects that inflict "Special cooldown charge -X" on unit. When Special triggers, boosts damage by 35% of unit's Spd and restores HP = 35% of damage dealt. |
2 |
Enclosure |
Boosts Special damage by 25% of unit's Atk. If Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. |
2 |
Njörun's Zeal II |
At the start of turn 1, grants Special cooldown count-1.
If unit initiates combat and Special is triggered, grants unit another action after combat. (Activates after combat where Special is triggered. Once per turn.)
When Special triggers, inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action.
|
3 |
Holy Pressure |
If an Assist skill is used, unit's Special cooldown count does not go down.
When Special triggers, boosts damage by 45% of foe's Res. (Calculates damage from staff after combat damage is added.) If this Special is triggered during combat, inflicts【Gravity】on target and adjacent foes after combat.
【Gravity】
Restricts target's movement to 1 space through its next action. |
3 |
Light's Restraint |
If an Assist skill is used, unit's Special cooldown count does not go down.
When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.)
If Special is triggered during combat, inflicts Special cooldown count+1 and【Guard】 on target and foes within 2 spaces of target after combat (cannot exceed the foe's maximum Special cooldown).
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.) |
2 |
Armored Beacon |
Boosts Special damage by 40% of unit's Def.
If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
3 |
Holy Panic |
If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.)
If Special is triggered during combat, inflicts Atk/Spd-6 and【Panic】on target and foes within 2 spaces of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action. |
2 |
Armored Floe |
Boosts Special damage by 40% of unit's Res.
If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
3 |
Earthwind Balm |
When healing an ally with a staff, grants Spd/Def+4 to all allies for 1 turn. |
1 |
Earthwind Balm+ |
When healing an ally with a staff, grants Spd/Def+6 to all allies for 1 turn. |
1 |
Frostbite Mirror |
Reduces damage from foe's attacks by X% (if foe's Range = 1, X = 10; if foe's Range = 2, X = 30).
After Special triggers, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat).
At start of combat, if unit's Special is ready, unit can counterattack regardless of foe's range during combat. |
2 |
Supreme Astra |
Boosts Special damage by 40% of unit's Spd. At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. After unit's Special triggers, grants Special cooldown count-1 to unit (once per turn). |
2 |
Chivalric Aura |
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. Boosts Special damage by 25% of unit's Atk.
After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and all allies can move 1 extra space (that turn only; does not stack; bonus granted to allies even if unit's HP reaches 0). |
2 |
Flare |
If unit's HP ≥ 70% when Special triggers, boosts damage by 60% of foe's Res. If unit's HP < 70% when Special triggers, boosts damage by 40% of foe's Res and restores 30% of unit's maximum HP. |
3 |
Dragon Blast |
Boosts Special damage by 50% of unit's Spd. If unit is on a team with their support partner, when unit's or unit's support partner's Special triggers (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from foe's non-Special skills. If unit is within 3 spaces of their support partner and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
3 |