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Passive Skills

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Passive Skills

Skills

Passive Skills

Filter Passive Skill Slot

A
B
C
Title Effect Slot
Death Blow 1
Grants Atk+2 if unit initiates combat. A
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
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
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
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 3

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

C
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
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 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
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
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
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
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
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
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
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 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
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
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
Threat. Atk/Spd 1

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

C
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
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
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
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
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
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
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
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
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
Scendscale

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

A
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
Brazen Atk/Spd 4
At start of combat, if unit's HP <= 80%, grants Atk+9 and Spd+10 during combat. A
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
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
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
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
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 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
Divine Fang
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. C
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
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
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
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
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
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
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
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
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
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
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
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
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 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
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
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
Mirror Impact
If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack. 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 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
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
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
Threat. Atk/Spd 2

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

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
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
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
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 1

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

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
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 1

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

C
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
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
Brazen Spd/Res 1

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

A
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
Dagger Exp. 3

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

(Only highest value applied. Does not stack.)

C
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. 1

While unit lives, unit gets 1.5x 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
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
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 2

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

A
Staff Exp. 2

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

(Only highest value applied. Does not stack.)

C
Atk/Def Form 1
Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.) A
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 3
Grants Atk/Def+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.) A
Atk/Def Form 2
Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.) A
Fortify Res 4

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

C
Brazen Spd/Res 3

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

A
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
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
Life and Death 4

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

A
Staff Exp. 3

While unit lives, all staff allies on team get 2x 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
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
Spd/Def Form 1

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

A
Brazen Spd/Def 1

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

A
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
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 1

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

B
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
Spd/Def Form 2

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

A
Caldera Dance 1

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

B
Brazen Spd/Def 3

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

A
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 2
If Sing or Dance is used, grants Atk+3 and Def+4 to target. B
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
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
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
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
Brazen Spd/Def 2

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+5 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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
Threat. Atk/Res 2

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

C
Def/Res Bond 2
If unit is adjacent to an ally, grants Def/Res+4 during combat. 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
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
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 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
Atk/Def Solo 2
If unit is not adjacent to an ally, grants Atk/Def+4 during combat. A
Atk/Def Solo 1
If unit is not adjacent to an ally, grants Atk/Def+2 during combat. A
Def/Res Bond 1
If unit is adjacent to an ally, grants Def/Res+3 during combat. A
Sturdy Impact
If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack. 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
Sparkling Boost
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) C
Hone Atk 4
At start of turn, grants Atk+7 to adjacent allies for 1 turn. C
Hone Beasts
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. C
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
Spd Opening 1
At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) 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
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
Spd Opening 2
At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) C
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
Fortify Beasts
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. 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
Spd Opening 3
At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) C
Null C-Disrupt 2

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

B
Null C-Disrupt 1

At start of combat, if unit's HP = 100%, 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 3

Neutralizes effects that prevent unit's counterattacks during combat.

B
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
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
Def/Res Solo 1
If unit is not adjacent to an ally, grants\nDef/Res+2 during combat. A
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
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
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
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
Fort. Def/Res 3
Grants Def/Res+6. Inflicts Atk-2. A
Def/Res 1
Grants Def/Res+1. A
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
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
Fort. Def/Res 2
Grants Def/Res+4. Inflicts Atk-3. A
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
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
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
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
Fort. Def/Res 1
Grants Def/Res+3. Inflicts Atk-3. A
Atk/Spd Solo 3
If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. A
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
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 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
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
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
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
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
Lunar Brace
Slows Special trigger (cooldown count+1). Deals damage = 50% of foe's Def when Special triggers. 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
Torrent Dance 3
If Sing or Dance is used, grants Res+5 to target. B
Torrent Dance 2
If Sing or Dance is used, grants Res+4 to target. 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
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/Spd Solo 2
If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. A
Atk/Spd Solo 1
If unit is not adjacent to an ally, grants Atk/Spd+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 2
If unit is not adjacent to an ally, grants\nDef/Res+4 during combat. A
Spd/Def Solo 3
f unit is not adjacent to an ally, grants Spd/Def+6 during combat. 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
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
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
Beast Exp. 3
While unit lives, all beast allies on team get 2x 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. 1
While unit lives and is a beast, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) C
Spd/Def Solo 2
If unit is not adjacent to an ally, grants Spd/Def+4 during combat. A
Def Opening 2
At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) C
Spd/Def Solo 1
f unit is not adjacent to an ally, grants Spd/Def+2 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
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
Def Opening 1
At start of turn, grants Def+2 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
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
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
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
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
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
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
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
Darting Blow 4
If unit initiates combat, grants Spd+9 during combat. 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
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-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
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 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
Fury 4

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

A
Beast Valor 3
While unit lives, all beast allies on team get 2x 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
Beast Valor 2
While unit lives, all beast allies on team get 1.5x SP. (Only highest value applied. Does not stack.) C
Beast Valor 1
While unit lives and uses beast damage, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
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
Goad Beasts
Grants Atk/Spd+4 to beast allies within 2 spaces during combat. C
Ward Beasts
Grants Def/Res+4 to beast allies within 2 spaces during combat. C
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
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
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
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
Seal Spd/Def 1
Inflicts Spd/Def-3 on foe through its next action after combat. B
Seal Spd/Def 2
Inflicts Spd/Def -5 on foe through its next action after combat. B
Hone Spd 4
At start of turn, grants Spd+7 to adjacent allies for 1 turn. C
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
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
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 3
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. A
Threat. Atk/Res 1

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

C
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
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
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
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
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
Def/Res Solo 4

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

A
Spd/Res Rein 3

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

C
Spd/Res Rein 2

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

C
Spd/Res Rein 1

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

C
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
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
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 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
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
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
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 1

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

C
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
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/Def Rein 2

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

C
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
Seal Atk/Res 2

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

B
Seal Atk/Res 1

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

B
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.)

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
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
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 2

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

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
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 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
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
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
Atk/Def Rein 3

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

C
Atk/Def Rein 1

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

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/Def Rein 2

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

C
Atk/Res Rein 3

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

C
Atk/Res Rein 2

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

C
Atk/Res Rein 1

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

C
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
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
Spd/Def Rein 3

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

C
Spd/Def Rein 1

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

C
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
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
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
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
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
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
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
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/Res Form 3

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

A
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
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
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
Odd Tempest 3

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

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
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
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 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 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
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 2

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

A
Atk/Res Form 1

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

A
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
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 3

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

C
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/Spd Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Spd+2 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

A
S/D Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-1 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

 

B
Atk/Spd Boosting A Slot

PLACEHOLDER SKILL FOR USE IN BUILDS. USE PERSONAL PREFERENCE. SOME SKILLS MAY NOT BE INHERITABLE TO CERTAIN HEROES.

A
Atk/Spd Catch (3 or 4)

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

A
Atk/Spd Snag 3

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

 

B
Atk/Spd Snag 2

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

 

B
Atk/Spd Snag 1

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

B
Atk/Spd Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+5 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

A
S/R Far Trace 1

Enables【Canto (Rem.)】.  Inflicts Spd/Res-1 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

B
Atk/Spd Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+4 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

A
Atk/Spd Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+3 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

A
G 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
Even Tempest 3

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

 

C
Even Tempest 2

At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)

 

C
Even Tempest 1

At start of even-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)

C
S/D Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-3 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

 

 

B
S/R Far Trace 2

Enables【Canto (Rem.)】.  Inflicts Spd/Res-2 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

B
G 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
Atk/Def Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+3 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

A
Atk/Def Menace

At start of turn, inflicts Atk/Def-6 on nearest foes within 4 spaces through their next actions and grants Atk/Def+6 to unit for 1 turn.

C
Armored Wall

At start of combat, if unit's HP ≥ 25%, grants Special cooldown charge +1 to unit, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat.  During unit's first combat in player phase or enemy phase, at start of combat, if unit's HP ≥ 25% while transformed, reduces damage from foe's first attack by 40%.

B
Murderous Lion

Enables【Canto (Rem. +1)】.  If unit is not adjacent to an ally, inflicts Spd/Def-3 on foe during combat and foe cannot counterattack.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

B
Atk/Def Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Def+2 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

 

 

A
Atk/Def Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+5 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

 

 

A
Atk/Def Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+4 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

 

A
Chilling Seal II

At start of turn, inflicts Atk/Spd/Def/Res-7 on foes on the enemy team with the lowest Def through their next actions and inflicts Atk/Res-7 on foes within 2 spaces of foes on the enemy team with the lowest Def through their next actions.

B
S/R Far Trace 3

Enables【Canto (Rem.)】.  Inflicts Spd/Res-3 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

 

B
Bushido II

Neutralizes "effective against flying" bonuses. Deals +7 damage. 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%).

B
Atk/Def Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Def+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/Def Catch 3

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

 

A
Atk/Def Catch 2

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

 

A
Atk/Def Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

A
S/D Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-2 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

 

 

B
Sun-Twin Wing

At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

B
R Duel Cavalry 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
Swift Impact

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

A
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
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
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
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
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
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
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
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
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
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
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 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
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
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
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
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
R Duel Cavalry 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 Cavalry 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
R Duel Cavalry 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
A/D Near Save 3

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 Atk/Def+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/D 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 Atk/Def+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/D 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 Atk/Def+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
B 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
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
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
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
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
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
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
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
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
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
Threat. Atk/Def 1

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

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
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
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
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
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
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 1

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

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 Oath 3

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

C
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
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
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
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
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 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
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 2

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

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
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
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
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 1

If unit is not adjacent to an ally, grants Spd/Res+2 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
Spd/Res Solo 2

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

A
Impenetrable Dark
During combat, disables skills of all foes excluding foe in combat. 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
Atk/Spd Rein 2

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

C
Atk/Res Solo (3 or 4)

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

A
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
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
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
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
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
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
Heavy Blade 4 / Flashing Blade 4

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

A
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
Close Call 3 / Repel 3

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

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
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 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
Seal Spd/Res 2
Inflicts Spd/Res -5 on foe through its next action after combat. B
Seal Spd/Res 1
Inflicts Spd/Res -5 on foe through its next action after combat. B
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
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
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
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
Atk/Spd Rein 1

Inflicts Atk/Spd-2 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
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
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 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
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/Def Solo 4

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

A
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
Steady Impact

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

A
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
Fortify Def 4

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

C
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
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
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
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
Atk/Res Solo 4

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

A
Atk/Spd Solo 4

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

A
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
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 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
Dragoon Shield

Neutralizes "effective against flying" bonuses.

Grants Atk/Spd/Def+3.

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
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
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
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
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
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 1

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

A
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
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
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
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
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
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
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.)

B
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
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 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
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
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
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
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
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
Fortress Def 2
Grants Def+4. Inflicts Atk-3. A
Goad Fliers
Grants flying allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 2. C
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
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
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
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 1
If unit survives, unit gets 1.5x EXP. (If similar skill effects also used, only highest multipler applied.) C
Fortress Def 1
Grants Def+3. Inflicts Atk-3. A
Fortress Def 3
Grants Def+5. Inflicts Atk-3. A
Attack Def +1
Grants Atk/Def+1. A
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
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
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
Distant Def 3
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat. A
Grani's Shield
Neutralizes "effective against cavalry" bonuses. A
Spur Def/Res 1
Grants adjacent allies Def/Res +2 during combat. C
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
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
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
Attack Def +2
Grants Atk/Def+2. A
Swift Sparrow 2
If unit initiates combat, unit granted Atk/Spd+4 during battle. A
Distant Def 2
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat. A
Threaten Res 2
Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn. C
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
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
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
Threaten Res 3
Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn. C
Threaten Res 1
Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn. C
Desperation 1
If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack. B
Poison Strike 3
Inflicts 10 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 1
Inflicts 4 damage to foe after any combat this unit initiates. 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
Daggerbreaker 2
If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot. B
Daggerbreaker 1
If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot. 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
Desperation 2
If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack. B
Swift Sparrow 1
If unit initiates combat, unit granted Atk/Spd+2 during battle. A
Seal Spd 3
After combat, foe suffers Spd-7 through its next action. 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
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
Iote's Shield

Neutralizes "effective against fliers" bonuses.

A
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
Goad Cavalry
Grants cavalry allies within 2 spaces Spd/Atk+4 during combat. - Requires Spur Atk 2 or Spur Spd 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
Seal Spd 2
After combat, foe suffers Spd-5 through its next action. B
Desperation 3
If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack. 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
Svalinn Shield
Neutralizes "effective against armored" bonuses. A
Wrathful Staff 3
Damage from unit's staff will be calculated the same as other weapons. B
Distant Def 1
If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat. A
Warding Blow 2
Grants Res+4 during combat if unit initiates the attack. A
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
HP/Spd 2
Grants HP+4, Spd +2. A
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 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
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
Seal Atk Spd 2
After combat, inflicts Atk/Spd-5 on foe through its next action. B
Seal Atk Spd 1
After combat, inflicts Atk/Spd-3 on foe through its next action. B
HP Def 2
Grants HP+4, Def+2. A
HP Def 1
Grants HP+3, Def+1. A
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
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
Mirror Strike 2
Grants Atk/Res +4 during combat if unit initiates attack. A
Drive Atk 1
Grants allies within 2 spaces Atk+2 during combat. 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
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
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 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
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
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 1
If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+2 during combat. A
Mirror Strike 1
Grants Atk/Res+2 during combat if unit initiates combat. A
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
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
HP/Spd 1
Grants HP+3, Spd+1. A
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
Shield Pulse 1
If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. B
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
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
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
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
Dazzling Staff 3
The enemy cannot counterattack. B
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
Attack/Res 1
Grants Atk/Res+1. A
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
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 2
Grants Atk/Res +2. A
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
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
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
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
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
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
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
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
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
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
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 1
If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat. A
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
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 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
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
Drive Def 1

Grants allies within 2 spaces Def+2 during combat.

C
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
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
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
Warding Blow 3
Grants Res+6 during combat if unit initiates the attack. A
Warding Blow 1
Grants Res+2 during combat if unit initiates the attack. A
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
Defiant Def 1

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

A
Darting Blow 3
Grants Spd+6 during combat if unit initiates the attack. A
Darting Blow 2
Grants Spd+4 during combat if unit initiates the attack. A
Darting Blow 1
Grants Spd+2 during combat if unit initiates the attack. A
Lunge

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

B
Defiant Def 3

Grants Def+7 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
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
Savage Blow 2
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. C
Brash Assault 2

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

B
Brash Assault 1

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

B
Fury 3

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

A
Fury 2

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

A
Fury 1

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

A
Knock Back

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

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

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

C
Hone Spd 3

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

C
Close Counter
Enables unit to counterattack regardless of distance to attacker. A
Defiant Spd 3
Grants Spd+7 at start of turn if unit's HP ≤ 50%. A
Defiant Spd 2
Grants Spd+5 at start of turn if unit's HP ≤ 50%. A
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 2

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

C
Defiant Atk 1

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

A
Hone Spd 1

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

C
Quick Riposte 3
Unit automatically makes a follow-up attack if attacked at HP ≥ 70%. B
Quick Riposte 2
Unit automatically makes a follow-up attack if attacked at HP ≥ 80%. B
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
Fortify Res 3

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

C
Fortify Res 1

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

C
Threaten Spd 2
Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn. C
Spur Spd 1
Grants adjacent allies Spd+2 during combat. C
Breath of Life 1
If unit initiates attack, adjacent allies recover 3 HP after combat. C
Armored Blow 3
Grants Def+6 during combat if unit initiates the attack. A
Armored Blow 2
Grants Def+4 during combat if unit initiates the attack. A
Armored Blow 1
Grants Def+2 during combat if unit initiates the attack. A
Spur Spd 3
Grants adjacent allies Spd+4 during combat. C
Spur Spd 2
Grants adjacent allies Spd+3 during combat. C
Escape Route 3
Enables unit whose own HP ≤ 50% to warp adjacent to any ally. B
Breath of Life 3
If unit initiates attack, adjacent allies recover 7 HP after combat. C
Escape Route 2
Enables unit whose own HP ≤ 40% to warp adjacent to any ally. B
Escape Route 1
Enables unit whose own HP ≤ 30% to warp adjacent to any ally. B
Spur Atk 3
Grants adjacent allies Atk+4 during combat. C
Spur Atk 2
Grants adjacent allies Atk+3 during combat. C
Spur Atk 1
Grants adjacent allies Atk+2 during combat. C
Death Blow 2
Grants Atk+4 if unit initiates combat. A
Breath of Life 2
If unit initiates attack, adjacent allies recover 5 HP after combat. C
HP +3

Grants +3 to max HP.

A
Speed +3

Grants Spd+3

A
Spur Res 2

Grants adjacent allies Res+3 during combat

C
Speed +2

Grants Spd+2

A
Speed +1

Grants Spd+1

A
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 1

Grants adjacent allies Res+2 during combat

C
HP +4

Grants +4 to max HP.

A
Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%

B
Vantage 2

Unit counterattacks first when attacked at HP ≤ 50%

B
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
Threaten Spd 1
Inflicts Spd-3 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
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
Attack +1
Grants Atk+1. A
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
Fortify Def 2
Grants adjacent allies Def+3 through their next actions at the start of each turn. C
Fortify Def 1
Grants adjacent allies Def+2 through their next actions at the start of each turn. C
Attack +3
Grants Atk+3. A
Attack +2
Grants Atk+2. A
Seal Atk 3
After combat, foe suffers Atk-7 through its next action. B
Seal Res 3
After combat, foe suffers Res-7 through its next action. B
Seal Atk 2
After combat, foe suffers Atk-5 through its next action. B
Seal Atk 1
After combat, foe suffers Atk-3 through its next action. B
Wings of Mercy 3
Enables unit to warp adjacent to any ally with HP ≤ 50%. B
Wings of Mercy 2
Enables unit to warp adjacent to any ally with HP ≤ 40%. B
Wings of Mercy 1
Enables unit to warp adjacent to any ally with HP ≤ 30%. B
Threaten Atk 3
Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn. C
Seal Res 2
After combat, foe suffers Res-5 through its next action. B
Hone Atk 1
Grants adjacent allies Atk+2 through their next actions at the start of each turn. C
Threaten Atk 1
Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn. C
Renewal 1
At the start of every fourth turn, restores 10 HP. 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
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 1
If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot. 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
Renewal 3
At the start of every second turn, restores 10 HP. B
Renewal 2
At the start of every third 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
Hone Atk 2
Grants adjacent allies Atk+3 through their next actions at the start of each turn. 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
Drag Back
If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space. B
Hone Atk 3
Grants adjacent allies Atk+4 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
Resistance +3
Grants Res+3 A
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
Live to Serve 2
When healing allies with a staff, unit also recovers 75% of the HP restored B
Defense +1
Grants Def+1. A
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
Seal Def 3
After combat, foe suffers Def -7 through its next action. B
Seal Def 2
After combat, foe suffers Def -5 through its next action. B
Seal Def 1
After combat, foe suffers Def -3 through its next action. B
Live to Serve 3
When healing allies with a staff, unit also recovers the same amount B
Live to Serve 1
When healing allies with a staff, unit also recovers 50% of the HP restored B
Defense +3
Grants Def+3. A
Pass 3
Unit can pass through foes if its own HP ≥ 25%. B
Pass 2
Unit can pass through foes if its own HP ≥ 50%. B
Pass 1
Unit can pass through foes if its own HP ≥ 75%. B
Triangle Adept 3
Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. A
Triangle Adept 2
Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage. A
Triangle Adept 1
Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage. A
Defense +2
Grants Def+2. A
Obstruct 1
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.) B
Resistance +2
Grants Res+2 A
Spur Def 2
Grants adjacent allies Def+3 during combat. C
Resistance +1
Grants Res+1 A
Threaten Def 3
Inflicts Def-5 on foes within 2 spaces 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
Threaten Def 1
Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn C
Spur Def 3
Grants adjacent allies Def+4 during combat. C
Ward Fliers
Grants flying allies within 2 spaces Def/Res+4 during combat. - Requires Spur Def 2 or Spur Res 2. C
Spur Def 1
Grants adjacent allies Def+2 during combat. C
Obstruct 2
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.) B
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 3
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 50% B
Wary Fighter 2
Prevents follow up attack in combat from unit and foes if unit's HP ≥ 70% B
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
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 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
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
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
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
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
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
Kestrel Stance 2
If foe initiates combat, grants Atk/Spd+4 during combat. A
Seal Def/Res 1
Inflicts Def/Res-3 on foe through its next action after combat. B
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
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
Bushido
Deals +10 damage when Special triggers. 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
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 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
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
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
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
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
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
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
Kestrel Stance 1
If foe initiates combat, grants Atk/Spd+2 during combat. A
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
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
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
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 3
Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. B
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
Seal Def/Res 2
Inflicts Def/Res-5 on foe through its next action after combat. B
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
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
Spd/Res Bond 3
Grants Spd/Res+5 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
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
Def Smoke 3
After combat, inflicts Def-7 on foes within 2 spaces of target through their next actions. C
Darting Stance 1
Grants Spd+2 during combat when this unit is attacked. A
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
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
Spd/Res Bond 2
Grants Spd/Res+4 to this unit during combat if unit is adjacent to an ally. A
Darting Stance 2
Grants Spd+4 during combat when this unit is attacked A
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
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
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
Flier Guidance 2
If unit's HP ≥ 50% HP, 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 3
Flying allies within 2 spaces can move to a space adjacent to unit. C
Goad Dragons
Grants Atk/Spd+4 to dragon allies within 2 spaces during combat. 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
Spur Atk/Def 1
Grants Atk/Def+2 to adjacent allies during combat. C
Darting Stance 3
Grants Spd+6 during combat when this unit is attacked. A
Spur Atk/Def 2
Grants Atk/Def+3 to adjacent allies during combat. C
G Tome Exp. 3
If unit survives, all green tome allies on team get 2x EXP. (Only highest value applied. Does not stack.) C
S Drink
At the start of turn 1, restores 99 HP and grants Special cooldown count -1. B
Res Smoke 2
After combat, inflicts Res-5 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 3
After Combat, inflicts Res-7 on foes within 2 spaces of target through their next actions. C
Dragonskin
Neutralizes "effective against flying" bonuses. Grants Def/Res+4 during combat if foe initiates combat. A
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
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
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
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
Special Spiral 3
If Special triggers before or during combat, grants Special cooldown count-2 after combat. B
Deluge Dance 2
If Sing or Dance is used, grants Spd+3 and Res+4 to target. B
Steady Posture 2
If foe initiates combat, grants Spd/Def+4 during combat. 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
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
Close Guard 1
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+2 during combat." C
Special Spiral 1
If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat. B
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
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
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
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 Spiral 2
If 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
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
Atk/Res Solo 1
If unit is not adjacent to an ally, grants Atk/Res+2 during combat. 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
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
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
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
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
Atk/Res Solo 2
If unit is not adjacent to an ally, grants Atk/Res+4 during combat. A
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
Deluge Dance 1
If Sing or Dance is used, grants Spd+2 and Res+3 to target. 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
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
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
Atk/Res Solo 3
If unit is not adjacent to an ally, grants Atk/Res+6 during combat. A
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
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
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
Close Guard 3
Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+4 during combat." 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
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
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
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
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 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
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
Brazen Atk/Res 2
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat. A
Brazen Atk/Res 1
At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during 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
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
Spur Atk/Res 1
Grants Atk/Res+2 to adjacent allies during combat. C
Ostian Counter
Unit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat. A
Fireflood Dance 2
If Sing of Dance is used, grants Atk+3 and Res+4 to target. B
Death Blow 4
If unit initiates combat, grants Atk +8 during combat. A
Spur Spd/Res 1
Grants Spd/Res+2 to adjacent allies during combat. C
Fireflood Dance 1
If Sing or Dance is used, grants Atk+2 and Res+3 to target. B
Rockslide Dance 1
If Sing or Dance is used, grants Spd+2 and Def+3 to target. B
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
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
Spur Spd/Res 2
Grants Spd/Res+3 to adjacent allies during combat. C
Spur Atk/Res 2
Grants Atk/Res+3 to adjacent allies during combat. C
Rockslide Dance 2
If Sing or Dance is used, grants Spd+3 and Def+4 to target. B
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
Distant Guard 2
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 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 3
Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat." C
Bracing Stance 2
If foe initiates combat, grants Def/Res+4 during combat. A
Bracing Stance 1
If foe initiates combat, grants Def/Res+2 during 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
Mirror Stance 2
Grants Atk/Res +4 during combat if foe initiates combat. A
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
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
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 2

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

B
Gale Dance 1

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

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
Geyser Dance 2

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

B
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
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
Blaze Dance 3
If Sing or Dance is used, target also granted Atk +4. B
Steady Stance 3
Grants Def+6 during combat when this unit is attacked. A
Spur Spd/Def 1
Grants adjacent allies Spd/Def +2 during combat. C
Flier Formation 2
If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces. B
Geyser Dance 1

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

B
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
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
Recover Ring
Restores 10 HP at the start of each turn. (Skill cannot be inherited.) B
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
Atk/Res Bond 3
Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally. A
Bracing Blow 2
Grants Def/Res+4 during combat if unit initiates combat. 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
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 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
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
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
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
Spd Smoke 3
After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions. 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
Flier Formation 1
If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces. B
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
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
Fortress Res 1

Grants Res+3. Inflicts Atk-3.

A
Spd Def 1
Grants Spd/Def+1. A
Guidance 3

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

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
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
Seal Atk Def 1

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

B
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
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
Swift Strike 2
If unit initiates combat, unit granted Spd/Res+4 during battle. A
Swift Strike 1
If unit initiates combat, unit granted Spd/Res+2 during battle. A
Spd Res 2
Grants Spd/Res+2. A
Spd Res 1
Grants Spd/Res+1. A
Spd Def 2
Grants Spd/Def+2. A
Seal Atk Def 2

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

B
Atk/Spd 1
Grants Atk/Spd+1. A
Steady Stance 1

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

A
Flier Formation 3
Unit can move to a space adjacent to a flier ally within 2 spaces B
Spur Spd/Def 2
Grants adjacent allies Spd/Def+3 during combat. C
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
Atk/Spd 2
Grants Atk/Spd +2. 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
Steady Stance 2

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

A
Atk Smoke 3

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

C
Drive Spd 2
Grants allies within 2 spaces Spd+3 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 1

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

C
Steady Blow 2

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

A
Steady Blow 1

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

A
Drive Spd 1
Grants allies within 2 spaces Spd+2 during combat. C
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
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
Atk/Res Bond 1
Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally. 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
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
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
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
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
Hone Dragons
Grants adjacent dragon allies Atk/Spd+6 through their next actions at the start of each turn. C
Atk/Spd Bond 1
Grants Atk/Spd+3 during combat if unit is adjacent to an ally. A
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
Earth Dance 2
If Sing or Dance is used, target also granted Def+4. B
Earth Dance 1
If Sing or Dance is used, target also granted Def+3. B
Atk/Spd Bond 3
Grants Atk/Spd+5 during combat if unit is adjacent to an ally. A
Atk/Spd Bond 2
Grants Atk/Spd+4 during combat if unit is adjacent to an ally. A
Spd/Def Bond 2
Grants Spd/Def+4 to unit during combat if adjacent to an ally. A
Brazen Def/Res 1
If unit's HP ≤ 80% at the start of combat, grants Def/Res+3 during combat. A
Sturdy Stance 2
Grants Atk/Def+4 during combat if foe initiates combat. A
Sturdy Stance 1
Grants Atk/Def+2 during combat if foe initiates combat. A
Solar Brace
Restores 30% of damage dealt when Special triggers during combat. (Stacks with effects of skills like Sol.) B
Ward Dragons
Grants dragon allies within 2 spaces Def/Res+4 during combat. C
Brazen Def/Res 3
If unit's HP ≤ 80% at the start of combat, grants Def/Res+7 during combat. A
Brazen Def/Res 2
If unit's HP ≤ 80% at the start of combat, grants Def/Res+5 during combat. A
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
Bow Valor 1
If unit survives and uses a bow, unit gets 1.5x SP. (Only highest value applied. Does not stack.) C
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 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
HP/Atk 2
Grants HP+4, Atk+2. A
HP/Atk 1
Grants HP+3, Atk+1 A
Bow Valor 3
If unit survives, all bow allies get 2x SP. (Only highest value applied. Does not stack.) C
Bow Valor 2
If unit survives, all bow users on team get 1.5x SP. (Only highest value applied. Does not stack.) C
Spd/Def Bond 3
Grants Spd/Def+5 to unit during combat if adjacent to an ally. A
Spd/Def Bond 1
Grants Spd/Def+3 to unit during combat if 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
Fierce Stance 1
Grants Atk+2 during combat when this unit is attacked. A
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 3
Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally. A
Atk/Def Bond 2
Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally. 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
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
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
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
Fierce Stance 3
Grants Atk+6 during combat when this unit is attacked. 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
HP/Res 2
Grants HP+4, Res+2. A
Bracing Blow 1
Grants Def/Res+2 during combat if unit initiates combat. A
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
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
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
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
Brazen Atk/Spd 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+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/Def 2
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat. A
Brazen Atk/Def 1
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat. A
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
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
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
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
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
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
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
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/Spd 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat. A
Brazen Atk/Def 3
If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat. 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/Res Menace

At start of turn, inflicts Atk/Res-6 on nearest foes within 4 spaces through their next actions and grants Atk/Res+6 to unit for 1 turn.

 

C