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Passive Skills

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Passive Skills

Skills

Passive Skills

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Title Effect Slot
Death Blow 1
Grants Atk+2 if unit initiates combat. A
AR-O Spd/Res 3
If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. A
AR-O Atk/Spd 2
If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) A
AR-O Atk/Spd 3
If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) A
Divine Fang
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. C
AR-D Def/Res 1
If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Def/Res 2
If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Def/Res 3
If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) A
Atk/Res Push 1
At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat. A
Atk/Res Push 2
At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat. A
Atk/Res Push 3
At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat. A
Infantry Breath 3
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+2 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" C
Infantry Breath 1
Adjacent infantry allies gain: "If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)" C
Infantry Breath 2
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+1 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" C
AR-O Spd/Res 1
If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) A
AR-O Spd/Res 2
If attacking in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) A
Mirror Impact
If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack. A
Pulse Smoke 2
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.) C
Sabotage Def 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action. B
Rouse Atk/Def 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 to unit for 1 turn. C
Def/Res Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Def/Res Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Brazen Atk/Spd 4
At start of combat, if unit's HP <= 80%, grants Atk+9 and Spd+10 during combat. A
Sabotage Def 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action. B
Sabotage Def 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action. B
R Duel Infantry 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Def/Res Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Vision of Arcadia
At start of turn, if a dragon or beast ally is deployed, grants Atk/Def+6 to ally with the highest Atk for 1 turn. C
Swift Sparrow 3
If unit initiates combat, grants Atk+6, Spd+7 during Combat A
R Duel Infantry 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
R Duel Infantry 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
AR-O Atk/Spd 1
If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) A
Pulse Smoke 1
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.) C
Rouse Atk/Def 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn. C
Flashing Blade 4
If unit's Spd > foe's Spd. grants Special cooldown charge +1 and deals +5 damage per unit's attack. (Only highest value applied. Does not stack.) A
Beast Exp. 1
While unit lives and is a beast, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) C
Beast Exp. 2
While unit lives, all beast allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) C
Beast Exp. 3
While unit lives, all beast allies on team get 2x EXP. (Only highest value applied. Does not stack.) C
Distant Def 4
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, Etc.) during combat. A
AR-D Atk/Res 3
If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-O Atk/Def 3
If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.) A
Def Opening 1
At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.) C
Def Opening 2
At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) C
Def Opening 3
At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) C
AR-D Atk/Res 1
If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Atk/Res 2
If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-O Atk/Def 1
If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.) A
AR-O Atk/Def 2
If attacking in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.) A
Darting Blow 4
If unit initiates combat, grants Spd+9 during combat. A
Warding Stance 4

If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

A
Ground Orders 3
At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". C
Ground Orders 2
At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". C
Ground Orders 1
At start of turn, if unit's HP = 100% grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". C
Pulse Smoke 3
Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effects on Special cooldown counts already at maximum.) C
AR-D Spd/Def 3
If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Spd/Def 2
If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.) A
AR-D Spd/Def 1
If defending in Aether Raids, grants Spd/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.) A
Sudden Panic 3
At start of turn, if any foe's HP≤ unit's HP-1 and that foe is adjacent to another foe, inflicts [Panic] on that foe. [Panic] Converts bonuses on target into penalties through its next action B
Sudden Panic 2
At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe. 【Panic】 Converts bonuses on target into penalties through its next action. B
Sudden Panic 1
At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe. 【Panic】 Converts bonuses on target into penalties through its next action. B
Solitary Dream
At start of turn, if unit is adjacent to only dragon allies of if unit is not adajcent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.) C
Rouse Atk/Def 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 to unit for 1 turn. C
Lull Atk/Def 3
Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. B
Spd/Def Solo 2
If unit is not adjacent to an ally, grants Spd/Def+4 during combat. A
Panic Smoke 2

If unit initiates combat, inflicts【Panic】 on target and foes within 2 spaces of target after combat.  

【Panic】 Converts bonuses on target into penalties through its next action.

C
Joint Hone Atk

At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.

C
Caldera Dance 1

If Sing or Dance is used, grants Atk+2 and Def+3 to target.

B
Spd/Def Form 1

Spd/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.)

A
Spd/Def Form 2

Grants Spd/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)

A
Spd/Def Form 3

Grants Spd/Def+X to unit during combat. (X = 2 x number of allies within 2 spaces, + 1; max 7.)

A
Lull Atk/Spd 1

Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

B
Lull Atk/Spd 2

Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

B
Lull Atk/Spd 3

Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

B
Brazen Spd/Def 1

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+3 during combat.

A
Brazen Spd/Def 2

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+5 during combat.

A
Brazen Spd/Def 3

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+7 during combat.

A
Killing Intent

At start of combat, if foe's HP < 100% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.  

【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).

B
Panic Smoke 3

Inflicts【Panic】on target and foes within 2 spaces of target after combat.  

【Panic】 Converts bonuses on target into penalties through its next action.

C
Panic Smoke 1

If unit initiates combat, inflicts【Panic】 on target and foes within 1 space of target after combat.  

【Panic】 Converts bonuses on target into penalties through its next action.

C
Atk/Res Gap 1

At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

C
B Duel Infantry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will sppear. Stat total calculation excludes any values added by merges and skills.)

A
Odd Follow-Up 3

If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Staff Exp. 2

While unit lives, all Staff allies on team get 1.5x EXP.

(Only highest value applied. Does not stack.)

C
Staff Exp. 1

While unit lives, unit gets 1.5x EXP.

(Only highest value applied. Does not stack.)

C
Joint Hone Def

At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn.

C
Odd Follow-Up 2

If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Odd Follow-Up 1

If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
AR-D Atk/Def 3

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Atk/Res Gap 2

At start of turn, grants Atk/Res+4 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

C
AR-D Atk/Def 2

 

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
AR-D Atk/Def 1

If defending in Aether Raids, grants Atk/Def+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Spd/Res Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Spd/Res Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Spd/Res Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Atk/Res Gap 3

At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)

C
Caldera Dance 2
If Sing or Dance is used, grants Atk+3 and Def+4 to target. B
B Duel Infantry 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Lull Spd/Def 3
Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. B
Inf. Hexblade 3

If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials thaat trigger before combat.)

C
Lull Atk/Def 1
Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. B
Lull Atk/Def 2
Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. B
Lull Spd/Def 1
Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. B
Lull Spd/Def 2
Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. B
Time's Pulse 3

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

C
Time's Pulse 1
At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. C
Time's Pulse 2

At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

C
Atk/Spd Push 4

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

A
Atk/Spd Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Atk/Spd Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Atk/Spd Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Atk/Res Bond 4

If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat.

A
Scendscale

Deals damage = 25% of unit's Atk, but after combat, if unit attacked, deals 7 damage to unit.

A
AR-D Spd/Res 1

If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
B Duel Infantry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Threat. Atk/Spd 3

At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd+5 to unit for 1 turn and inflicts Atk/Spd-5 on foes within 2 spaces through their next actions.

C
Atk/Res Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.

C
Atk/Res Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.

C
Atk/Res Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn.

C
Light and Dark

Inflicts Atk/Spd/Def/Res-2 on foe, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.), and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat.

B
Threat. Atk/Spd 2

At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.

C
Threat. Atk/Spd 1

At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.

C
Yune's Whispers

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action.

B
AR-D Spd/Res 2

If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Atk/Spd Form 2

Grants Atk/Spd+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)

A
Atk/Spd Form 1

Atk/Spd+X to unit during combat. (X = number of allies within 2 spaces; max 3.)

A
Inf. Hexblade 2

If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

C
Inf. Hexblade 1

If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

C
Atk/Spd Form 3

Grants Atk/Spd+X to unit during combat. (X = 2 x number of allies within 2 spaces, + 1; max 7.)

A
AR-D Spd/Res 3

If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Spd/Def Solo 3
f unit is not adjacent to an ally, grants Spd/Def+6 during combat. A
Spd/Def Solo 1
f unit is not adjacent to an ally, grants Spd/Def+2 during combat. A
Atk/Spd Bond 4

If unit is adjacent to an ally, grants Atk/Spd+7 to unit and neutralizes unit's penalties to Atk/Spd during combat.

A
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.

B
C Duel Infantry 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Fort. Def/Res 1
Grants Def/Res+3. Inflicts Atk-3. A
Fort. Def/Res 2
Grants Def/Res+4. Inflicts Atk-3. A
Atk/Spd Solo 3
If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. A
Lunar Brace
Slows Special trigger (cooldown count+1). Deals damage = 50% of foe's Def when Special triggers. B
Atk/Spd Solo 1
If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. A
Atk/Spd Solo 2
If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. A
Null Follow-Up 3

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

B
Atk/Res Link 3
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+6 to unit and target ally or unit and targeting ally for 1 turn. B
Torrent Dance 2
If Sing or Dance is used, grants Res+4 to target. B
Torrent Dance 3
If Sing or Dance is used, grants Res+5 to target. B
Atk/Res Link 1
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+2 to unit and target ally or unit and targeting ally for 1 turn. B
Atk/Res Link 2
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+4 to unit and target ally or unit and targeting ally for 1 turn. B
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.

B
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. A
C Duel Infantry 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Sparkling Boost
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) C
Def/Res Bond 1
If unit is adjacent to an ally, grants Def/Res+3 during combat. A
Atk Opening 2
At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) C
Atk Opening 1
At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) C
Atk Opening 3
At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) C
Atk/Def Solo 3
If unit is not adjacent to an ally, grants Atk/Def+6 during combat. A
Def/Res Bond 3
If unit is adjacent to an ally, grants Def/Res+5 during combat. A
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. B
Steady Stance 4
If foes initiates combat, grants Def+8 during combat and inflicts Special cooldown charge-1 on foe per attack. (Only highest value applied. Does not stack.) A
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. B
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. B
Freezing Seal
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Res through its next action. B
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. A
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. A
Surtr's Menace
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd/Def/Res+4 for 1 turn and inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces through their next actions. C
C Duel Infantry 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Fort. Def/Res 3
Grants Def/Res+6. Inflicts Atk-2. A
Atk/Def Solo 1
If unit is not adjacent to an ally, grants Atk/Def+2 during combat. A
Odd Spd Wave 2
At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Special Spiral 2
If Special triggers before or during combat, grants Special cooldown count-1 after combat. B
Special Spiral 1
If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat. B
Steady Posture 1
If foe initiates combat, grants Spd/Def+2 during combat. A
Deluge Dance 1
If Sing or Dance is used, grants Spd+2 and Res+3 to target. B
Spd/Res Link 3
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+6 to unit and target ally or unit and targeting ally for 1 turn. B
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.) C
Atk/Res Solo 3
If unit is not adjacent to an ally, grants Atk/Res+6 during combat. A
Spd/Res Link 1
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+2 to unit and target ally or unit and targeting ally for 1 turn. B
Spd/Res Link 2
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+4 to unit and target ally or unit and targeting ally for 1 turn. B
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.)

C
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.) C
Atk/Res Solo 1
If unit is not adjacent to an ally, grants Atk/Res+2 during combat. A
Atk/Res Solo 2
If unit is not adjacent to an ally, grants Atk/Res+4 during combat. A
Odd Spd Wave 1
At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Odd Spd Wave 3
At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Def/Res 1
Grants Def/Res+1. A
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.) C
Atk/Spd Link 2
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn. B
Atk/Spd Link 1
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn. B
Even Atk Wave 2
At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Even Atk Wave 1
At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Def/Res 2
Grants Def/Res+2 A
Atk/Spd Link 3
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn. B
With Everyone!
At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn. C
R Duel Flying 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Fierce Breath
If foe initiates combat, grants Atk+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) A
G Duel Infantry 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
G Duel Infantry 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
G Duel Infantry 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
R Duel Flying 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
R Duel Flying 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Def/Res Bond 2
If unit is adjacent to an ally, grants Def/Res+4 during combat. A
Atk/Def Solo 2
If unit is not adjacent to an ally, grants Atk/Def+4 during combat. A
Chaos Named
At start of turn, if foes within 3 columns centered on unit have Res ≤ unit's Res-3, inflicts -5 on the highest of those foe' Atk/Spd/Def/Res through their next action. (When calculating highest stat, treats Atk as -15. Calculates each stat penalty independently.) C
Seal Spd/Def 1
Inflicts Spd/Def-3 on foe through its next action after combat. B
Sabotage Atk 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action. B
Beast Valor 1
While unit lives and uses beast damage, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
Beast Valor 2
While unit lives, all beast allies on team get 1.5x SP. (Only highest value applied. Does not stack.) C
Sabotage Atk 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action. B
Sabotage Atk 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action. B
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. A
Human Virtue
At start of turn, if unit is adjacent to any allies that are not beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn. C
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. A
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. A
Hone Spd 4
At start of turn, grants Spd+7 to adjacent allies for 1 turn. C
Seal Spd/Def 2
Inflicts Spd/Def -5 on foe through its next action after combat. B
Disarm Trap 3
While attacking in Aether Raids, if unit ends movement on a with Bolt Trap or a Heavy Trap, cancels trap's effect. B
Ward Beasts
Grants Def/Res+4 to beast allies within 2 spaces during combat. C
G Duel Flying 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Sabotage Res 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action. B
Sabotage Res 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action. B
Sabotage Res 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action. B
Disarm Trap 2
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect. B
Disarm Trap 1
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect. B
G Duel Flying 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
G Duel Flying 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Spd/Def Link 1
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+2 to unit and target ally or unit and targeting ally for 1 turn. B
Atk/Def Push 3
At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat. A
Atk/Def Push 2
At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat. A
Atk/Def Push 1
At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat. A
Spd/Def Link 3
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+6 to unit and target ally or unit and targeting ally for 1 turn. B
Spd/Def Link 2
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+4 to unit and target ally or unit and targeting ally for 1 turn. B
Spd/Def Link 2
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+4 to unit and target ally or unit and targeting ally for 1 turn. B
Goad Beasts
Grants Atk/Spd+4 to beast allies within 2 spaces during combat. C
Beast Valor 3
While unit lives, all beast allies on team get 2x SP. (Only highest value applied. Does not stack.) C
B Duel Flying 3
Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stats total calculation excludes any values added by merges and skills.) A
Spd Opening 1
At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) C
B Duel Flying 1
Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
B Duel Flying 2
Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) A
Joint Hone Spd
At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn. C
Hone Atk 4
At start of turn, grants Atk+7 to adjacent allies for 1 turn. C
Sturdy Impact
If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack. A
Hone Beasts
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. C
Fortify Beasts
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. C
Null C-Disrupt 3

Neutralizes effects that prevent unit's counterattacks during combat.

B
Glare
After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions. C
Null C-Disrupt 1

At start of combat, if unit's HP = 100%, neutralizes effects that prevent unit's counterattacks during combat.

B
Null C-Disrupt 2

At start of combat, if unit's HP ≥ 50%, neutralizes effects that prevent unit's counterattacks during combat.

B
Spd Opening 3
At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) C
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. B
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." C
Spd Opening 2
At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) C
Fury 4

Grants Atk/Spd/Def/Res+4. Unit takes 8 damage after combat.

A
Res Feint 3
If a Rally Assist skill is used by unit or targets unit, inflict Res-7 on foes in cardinal directions of unit through their next actions. B
Res Feint 2
If a Rally Assist skill is used by unit or targets unit, inflict Res-5 on foes in cardinal directions of unit through their next actions. B
Res Feint 1
If a Rally Assist skill is used by unit or targets unit, inflict Res-3 on foes in cardinal directions of unit through their next actions. B
Res Opening 3
At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) C
Res Opening 2
At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) C
Res Opening 1
At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) C
Def/Res Solo 2
If unit is not adjacent to an ally, grants\nDef/Res+4 during combat. A
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. B
Def/Res Solo 1
If unit is not adjacent to an ally, grants\nDef/Res+2 during combat. A
Upheaval
At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within same column as unit. (Does not affect structures that cannot be destroyed.) C
Def/Res Solo 3
If unit is not adjacent to an ally, grants Def/Res+6 during combat. A
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." C
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." C
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. B
Staff Exp. 3

While unit lives, all staff allies on team get 2x EXP.

(Only highest value applied. Does not stack.)

C
Atk/Res Push 4

At start of combat, if unit's HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit.

A
Deluge Dance 2
If Sing or Dance is used, grants Spd+3 and Res+4 to target. B
Atk/Res Rein 1

Inflicts Atk/Res-2 on foes within 2 spaces during combat.

C
Def Cantrip 3

If Sing or Dance is used, inflicts Def-7 on nearest foes within 4 spaces of unit through their next actions.

B
AR-D Atk/Spd 3

If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)

A
Atk/Def Bond 4

If unit is adjacent to an ally, grants Atk/Def+7 to unit and neutralizes unit's penalties to Atk/Def during combat.

A
Joint Hone Res

At start of turn, if unit is adjacent to an ally, grants Res+5 to unit and adjacent allies for 1 turn.

C
AR-D Atk/Spd 1

If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)
 

A
AR-D Atk/Spd 2

If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)
 

A
Def Cantrip 1

If Sing or Dance is used, inflicts Def-3 on nearest foes within 4 spaces of unit through their next actions.

B
Def Cantrip 2

If Sing or Dance is used, inflicts Def-5 on nearest foes within 4 spaces of unit through their next actions.

B
Crafty Fighter 3

If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

B
Spd/Def Rein 1

Inflicts Spd/Def-2 on foes within 2 spaces during combat.

C
Spd/Def Rein 2

Inflicts Spd/Def-3 on foes within 2 spaces during combat.

C
Spd/Def Rein 3

Inflicts Spd/Def-4 on foes within 2 spaces during combat.

C
Crafty Fighter 1

If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

B
Crafty Fighter 2

If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

B
Atk/Res Rein 2

Inflicts Atk/Res-3 on foes within 2 spaces during combat.

C
Atk/Spd Rein 1

Inflicts Atk/Spd-2 on foes within 2 spaces during combat.

C
Atk/Res Form 2

Grants Atk/Res+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)

A
Atrocity

At start of combat, if foe's HP ≥ 50%, boosts damage by 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 and Special cooldown count+1 on target and foes within 2 spaces of target through their next actions. (No effect on Special cooldown counts already at maximum.)

B
Rouse Atk/Spd 3

At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn.

C
Rouse Atk/Spd 2

At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.

C
Rouse Atk/Spd 1

At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn.

C
Slick Fighter 3

If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

B
Slick Fighter 1

If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

B
Atk/Res Form 1

Grants Atk/Res+X to unit during combat. (X = number of allies within 2 spaces; max 3.)

A
Atk/Res Rein 3

Inflicts Atk/Res-4 on foes within 2 spaces during combat.

C
Dragon's Ire 2

If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

B
Dragon's Ire 1

If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

B
Slick Fighter 2

If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

B
Atk/Res Form 3

Grants Atk/Res+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.)

A
Dragon's Ire 3

If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

B
Dragonscale

Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Res-6 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe’s attack deals 0 damage.)

A
Atk/Spd Rein 2

Inflicts Atk/Spd-3 on foes within 2 spaces during combat.

C
Joint Drive Res

Grants Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Res+4 to unit during combat.

C
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.)

C
Guard Bearing 2

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%.

B
Spd/Res Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Res -4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Fortify Def 4

At start of turn, grants Def+7 to adjacent allies for 1 turn.

C
Seal Spd/Res 1
Inflicts Spd/Res -5 on foe through its next action after combat. B
Seal Spd/Res 2
Inflicts Spd/Res -5 on foe through its next action after combat. B
Spd/Def Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Spd/Def Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Spd/Def Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -6 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Close Call 3 / Repel 3

PLACEHOLDER SKILL FOR USE IN BUILDS. USE WHATEVER IS AVAILABLE TO YOU.

B
Heavy Blade 4 / Flashing Blade 4

PLACEHOLDER SKILL FOR USE IN BUILDS. USE WHATEVER IS AVAILABLE TO YOU.

A
Atk/Res Solo (3 or 4)

PLACEHOLDER SKILL FOR USE IN BUILDS. USE BEST LEVEL OF SKILL AVAILABLE.

A
Holy War's End

If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack.

B
Chill Spd/Res 1

At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action.

B
Chill Spd/Res 2

At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action.

B
Guard Bearing 1

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%.

B
Guard Bearing 3

During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%.

B
Black Eagle Rule

If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also if foe initiates combat, damage received by foe's follow-up attack is also reduced by 80%. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes.)

B
Dive-Bomb 3

At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Atk/Spd Rein 3

Inflicts Atk/Spd-4 on foes within 2 spaces during combat.

C
Blue Lion Rule

If unit's Def > foe's Def, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%), and also if foe initiates combat, unit makes a guaranteed follow-up attack.

B
Atk/Def Unity

If unit is within 2 spaces of an ally, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.

A
Dive-Bomb 2

At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Dive-Bomb 1

At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Atk/Def Solo 4

If unit is not adjacent to an ally, grants Atk/Def+7 during combat.

A
Steady Impact

If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack.

A
Atk Cantrip 1

If Sing or Dance is used, inflicts Atk-3 on nearest foes within 4 spaces of unit through their next actions.

B
Inevitable Death
Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat. C
Spurn 2

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit's HP ≤ 50% and unit's attack triggers Special, deals +5 damage when Special triggers.

B
Spurn 1

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit's HP ≤ 25% and unit's attack triggers Special, deals +5 damage when Special triggers.

B
Spurn 3

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 75% and unit's attack triggers Special, deals +5 damage when Special triggers.

B
Atk Cantrip 3

If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions.

B
Atk Cantrip 2

If Sing or Dance is used, inflicts Atk-5 on nearest foes within 4 spaces of unit through their next actions.

B
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.)

C
Odd Tempest 3

At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)

C
Spd/Res Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Res -2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Def/Res Form 3

If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).

A
Seal Atk/Res 2

Inflicts Atk/Res-5 on foe through its next action after combat.
 

B
Spd/Res Oath 1

At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn.
 

C
Spd/Res Oath 2

At start of turn, if unit is adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
 

C
Spd/Res Oath 3

At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn.
 

C
Swift Impact

If unit initiates combat, grants Spd+7, Res+10 during combat and foe cannot make a follow-up attack.

A
Chill Def/Res 1

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

B
Chill Def/Res 2

At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action.

B
Dragon Wall 1

If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%).

B
Dragon Wall 2

If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%).
 

B
Dragon Wall 3

If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
 

B
Wings of Light

Grants Atk/Spd/Def/Res+2+X to ally Mythic Heroes during combat in turns 1 through 5 (X = turn number). (Excludes unit.)  (Effect only active if team includes three or fewer Mythic Heroes, including unit.)

C
D/R Near Save 3

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Def/Res+1 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

C
Def/Res Form 1

If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces; max 3).

A
Def/Res Form 2

If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5).

A
Fatal Smoke 1

If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target.  【Deep Wounds】 Unit's HP cannot be healed through its next action.

C
Swift Stance 3

If foe initiates combat, grants Spd/Res+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

R Duel Infantry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Fallen Star

If unit initiates combat, reduces damage from foe's first attack by 80% during combat, and after combat, grants【Fallen Star】to unit and inflicts【Gravity】on target and foes within 1 space of target.  【Fallen Star】 For 1 turn, during unit's first combat in player phase and enemy phase, reduces damage from foe's first attack by 80%.  【Gravity】 Restricts target's movement to 1 space through its next action.

B
Atk/Spd Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 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).

A
Atk/Spd Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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).

A
Atk/Spd Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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).

A
Atk/Spd Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+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).

A
B Duel Flying 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

A
Fatal Smoke 2

If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.  【Deep Wounds】 Unit's HP cannot be healed through its next action.

C
A/R Far Save 3

If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.  If unit triggers Savior, grants Atk/Res+4 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

C
A/R Far Save 2

If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit.  If unit triggers Savior, grants Atk/Res+2 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
 

C
A/R Far Save 1

If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Atk/Res+1 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
 

C
D/R Near Save 2

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Def/Res+2 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

C
D/R Near Save 1

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Def/Res+1 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

C
Fatal Smoke 3

Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.  【Deep Wounds】 Unit's HP cannot be healed through its next action.

C
Seal Atk/Res 1

Inflicts Atk/Res-3 on foe through its next action after combat.
 

B
Atk/Def Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-6 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Chill Atk/Def 1

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

B
Spd/Res Rein 3

Inflicts Spd/Res-4 on foes within 2 spaces during combat.

C
Chill Atk/Def 2

At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action.

B
Atk/Def Rein 1

Inflicts Atk/Def-2 on foes within 2 spaces during combat.

C
Atk/Def Rein 2

Inflicts Atk/Def-3 on foes within 2 spaces during combat.

C
Atk/Def Rein 3

Inflicts Atk/Def-4 on foes within 2 spaces during combat.

C
Spd/Def Gap 1

At start of turn, grants Spd/Def+1 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)

C
Spd/Def Gap 2

At start of turn, grants Spd/Def+3 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)

C
Spd/Def Gap 3

At start of turn, grants Spd/Def+5 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)

C
Close Def 4

If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

A
Wyvern Flight 1

At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Def stats (unit's Def minus foe's Def) before combat. (Maximum penalty of -3.)

B
Wyvern Flight 2

At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -5.)

B
Wyvern Flight 3

At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Def stats (unit’s Def minus foe's Def) before combat. (Maximum penalty of -7.)

B
Binding Necklace

If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+2 to unit and inflicts Atk/Spd/Def/Res-2 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently.

B
Spd/Res Rein 1

Inflicts Spd/Res-2 on foes within 2 spaces during combat.

C
Spd/Res Rein 2

Inflicts Spd/Res-3 on foes within 2 spaces during combat.

C
Def/Res Solo 4

If unit is not adjacent to an ally, grants Def/Res+7 during combat.

A
Atk/Def Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Odd Recovery 2

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 10 HP to those units.  【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).

C
Atk/Def Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Def-2 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Res Cantrip 3

If Sing or Dance is used, inflicts Res-7 on nearest foes within 4 spaces of unit through their next actions.

B
Res Cantrip 2

If Sing or Dance is used, inflicts Res-5 on nearest foes within 4 spaces of unit through their next actions.

B
Res Cantrip 1

If Sing or Dance is used, inflicts Res-3 on nearest foes within 4 spaces of unit through their next actions.

B
Close Ward

If magic, staff, or dragonstone foe initiates combat, unit can counterattack regardless of foe's range, disables foe's skills that "calculate damage using the lower of foe's Def or Res," and grants Atk/Res+5 to unit during combat.

A
Odd Recovery 3

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 20 HP to those units.  【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).

C
Odd Recovery 1

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 5 HP to those units.  【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).

C
Atk/Res Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.  【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Even Follow-Up 3

If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Even Follow-Up 2

If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Even Follow-Up 1

If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Atk/Res Unity

If unit is within 2 spaces of an ally, grants Atk/Res+5 and bonus to Atk/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.

A
Atk/Res Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.  【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Atk/Res Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.  【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Spd/Res Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Res -4 on nearest foes within 4 spaces of both unit and target through their next actions.

B
Dagger Exp. 1

While unit lives, unit gets 1.5x EXP.

(Only highest value applied. Does not stack.)

C
Steady Posture 3

If foe initiates combat, grants Spd/Def+6 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

A
Daring Fighter 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Daring Fighter 1

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Daring Fighter 2

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Soul of Zofia

Neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

B
Atk/Spd Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.

C
Atk/Spd Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.

C
Atk/Spd Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.

C
Distant Ward

If magic, staff, or dragonstone foe initiates combat, grants Atk/Res+5 to unit during combat and unit can counterattack regardless of foe's range.

A
Atk/Spd Gap 1

At start of turn, grants Atk/Spd+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)

C
Atk/Spd Gap 2

At start of turn, grants Atk/Spd+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)

C
Atk/Spd Gap 3

At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)

C
Def/Res Oath 1

At start of turn, if unit is adjacent to an ally, grants Def/Res+3 to unit for 1 turn.

C
Def/Res Oath 2

At start of turn, if unit is adjacent to an ally, grants Def/Res+4 to unit for 1 turn.

C
Def/Res Oath 3

At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn.

C
Spd/Res Solo 1

If unit is not adjacent to an ally, grants Spd/Res+2 during combat.

A
Def/Res Gap 2

At start of turn, grants Def/Res+4 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)

C
Lull Atk/Res 1
Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. B
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). A
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). A
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). A
Shield Session 3

If foe initiates combat, grants bonus to unit's Def/Res during combat = 9 - number of foes who have already acted × 3 (min value of 3).

A
Lull Atk/Res 3
Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. B
Lull Atk/Res 2
Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. B
Spd/Def Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Spd/Res Solo 2

If unit is not adjacent to an ally, grants Spd/Res+4 during combat.

A
Spd/Def Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Spd/Def Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Repel 2

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%).

If unit initiates combat, foe is moved 1 space away after combat.

B
Repel 1

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%).

If unit initiates combat, foe is moved 1 space away after combat.

B
Repel 3

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

If unit initiates combat, foe is moved 1 space away after combat.

B
Spd/Res Solo 3

If unit is not adjacent to an ally, grants Spd/Res+6 during combat.

A
Def/Res Gap 1

At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)

C
Def/Res Gap 3

At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)

C
Shield Session 2

If foe initiates combat, grants bonus to unit's Def/Res during combat = 6 - number of foes who have already acted × 2 (min value of 2).

A
Brazen Spd/Res 3

At start of combat, if unit's HP ≤ 80%, grants Spd/Res+7 during combat.

A
Dagger Exp. 2

While unit lives, all Dagger allies on team get 1.5x EXP.

(Only highest value applied. Does not stack.)

C
Dagger Exp. 3

While unit lives, all dagger allies on team get 2x EXP.

(Only highest value applied. Does not stack.)

C
Sabotage Spd 1

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action.

B
Sabotage Spd 2

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action.

B
Sabotage Spd 3

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action.

B
Heavy Blade 4

If unit's Attack > foe's Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit's attack. (Only highest value applied. Does not stack.)

A
Spd/Res Gap 1

At start of turn, grants Spd/Res+3 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)

C
Spd/Res Gap 2

At start of turn, grants Spd/Res+4 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)

C
Spd/Res Gap 3

At start of turn, grants Spd/Res+5 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)

C
Rouse Def/Res 1

At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn.

C
Rouse Def/Res 2

At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn.

C
Rouse Def/Res 3

At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn.

C
Brazen Spd/Res 1

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

A
Brazen Spd/Res 2

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

A
Life and Death 4

Grants Atk/Spd+7. Inflicts Def/Res-5.

A
Threat. Atk/Res 3

At start of turn, if unit is within 2 spaces of a foe, grants Atk/Res+5 to unit for 1 turn and inflicts Atk/Res-5 on foes within 2 spaces through their next actions.

C
Atk/Def Form 3
Grants Atk/Def+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.) A
Threat. Atk/Res 2

At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.

C
Threat. Atk/Res 1

At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.

C
Close Call 3

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, unit moves 1 space away after combat.

B
Close Call 2

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit initiates combat, unit moves 1 space away after combat.

B
Close Call 1

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit initiates combat, unit moves 1 space away after combat.

B
Mirror Stance 3
If foe initiates combat, grants Atk/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) A
Atk/Def Form 2
Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.) A
Ashera's Chosen

Neutralizes "effective against flying" bonuses.

If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Def+6 during combat.

A
Atk/Def Form 1
Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.) A
Fortify Res 4

At start of turn, grants Res+7 to adjacent allies for 1 turn.

C
Atk/Def Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.

C
Atk/Def Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.

C
Atk/Def Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.

C
Shield Session 1

If foe initiates combat, grants bonus to unit's Def/Res during combat = 3 - number of foes who have already acted (min value of 1).

A
Deadly Balance

At start of combat, if unit's HP ≥ 50% or if【Penalty】is active on unit, inflicts Atk/Def-5 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)  【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).

B
Rouse Atk/Res 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+2 to unit for 1 turn. C
Spd/Def Oath 1

At start of turn, if unit is adjacent to an ally, grants Spd/Def +3 to unit for 1 turn.

A
Spd/Def Oath 2

At start of turn, if unit is adjacent to an ally, grants Spd/Def +4 to unit for 1 turn.

A
Spd/Def Oath 3

At start of turn, if unit is adjacent to an ally, grants Spd/Def +5 to unit for 1 turn.

A
Belief in Love

If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Def-5 on foe during combat.

B
Chill Atk/Spd 1

At start of turn, inflicts Atk/Spd -3 on foe on the enemy team with the highest Atk+Spd total through its next action.

B
Chill Atk/Spd 2

At start of turn, inflicts Atk/Spd -5 on foe on the enemy team with the highest Atk+Spd total through its next action.

B
Dragoon Shield

Neutralizes "effective against flying" bonuses.

Grants Atk/Spd/Def+3.

A
Raging Storm

If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.)

If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat.

B
Armored Stride 3

At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

C
Armored Stride 1

At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

C
Armored Stride 2

At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

C
Atk/Spd Solo 4

If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.

A
Atk/Res Solo 4

If unit is not adjacent to an ally, grants Atk/Res +7 during combat.

A
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.)

A
Rouse Atk/Res 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+4 to unit for 1 turn. C
Distant Foil

If sword,lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def +5 to unit and unit can counterattack regardless of foe's range.

A
Bracing Stance 3

If foe initiates combat, grants Def/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

A
Kestrel Stance 3

If foe initiates combat, grants Atk/Spd+6 during combat and inflicts Special cooldown charge -1 on foe per attack.

(Only highest value applied. Does not stack.)

A
Joint Drive Spd

Grants Spd+4 to allies within 2 spaces during combat.

If unit is within 2 spaces of an ally, grants Spd+4 to unit during combat.

C
Lance Exp. 1

While unit lives and uses a lance, unit gets 1.5x EXP. (Only highest value applied. Does not stack.)

C
Lance Exp. 2

While unit lives, all lance allies on team get 1.5x EXP. (Only highest value applied. Does not stack.)

C
Mila's Turnwheel

At start of turn, inflicts【Isolation】on foes in cardinal directions with Def < unit's Def through their next actions.  

If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.)  

 

【Isolation】

Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)

C
Rouse Atk/Res 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 to unit for 1 turn. C
Odd Pulse Tie 2

At start of odd-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)

C
Odd Pulse Tie 1

At start of odd-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)

C
Odd Pulse Tie 3

At start of odd-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)

C
Chill Spd/Def 2

At start of turn, inflicts Spd/Def -5 on foe on the enemy team with the highest Spd+Def total through its next action.

B
Chill Spd/Def 1

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

B
Joint Drive Atk

Grants Atk +4 to allies within 2 spaces during combat.

If unit is within 2 spaces of an ally, grants Atk +4 to unit during combat.

C
Close Foil

If sword,lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def +5 to unit and unit can counterattack regardless of foe's range.

A
Threat. Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.

C
Spd/Res Form 3
Grants Spd/Res+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.) A
Even Pulse Tie 1

At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+5, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)

B
Spd/Res Form 2
Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 5.) A
Atk/Def Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Atk/Def Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Atk/Def Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

B
Pegasus Flight 3

At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7.)

B
Spd/Res Form 1
Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 3.) A
Pegasus Flight 1

At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -3.)

B
Even Pulse Tie 3

At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+1, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)

B
Rouse Spd/Res 3

At start of turn, if unit is not adjacent to an ally, grants Spd/Res+6 to unit for 1 turn.

C
Rouse Spd/Res 2

At start of turn, if unit is not adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.

C
Rouse Spd/Res 1

At start of turn, if unit is not adjacent to an ally, grants Spd/Res+2 to unit for 1 turn.

C
Threat. Atk/Def 3

At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def+5 to unit for 1 turn and inflicts Atk/Def-5 on foes within 2 spaces through their next actions.

C
Threat. Atk/Def 2

At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.

C
Even Pulse Tie 2

At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+3, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)

B
Pegasus Flight 2

At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -5.)

B
Impenetrable Dark
During combat, disables skills of all foes excluding foe in combat. C
Atk/Def Gap 1
At start of turn, grants Atk/Def+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) C
Atk/Def Push 4
At start of combat, if unit's HP ≥ 25%, grants Atk/Def+7, but if unit attacked, deals 5 damage to unit after combat. A
Sturdy Stance 3

If foe initiates combat, grants Atk/Def +6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

A
Lance Exp. 3

While unit lives, all lance allies on team get 2x EXP. (Only highest value applied. Does not stack.)

C
Chill Atk/Res 2

At start of turn, inflicts Atk/Res -5 on foe on the enemy team with the highest Atk+Res through its next action.

B
Chill Atk/Res 1

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

B
Atk/Def Gap 2
At start of turn, grants Atk/Def+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) C
Lull Spd/Res 3
Inflicts Spd/Res-3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. B
Rouse Spd/Def 1
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn. C
Rouse Spd/Def 2
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn. C
Rouse Spd/Def 3
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn. C
Atk/Def Gap 3
At start of turn, grants Atk/Def+5 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.) C
Lull Spd/Res 1
Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. B
Lull Spd/Res 2
Inflicts Spd/Res-2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. B
Special Spiral 3
If Special triggers before or during combat, grants Special cooldown count-2 after combat. B
Steady Posture 2
If foe initiates combat, grants Spd/Def+4 during combat. A
Death Blow 3
Grants Atk+6 if unit initiates combat. A
Windsweep 1
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. B
Iote's Shield

Neutralizes "effective against fliers" bonuses.

A
B Tomebreaker 1

If unit's HP ≥ 90% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
B Tomebreaker 2
If unit's HP ≥ 70% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. B
Swift Sparrow 1
If unit initiates combat, unit granted Atk/Spd+2 during battle. A
Swift Sparrow 2
If unit initiates combat, unit granted Atk/Spd+4 during battle. A
Attack Def +1
Grants Atk/Def+1. A
Attack Def +2
Grants Atk/Def+2. A
Axe Experience 1
If unit survives, unit gets 1.5x EXP. (If similar skill effects also used, only highest multipler applied.) C
Axe Experience 2
If unit survives, all axe users on team get 1.5x EXP. (If similar skill effects also used, only highest multipler applied.) C
Axe Experience 3
If unit survives, all axe users on team get 2x EXP. (If similar skill effects also used, only highest multipler applied.) C
Live for Honor
If unit survives, get 1.5x normal badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) B
Live for Bounty
If unit survives, get 1.5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) B
Goad Fliers
Grants flying allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
Hone Armor
Grants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn. - Requires Hone Atk 2 or Hone Spd 2. C
Windsweep 2
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. B
Goad Cavalry
Grants cavalry allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
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.) A
Watersweep 2
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. B
Heavy Blade 1
If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.) A
Heavy Blade 2
If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.) A
Guard 3
If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.) B
Spur Def/Res 2
Grants adjacent allies Def/Res +3 during combat. C
Watersweep 3
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. B
Fortress Def 3
Grants Def+5. Inflicts Atk-3. A
Windsweep 3
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. B
Fortress Def 2
Grants Def+4. Inflicts Atk-3. A
Fortress Def 1
Grants Def+3. Inflicts Atk-3. A
Bow Exp. 3
If unit survives, all bow users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applies.) C
Hit and Run
If unit initiates combat, unit moves 1 space away after combat. B
Bow Exp. 2
If unit survives, all bow users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) C
Bow Exp. 1
If unit survives and uses a bow, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) C
Fortify Dragons
Grants adjacent dragon allies Def/Res +6 through their next actions at the start of each turn. - Requires Fortify Def 2 or Fortify Res 2. C
B Tomebreaker 3

If unit's HP ≥ 50% in combat against a blue tome foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

B
Guard 2
If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.) B
Threaten Res 3
Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn. C
G Tomebreaker 2
If unit's HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot. B
G Tomebreaker 3
If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot. B
Fortify Cavalry
Grants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn. - Requires Fortify Res 2 or Fortify Def 2. C
Warding Blow 1
Grants Res+2 during combat if unit initiates the attack. A
Warding Blow 2
Grants Res+4 during combat if unit initiates the attack. A
Warding Blow 3
Grants Res+6 during combat if unit initiates the attack. A
Daggerbreaker 1
If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot. B
Daggerbreaker 2
If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot. B
Daggerbreaker 3
If unit's HP ≥ 50% in combat against a colorless dagger user, unit makes a follow-up attack and foe cannot. B
Poison Strike 1
Inflicts 4 damage to foe after any combat this unit initiates. B
Poison Strike 2
Inflicts 7 damage to foe after any combat this unit initiates. B
Poison Strike 3
Inflicts 10 damage to foe after any combat this unit initiates. B
Threaten Res 1
Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Res 2
Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn. C
R Tomebreaker 1
If unit's HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and foe cannot. B
Seal Spd 3
After combat, foe suffers Spd-7 through its next action. B
Svalinn Shield
Neutralizes "effective against armored" bonuses. A
Seal Spd 2
After combat, foe suffers Spd-5 through its next action. B
Seal Spd 1
After combat, foe suffers Spd-3 through its next action. B
Defiant Res 3
Grants Res+7 at start of turn if unit's HP ≤ 50%. A
Defiant Res 2
Grants Res+5 at start of turn if unit's HP ≤ 50%. A
Defiant Res 1
Grants Res+3 at start of turn if unit's HP ≤ 50%. A
Fortify Armor
Grants adjacent armored allies Def/Res+6 through their next actions at the start of each turn. - Requires Fortify Def 2 or Fortify Res 2. C
Desperation 3
If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack. B
R Tomebreaker 2
If unit's HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and foe cannot. B
Desperation 2
If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack. B
Desperation 1
If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack. B
Bowbreaker 3
If unit's HP ≥ 50% in combat against a colorless bow user, unit makes a follow-up attack and foe cannot. B
Bowbreaker 2
If unit's HP ≥ 70% in combat against a colorless bow user, unit makes a follow-up attack and foe cannot. B
Bowbreaker 1
If unit's HP ≥ 90% in combat against a colorless bow user, unit makes a follow-up attack and foe cannot. B
R Tomebreaker 3
If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot. B
Watersweep 1
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. B
Guard 1
If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.) B
Hone Cavalry
Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn. - Requires Hone Atk 2 or Hone Spd 2. C
Seal Atk Spd 1
After combat, inflicts Atk/Spd-3 on foe through its next action. B
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.

C
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.

C
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.

C
Close Def 1
If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat. A
Close Def 2
If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat. A
Close Def 3
If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat. A
Axe Valor 1
If unit survives and uses a axe, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Axe Valor 2
If unit survives, all axe users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Axe Valor 3
If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
Lance Valor 1
If unit survives and uses a lance, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Lance Valor 2
If unit survives, all lance users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Lance Valor 3
If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
HP Def 1
Grants HP+3, Def+1. A
HP Def 2
Grants HP+4, Def+2. A
Seal Atk Spd 2
After combat, inflicts Atk/Spd-5 on foe through its next action. B
Fire Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.

A
Mirror Strike 2
Grants Atk/Res +4 during combat if unit initiates attack. A
Cancel Affinity 1
Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills. B
Cancel Affinity 2
Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated. B
Sword Valor 2
If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Sword Valor 1
If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Drive Atk 1
Grants allies within 2 spaces Atk+2 during combat. C
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. C
HP/Spd 2
Grants HP+4, Spd +2. A
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. C
Shield Pulse 3
If unit's Special triggers based on a foe's attack, Special cooldown count -2 at start of turn 1. Unit takes 5 less damage when Special triggers. B
Drive Atk 2
Grants allies within 2 spaces Atk+3 during combat. C
Sword Valor 3
If unit survives, all sword users on team get 2x SP, (if similar skill effects also used, only highest multiplier applied.) C
Cancel Affinity 3
Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed. B
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. C
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. C
Fire Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.

A
Fire Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.

A
Spur Def/Res 1
Grants adjacent allies Def/Res +2 during combat. C
Wind Boost 3
If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat. A
Grani's Shield
Neutralizes "effective against cavalry" bonuses. A
Distant Def 3
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat. A
Earth Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives def+6 during combat. A
B Tome Exp. 3
If unit survives combat, all blue magic users on team get 2x EXP. (If similar skill effects also used, only highest multiplier applied.) C
Wrathful Staff 3
Damage from unit's staff will be calculated the same as other weapons. B
Distant Def 2
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat. A
Distant Def 1
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat. A
Earth Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat. A
Earth Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat. A
B Tome Exp. 2
If unit survives, all blue tome users on team get 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) C
B Tome Exp. 1
If unit survives and uses a blue tome, unit gets 1.5x EXP. (If similar skill effects also used, only highest multiplier applies.) C
Wrathful Staff 2
If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons. B
Wrathful Staff 1
If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. B
Attack/Res 2
Grants Atk/Res +2. A
Dazzling Staff 3
The enemy cannot counterattack. B
Sword Experience 3

If unit survives, all sword users on team get 2x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
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.

C
Sword Experience 2

If unit survives, all sword users on team get 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
Sword Experience 1

If unit survives, unit gets 1.5x EXP.
(If similar skill effects also used, only highest multiplier applied.)

C
Sturdy Blow 2

If unit initiates combat, unit granted Atk/Def+4 during battle.

A
Sturdy Blow 1

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

A
Drive Def 2

Grants allies within 2 spaces Def+3 during combat.

C
Drive Def 1

Grants allies within 2 spaces Def+2 during combat.

C
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.

C
Attack/Res 1
Grants Atk/Res+1. A
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.

C
Quickened Pulse
Special cooldown count -1 at start of Turn 1.
Dazzling Staff 2
If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. B
Wind Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat. A
Dazzling Staff 1
If unit has 100% HP at the start of combat, the enemy cannot counterattack. B
Wind Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat. A
G Tomebreaker 1
If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot. B
Renewal 3
At the start of every second turn, restores 10 HP. B
Shield Pulse 2
If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. Unit takes 5 less damage when Special triggers. B
Darting Blow 2
Grants Spd+4 during combat if unit initiates the attack. A
Fortify Res 2

Grants adajacent allies Res+3 through their next actions at the start of each turn.

C
Fortify Res 3

Grants adjacent allies Res+4 through their next actions at the start of each turn.

C
Knock Back

If unit initiates attack, foe is moved 1 space away after combat

B
Fury 1

Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.

A
Fury 2

Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.

A
Fury 3

Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.

A
Brash Assault 1

Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.

B
Brash Assault 2

Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.

B
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.

B
Defiant Def 1

Grants Def+3 at start of turn if unit's HP < 50%

A
Defiant Def 2

Grants Def+5 at start of turn if unit's HP < 50%

A
Defiant Def 3

Grants Def+7 at start of turn if unit's HP < 50%

A
Lunge

If unit initiates attack, after combat, unit and targeted foe swap places.

B
Darting Blow 1
Grants Spd+2 during combat if unit initiates the attack. A
Darting Blow 3
Grants Spd+6 during combat if unit initiates the attack. A
Speed +3

Grants Spd+3

A
Quick Riposte 3
Unit automatically makes a follow-up attack if attacked at HP ≥ 70%. B
Defiant Spd 1
Grants Spd+3 at start of turn if unit's HP ≤ 50%. A
Goad Armor
Grants armored allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
Distant Counter

Enables unit to counterattack regardless of distance to attacker.

A
Hone Spd 3

Grants adjacent allies Spd+4 through their next actions at the start of each turn.

C
Hone Spd 2

Grants adjacent allies Spd+3 through their next actions at the start of each turn.

C
Hone Spd 1

Grants adjacent allies Spd+2 through their next actions at the start of each turn.

C
Quick Riposte 2
Unit automatically makes a follow-up attack if attacked at HP ≥ 80%. B
Savage Blow 1
If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. C
Quick Riposte 1
Unit automatically makes a follow-up attack if attacked at HP ≥ 90%. B
Defiant Atk 3

Grants Atk +7 at start of turn if unit's HP ≤ 50%

A
Defiant Atk 2

Grants Atk +5 at start of turn if unit's HP ≤ 50%

A
Defiant Atk 1

Grants Atk +3 at start of turn if unit's HP ≤ 50%

A
Savage Blow 3
If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. C
Savage Blow 2
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. C
Fortify Res 1

Grants adajacent allies Res+2 through their next actions at the start of each turn.

C
Speed +2

Grants Spd+2

A
Defiant Spd 3
Grants Spd+7 at start of turn if unit's HP ≤ 50%. A
Breath of Life 2
If unit initiates attack, adjacent allies recover 5 HP after combat. C
Death Blow 2
Grants Atk+4 if unit initiates combat. A
Spur Atk 1
Grants adjacent allies Atk+2 during combat. C
Spur Atk 2
Grants adjacent allies Atk+3 during combat. C
Spur Atk 3
Grants adjacent allies Atk+4 during combat. C
Escape Route 1
Enables unit whose own HP ≤ 30% to warp adjacent to any ally. B
Escape Route 2
Enables unit whose own HP ≤ 40% to warp adjacent to any ally. B
Escape Route 3
Enables unit whose own HP ≤ 50% to warp adjacent to any ally. B
Spur Spd 1
Grants adjacent allies Spd+2 during combat. C
Spur Spd 2
Grants adjacent allies Spd+3 during combat. C
Spur Spd 3
Grants adjacent allies Spd+4 during combat. C
Armored Blow 1
Grants Def+2 during combat if unit initiates the attack. A
Armored Blow 2
Grants Def+4 during combat if unit initiates the attack. A
Armored Blow 3
Grants Def+6 during combat if unit initiates the attack. A
Breath of Life 1
If unit initiates attack, adjacent allies recover 3 HP after combat. C
Breath of Life 3
If unit initiates attack, adjacent allies recover 7 HP after combat. C
Speed +1

Grants Spd+1

A
Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%

B
Lancebreaker 3

If unit's HP > 50% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Lancebreaker 2

If unit's HP > 70% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Lancebreaker 1

If unit's HP > 90% in combat against a lance user, unit makes a follow-up attack and foe cannot.

B
Spur Res 3

Grants adjacent allies Res+4 during combat

C
Spur Res 2

Grants adjacent allies Res+3 during combat

C
Spur Res 1

Grants adjacent allies Res+2 during combat

C
Vantage 2

Unit counterattacks first when attacked at HP ≤ 50%

B
HP +3

Grants +3 to max HP.

A
Vantage 1

Unit counterattacks first when attacked at HP ≤ 25%

B
Swordbreaker 3

If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
Swordbreaker 2

If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
Swordbreaker 1

If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.

B
HP +5

Grants +5 to max HP.

A
HP +4

Grants +4 to max HP.

A
Defiant Spd 2
Grants Spd+5 at start of turn if unit's HP ≤ 50%. A
Close Counter
Enables unit to counterattack regardless of distance to attacker. A
Renewal 2
At the start of every third turn, restores 10 HP. B
Attack +3
Grants Atk+3. A
Resistance +1
Grants Res+1 A
Resistance +2
Grants Res+2 A
Resistance +3
Grants Res+3 A
Threaten Atk 1
Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Atk 2
Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Atk 3
Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn. C
Wings of Mercy 1
Enables unit to warp adjacent to any ally with HP ≤ 30%. B
Wings of Mercy 2
Enables unit to warp adjacent to any ally with HP ≤ 40%. B
Wings of Mercy 3
Enables unit to warp adjacent to any ally with HP ≤ 50%. B
Seal Atk 1
After combat, foe suffers Atk-3 through its next action. B
Seal Atk 2
After combat, foe suffers Atk-5 through its next action. B
Seal Atk 3
After combat, foe suffers Atk-7 through its next action. B
Attack +1
Grants Atk+1. A
Attack +2
Grants Atk+2. A
Fortify Def 1
Grants adjacent allies Def+2 through their next actions at the start of each turn. C
Threaten Def 2
Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn C
Drag Back
If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space. B
Renewal 1
At the start of every fourth turn, restores 10 HP. B
Ward Cavalry
Grants cavalry allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Axebreaker 3
If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot. B
Axebreaker 2
If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the foe cannot. B
Axebreaker 1
If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot. B
Ward Armor
Grants armored allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Hone Atk 3
Grants adjacent allies Atk+4 through their next actions at the start of each turn. C
Fortify Def 2
Grants adjacent allies Def+3 through their next actions at the start of each turn. C
Hone Atk 2
Grants adjacent allies Atk+3 through their next actions at the start of each turn. C
Hone Atk 1
Grants adjacent allies Atk+2 through their next actions at the start of each turn. C
Seal Res 3
After combat, foe suffers Res-7 through its next action. B
Seal Res 2
After combat, foe suffers Res-5 through its next action. B
Seal Res 1
After combat, foe suffers Res-3 through its next action. B
Fortify Def 3
Grants adjacent allies Def+4 through their next actions at the start of each turn. C
Threaten Def 3
Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn C
Threaten Def 1
Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn C
Threaten Spd 1
Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn. C
Seal Def 3
After combat, foe suffers Def -7 through its next action. B
Threaten Spd 2
Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Spd 3
Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn. C
Hone Fliers
Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. - Requires Hone Atk 2 or Hone Spd 2. C
Triangle Adept 1
Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage. A
Triangle Adept 2
Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage. A
Triangle Adept 3
Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. A
Pass 1
Unit can pass through foes if its own HP ≥ 75%. B
Pass 2
Unit can pass through foes if its own HP ≥ 50%. B
Pass 3
Unit can pass through foes if its own HP ≥ 25%. B
Live to Serve 1
When healing allies with a staff, unit also recovers 50% of the HP restored B
Live to Serve 2
When healing allies with a staff, unit also recovers 75% of the HP restored B
Live to Serve 3
When healing allies with a staff, unit also recovers the same amount B
Seal Def 1
After combat, foe suffers Def -3 through its next action. B
Seal Def 2
After combat, foe suffers Def -5 through its next action. B
Fortify Fliers
Grants adjacent flying allies Def/Res+6 through their next actions at the start of each turn. - Requires Fortify Def 2 or Fortify Res 2. C
Spur Def 3
Grants adjacent allies Def+4 during combat. C
Wary Fighter 3
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 50% B
Ward Fliers
Grants flying allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Spur Def 2
Grants adjacent allies Def+3 during combat. C
Spur Def 1
Grants adjacent allies Def+2 during combat. C
Life and Death 3
Grants Atk/Spd+5. Inflicts Def/Res-5. A
Life and Death 2
Grants Atk/Spd+4. Inflicts Def/Res-4. A
Life and Death 1
Grants Atk/Spd+3. Inflicts Def/Res-3. A
Wary Fighter 2
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 70% B
Defense +1
Grants Def+1. A
Wary Fighter 1
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 90% B
Obstruct 3
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.) B
Obstruct 2
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.) B
Obstruct 1
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.) B
Defense +3
Grants Def+3. A
Defense +2
Grants Def+2. A
Shield Pulse 1
If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. B
HP/Spd 1
Grants HP+3, Spd+1. A
Infantry Flash 1
Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" C
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. C
Res Smoke 3
After Combat, inflicts Res-7 on foes within 2 spaces of target through their next actions. C
Res Smoke 1
After combat, inflicts Res-3 on foes within 2 spaces of target through their next actions. C
Res Smoke 2
After combat, inflicts Res-5 on foes within 2 spaces of target through their next actions. C
S Drink
At the start of turn 1, restores 99 HP and grants Special cooldown count -1. B
G Tome Exp. 3
If unit survives, all green tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) C
Spur Atk/Def 2
Grants Atk/Def+3 to adjacent allies during combat. C
Spur Atk/Def 1
Grants Atk/Def+2 to adjacent allies during combat. C
G Tome Exp. 2
If unit survives and uses a green tome, all green tome allies on team get 1.5x EXP. (Only highest multiplier applied. Does not stack.) C
G Tome Exp. 1
If unit survives and uses a green tome, unit gets 1.5x EXP. (Only highest multiplier applied. Does not stack.) C
Goad Dragons
Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. C
Flier Guidance 3
Flying allies within 2 spaces can move to a space adjacent to unit. C
Flier Guidance 1
If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. C
Flier Guidance 2
If unit's HP ≥ 50% HP, flying allies within 2 spaces can move to a space adjacent to unit. C
Laws of Sacae
If foe initiates combat and the number of allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+4 during combat. A
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. C
Darting Stance 3
Grants Spd+6 during combat when this unit is attacked. A
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. B
Def/Res Link 2
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+4 to unit and target ally or unit and targeting ally for 1 turn. B
Def/Res Link 1
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+2 to unit and target ally or unit and targeting ally for 1 turn. B
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. B
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. B
Spd Feint 3
If a Rally Assist skill is used by unit or targets unit, inflict Spd-7 on foes in cardinal directions of unit through their next actions. B
Def/Res Link 3
If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+6 to unit and target ally or unit and targeting ally for 1 turn. B
Seal Def/Res 1
Inflicts Def/Res-3 on foe through its next action after combat. B
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. C
Firestorm Dance 1
If Sing or Dance is used, grants Atk/Spd+2 to target. B
Odd Atk Wave 2
At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Odd Atk Wave 1
At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Odd Atk Wave 3
At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Firestorm Dance 2
If Sing or Dance is used, grants Atk/Spd+3 to target B
Seal Def/Res 2
Inflicts Def/Res-5 on foe through its next action after combat. B
Dragonskin
Neutralizes "effective against flying" bonuses. Grants Def/Res+4 during combat if foe initiates combat. A
Darting Stance 2
Grants Spd+4 during combat when this unit is attacked A
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. B
Chill Def 3
At start of turn, inflicts Def-7 on foe on the enemy team with the highest DEF through its next action. B
HP/Atk 1
Grants HP+3, Atk+1 A
HP/Atk 2
Grants HP+4, Atk+2. A
Chill Spd 1
At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. B
Chill Spd 2
At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. B
Chill Spd 3
At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff. B
Brazen Def/Res 1
If unit's HP ≤ 80% at the start of combat, grants Def/Res+3 during combat. A
Brazen Def/Res 2
If unit's HP ≤ 80% at the start of combat, grants Def/Res+5 during combat. A
Brazen Def/Res 3
If unit's HP ≤ 80% at the start of combat, grants Def/Res+7 during combat. A
Ward Dragons
Grants dragon allies within 2 spaces Def/Res+4 during combat. C
Solar Brace
Restores 30% of damage dealt when Special triggers during combat. (Stacks with effects of skills like Sol.) B
Sturdy Stance 1
Grants Atk/Def+2 during combat if foe initiates combat. A
Sturdy Stance 2
Grants Atk/Def+4 during combat if foe initiates combat. A
Dull Ranged 3
If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Mirror Stance 2
Grants Atk/Res +4 during combat if foe initiates combat. A
Chill Def 2
At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. B
Darting Stance 1
Grants Spd+2 during combat when this unit is attacked. A
Chill Res 2
At the start of each turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. B
Spd/Res Bond 2
Grants Spd/Res+4 to this unit during combat if unit is adjacent to an ally. A
Spd/Res Bond 1
Grants Spd/Res+3 to this unit during combat if unit is adjacent to an ally. A
Def Smoke 2
After combat, inflicts Def-5 on foes within 2 spaces of target through their next actions. C
Def Smoke 1
After combat, inflicts Def-3 on foes within 2 spaces of target through their next actions. C
Swift Stance 1
Grants Spd/Res+2 during combat when this unit is attacked. A
Chill Res 1
At the start of each turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. B
Spd/Res Bond 3
Grants Spd/Res+5 to this unit during combat if unit is adjacent to an ally. A
Chill Def 1
At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. B
Def Smoke 3
After combat, inflicts Def-7 on foes within 2 spaces of target through their next actions. C
Swift Stance 2
Grants Spd/Res+4 during combat if foe initiates combat. A
Chill Res 3
At the start of each turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. B
Mirror Stance 1
Grants Atk/Res+2 during combat if foe initiates combat. A
Dull Ranged 2
If unit's HP ≥ 50% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Dull Ranged 1
If unit's HP = 100% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
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. B
Kestrel Stance 2
If foe initiates combat, grants Atk/Spd+4 during combat. A
Bow Valor 2
If unit survives, all bow users on team get 1.5x SP. (Only highest value applied. Does not stack.) C
Fireflood Dance 1
If Sing or Dance is used, grants Atk+2 and Res+3 to target. B
Spur Atk/Res 1
Grants Atk/Res+2 to adjacent allies during combat. C
Spur Atk/Res 2
Grants Atk/Res+3 to adjacent allies during combat. C
Bracing Stance 1
If foe initiates combat, grants Def/Res+2 during combat. A
Bracing Stance 2
If foe initiates combat, grants Def/Res+4 during combat. A
Distant Guard 3
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." C
Distant Guard 1
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat." C
Distant Guard 2
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat." C
Odd Def Wave 3
At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Rockslide Dance 2
If Sing or Dance is used, grants Spd+3 and Def+4 to target. B
Spur Spd/Res 2
Grants Spd/Res+3 to adjacent allies during combat. C
Fireflood Dance 2
If Sing of Dance is used, grants Atk+3 and Res+4 to target. B
Odd Def Wave 1
At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Odd Def Wave 2
At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Rockslide Dance 1
If Sing or Dance is used, grants Spd+2 and Def+3 to target. B
Spur Spd/Res 1
Grants Spd/Res+2 to adjacent allies during combat. C
Staff Valor 2
While unit lives, all staff allies on team get 1.5x SP after combat or after using healing Assist skills. (Only highest value applied. Does not stack.) C
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.) C
Infantry Flash 2
Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" C
Infantry Flash 3
Infantry allies within 2 spaces gain: "If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" C
Binding Shield
In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack. B
Close Guard 1
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+2 during combat." C
Close Guard 2
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+3 during combat." C
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.) C
Special Fighter 1
At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) B
Death Blow 4
If unit initiates combat, grants Atk +8 during combat. A
Special Fighter 2
At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) B
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.) C
Special Fighter 3
At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) B
Double Lion
If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.) B
Close Guard 3
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+4 during combat." C
Ostian Counter
Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. A
Staff Valor 3
While unit lives, all staff allies on team get 2x SP after combat or after using healing Assist skills. (Only highest value applied. Does not stack.) C
Staff Valor 1
While unit lives and uses a staff, unit gets 1.5x SP after combat or after using a healing Assist skill. (Only highest value applied. Does not stack.) C
Bushido
Deals +10 damage when Special triggers. B
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. B
Kestrel Stance 1
If foe initiates combat, grants Atk/Spd+2 during combat. A
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.) C
Aerobatics 3
Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. B
Aerobatics 1
If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. B
Aerobatics 2
If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. B
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.) C
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.) C
Dull Close 3
If foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
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. A
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. B
Infantry Rush 3
Infantry allies within 2 spaces gain: "if unit's Atk ≥ foe's Atk +1, grants Special cooldown charge +1 per attack. (only highest value applied. Does not stack.)" C
Dull Close 1
At start of combat, if unit's HP = 100% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Dull Close 2
At start of combat, if unit's HP ≥ 50% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
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. B
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. A
Atk/Def Link 1
If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+2 to unit and target ally\nor unit and targeting ally for 1 turn. B
Brazen Atk/Res 2
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. A
Atk/Def Link 2
If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+4 to unit and target ally\nor unit and targeting ally for 1 turn. B
Atk/Def Link 3
If a movement Assist skill (like Reposition,\nShove, Pivot, etc.) is used by unit or targets\nunit, grants Atk/Def+6 to unit and target ally\nor unit and targeting ally for 1 turn. B
Dragon Valor 2
While unit lives, all dragonstone allies on team get 1.5x SP. (Only highest value applied. Does not stack.) C
Dragon Valor 1
While unit lives and uses a dragonstone, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
Odd Res Wave 2
At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Odd Res Wave 1
At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Brazen Atk/Res 1
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat. A
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. A
Odd Res Wave 3
At start of odd-numbers turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.) C
Dragon Valor 3
White unit lives, all dragonstone allies on team get 2x SP. (Only highest value applied. Does not stack.) C
Brazen Atk/Res 3
At start of combat, if unit's HP ≤ 80%, grants Atk/Res +7 during combat. A
Ostia's Pulse
At the start of the turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2. C
Infantry Rush 2
Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" C
Infantry Rush 1
Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" C
Bow Valor 3
If unit survives, all bow allies get 2x SP. (Only highest value applied. Does not stack.) C
Bow Valor 1
If unit survives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
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. C
Spur Spd/Def 1
Grants adjacent allies Spd/Def +2 during combat. C
Atk Smoke 2

After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.

C
Atk Smoke 3

After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.

C
Steady Stance 1

Grants Def+2 during combat when this unit is attacked.

A
Steady Stance 2

Grants Def+4 during combat when this unit is attacked.

A
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.)

A
Atk/Spd 2
Grants Atk/Spd +2. A
Wrath 3
If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. B
Spur Spd/Def 2
Grants adjacent allies Spd/Def+3 during combat. C
Flier Formation 3
Unit can move to a space adjacent to a flier ally within 2 spaces B
Atk/Spd 1
Grants Atk/Spd+1. A
Wrath 1
If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. B
Wrath 2
If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. B
Flier Formation 1
If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces. B
Flier Formation 2
If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces. B
Steady Stance 3
Grants Def+6 during combat when this unit is attacked. A
Steady Blow 2

If unit initiates combat, unit granted Spd/Def+4 during battle.

A
Gale Dance 2

If Sing or Dance is used, target also granted Spd+3.

B
Spd Ploy 3
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-5 until the end of foe's next action. C
B Tome Valor 2

If unit survives, all blue tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
B Tome Valor 1

If unit survives and uses a blue tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Geyser Dance 1

If Sing or Dance is used, target also granted Def/Res+3.

B
Torrent Dance 1

If Sing or Dance is used, target also granted Res+3.

B
Drive Res 1

Grants allies within 2 spaces Res+2 during combat.

C
Gale Dance 1

If Sing or Dance is used, target also granted Spd+2.

B
Blaze Dance 3
If Sing or Dance is used, target also granted Atk +4. B
Blaze Dance 2

If Sing or Dance is used, target also granted Atk+3.

B
Blaze Dance 1

If Sing or Dance is used, target also granted Atk+2.

B
B Tome Valor 3

If unit survives, all blue tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

C
Geyser Dance 2

If Sing or Dance is used, target also granted Def/Res+4.

B
Gale Dance 3
If Sing or Dance is used, target also granted Spd +4. B
Drive Res 2
Grants allies within 2 spaces Res+3 during combat. C
Atk Smoke 1

After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.

C
Steady Blow 1

If unit initiates combat, unit granted Spd/Def+2 during battle.

A
Spd Smoke 3
After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions. C
Swift Strike 2
If unit initiates combat, unit granted Spd/Res+4 during battle. A
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. C
Mirror Strike 1
Grants Atk/Res+2 during combat if unit initiates combat. A
Water Boost 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+2 during combat. A
Water Boost 2
If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+4 during combat. A
Water Boost 3
If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+6 during combat. A
Infantry Pulse 1
Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.) C
Infantry Pulse 2
Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.) C
Infantry Pulse 3
Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.) C
G Tome Valor 1
If unit survives and uses a green tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
G Tome Valor 2
If unit survives, all green tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
G Tome Valor 3
If unit survives, all green tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
Spd Res 1
Grants Spd/Res+1. A
Spd Res 2
Grants Spd/Res+2. A
Swift Strike 1
If unit initiates combat, unit granted Spd/Res+2 during battle. A
Armor March 1
If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.) C
Drive Spd 1
Grants allies within 2 spaces Spd+2 during combat. C
Spd Def 1
Grants Spd/Def+1. A
Beorc's Blessing
Neutralizes cavalry and flying foe's bonuses (from skills like Fortify, Rally, etc.) during combat. B
Sacae's Blessing
If foe has sword, lance, or axe, foe cannot counterattack. B
Drive Spd 2
Grants allies within 2 spaces Spd+3 during combat C
Seal Atk Def 2

After combat, inflicts Atk/Def-5 on foe through its next action.

B
Seal Atk Def 1

After combat, inflicts Atk/Def-3 on foe through its next action.

B
Spd Def 2
Grants Spd/Def+2. A
Guidance 3

Infantry and armored allies within 2 spaces can move to a space adjacent to unit.

C
Armor March 2
If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.) C
Guidance 2
If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. C
Guidance 1
If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. C
Fortress Res 3

Grants Res+5. Inflicts Atk-3.

A
Fortress Res 2

Grants Res+4. Inflicts Atk-3.

A
Fortress Res 1

Grants Res+3. Inflicts Atk-3.

A
Armor March 3

If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)

C
Crusader's Ward
If unit receives consecutive attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited) B
Spd Ploy 2
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-4 until the end of foe's next action. C
Atk/Spd Bond 2
Grants Atk/Spd+4 during combat if unit is adjacent to an ally. A
Spd/Def Bond 3
Grants Spd/Def+5 to unit during combat if adjacent to an ally. A
R Tome Valor 3
If unit survives, all red tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.) C
Bold Fighter 1

If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Bold Fighter 2

If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Vengeful Fighter 1

If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Vengeful Fighter 2

If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
R Tome Valor 2
If unit survives, all red tome users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
R Tome Valor 1
If unit survives and uses a red tome, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Brazen Atk/Def 1
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat. A
Brazen Atk/Def 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat. A
Brazen Atk/Spd 1
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+3 during combat. A
Brazen Atk/Spd 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat. A
Chilling Seal
At the start of each turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited.) If there is a tie between several units, they will all get the debuff. B
Spd/Def Bond 1
Grants Spd/Def+3 to unit during combat if adjacent to an ally. A
Spd/Def Bond 2
Grants Spd/Def+4 to unit during combat if adjacent to an ally. A
Earth Dance 1
If Sing or Dance is used, target also granted Def+3. B
Brazen Atk/Spd 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat. A
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. C
Atk/Spd Bond 1
Grants Atk/Spd+3 during combat if unit is adjacent to an ally. A
Atk/Spd Bond 3
Grants Atk/Spd+5 during combat if unit is adjacent to an ally. A
Warding Breath
Grants Res+4 during combat if unit is attacked. Also grants Special cooldown charge +1 per attack. (Does not stack. Only highest value applied.) A
R Tome Exp. 2
If unit survives and uses a red tome, all red tome allies on team get 1.5x EXP. (Only highest multiplier applied. Does not stack.) C
R Tome Exp. 1
If unit survives and uses a red tome, unit gets 1.5x EXP. (Only highest multiplier applied. Does not stack.) C
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.

C
R Tome Exp. 3
If unit survives and uses a red tome, all red tome allies on team get 2x EXP. (Only highest multiplier applied. Does not stack.) C
Earth Dance 2
If Sing or Dance is used, target also granted Def+4. B
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. C
Hone Dragons
Grants adjacent dragon allies Atk/Spd+6 through their next actions at the start of each turn. C
Warp Powder
If unit's HP ≥ 80%, unit can move adjacent to any ally within 2 spaces. B
Spur Atk Spd 2
Grants adjacent allies Atk/Spd +3 during combat. C
Spur Atk Spd 1
Grants adjacent allies Atk/Spd +2 during combat. C
Earth Dance 3
If Sing or Dance is used, target also granted Def+5. B
Vengeful Fighter 3

If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Brazen Atk/Def 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat. A
Spd Ploy 1
At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-3 until the end of foe's next action. C
Atk/Res Bond 3
Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally. A
Atk/Res Bond 2
Grants Atk/Res+4 to this unit during combat if unit is adjacent to an ally. A
Atk/Res Bond 1
Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally. A
Dagger Valor 2
If unit survives, all dagger users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Dagger Valor 1
If unit survives and uses a dagger, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) C
Warding Stance 2
Grants Res+4 during combat when this unit is attacked. A
Warding Stance 1
Grants Res+2 during combat when this unit is attacked. A
Bracing Blow 2
Grants Def/Res+4 during combat if unit initiates combat. A
HP/Res 2
Grants HP+4, Res+2. A
Dagger Valor 3
If unit survives, all dagger users on team get 2x SP. (If similar skill effects also used, only highest multiplier applies.) C
Warding Stance 3
Grants Res+6 during combat when this unit is attacked. A
Recover Ring
Restores 10 HP at the start of each turn. (Skill cannot be inherited.) B
Follow-Up Ring
Unit makes a guaranteed follow-up attack when unit's HP ≥ 50% at start of combat. (Skill cannot be inherited.) B
Spd Smoke 2
After combat, inflicts Spd-5 on foes within 2 spaces of target through their next actions. C
Spd Smoke 1
After combat, inflicts Spd-3 on foes within 2 spaces of target through their next actions. C
Bracing Blow 1
Grants Def/Res+2 during combat if unit initiates combat. A
Flashing Blade 3
If unit’s Spd - foe’s Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) A
Bold Fighter 3

If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

B
Atk/Def Bond 3
Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally. A
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. C
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. C
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. C
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. C
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. C
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. C
Atk/Def Bond 2
Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally. A
Fierce Stance 3
Grants Atk+6 during combat when this unit is attacked. A
Atk/Def Bond 1
Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally. A
Fierce Stance 2
Grants Atk+4 during combat when this unit is attacked. A
Fierce Stance 1
Grants Atk+2 during combat when this unit is attacked. A
Flashing Blade 2
If unit’s Spd - foe’s Spd ≥ 3, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) A
Flashing Blade 1
If unit’s Spd - foe’s Spd ≥ 5, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) A
HP/Res 1
Grants HP+3, Res+1. A