Fire Emblem Heroes (FEH)

List of Weapon Skills

★ Latest Banner - New Heroes: Rearmed Þjazi & Rearmed Lilina
☆ New Units - Elffin, Ogier, Rearmed Lilina, Þjazi, Bors
☆ Free Units - Zeiss

Weapon Skills Banner.eng.png

This page contains a list of all of the weapon skills that appear in the game Fire Emblem Heroes (FEH). Read on to find out which weapons your heroes can acquire!

List of Skills by Type
Weapon Skill IconWeapon Skills Assist Skill IconAssist Skills Special Skill IconSpecial Skills
Passive A Skill IconPassive A Skills Passive B Skill IconPassive B Skills Passive C Skill IconPassive C Skills
Sacred Seal IconSacred Seals Attuned Skill IconAttuned Skills Emblem IconEmblems

Red Weapon Skills

Sword

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
6
50
8
100
11
200
15
Upgradeable through the Weapon Refinery.
300
5 Spd -5. Attck twice when initiating combat.
200
8 Spd -5. Attck twice when initiating combat.
300
8 Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage.
200
12 Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage.
300
7 Accelerates Special trigger (cooldown count -1).
200
11 Accelerates Special trigger (cooldown count -1).
Can be evolved through the Weapon Refinery.
300
10 Accelerates Special trigger (cooldown count -1).
200
14 Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
300
8 Effective against armored units.
200
12 Effective against armored units.
Can be evolved through the Weapon Refinery.
300
10 Effective against armored units.
200
14 Effective against armored units.
Upgradeable through the Weapon Refinery.
300
10 Effective against cavalry foes.
200
14 Effective against cavalry foes.
Upgradeable through the Weapon Refinery.
300
9 Deals +10 damage when Special triggers.
200
13 Deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
300
11 Unit and foes cannot counterattack.
200
15 Unit and foes cannot counterattack.
300
10 If foe initiates combat, grants Def +7 during combat.
200
14 If foe initiates combat, grants Def +7 during combat.
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Res +4 during combat.
200
14 If foe initiates combat, grants Res +7 during combat.
Upgradeable through the Weapon Refinery.
300
10 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
200
14 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
300
10 If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
200
14 If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
300
10 Grants Def/Res +2 during combat to allies within 2 spaces.
200
14 Grants Def/Res +2 during combat to allies within 2 spaces.
Upgradeable through the Weapon Refinery.
300
10 At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
200
14 At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Upgradeable through the Weapon Refinery.
300
10 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
200
14 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
300
10 If unit initiates combat, grants Atk/Spd+4 during combat.
200
14 If unit initiates combat, grants Atk/Spd+4 during combat.
Upgradeable through the Weapon Refinery.
300
10 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Def+4 during combat.
200
14 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Def+4 during combat.
Upgradeable through the Weapon Refinery.
300
10 If【Penalty】is active on foe, grants Atk/Spd+5 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).
200
14 If【Penalty】is active on foe, grants Atk/Spd+5 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).
Upgradeable through the Weapon Refinery.
300
10 When unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
200
14 When unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
Upgradeable through the Weapon Refinery.
300
10 If unit initiates combat, grants Atk/Def +4 during combat and foe cannot make a follow-up attack.
200
14 If unit initiates combat, grants Atk/Def +4 during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
300
10 If unit is within 2 spaces of an ally, grants Atk/Def +5 to unit and neutralizes unit's penalties to Atk/Def during combat.
300
14 If unit is within 2 spaces of an ally, grants Atk/Def +5 to unit and neutralizes unit's penalties to Atk/Def during combat.
Upgradeable through the Weapon Refinery.
300
10 If【Bonus】is active on unit, grants Atk/Def +4 and 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)
【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).
200
14 If【Bonus】is active on unit, grants Atk/Def +4 and 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)
【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).
Upgradeable through the Weapon Refinery.
300
16 Inflicts Def -4 on foes within 2 spaces through their next actions at the start of each turn.
Upgradeable through the Weapon Refinery.
400
16 Enables counterattack regardless of distance if this unit is attacked.
Upgradeable through the Weapon Refinery.
400
16 Grants adjacent allies Atk +3 through their next actions at the start of each turn.
Upgradeable through the Weapon Refinery.
400
16 If wielder initiates attack at HP ≦ 50%, any follow-up occurs immediately.
Upgradeable through the Weapon Refinery.
400
16 If unit’s HP ≤ 50%, grants Def+4 during combat.
Can be evolved through the Weapon Refinery.
400
16 Durandal Grants Atk +4 during combat if unit initiates attack.
Can be evolved through the Weapon Refinery.
400
16 Grants Atk +5 at start of turn if HP ≦ 50%.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragons. At the start of every third turn, unit recovers 10 HP.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1).
Can be evolved through the Weapon Refinery.
400
16 Enables counterattack regardless of distance if this unit is attacked.
Upgradeable through the Weapon Refinery.
400
16 If foe’s HP is 100% when combat starts, unit receives Atk/Spd +2 during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Def/Res +2 when this unit is attacked.
Upgradeable through the Weapon Refinery.
400
16 If unit initiates combat, grants Spd+4 during combat.
Upgradeable through the Weapon Refinery.
400
16 Enables counterattack regardless of distance if this unit is attacked.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. If unit’s Atk > foe’s, unit gains Special cooldown charge +1. (If using other similar skill, only highest value applied. )
Upgradeable through the Weapon Refinery.
400
11 Spd -2. Attack twice when initiating combat.
400
16 Enables counterattack regardless of distance if this unit is attacked.
Upgradeable through the Weapon Refinery.
400
16 Grants Res +3. If in combat against foe using magic, unit receives 50% less damage from the first attack.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd +3. If unit’s Spd-foe’s Spd ≧ 1, gain Special cooldown charge +1 per attack. (If similar skill also used, only highest value applied. )
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. Grants +10 to damage when Special triggers.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). Grants Res +5.
400
16 Grants Atk/Spd +4 during combat if unit initiates combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored and cavalry foes.
Upgradeable through the Weapon Refinery.
400
16 Grants Def +3. If unit’s HP  = 100% at start of combat, grants Atk/Spd/Def/Res +4, but if unit attacked, unit takes 4 damage after combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon foes. If unit’s HP < 100% at start of combat, grants Atk/Spd/Def/Res +5 during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
400
16 Grants Def +3. If foe’s Def ≧ foe’s Res +5, deals +7 damage.
Upgradeable through the Weapon Refinery.
400
11 Inflicts Spd -5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice. )
400
16 Accelerates Special trigger (cooldown count -1). If Special triggers before or during combat, grants Special cooldown count -2 after combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If unit’s Spd > foe’s Spd, deals damage  = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd. )
Upgradeable through the Weapon Refinery.
400
16 If Sing or Dance is used, grants Atk/Spd/Def/Res +3 to target.
400
16 Grant Spd +3. If unit is within 2 spaces of an ally, grants unit Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack. )
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon foes. Grants Spd +3. Grants bonus to Atk/Spd/Def/Res during combat  = current bonus on each unit’s stats. Calculates each stat bonus independently.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
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.)
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), grants Def/Res+3 and Special cooldown charge +1 per unit’s attack during combat.
(Only highest value applied. Does not stack)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
400
16 If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack. )
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
16 If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. If a penalty inflicted by a skill like Panic or Threaten and/or negative status effect (preventing counterattacks or restricting movement) is active on foe, unit makes a guaranteed follow-up attack and foe cannot.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd+3. At start of turn, inflicts Atk/Spd/Def/Res-4 on nearest foes within 4 spaces through their next actions.
Upgradeable through the Weapon Refinery.
400
16 If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Upgradeable through the Weapon Refinery.
400
16 If foe initiates combat, grants Atk/Def+4 during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon foes. Unit can counterattack regardless of foe’s range.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 During combat, boosts unit's Atk/Def by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.)
Upgradeable through the Weapon Refinery.
400
16 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If unit’s HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. At start of turn, grants 【Bonus Doubler】to ally with the highest Atk.
【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Upgradeable through the Weapon Refinery.
400
11 Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). During combat, disables foe's skills that guarantee foe's follow-up attack or prevent unit's follow-up attack, and neutralizes skills that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes. At start of combat, if foes Atk ≥ unit's Atk +3, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon foes. Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), grants Atk/Spd/Def/Res+5 during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored and cavalry foes. Grants Spd+3. If unit’s HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
400
16 Grants Atk+3. At start of turn, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit and sword, lance, axe, bow, dagger, or beast allies within 2 spaces for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.)
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes. Grants Atk+3. If it is an odd-numbered turn or if foe's HP < 100% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. If unit's Atk > foe's Def, deals damage = 50% of unit's Atk minus foe's Def.
Upgradeable through the Weapon Refinery.
400
16 Deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
400
10 Unit can counterattack regardless of foe's range. Inflicts Spd-5. Unit attacks twice (even if foe initiates combat).
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Def+3. After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target, and inflicts status on those foes preventing counterattacks through their next actions.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd+3. If foe initiates combat or if foe’s HP = 100% at the start of combat, neutralizes penalties on unit and grants Atk/Spd/Def/Res+5 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Spd > foe's Spd or if foe's HP = 100%, grants Atk/Spd/Def/Res+4 to unit and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon foes. Grants Def+3. If unit initiates combat, grants bonus to unit's Atk/Def during combat = 3 + number of allies who have already acted × 2 (max value of 7). If foe initiates combat, grants bonus to unit's Atk/Def during combat = 7 - number of foes who have already acted × 2 (min value of 3).
Upgradeable through the Weapon Refinery.
400
16 If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd/Def/Res+4 to target or targeting ally and allies within 2 spaces of unit and target or targeting ally for 1 turn after movement. (Excludes unit.)
Upgradeable through the Weapon Refinery.
400
16 Effective against cavalry foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. Effective against sword. lance, axe, colorless bow, and armored foes. If foe initiates combat and is armored or uses sword, lance, axe, or colorless bow or if unit's HP ≤ 75%, unit can counterattack before foe's first attack.
Upgradeable through the Weapon Refinery.
400
16 Unit can counterattack regardless of foe's range. Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats x 2. (Example: if unit has -7 penalty to Atk, grants Atk +14, for a net bonus of Atk +7.) Calculates each stat bonus independently.
Upgradeable through the Weapon Refinery.
400
16 Neutralizes "effective against flying" bonuses. Grants Def+3. Inflicts Atk/Def-5 on foes within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
400
16 If foe initiates combat, inflicts Atk-6 on foe during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special Trigger (cooldown count -1). At start of combat, if unit's HP ≥ 50% unit can counterattack regardless of foe's range.
Upgradeable through the Weapon Refinery.
400
16 Grants Res +3. If【Penalty】is active on any foes within 3 columns on unit, inflicts Atk/Def/Res -3 on those foes 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).
Upgradeable through the Weapon Refinery.
400
16 Grants Res +3. If foe initiates combat or if unit's HP < 100% at start of combat, inflicts Atk/Def -6 on foe during combat, and if unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). If foe initiates combat or if foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Spd/Def -5 on foe during combat
Upgradeable through the Weapon Refinery.
400
16 Grants Spd+3. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+5 during combat, neutralizes effects that prevent unit's follow-up attacks during combat and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
400
16 Grants Def+3. During combat, boosts unit's Atk/Def by number of allies with HP ≥ 90% × 2 (max 6). During unit's first combat in player phase or enemy phase, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = number of allies with HP ≥ 90% × 15 (max 45%).
Upgradeable through the Weapon Refinery.
400
16 If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 during combat, and unit makes a guaranteed follow-up attack, but after combat, if unit attacked, deals 20 damage to nearest ally.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd +3. Adds 50% of total bonuses on foe to unit’s Atk/Spd/Def/Res during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. Adds total bonuses on unit to damage dealt.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd+3. Enables 【Canto (3)】during turns 1 through 4. If unit initiates combat, grants Atk/Spd+6 during combat and reduces damage from foe's first attack by 30%.
【Canto (3)】
After an attack, Assist skill, or structure destruction, unit can move 3 space(s).
Unit moves accdg. to movement type. Once per turn. Cannot attack or assist. If using Galeforce, G'force activates first before the extra movement. Cannot warp a distance greater than 3 spaces.
Upgradeable through the Weapon Refinery.
400
10 Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). Deals+7 damage when Special triggers.
Upgradeable through the Weapon Refinery.
300
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, and also if 【Bonus】 or 【Penalty】 is active on unit, deals damage = 20% of foe's Def, and also if unit deals damage to foe during combat, restores HP to unit = 20% of foe's Def. (Triggers even if 0 damage is dealt.)
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit initiates combat or foe's range = 2, reduces damage from foe's first attack by 40%
Upgradeable through the Weapon Refinery.
400
11 Enables 【Canto (2)】. Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat. unit attacks twice.) Calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). Effective against dragon foes.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also grants effects based on the total value of bonuses on the 3 allies with the highest bonus totals:
If ≥ 10, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
If ≥ 25, grants an additional Atk+5 during combat, and also, if unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
If ≥ 60, if foe initiates combat, unit can counterattack before foe's first attack.
Upgradeable through the Weapon Refinery.
400
16 Unit and foe cannot counterattack.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +6, zero times grants +4), and also, if unit has been enhanced using Dragonflowers two or more times, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
400
10 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes penalties to Atk/Def during combat.
200
14 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes penalties to Atk/Def during combat.
Upgradeable through the Weapon Refinery.
300
10 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
200
14 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
300
16 Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 during combat, and if Special triggers (excluding area-of-effect Specials), disables non-Special skills that "reduce damage by X%."
At start of combat, if unit's HP ≥ 25% and if foe's HP ≥ 75%, grants Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
400
16 Grants Def+3. Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 50% or 【Bonus】 is active on unit, inflicts Atk/Def-6 on foe 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).
400
16 Grants Spd+3. Unit can counterattack regardless of foe's range. If unit is not adjacent to an ally and 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%).
400
10 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 x 2. (Example: If unit has -7 penalty to Atk, grants Atk +19, for a net bonus of Atk +12) Calculates each stat bonus independently.
200
14 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 x 2. (Example: If unit has -7 penalty to Atk, grants Atk +19, for a net bonus of Atk +12) Calculates each stat bonus independently.
300
10 Inflicts Spd/Def-5 on foes within 2 spaces during combat.
200
14 Inflicts Spd/Def-5 on foes within 2 spaces during combat.
300
16 Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and after combat, grants Special cooldown count-1.
400
16 Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, disables non-Special effects that "reduce damage by X%" (excluding those inflicted on unit's area-of-effect Specials), prevents foe's Specials that are triggered by unit's attack, and restores 7 HP to unit after combat.
400
16 Accelerates Special trigger (cooldown count-1). If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】 and 【Dodge】 to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.
400
16 Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, and if unit's attack triggers Special, the following effects will occur based on the number of allies within 4 spaces of unit: If ≥ 1, before unit's first attack, grants Special cooldown count-X (X = 50% of unit's max Special cooldown count value, rounded down) to unit. If ≥ 2, reduces damage from foe's first attack by X% (X = unit's max Special cooldown count value x 10). If ≥ 3, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
400
10 If 【Bonus】 is active on unit, grants Atk/Def+4 and 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.)
【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).
200
14 If 【Bonus】 is active on unit, grants Atk/Def+4 and 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.)
【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).
300
10 Grants Atk/Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat.
200
14 Grants Atk/Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat.
300
10 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
200
14 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, reduces damage from foe's first attack during combat by 40%, and also, if there are X or more foes within 3 columns or 3 rows centered on unit, unit attacks twice. (X = 1 when there are ≤ 2 foes on the enemy team, X = 2 when there are 3-5 foes, and X = 3 when there are ≥ 6 foes.)
400
10 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
200
14 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
300
10 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
200
14 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
300
10 Enables【Canto (Rem. +1)】.
At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
200
14 Enables【Canto (Rem. +1)】.
At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
400
16 Enables 【Canto (2)】.
Accelerates Special trigger (cooldown count-1). If unit or foe initates combat after moving to a different space, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = number of spaces moved by whoever initiated combat (max 4) x 10% of foes Def (except when dealing damage with area-of-effect Specials), and also, if unit's HP ≥ 25% at start of combat, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
Upgradeable through the Weapon Refinery.
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat.
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat.
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
300
11 Grants Spd+5. Inflicts Def/Res -5. Unit attacks twice. At start of combat, the following effects will occur based on unit's HP: if ≥ 20%, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and also, if ≥ 40%, reduces damage from foe's first attack during combat by 40%.
400
16 Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats (calculates each stat bonus independently), and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
400
16 Accelerates Special trigger (cooldown count-1). At start of player or enemy phase, if any foes are within 3 rows or 3 columns centered on unit, inflicts Atk/Spd/Def-6 on those foes through their next actions and grants Atk/Spd/Def+6 to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, inflicts penalty on foe's Atk/Spd/Def during combat = 5 + any current penalty on each of those stats. (example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat; calculates each stat penalty independently) and reduces damage from foe's first attack during combat by 40%.
400
5 Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
200
8 Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
300
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants 【Charge】 to unit and support partners within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and inflicts Spd/Def-X on foe during combat (X = the number of allies from distinct titles within 3 spaces of unit x 4,+ 4; max 12), and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials by percentage = difference between stats x 4; max 40%.
400
16 Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), unit deals damage = 15% of unit's Spd (excluding area-of-effect Specials), and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials by percentage = difference between stats x 4 (max 40%).
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks and deals +5 damage (excluding when dealing damage with an area-of-effect Special).
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks and deals +5 damage (excluding when dealing damage with an area-of-effect Special).
300
16 Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from attacks during combat by 30% (excluding area-of-effect Specials). Unit and target cannot trigger Specials during combat or area-of-effect Specials. Disables the following effects for both unit and target during combat: defensive terrain effects, support effects, guaranteed follow-ups, effects that prevent follow-ups, effects that prevent counterattacks, and effects that change attack priority (Vantage, Desperation, etc.). Disables skills of all other foes and allies during combat, excluding unit and target.
400
16 Accelerates Special trigger (cooldown count -1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Spd/Def = 15% of unit's Spd at start of combat, neutralizes effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of 【Bonus】 effects active on unit, excluding stat bonuses x 3, +5; max 17), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat.
400
16 Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 25% at start of turn, grants the following effect to unit at start of turn, or if unit's HP ≥ 25% at start of combat, grants the following effect to unit after combat: if unit's Special cooldown count is at its maximum value, grants Special cooldown count-2 to unit; if unit's Special cooldown count is at its maximum value-1, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%, and also, if unit is not adjacent to an ally, inflicts Atk/Spd/Def-5 on foe during combat.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP > 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
300
16 Accelerates Special trigger (cooldown count-1). Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, restores 7 HP to unit after combat, and also, if foe initiates combat and unit's Spd > foe's Spd, unit can counterattack before foe's first attack.
400
16 If foe initiates combat or foe's HP > 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%.
Upgradeable through the Weapon Refinery.
400
10 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and inflicts penalty on foe's Atk/Spd/Def/Res = current bonus on each of foe's stats x 2 during combat. (Calculates each stat penalty independently; example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7.)
200
14 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and inflicts penalty on foe's Atk/Spd/Def/Res = current bonus on each of foe's stats x 2 during combat. (Calculates each stat penalty independently; example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7.)
300
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25% and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts Spd/Def-X on foe (X = 11 - foe's max Special cooldown count value x 2; min 3; if foe does not have a Special skill, penalty = 3), and reduces damage from foe's first attack by 40% during combat, and also, if unit's Spd ≥ foe's Spd+5, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit's HP ≥ 25% at start of combat and unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat.
400
11 Enables 【Canto (Rem. +1)】.
Grants Spd+5. Unit attacks twice (even if foe initiates combat, unit attacks twice). Deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).
400
16 Accelerates Special trigger (cooldown count-1). If foe uses bow, dagger, magic, or staff, neutralizes effects that prevent unit's counterattacks during combat. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Spd = 20% of unit's Spd at start of combat, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduces damage dealt to unit by 5 when foe's attack triggers unit's Special (excluding Miracle) during combat.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, deals damage = 25% of unit's Def and reduces damage from foe's attacks by 25% of unit's Def (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from unit's and foe's non-Special skills (excluding area-of-effect Specials), neutralizes effects that guarantee unit's and foe's follow-up attacks, and increases the Spd difference necessary for unit or foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills). At start of combat, if unit's HP ≥ 25% and unit initiates combat, grants Special cooldown count-1 to unit before unit's first attack during combat. At start of combat, if unit's HP ≥ 25% and foe initiates combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit deals damage to foe using a Special during combat, restores 10 HP to unit (triggers even if 0 damage is dealt).
400
10 At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
200
14 At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
300
16 Enables 【Canto (Dist. +1; Max 4)】.
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat -2; min 6; max 16), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces of from start position to end position unit moved prior to taking action +1 (max 4).
400
16 Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 40%, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, and also, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when unit's Special triggers (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from non-Special skills. At start of combat, if unit's HP ≥ 25% and unit triggers the Glowing Ember, Bonfire, or Ignis Special during combat, calculates that attack's damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 5 + the greater of unit's current bonus or foe's current bonus on each stat; calculates each stat bonus independently), inflicts penalty on foe's Atk/Spd/Def/Res = current bonus on each of foe's stats (calculates each stat penalty independently), reduces damage from foe's first attack by 40%, and grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack) during combat.
400
10 If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
200
14 If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
300
11 Enables 【Canto (2)】.
Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice.) If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X - 11 - foe's max Special cooldown count value x 2; min 3; if foe does not have a Special skill, X = 3), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
400
10 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
200
14 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
300
16 Accelerates Special trigger (cooldown count-1). For foes within 3 rows or 3 columns centered on unit, deals 5 damage to foe as their combat begins (effects that reduce damage during combat do not apply; will not reduce foe's HP below 1) and inflicts Spd/Def-5 on foe during their combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and unit can counterattack regardless of foe's range.
Upgradeable through the Weapon Refinery.
400
11 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 40%, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). For each foe within 4 spaces of unit, unit can move to any of the nearest spaces adjacent to that foe (unless space is impassable terrain).
400
16 Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 25% of foe's Atk at start of combat, - 4; max 14; min 5) and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and also, when unit's attack triggers unit's Special, neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). If unit is within 3 spaces of an ally and foe's attack triggers unit's Special, unit's next attack neutralizes "reduces damage by X%" effects from foe's non-Special skills (resets at end of combat). If unit is within 3 spaces of an ally and Special triggers before or during combat, grants Special cooldown count-2 after combat.
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat and deals +5 damage (excluding when dealing damage with an area-of-effect Special).
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat and deals +5 damage (excluding when dealing damage with an area-of-effect Special).
300
16 Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk/Def/Res+5 to unit, grants bonus to unit's Atk/Def/Res = 20% of unit's Res at start of combat, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. At start of combat, if unit's HP ≥ 25%, foe's attack can trigger foe's Special, and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+X on foe before foe's first attack (X = number of spaces from start position to end position of whoever initiated combat, max 3; if unit triggers Savior, value is treated as 3; cannot exceed the foe's maximum Special cooldown). At start of combat, if unit's HP ≥ 25% and foe's Range = 2, neutralizes effects that prevent unit's counterattacks during combat.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Spd/Res+6, 【Bonus Doubler】, and 【Null Panic】 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).
400
16 Accelerates Special trigger (cooldown count-1). Effective against dragon foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 20% of unit's Spd at start of combat, + 5), reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%, and unit can make a follow-up attack before foe can counterattack during combat.
400
10 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats x 2 (calculates each stat penalty independently; example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7).
200
14 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats x 2 (calculates each stat penalty independently; example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7).
300
16 Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range.
At start of combat, if unit's HP ≥ 25%, grants Atk+X to unit and inflicts Atk-X on foe (X = 25% of foe's Atk at start of combat -2; max 16; min 6), neutralizes penalties on unit, neutralizes effects that prevent unit's counterattacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
400
16 Grants Spd+3.
At start of turn, if unit's HP ≥ 25%, grants 【Foe Penalty Doubler】 to unit and allies within 2 spaces of unit and inflicts Spd/Def-7 on closest foes and any foe within 2 spaces of those foes through their next actions.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
400
16 Enables 【Canto (Rem. +1)】.
Accelerates Special trigger (cooldown count-1).
If unit has entered combat during the current turn, allies within 5 spaces of unit can move to a space within 2 spaces of unit.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by X% during combat (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 80; otherwise X = 40; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
If unit initiates combat, deals 10 damage to target and foes within 2 spaces of target after combat, and inflicts 【Share Spoils】 on target through its next action.
【Share Spoils】
Inflicts Atk/Spd/Def/Res-5 on unit during combat and neutralizes "reduce damage by X%" effects from unit's non-Special skills (excluding area-of-effect Specials).
If foe initiates combat and if unit is defeated in combat, grants another action to that foe after combat (this effect has priority over other similar effects, including Time is Light; in such cases, these other similar effects are treated as not having triggered).
400
16 Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 25% of foe's Atk at start of combat, - 4; max 14; min 5), neutralizes effects that inflict "Special cooldown charge -X" on unit, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area- of-effect Specials), and grants Special cooldown count-1 to unit before foe's first attack during combat. At start of combat, if unit's HP ≥ 25%, reduces damage from foe's attacks by Y during combat (when foe's attack triggers foe's Special, Y = 16; when foe's attack does not trigger foe's Special, Y = 8; excluding area-of-effect Specials), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills). Resets at end of combat.
400
16 Accelerates Special trigger (cooldown count-1).
At start of player phase or enemy phase, inflicts Spd/Def-7 on unit through unit's next action.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res during combat = current penalty on each of those stats x 2 (example: If unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12; calculates each stat bonus independently), unit deals damage = total penalties on unit x 1.5 (excluding area-of-effect Specials), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat.
400
16 Grants Def+3.
Grants Atk/Def+4 to allies within 3 rows or 3 columns centered on unit during their combat and restores 10 HP to those allies after their combat.
If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Def = 20% of unit's Def at start of combat, reduces damage from foe's attacks by 15% of unit's Def (excluding area-of-effect Specials), and unit makes a guaranteed follow-up attack during combat, and restores 10 HP to unit after combat.
400
16 Accelerates Special trigger (cooldown count-2; max cooldown count value cannot be reduced below 1).
Unit can counterattack regardless of foe's range.
Calculates damage using the lower of foe's Def or Res.
At start of combat, if foe's HP ≥ 75% or if number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
400
16 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit is within 2 spaces of an ally, grants 【Triangle Attack】 and 【Canto (1)】 to unit and allies within 2 spaces of unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of times Dragonflowers have been used on unit x 2 (max 15), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
400
16 Accelerates Special trigger (cooldown count-1).
If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" and 【Bonus Doubler】 to unit and target ally or unit and targeting ally for 1 turn.
If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit, grants another action to unit (once per turn).
If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 rows or 3 columns centered on unit x 3 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by number of 【Bonus】 effects active on unit, excluding stat bonuses, x 3 during combat (max 15; excluding area-of-effect Specials; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
400
16 Accelerates Special trigger (cooldown count-1).
At start of turn, if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd+6 and 【Null Follow-Up】 to unit and allies within 3 rows or 3 columns centered on unit for 1 turn.
If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 rows or 3 columns centered on unit × 3 (max 14), neutralizes unit's penalties, neutralizes effects that inflict "Special cooldown charge -X" on unit, unit deals +X damage, and reduces damage from foe's first attack by 50% of X during combat (X = highest total bonuses among unit and allies within 3 rows or 3 columns centered on unit; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when foe's attack triggers foe's Special, reduces Special damage by 50% of X (excluding area-of-effect Specials).
400
10 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
200
14 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
300
6 Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
200
9 Grants Spd+ 4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
300

Red Bow

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
8 Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
200
12 Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.)
200
12 Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.)
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. Inflicts Spd/Def -5 on foes within 2 spaces during combat.
200
12 Effective against flying foes. Inflicts Spd/Def -5 on foes within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def -5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
200
12 Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def -5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Upgradeable through the Weapon Refinery.
300
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's Spd > foe's Spd, inflicts Atk/Spd/Def-5 on foe during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, deals damage = 20% of unit's Spd and grants Atk/Spd+6 to unit during combat.
400
4 Effective against flying foes. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
200
7 Effective against flying foes. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
300
14 Effective against flying foes. Grants Spd+3. At start of turn, grants Atk/Spd+6 to ally with the highest Atk/Spd total for 1 turn. (Excludes unit.) If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat and grants bonuses to unit's Atk during combat = total Atk+Spd bonuses on ally with the highest total Atk+Spd bonuses within 3 spaces.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit during turns 1 through 4, grants Special cooldown count-1 to unit and target ally or unit and targeting ally. (Once per turn only.) if unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and unit makes a guaranteed follow-up attack.
400
14 Enables 【Canto (1)】.
Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, deals damage = 20% of unit's Spd (including when dealing damage with a special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit has weapon-triangle advantage or unit's Spd > foe's Spd, foe cannot counterattack.
400
14 Effective against flying foes. Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X (X = 25% of unit's level; max 10), deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes unit's penalties during combat.
400
14 Effective against flying foes. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit, grants an additional Atk+7 to unit and inflicts Atk-7 on foe, deals damage = 15% of unit's Atk, and reduces damage from foe's attacks by 15% of unit's Atk during combat (excluding area-of-effect Specials), and after combat, if unit attacked, inflicts Special cooldown count+2 on unit (cannot exceed the unit's maximum Special cooldown).
Upgradeable through the Weapon Refinery.
400
8 Effective against flying foes. If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
200
12 Effective against flying foes. If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
300
8 If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+4 to unit, deals damage = 15% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by X% during combat (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 60; otherwise X = 30; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
200
12 If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+4 to unit, deals damage = 15% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by X% during combat (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 60; otherwise X = 30; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
300
14 Accelerates Special trigger (cooldown count-1).
Effective against beast and flying foes.
Enables 【Canto (1)】.
Unit can move to a space within 2 spaces of any ally within 2 spaces.
At start of combat, if unit's HP ≥ 25%, neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.), grants Atk/Spd/Def/Res+5 to unit, and grants Atk/Spd+X x 6 to unit during combat (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Spd ≥ 40 in the same area; max 3), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-A to unit before unit's first attack and grants Special cooldown count-B to unit before unit's first follow-up attack during combat (A = X + 1; max = unit's Special cooldown count value at start of combat; B = X + 1-unit's Special cooldown count value at start of combat; min 0).
400

Red Dagger

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
8 If unit’s Spd > foe’s Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
200
12 If unit’s Spd > foe’s Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
200
12 Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Grants bonus to unit's Atk = total penalties on foe during combat.
Effect:【Dagger 5】
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 Grants bonus to unit's Atk = total penalties on foe during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 5】
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 5】
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes penalties that inflict "Special cooldown charge -X" on unit, and grants unit Special cooldown charge +1 per unit's attack during combat. (Only highest value applied, does not stack.)
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
400
14 Grants Spd+3. Enables 【Canto (2)】 during turns 1 through 4. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Effect: 【Dagger 7】
【Canto (2)】
400
8 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat and reduces damage from foe's first attack during combat by 30%.
Effect: 【Dagger 7】
200
12 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat and reduces damage from foe's first attack during combat by 30%.
Effect: 【Dagger 7】
300
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces damage from foe's first attack by 30% during combat.
Effect: 【Dagger 7】
400
8 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat and reduces damage from foe's first attack during combat by 30%.
Effect:【Dagger 7】
200
12 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat and reduces damage from foe's first attack during combat by 30%.
Effect:【Dagger 7】
300
8 Accelerates Special trigger (cooldown count-1).
Unit attacks twice (even if foe initiates combat, unit attacks twice).
Inflicts penalty on Atk/Spd/Def/Res for foes within 3 rows or 3 columns centered on unit during combat = 4 + number of combat instances on current turn x 4 (max 12; includes combat instances unit does not participate in; battles on player phase and on enemy phase are counted separately; does not include this current combat instance).
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Effect: 【Dagger 7】
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Def+20 during combat, and if foe can counter, unit makes a guaranteed follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Effective against beast foes. Grants Atk+3. At start of combat, if unit’s Res > foe’s Res, reduces foe’s Atk/Def by 50% of difference between stats during combat. (Calculates reduction before combat. Maximum penalty of -8.) After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
Upgradeable through the Weapon Refinery.
400

Red Tome

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
4
50
6
100
9
200
14
Upgradeable through the Weapon Refinery.
300
4
50
6
100
9
200
13
Upgradeable through the Weapon Refinery.
300
9 Slows Special Trigger (cooldown count +1). Adds total bonuses on unit to damage dealt.
200
13 Slows Special Trigger (cooldown count +1). Adds total bonuses on unit to damage dealt.
300
7 Grants weapon advantage vs. colorless foes.
200
11 Grants weapon advantage vs. colorless foes.
300
6 Effective against cavalry units.
200
10 Effective against cavalry units.
Can be evolved through the Weapon Refinery.
300
8 Effective against cavalry foes.
200
12 Effective against cavalry foes.
Upgradeable through the Weapon Refinery.
300
6 During combat, unit’s Atk/Spd/Def/Res boosted by number of adjacent allies ×2.
200
10 During combat, unit’s Atk/Spd/Def/Res boosted by number of adjacent allies ×2.
Upgradeable through the Weapon Refinery.
300
8 Grants Atk/Spd+1 to allies within 2 spaces during combat.
200
12 Grants Atk/Spd+1 to allies within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
300
8 Grants Atk/Spd/Def/Res +2 during combat if foe initiates combat.
200
12 Grants Atk/Spd/Def/Res +2 during combat if foe initiates combat.
Upgradeable through the Weapon Refinery.
300
8 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
200
12 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
300
8 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
200
12 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Upgradeable through the Weapon Refinery.
300
8 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
200
12 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Upgradeable through the Weapon Refinery.
300
8 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
200
12 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
Upgradeable through the Weapon Refinery.
300
8 If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.)
200
12 If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.)
300
14 Grants adjacent allies Atk +4 through their next actions after any combat this unit initiates.
Upgradeable through the Weapon Refinery.
400
14 If unit initiates attack, restricts foe’s next-turn movement to 1 space or less.
Upgradeable through the Weapon Refinery.
400
14 If unit has 100% HP at the start of combat, unit receives Atk/Spd +5. If attacking, unit will receive 5% damage after combat.
Upgradeable through the Weapon Refinery.
400
14 At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit’s Res through their next actions.
Upgradeable through the Weapon Refinery.
400
14 If unit has ≧ 50% HP, unit can move to a space adjacent to an ally within 2 spaces.
Upgradeable through the Weapon Refinery.
400
14 Grants Res +3. If foe’s HP  = 100% at start of combat, grants Atk/Spd +3 during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants weapon-triangle advantage colorless foes.
Upgradeable through the Weapon Refinery.
400
14 Grants Def +3. After combat, if unit attacked, inflicts Atk/Spd -5 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd +5 to unit and allies within 2 spaces for 1 turn.
Upgradeable through the Weapon Refinery.
400
14 At start of turn, inflicts Res -7 on foe on the enemy team with the highest Res through its next action.
Upgradeable through the Weapon Refinery.
400
14 Grants Res +3. Skills with "effective against dragons" are effective against unit . If foe has no skills with "effective against dragons, " inflicts Atk -6 on foe during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd +3. During combat, boosts unit’s Atk/Spd by number of allies within 2 spaces ×2. (Maximum bonus of +6 to each stat. )
Upgradeable through the Weapon Refinery.
400
14 Grants Spd +3. If unit’s HP ≧ 50%, allies within 2 spaces can move to a space adjacent to unit.
Upgradeable through the Weapon Refinery.
400
14 During combat, boosts unit’s Atk/Spd/Def/Res by number of adjacent allies ×2.
Upgradeable through the Weapon Refinery.
400
14 Effective against armored and cavalry foes. Grants Atk +3, Disables unit’s and foe’s skills that change attack priority.
400
14 Grants Res +3. At start of turn, if any foe’s HP ≦ unit’s HP -3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res -3 on that foe and bonuses on that foe become penalties through its next action.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk +3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res -4 on foe during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Res +3. At the start of turn 3, deals 5 damage to non-magic foes within 5 columns centered on unit, and inflicts status on those foes preventing counterattacks through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Adds total bonuses on unit to damage dealt.
Upgradeable through the Weapon Refinery.
400
14 Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Upgradeable through the Weapon Refinery.
400
14 Effective against cavalry foes. If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Upgradeable through the Weapon Refinery.
400
8 Inflicts Spd-2. If unit initiates combat, unit attacks twice.
400
14 Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count -1). If unit initiates combat, grants Atk/Spd +4 during combat, and if unit's Special is ready, grants an additional Atk +6 during combat.
400
14 Res+3. At start of odd-numbered turns, if a foe's HP ≤ unit's HP-3 & that foe isn't adjacent to another foe, inflicts Atk/Spd-4 and【Guard】on the foe. At start of even-numbered turns, if a foe's HP ≤ unit's HP-3 & that foe is adjacent to another foe, inflicts Def/Res-4 &【Panic】on the foe.
【Guard】
Inflicts cooldown charge-1 on target per attack during combat during its next turn. (Highest value applied. Doesn't stack.)
【Panic】
Turns bonuses on target into penalties through next action.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk +3. If unit is not adjacent to an ally, inflicts Atk/Res -6 on foe during combat, and if foe does not have "effective against dragons," unit makes a guaranteed follow-up attack.
400
14 Accelerates Special trigger (cooldown count -1). At start of combat, if unit’s Spd > foe’s Spd or if foe’s HP = 100%, grants Atk/Spd +5 to unit during combat and neutralizes effects that guarantee foe’s follow-up attacks and effects that prevent unit’s follow-up attacks.
Upgradeable through the Weapon Refinery.
400
14 Effective against cavalry foes. Grants Spd +3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd +6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk+3. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Res+6 during combat, and also, if foe uses magic, reduces damage from attacks during combat and from area-of-effect Specials by 50% (excluding Røkkr area-of-effect Specials).
400
14 Grants Res +3. Grants Atk/Res +3 to allies within 5 rows and 3 columns centered on unit during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit. At start of combat, if unit’s HP ≥ 25%, grants Atk/Res+6 during combat and disables unit’s and foe’s skills that change attack priority.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. At start of turns 1 through 5, inflicts Atk/Spd-7 and【Gravity】on foe on the enemy team with the lowest specified stat.
(Specified stats: Turn 1 = HP, Turn 2 = Atk, Turn 3 = Spd, Turn 4 = Def, Turn 5 = Res.)
【Gravity】
Restricts target's movement to 1 space through its next action.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk+3. At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts -6 on those foes’ corresponding stat through their next action.
400
14 Grants Atk+3. If unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+6 to unit during combat, unit makes a guaranteed follow-up attack and reduces the percentage of foe's "reduce damage by X%" skills by 50%, but after combat, if unit attacked, deals 20 damage to nearest ally. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23%.)
400
14 Grants Spd+3. At start of combat, if foe's HP ≥ 50%, inflicts Spd/Res-6 on foe during combat and inflicts penalty on foe's Spd/Res during combat = current bonus on each of foe's stats x 2. (Example: if foe has +7 bonus to Spd, inflicts Spd-20, for a net penalty of Spd-13.) Calculates each stat penalty independently.
400
14 At the start of turns 3 and 4, inflicts Atk/Spd/Def/Res-6,【Gravity】,【Guard】, and status preventing counterattacks on closest foes within 5 spaces of unit through their next actions.
【Gravity】
Restricts target's movement to 1 space through its next action.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat and unit or an ally has already entered combat during the same phase, unit attacks twice.
400
14 Grants Atk +3. At combat start, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up atk", and if ≥ 10, "unit makes a guaranteed follow-up atk", and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Ex. If unit has an Atk/Res+6 bonus and foe has an Atk/Res -6 penalty, the calculated total will be 24.)
400
8 At start of combat, if foe's HP ≥ 75%, grants Res+5 to unit and inflicts Res-5 on foe during combat, and also, if foe has Res bonus, grants bonus to unit's Res and inflicts penalty on foe's Res during combat = current bonus on foe's Res. Calculates each stat bonus independently.
200
12 At start of combat, if foe's HP ≥ 75%, grants Res+5 to unit and inflicts Res-5 on foe during combat, and also, if foe has Res bonus, grants bonus to unit's Res and inflicts penalty on foe's Res during combat = current bonus on foe's Res. Calculates each stat bonus independently.
300
14 Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat or foe initiates combat and uses magic or staff, reduces damage from foe's first attack by 40% and boosts unit's next attack by total damage reduced (by any source, including other skills.) Resets at end of combat.
400
8 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
200
12 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
300
8 At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
200
12 At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
300
8 At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
200
12 At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
300
14 Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) on odd-numbered turns, and neutralizes unit's penalties to Atk/Spd on even-numbered turns.
400
14 If unit is within 3 spaces of an ally, deals damage = 20% of the greater of unit's Res or foe's Res and grants Atk/Res+5 to unit during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers. (Five or more times grants +7, four times grants +6, three times grants +5, and two or fewer times grants +4.)
At start of combat, if unit's HP ≥ 25% and unit has been enhanced using Dragonflowers three or more times, grants further bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
400
8 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
200
12 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
300
14 Grants Res+3. At start of turn, if unit is within 4 spaces of a foe, grants【Dominance】 to unit and inflicts Atk/Res-6 on nearest foes through their next actions. If unit initiates combat or is not adjacent to an ally, grants Atk/Res+6 to unit during combat.
400
8 At start of combat, if unit's HP ≥ 25%, grants Atk/Res+5 and bonus to Atk/Res during combat = current bonus on unit's Atk/Res. Calculates each stat bonus independently.
200
12 At start of combat, if unit's HP ≥ 25%, grants Atk/Res+5 and bonus to Atk/Res during combat = current bonus on unit's Atk/Res. Calculates each stat bonus independently.
300
14 Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, grants weapon-triangle advantage against colorless foes and inflicts weapon-triangle disadvantage on colorless foes during combat, and also, unit makes a guaranteed follow-up attack.
400
14 Enables 【Canto (Ally 2)】.
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, foe cannot counterattack. If unit's HP ≥ 25% at start of combat and unit attacks, after combat, deals 10 damage to target and foes within 2 spaces of target.
【Canto (Ally 2)】
After an attack, Assist skill, or structure destruction, unit can move to a space adjacent to any ally within 2 spaces. (Once per turn. Cannot attack or assist. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Granted movement treated as Warp movement.)
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and the following effects will occur during combat based on the number of foes within 2 spaces of target (excluding target): if = 1, inflicts Spd/Res-4 on foe; if ≥ 2, inflicts Spd/Res-8 on foe and foe cannot counterattack. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
400
8 Accelerates Special trigger (cooldown count-1). Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) If foe initiates combat and unit's Res > foe's Res, unit can counterattack before foe's first attack.
400
14 Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and neutralizes penalties to unit's Atk during combat.
300
14 At start of combat, if foe's HP ≥ 75%, or if【Penalty】 is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If Sing or Dance is used, grants Atk/Spd/Def/Res+6 and the following status to target ally for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, grants bonus to unit's Atk/Spd = number of 【Bonus】 effects active on unit x 4 (excluding stat bonuses; max 16), and also, if unit deals damage to foe using a Special (excluding area-of-effect Specials), reduces damage from foe's next attack by 50% (once per combat; resets at end of combat; triggers even if 0 damage is dealt).
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Null Follow-Up】 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%.
400
14 If unit initiates combat or foe's Range=2, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 30%, and neutralizes unit's penalties to Atk/Res during combat.
Upgradeable through the Weapon Refinery.
400
8 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and inflicts penalty on foe's Atk/Spd/Def/Res = current bonus on each of foe's stats x 2 during combat. (Calculates each stat penalty independently; example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7.)
200
12 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and inflicts penalty on foe's Atk/Spd/Def/Res = current bonus on each of foe's stats x 2 during combat. (Calculates each stat penalty independently; example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7.)
300
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if it is unit's first combat initiated by unit or first combat initiated by foe that turn, reduces damage from foe's first attacks by 70% during combat (for standard weapons, "first attacks" means only the first strike; for weapons that grant "unit attacks twice," it means the first and second strikes). If unit's HP ≥ 25% at start of combat, after combat, if unit attacked, inflicts 【Panic】 on target and foes within 2 spaces of target.
400
14 Grants Spd+3. At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-6 and 【Panic】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-X on foe during combat (X = any current penalty on each of those stats +5; example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19; calculates each stat penalty independently), and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat.
400
8 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
200
12 At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
300
8 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
200
12 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
300
8 Enables 【Canto (Rem.)】.
Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Res-6 on foe during combat, deals damage = Y during combat (excluding area-of-effect Specials), and reduces the effect of foe's non-Special "reduces damage by X%" skills by percentage = Y x 4 during combat (Y = highest total penalties among target and foes within 2 spaces of target; example: if Y x 4 = 64, a foe with a "reduces damage by 45%" skill would reduce damage by 17% instead.)
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Spd/Res = 15% of unit's Spd at start of combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if it is unit's first combat initiated by unit or first combat initiated by foe that turn, reduces damage from foe's first attack by 70% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit's HP ≥ 25% at start of combat, after combat, if unit attacked, inflicts 【Panic】 on target and foes within 2 spaces of target.
400
14 Grants Res+3. At start of turn, inflicts Def/Res-6, 【Panic】, and 【Discord】 on foes within 3 rows or 3 columns centered on unit with Res < unit's Res through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, unit makes a guaranteed follow-up attack, and unit deals +X damage (X = total number of 【Penalty】 effects active on foe and any foe within 2 spaces of foe, excluding stat penalties, x 4; excluding area-of-effect Specials).
400
8 At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Desperation】 to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 10% of unit's Atk (excluding area-of-effect Specials).
200
12 At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Desperation】 to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 10% of unit's Atk (excluding area-of-effect Specials).
300
8 At start of combat, if unit's HP ≥ 25%, deals damage to foe = X% of foe's Atk as combat begins (if unit has weapon-triangle advantage or if unit's Spd > foe's Spd, X = 30; otherwise, X = 15; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Spd+5 to unit during combat, and grants bonus to unit's Atk/Spd during combat = 15% of unit's Spd at start of combat.
200
12 At start of combat, if unit's HP ≥ 25%, deals damage to foe = X% of foe's Atk as combat begins (if unit has weapon-triangle advantage or if unit's Spd > foe's Spd, X = 30; otherwise, X = 15; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Spd+5 to unit during combat, and grants bonus to unit's Atk/Spd during combat = 15% of unit's Spd at start of combat.
300
14 Enables 【Canto (1)】.
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6, 【Charge】, and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit, allies within 2 spaces of unit, and allies in a support-partner pair on player's team (excluding with unit) for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and an additional bonus to unit's Atk/Spd = number of allies granted 【Charge】 (excluding unit) × 4 (max 8), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
400
14 Grants Spd+3.
If unit initiates combat or is within 2 spaces of an ally, deals 7 damage to foe as combat begins (activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Spd/Def/Res+X to unit (X = 16 - foe's max Special cooldown count value × 2; min 8; if foe does not have a Special skill, X = 8), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when unit's Special triggers (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from non-Special skills.
If unit initiates combat, applies 【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat.
400
8 At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat.
200
12 At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat.
300
14 Accelerates Special trigger (cooldown count-1).
If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit × 3 (max 14; treated as 14 starting in unit's second combat in player phase and enemy phase), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). If unit initiates combat, reduces damage from foe's first attack during combat by 70% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, grants another action to unit after combat and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action. (Will not trigger again for 2 turns after triggering.)
400
14 Accelerates Special trigger (cooldown count-1).
If there is an ally within 3 rows or 3 columns centered on unit, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 14) and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack and Special cooldown count-1 to unit before unit's first follow-up attack during combat, and also, if unit's HP ≤ 99% when triggering their Special, unit deals +10 damage.
If there is an ally within 3 rows or 3 columns centered on unit and if unit's Spd > foe's Spd, foe cannot counterattack.
For allies within 3 rows or 3 columns centered on unit, if ally's attack can trigger ally's Special, neutralizes effects that inflict "Special cooldown charge -X" on ally and grants Special cooldown count-1 to ally before ally's first attack during their combat, and also, if ally's HP ≤ 99% when triggering their Special, ally deals +10 damage.
400
14 Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (min 5; max 14), deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), neutralizes effects that inflict "Special cooldown charge -X" on unit, and grants Special cooldown count-1 to unit before unit's first attack during combat.
400
9 Accelerates Special trigger (cooldown count-1). Enables 【Canto (Dist.; Max 3)】.
At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6, 【Anathema】, and the following status to unit and allies within 2 spaces for 1 turn: "Grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)."
If unit initiates combat, unit attacks twice, and unit can make a follow-up attack before foe can counterattack.
If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd during combat = 6 + 20% of unit's Spd at start of combat.
【Anathema】
Inflicts Spd/Def/Res-4 on foes within 3 spaces of unit during combat.
400

Red Breath

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
6
50
8
100
11
200
15
Upgradeable through the Weapon Refinery.
300
10 If unit is not adjacent to an ally, inflicts Atk/Res -5 on foe during combat and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200
14 If unit is not adjacent to an ally, inflicts Atk/Res -5 on foe during combat and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
300
10 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes unit's penalties to Atk/Def during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200
14 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes unit's penalties to Atk/Def during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
300
16 Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and foe cannot recover HP during or after combat. If unit's HP ≥ 25% at the start of combat, after combat, if unit attacked, inflicts 【Deep Wounds】on target and foes within 2 spaces of target. If foe's range = 2, calculates damage using the lower of foe's Def or Res.
【Deep Wounds】Unit's HP cannot be healed through its next action.
400
10 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200
14 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300
16 Grants Spd+3. Unit can move to a space within 2 spaces of support partner. At start of turn, if unit is within 3 spaces of support partner, grants 【Null Follow-Up】 to unit and that ally for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, neutralizes effects that guarantee foe's follow-up attacks, foe cannot make a follow-up attack, and also, if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). Effective against dragons. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and also, if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, and also, if no effect neutralizes penalties to foe's Atk/Spd/Def/Res, inflicts penalty on each of those stats during combat = 6 - current penalty on each of those stats (min: 0; calculates each stat penalty independently). If unit's HP ≥ 25% at start of combat, inflicts Atk/Spd/Def/Res-6 on foe through its next action after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 20% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 20% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300
16 Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1).
Effective against dragon foes.
Neutralizes "effective against armored" bonuses.
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Unit can counterattack regardless of foe's range.
Reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 80%.
Grants weapon-triangle advantage against colorless foes and inflicts weapon-triangle disadvantage on colorless foes during combat.
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.
If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts penalty on foe's Atk/Def/Res = 5 + number of allies within 3 spaces of unit × 3 (max 14; if unit triggers Savior, value is treated as 14), and reduces damage from foe's attacks by 20% of unit's Res during combat (excluding area-of-effect Specials), and after combat, restores 7 HP to unit, and also, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.
Grants Atk/Def/Res+4 to allies within 3 spaces during combat and restores 7 HP to those allies after their combat.
400
16 Effective against dragon foes. At the start of every second turn, restores 10 HP. If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon foes. Grants Def +3. If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack. ) If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Neutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit  = number of foes within 3 spaces × 5. If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Grants Def +3. If unit initiates combat and unit’s Def ≧ foe’s Def +5, unit makes a guaranteed follow-up attack. If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res.
400
16 Def+3. Effective against armored foes. At start of combat, if a penalty is active on unit, or unit’s HP< 100%, neutralizes penalties on unit and grants Atk/Spd/Def/Res+4 in combat. Calculates damage using the lower of foe’s Def & Res if foe’s range=2
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. If a bonus granted by a skill like Rally or Hone is active on unit, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Neutralizes "effective against dragons" bonuses. Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes. Grants Res +3. If a bonus granted by a skill like Rally or Hone is active on unit or if unit is within 2 spaces of an ally, neutralizes unit's penalties and inflicts Atk -6 on foe during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400

Red Beast

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
4 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms,
50
6 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms,
100
9 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms,
200
14 Grants Atk+3. If foe’s HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts)
Upgradeable through the Weapon Refinery.
400
9 Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. A start of combat, if foe's HP ≥ 75%, grants Spd+5 to unit, inflicts Spd-5 on foe, and then, if unit's Spd > foe's Spd, deals damage = 70% of difference between Spd. (Maximum bonus of +7 damage. Works w/ Phantom Spd.)

At start of turn, if unit is adjacent to only beasts/dragons or if unit is solo, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and also, if unit initiates combat, inflicts Atk/Def-4 on foe during combat and blocks follow-ups.
400
14 Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
400
14 Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts Spd/Def-6 on foe and neutralizes effects that prevent unit's follow-up attacks during combat.
If unit is not adjacent to an ally and unit initiates combat while transformed, unit can make a follow-up attack before foe can counterattack.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400
14 Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+6 to unit during combat, and also, if unit's Def> foe's Def, grants Special cooldown charge +1 per unit's attack (only highest value applied, does not stack) and deals +5 damage to foe per unit's attack, including when dealing damage with a Special triggered before combat (Only highest value applied. Does not stack.)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
400
14 Enables 【Canto (Rem. +1)】while transformed. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attack or prevent unit's follow-up attacks during combat.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge-X" on unit.
【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 after the granted action. 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).
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, inflicts penalty on foe's Atk/Spd/Def during combat = number of foes within 3 columns or 3 rows centered on unit × 3 (max: 9), neutralizes effects that inflict "Special cooldown charge -X"on unit, and also, if the number of foes within 3 columns or 3 rows centered on unit ≥ 2, neutralizes effects that guarantee foe's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400
14 Accelerates Special trigger (cooldown count-1). Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack by 40%, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
400
16 Enables 【Canto (Rem. +1)】.
Effective against cavalry foes.
Grants Spd+3.
At start of turn, if number of adjacent allies other than beast or dragon allies ≤ 1, or if unit's conditions for transforming are met, grants Special cooldown count-1 to unit.
If number of adjacent allies other than beast or dragon allies ≤ 1, or if unit is transformed, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit × 3 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and after combat, if unit's HP ≤ 90%, grants Special cooldown count-2 to unit.
At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
400

Blue Weapon Skills

Lance

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
6
50
8
100
11
200
15
Upgradeable through the Weapon Refinery.
300
5 Spd -5. Attack twice when initiating combat.
200
8 Spd -5. Attack twice when initiating combat.
300
8 If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
200
12 If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
300
7 Accelerates Special trigger (cooldown count -1).
200
11 Accelerates Special trigger (cooldown count -1).
Can be evolved through the Weapon Refinery.
300
10 Accelerates Special trigger (cooldown count -1).
200
14 Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
300
8 Effective against armored units.
200
12 Effective against armored units.
Can be evolved through the Weapon Refinery.
300
10 Effective against armored foes.
200
14 Effective against armored foes.
Upgradeable through the Weapon Refinery.
300
10 Effective against cavalry units.
200
14 Effective against cavalry units.
Upgradeable through the Weapon Refinery.
300
11 Unit and foes cannot counterattack.
200
15 Unit and foes cannot counterattack.
300
9 Deals +10 damage when Special triggers.
200
13 Deals +10 damage when Special triggers.
300
10 If foe initiates combat, grants Atk +6 during combat.
200
14 If foe initiates combat, grants Atk +6 during combat.
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Def+7 during combat.
200
14 If foe initiates combat, grants Def+7 during combat.
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Res+7 during combat.
200
14 If foe initiates combat, grants Res+7 during combat.
Upgradeable through the Weapon Refinery.
300
10 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack).
200
14 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack).
Upgradeable through the Weapon Refinery.
300
10 If【Bonus】is active on unit, grants Atk/Def+4 and 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.)
【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).
200
14 If【Bonus】is active on unit, grants Atk/Def+4 and 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.)
【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).
Upgradeable through the Weapon Refinery.
300
10 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
200
14 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
300
9 If unit initiates attack, unit recovers 4 HP after the battle.
200
13 If unit initiates attack, unit recovers 4 HP after the battle.
Upgradeable through the Weapon Refinery.
300
10 Grants allies within 2 spaces Def/Res +2 through their next actions after any combat this unit initiates.
200
14 Grants allies within 2 spaces Def/Res +2 through their next actions after any combat this unit initiates.
Upgradeable through the Weapon Refinery.
300
10 At start of combat, if unit’s HP  = 100%, grants Atk/Spd/Def/Res +2, but after combat, if unit attacked, deals 2 damage to unit.
200
14 At start of combat, if unit’s HP  = 100%, grants Atk/Spd/Def/Res +2, but after combat, if unit attacked, deals 2 damage to unit.
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat.
200
14 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat.
Upgradeable through the Weapon Refinery.
300
10 If foe uses bow, dagger, magic, or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc) during combat.
200
14 If foe uses bow, dagger, magic, or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc) during combat.
Upgradeable through the Weapon Refinery.
300
10 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
200
14 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Res+4 during combat.
200
14 If foe initiates combat, grants Res+4 during combat.
Upgradeable through the Weapon Refinery.
300
10 At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
200
14 At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Upgradeable through the Weapon Refinery.
300
10 At the start of turn 1, grants Special cooldown count-2.
200
14 At the start of turn 1, grants Special cooldown count-2.
Upgradeable through the Weapon Refinery.
300
10 At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
200
14 At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Atk/Def+4 during combat.
200
14 If foe initiates combat, grants Atk/Def+4 during combat.
Upgradeable through the Weapon Refinery.
300
10 If unit initiates combat, grants Atk/Spd+4 during combat.
200
14 If unit initiates combat, grants Atk/Spd+4 during combat.
Upgradeable through the Weapon Refinery.
300
10 If unit is within 2 spaces of an ally, grants Atk/Def +5 to unit and neutralizes unit's penalties to Atk/Def during combat.
200
14 If unit is within 2 spaces of an ally, grants Atk/Def +5 to unit and neutralizes unit's penalties to Atk/Def during combat.
Upgradeable through the Weapon Refinery.
300
10 If unit is not adjacent to an ally, inflicts Atk/Def -5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
200
14 If unit is not adjacent to an ally, inflicts Atk/Def -5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Upgradeable through the Weapon Refinery.
300
10 At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
200
14 At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Upgradeable through the Weapon Refinery.
300
6 Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
200
9 Grants Spd+ 4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
300
10 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
200
14 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
300
10 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes penalties to Atk/Spd during combat.
200
14 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes penalties to Atk/Spd during combat.
300
16 Grants adjacent allies Atk +3 through their next actions at the start of each turn.
Upgradeable through the Weapon Refinery. Can be evolved through the Weapon Refinery.
400
16 At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions.
Upgradeable through the Weapon Refinery.
400
16 Enables counterattack regardless of distance if this unit is attacked.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk/Spd +2 and accelerates Special trigger (cooldown count -1). Unit takes 4 damage after combat.
Upgradeable through the Weapon Refinery.
400
16 If foe initiates combat and uses sword, lance, or axe, grants Def+7 during combat.
400
16 Grants Def +3. Grants allies with sword, lance, axe, bow, or dagger within 2 spaces Atk/Spd +3 during combat.
Upgradeable through the Weapon Refinery.
400
16 Enables counterattack regardless of distance if this unit is attacked.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk/Def +4 during combat if foe initiates combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk/Spd +4 during combat if infantry or flying ally is within 2 spaces of unit.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. If the number of fose within 2 spaces (excluding target) ≧ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Effective against Armored and Cavalry foes.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). If unit’s HP ≧ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 In combat against an infantry, armored, or cavalry foe, grants Atk/Def +5 during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
16 During combat, boosts unit's Atk/Def by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1)
Upgradeable through the Weapon Refinery.
400
16 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Upgradeable through the Weapon Refinery.
400
16 If a bow, dagger, magic, or staff foe initiates combat and unit is within 2 spaces of an ally, unit can counterattack regardless of foe’s range and foe cannot make a follow-up attack, but after combat if unit attacked, deals 20 damage to nearest ally.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
16 Unit and foe cannot counterattack.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. At start of combat, if both unit's and foe's HP = 100% or if both unit's and foe's HP < 100%, unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon and beast foes. Grants Spd+3. If unit initiates combat, grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active on foe, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 If Sing or Dance is used, grants Atk/Spd/Def/Res+4 to target.
400
16 Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Res+3. When unit deals damage to foe during combat, restores 10 HP to unit. (Triggers even if 0 damage is dealt.)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if foe's Atk ≥ unit's Atk+3, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or extra movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
10 Inflicts Spd-2. If unit initiates combat, unit attacks twice.
Upgradeable through the Weapon Refinery.
400
16 Grants Def+3. In combat against an infantry, armored, or cavalry foe, inflicts Ask/Def-5 on foe and neutralizes foe’s bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Upgradeable through the Weapon Refinery.
400
16 Effective against armored and cavalry foes. Grants Spd+3. If unit initiates combat after an ally has already acted, grants Atk/Spd+6 during combat and unit can make a follow-up attack before foe can counterattack.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). At start of combat, if unit’s Atk > foe’s Atk, inflicts Atk/Def -6 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 If foe initiates combat or, at start of combat, if foe's HP ≥ 70%, grants Atk/Res+5 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. If the number of flying units on team ≥ 3 and unit initiates combat, inflicts Atk/Def -4 on foe during combat and unit makes a guaranteed follow-up attack. If the number of flying allies within 2 spaces ≥ 2 and unit initiates combat, unit attacks twice.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
11 Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd +3. Unit can move to a space adjacent to an ally within 2 spaces. At start of combat, if foe's HP ≥ 75% grants Atk/Spd +5 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def/Res+5 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd+3. During unit’s first combat in player phase or enemy phase, grants Atk/Spd/Def/Res+5 to unit and restores 10 HP to unit after combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). If foe initiates combat or if foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Spd/Def -5 on foe during combat
Upgradeable through the Weapon Refinery.
400
16 Unit can counterattack regardless of foe's range. 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.)
Upgradeable through the Weapon Refinery.
400
16 Effective against beast foes.
Grants Spd+3. At start of combat, if unit's HP ≥ 50%, calculates damage using foe's Res, and inflicts Spd/Res-5 on foe during combat.
Upgradeable through the Weapon Refinery.
400
16 At start of combat, if unit's HP ≥ 50%, grants Atk+6 during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd+3. If unit is within 2 spaces of an ally, grants Atk/Spd+4 to unit during combat and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. Grants Atk/Spd+4 to allies within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res +5 during combat, and also, 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 x 4 (max 40%).
Upgradeable through the Weapon Refinery.
400
16 Grants Def+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.
400
16 Grants Atk +3. At the start of combat if foe's HP ≥ 50%, grants Atk/Spd+6 to unit dring combat, and also, if unit is within 2 spaces of support partner and initiates combat, unit attacks twice.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat, or is within 2 spaces of an ally, grants Spd+6 during combat, deals damage = 20% of unit's Spd, and also if unit's Spd ≥ foe's Spd+5, foe cannot counterattack.
400
16 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 Special cooldown count -1. At start of combat, if unit's HP ≥ 25%, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers. (Five or more times grants +7, four times grants +6, three times grants +5 and two or fewer times grants +4).
At start of combat, if unit's HP ≥ 25% and the unit has been enhanced using Dragonflowers three or more times, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
400
16 Accelerates Special trigger (cooldown count-1). Unit can move to a space within 2 spaces of an ally within 2 spaces. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, grants Def/Res+10 during combat.
400
16 Grants Atk +3. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat, and also, if unit's Atk > foe's Def during combat and unit cannot make a follow-up attack, deals damage = 50% of unit's Atk minus foe's Def.
400
16 Grants Def+3. Grants Atk/Def +X during combat. (Calculates X based on number of allies within 2 spaces of unit: 0 allies grants +6; 1 ally grants grants +4, 2 allies grants +2; ≥ 3 allies grants +0.) If the number of allies within 2 spaces is ≤ 1, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
400
16 Unit can counterattack regardless of foe's range. At start of combat, if unit's HP HP ≥ 25%, unit makes a guaranteed follow-up attack.
400
16 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn.
【Pathfinder】
When an ally moves through unit's space, that space is counter as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def+3 to unit during combat, and also if foe has Atk/Spd/Def bonuses, grants bonus to unit's Atk/Spd/Def and inflicts penalty on foe's Atk/Spd/Def during combat = current bonus on each of foe's Atk/Spd/Def. Calculates each stat bonus independently.
400
At start of turn, if unit is within 3 spaces of an ally. grants Atk+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
200
14 At start of turn, if unit is within 3 spaces of an ally. grants Atk+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
300
8 At start of turn, if unit is within 3 spaces of an ally. grants Def+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
200
14 At start of turn, if unit is within 3 spaces of an ally. grants Def+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
300
10 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes penalties to Atk/Def during combat.
200
14 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes penalties to Atk/Def during combat.
300
16 Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack during combat by 75%.
400
10 Grants Spd+4 and inflicts Def/Res-4 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, reduces damage from foe's first attack by 30%, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.
Upgradeable through the Weapon Refinery.
400
10 At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
200
14 At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
300
6 Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
200
9 Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
300
14 If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
300
10 If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
200
16 Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit during combat.
400
16 Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value x 10, +20).
400
10 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit and neutralizes effects that guarantee foe's follow-up attacks during combat.
200
14 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit and neutralizes effects that guarantee foe's follow-up attacks during combat.
300
16 Enables 【Canto (2)】.
Effective against armored and cavalry foes. Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if foe has bonuses, grants Atk/Spd/Def/Res+X to unit and inflicts Atk/Spd/Def/Res-X on foe during combat. (X = current bonus on each of foe's stats.) Calculates each stat effect independently.
400
16 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat and unit deals +7 damage.
Upgradeable through the Weapon Refinery.
400
10 At start of combat, if foe's HP ≥ 75% or 【Penalty】is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe. 【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).
200
14 At start of combat, if foe's HP ≥ 75% or 【Penalty】is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe. 【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).
300
10 Grants Atk/Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat.
200
14 Grants Atk/Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat.
300
16 At start of turn, if unit has been enhanced using Dragonflowers ten or more times, grants Atk/Def+6 for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +5, max; zero times grants +4), and also, if unit has been enhanced using Dragonflowers five or more times, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 and bonus to Atk/Def during combat = current bonus on unit's Atk/Def. Calculates each stat bonus independently.
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 and bonus to Atk/Def during combat = current bonus on unit's Atk/Def. Calculates each stat bonus independently.
300
16 Enables 【Canto (Rem. +1)】.
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat. If a Rally Assist is used by unit, grants Atk/Spd+6 to unit for 1 turn and grants unit another action. (Once per turn.)
400
16 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Enables 【Canto (Rem. +1)】.
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit deals damage = 20% of unit's Res, and reduces damage from foe's first attack by 40% during combat.
【Canto (Rem. +1)】
400
16 Accelerates Special trigger (cooldown count-1.) Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of 【Bonus】 and 【Penalty】 effects active on unit x 2, +5; excludes stat bonuses and stat penalties), reduces damage from foe's first attack during combat by 40%, and also, if 【Bonus】 is active on unit, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. At start of turn, inflicts Atk/Def-6 and 【Panic】 on foe on the enemy team with the highest Atk+Def total and foes within 2 spaces of that foe through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 15% of foe's Atk, and also, if unit's Spd ≥ foe's Spd-4, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) At start of combat, if unit's HP ≥ 25%, grants Special cooldown count-1 to unit and allies within 4 spaces of unit after combat.
400
10 Inflicts Spd/Def-5 on foes within 2 spaces during combat.
200
14 Inflicts Spd/Def-5 on foes within 2 spaces during combat.
300
10 At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
200
14 At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
300
16 If an ally's HP ≤ 80%, unit can move to a space adjacent to that ally. At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res during combat = 4 + X (X = number of spaces from start position to end position of whoever initiated combat × 2; max 8).
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, grants Atk/Spd+6 and the following effect to unit and cavalry allies within 3 spaces of unit for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, reduces damage from foe's first attack by 40%, and deals damage = number of spaces from start position to end position of whoever initiated combat x 3 (max: 9). (Except when dealing damage with area-of-effect Specials.)
400
10 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
200
14 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also reduces foe's Atk/Def during combat by X% of unit's Spd at start of combat (X = 5 x number of unit's max HP and Atk/Spd/Def/Res stats that are no more than 5 higher than foe's corresponding stats at start of combat, +10).
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants the following effects to unit and allies within 2 spaces of unit for 1 turn: "unit can move to a space adjacent to an ally within 2 spaces" and 【Dual Strike】. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 and Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
【Dual Strike】
If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and also, if unit or foe initiates combat after moving to a different space, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
300
16 Accelerates Special trigger (cooldown count-1). Grants Atk/Spd/Def/Res+5. If unit is on a team with two allies in a support-partner pair (excluding unit), unit makes a guaranteed follow-up attack, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), deals damage = 20% of unit's Res, and reduces damage from foe's attacks by 20% of unit's Res during combat (excluding area-of-effect Specials).
400
16 If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and reduces damage from foe's first attack by 40%.
Upgradeable through the Weapon Refinery.
400
16 If 【Bonus】 is active on unit, enables 【Canto (Rem. +1)】.
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 5 + highest bonus on each stat between unit and unit's support partners; calculates each stat bonus independently), reduces damage from foe's first attack during combat by 40%, and also, if 【Bonus】 is active on unit, foe cannot make a follow-up attack.
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 during combat and reduces damage from foe's first attack during combat by 40%.
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 during combat and reduces damage from foe's first attack during combat by 40%.
300
16 Accelerates special trigger (cooldown count-1). At start of turn, grants "neutralizes 'effective against flying' bonuses" to flying allies within 2 spaces of unit for 1 turn. If foe initiates combat for foe's HP ≥ 75% at start of combat, grants Atk+6 to unit, inflicts Atk-6 on foe, inflicts penalty on foe's Atk/Def = 20% of unit's Def at start of combat, and reduces damage from foe's first attack by 40% during combat.
400
10 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
200
14 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
300
10 If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
200
14 If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
300
16 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and inflicts penalty on foe's Atk/Def/Res during combat = 20% of unit's Res at start of combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), neutralizes foe's bonuses to Spd/Def during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
300
16 If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat, and also, if foe initiates combat, reduces damage from foe's follow-up attack by 60% during combat. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes).
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat, and also, if foe's HP ≥ 75% at start of combat, unit makes a guaranteed follow-up attack during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Spd/Def = 25% of foe's Atk at start of combat - 8 (max 10, min 0), reduces damage from foe's first attack by 40%, and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied; does not stack.)
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if number of allies adjacent to unit ≤ 2, grants 【Dodge】 and "neutralizes foe's bonuses during combat" to unit and support partners within 2 spaces of unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = 15% of foe's Atk, including when dealing damage with a Special triggered before combat.
400
11 Enables 【Canto (Rem. +1)】.
Grants Spd+5. Unit attacks twice (even if foe initiates combat, unit attacks twice). Deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).
400
16 Neutralizes "effective against flying" bonuses. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit, inflicts Atk-X on foe (X = 15% of unit's Def at start of combat), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
Upgradeable through the Weapon Refinery.
400
16 Neutralizes "effective against flying" bonuses. Grants Def+3. At start of turn, if unit's HP ≥ 25%, grants Atk/Def+6 and 【Charge】 to unit and flying allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and deals damage = 15% of unit's Def (excluding area-of-effect Specials) during combat.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if any foe is within 3 rows or 3 columns centered on unit, grants Spd/Def+6 to unit and allies within 2 spaces of unit for 1 turn. At start of enemy phase, foe foes within 3 rows or 3 columns centered on unit, inflicts 【Guard】 on foe, and also, if foe's attack can trigger foe's Special, foe's Special cooldown count ≤ 1, and foe's Def < unit's Def, inflicts Special cooldown count+1 on foe (cannot exceed foe's maximum Special cooldown). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def-X on foe during combat (X = 15% of unit's Def at start of combat), deals damage = 40% of unit's Def when Special triggers (excluding area-of-effect Specials), and restores 7 HP to unit after combat.
400
16 Effective against cavalry foes. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit, inflicts Atk/Spd/Def-X on foe (X = 10% of unit's Def at start of combat), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Def-X on foe (X = 20% of unit's Def at start of combat + 6), unit makes a guaranteed follow-up attack, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
400
11 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). At start of combat, if unit's HP ≥ 25%, grants Atk+X to unit and inflicts Atk-X on foe during combat (X = 25% of foe's Atk at start of combat, - 2; min 6; max 16), reduces damage from attacks by 30% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.
400
6 Unit can move to a space adjacent to any ally within 2 spaces. If unit initiates combat, unit attacks twice. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat.
200
9 Unit can move to a space adjacent to any ally within 2 spaces. If unit initiates combat, unit attacks twice. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat.
300
14 Accelerates Special trigger (cooldown count-1). If a Rally or movement Assist skill is used by unit or targets unit, grants Atk/Spd/Def+6, 【Bonus Doubler】, and 【Foe Penalty Doubler】 to unit and target ally or unit and targeting ally for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% and unit initiates combat, applies 【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 15-number of adjacent allies x 2; min 6), grants Special cooldown count-Y to unit before unit's first attack (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if foe is in a space where allied 【Divine Vein (Flame)】is applied, then the value is treated as 3), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = 100 - number of allies adjacent to unit x 30 during combat, and also, if unit has weapon-triangle advantage or if foe is in a space where allied 【Divine Vein (Flame)】 is applied, neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat.
400
16 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit during combat (X = current penalty on each of those stats × 2, + 4; example: if unit has -7 penalty to Atk, grants Atk+18, for a net bonus of Atk+11 during combat; calculates each stat bonus independently), and the following effects will occur based on unit's HP at start of combat: if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack; if unit's HP ≥ 75%, deals +7 damage during combat as well (except when dealing damage with area-of-effect Specials).
Upgradeable through the Weapon Refinery.
500
10 At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Hexblade】 to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 10% of unit's Atk (excluding area-of-effect Specials).
200
14 At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Hexblade】 to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 10% of unit's Atk (excluding area-of-effect Specials).
300
16 Accelerates Special trigger (cooldown count-1). Grants Atk/Def+4 to allies within 3 spaces during combat and restores 7 HP to those allies after their combat. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-X on foe during combat (X = number of allies within 3 spaces of unit × 4, + 6; max 14) and reduces damage from attacks by 30% (excluding area-of-effect Specials), and restores 7 HP to unit after combat. If foe initiates combat or foe's HP ≥ 75% at start of combat, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding when dealing damage with an area-of-effect Special).
400
16 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, 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%).
Upgradeable through the Weapon Refinery.
400
16 Grants Def+3. At start of turn, if unit's HP ≥ 25%, grants 【Hexblade】 and 【Null Panic】 to unit and allies within 3 spaces of unit. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, inflicts penalty to foe's Atk/Def = number of 【Bonus】 effects active on unit, excluding stat bonuses, x 2, + 6 (max 12), and if number of 【Bonus】 effects active on unit excluding stat bonuses ≥ 3, reduces damage from foe's first attack by X% during combat (if foe can make a follow-up attack, X = 80; otherwise, X = 40; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
400
16 Accelerates Special trigger (cooldown count-1). If a Rally Assist skill is used by unit, grants "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn and restores 7 HP to unit, and afterward, once per turn, grants unit another action. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" is active on unit, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat and unit attacks twice.
400
16 Accelerates Special trigger (cooldown count-1).
Effective against armored and cavalry foes.
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces for 1 turn: "unit can move to a space adjacent to any ally within 2 spaces."
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = number of allies within 3 spaces of unit x 3, + 5 (max 14), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from attacks by 30% (excluding area-of-effect Specials), and also, if unit deals damage to foe during combat, restores X HP to unit (if foe is armored or cavalry, X = 14; otherwise, X = 7; triggers even if 0 damage is dealt).
400
16 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≥ 25%, grants Def/Res+6 and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit and allies within 3 spaces of unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants an additional Atk/Spd/Def/Res+X to unit (X = number of allies within 3 spaces of unit x 3, + 1; max 10; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 10), and reduces damage from foe's first attacks by X during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when unit deals damage to foe during combat, restores X HP to unit (triggers even if 0 damage is dealt).
400
16 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit for 1 turn and unit can move 1 extra space (that turn only; does not stack).
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit x 3, + 5 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials), and also, when unit deals damage to foe during combat, restores X HP to unit (X = number of spaces from start position to end position of whoever initiated combat x 3; max 12; triggers even if 0 damage is dealt).
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks and deals +5 damage during combat (except when dealing damage with area-of-effect Specials).
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks and deals +5 damage during combat (except when dealing damage with area-of-effect Specials).
300
16 Enables 【Canto (2)】.
Accelerates Special trigger (cooldown count-1).
If unit initiates combat or if unit is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = 25% of foe's Atk at start of combat - 4 (min 5; max 14), inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats × 2 (example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7; calculates each stat penalty independently), and reduces damage from foe's attacks by 40% (excluding area-of-effect Specials), and also, if unit deals damage to foe using a Special during combat, restores a percentage of unit's max HP = 10 + unit's max Special cooldown count value × 20 (max 100%; triggers even if 0 damage is dealt).
400
16 Accelerates Special trigger (cooldown count-1).
For foes within 3 rows or 3 columns centered on unit, if foe's Def ≤ unit's Def+5, inflicts penalty on foe's Atk/Spd = 15% of foe's Atk at start of combat and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit x 3, + 5 (max 14), unit deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and 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.
400
16 Inflicts Atk/Def-5 and Special cooldown charge -1 (only highest value applied; does not stack) on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat.
Restores 7 HP to unit after combat.
400
16 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6, "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)," and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn.
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 spaces of unit x 3 (max 14), neutralizes unit's penalties, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat.
400
10 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
200
14 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
300
16 If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, neutralizes penalties on unit, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3.
Unit can counterattack regardless of foe's range.
Unit and target cannot trigger Specials during combat or area-of-effect Specials (excluding Røkkr area-of-effect Specials).
Grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.
Disables skills of all other foes and allies during combat, excluding unit and target.
Disables the following effects for both unit and target during combat: defensive terrain effects, support effects, guaranteed follow-ups, effects that prevent follow-ups, effects that prevent counterattacks, and effects that change attack priority (Vantage, Desperation, etc.).
400
16 Accelerates Special trigger (cooldown count-1).
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 spaces of unit x 3 (max 14), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), neutralizes penalties on unit, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt).
If foe with Range = 2 initiates combat, neutralizes effects that prevent unit's counterattacks during combat.
400
16 Accelerates Special trigger (cooldown count-1).
Enables 【Canto (Dist. +2; Max 5)】 during turns 1 through 4.
During turns 1 through 4, for allies within 3 rows or 3 columns centered on unit, grants Atk/Spd+4, and also, if ally's attack can trigger ally's Special, grants Special cooldown count-1 to ally before their first attack during their combat.
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 rows or 3 columns centered on unit × 3 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding when dealing damage with an area-of-effect Special).
400
16 Accelerates Special trigger (cooldown count-1).
Unit can counterattack regardless of foe's range.
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills).
For allies within 3 spaces of unit, grants Spd/Def+4 during combat, and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by 10 during that ally's combat (excluding area-of-effect Specials).
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Def at start of combat, and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by 10 during combat (excluding area-of-effect Specials).
400
16 Enables 【Canto (3)】.
Accelerates Special trigger (cooldown count-1).
At the start of turn, grants 【Gallop】 to unit.
If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14), deals damage = 20% of unit's Def (including when dealing damage with a Special triggered before combat), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.
【Gallop】
Unit can move 2 extra spaces (that turn only; only highest value applied; does not stack).
400
16 If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).
If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat.
Upgradeable through the Weapon Refinery.
400
16 Inflicts Spd/Def-5 on foes within 3 rows or 3 columns centered on unit, those foes cannot make a follow-up attack, and those foes suffer guaranteed follow-up attacks during combat.
At start of combat, if unit's HP ≥ 25%, inflicts Atk-5 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Upgradeable through the Weapon Refinery.
400

Blue Bow

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
8 Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack. )
200
12 Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack. )
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
200
12 Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
200
12 Effective against flying foes. If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit initiates combat and unit's Spd ≥ foe's Spd+10, unit attacks twice.
200
12 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit initiates combat and unit's Spd ≥ foe's Spd+10, unit attacks twice.
300
8 Accelerates Special trigger (cooldown count-1). Effective against flying foes. Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) Grants bonus to unit's Atk/Def/Res during combat = 70% of the highest value among the total bonuses of target and the total bonuses of an ally within 2 spaces of unit.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of turn, if unit's HP = 100% and unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit. At start of combat, if unit's HP ≤ 99%, grants Atk/Spd/Def/Res+5 to unit and inflicts Spd/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiates combat x 2, + 3; max 11), and also, the following effects will occur based on that number of spaces: if ≥ 1 space, reduces damage from foe's first attack during combat by 30%; if ≥ 2, also neutralizes effects that prevent unit's follow-up attacks during combat and effects that inflict "Special cooldown charge -X" on unit during combat.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of turn, inflicts 【Discord】 and 【Panic】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Spd/Def-X on foe during combat (X = number of 【Bonus】 and 【Penalty】 effects active on foe x 4; max 16; excludes stat bonuses and stat penalties), and also, if any 【Bonus】 or 【Penalty】 is active on foe, neutralizes "Special cooldown charge-X" effects on unit and effects that prevent unit's follow-up attacks during combat.
【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
400
8 Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】 and 【Null Panic】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of 【Bonus】 effects active on unit and 【Penalty】 effects active on foe, excluding stat bonuses and stat penalties, x 2, +5).
200
12 Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】 and 【Null Panic】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of 【Bonus】 effects active on unit and 【Penalty】 effects active on foe, excluding stat bonuses and stat penalties, x 2, +5).
300
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat, - 8; min 0; max 10), neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces damage from foe's first attack by 30% during combat, and also restores 7 HP to unit after combat.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. At the start of turn 1, grants Special cooldown count-2. At start of turn, if unit is within 2 spaces of an ally, grants the following to unit and infantry and armored allies within 2 spaces: "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "unit can move 1 extra space (does not stack)" for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and also, when Special triggers, deals damage = X% of unit's Spd (X = unit's max Special cooldown count value x 10, + 10).
400
8 Enables 【Canto (Dist.; Max 3)】.
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
Unit attacks twice (even if foe initiates combat, unit attacks twice).
If unit initiates combat or 【Bonus】 is active on unit, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
400
14 Effective against flying foes.
Grants Spd+3. If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. Effective against flying and armored foes. If foe's HP = 100% and unit initiates combat, grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying and armored foes. Grants Atk+ 3. If foes HP = 100% at start of the combat, neutralizes penalties on unit and inflicts Atk/Def -6 on foe during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. Grants Atk+5 to allies within 2 spaces during combat. Inflicts Atk-5 on foes within 2 spaces during combat.
300
14 Effective against flying foes. Grants Res +3. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat and also neutralizes penalties to unit's Atk and bonuses to foe's Atk (from skills like Fortify, Rally, etc.) during combat.
400
14 Accelerates Special Trigger (cooldown count -1). Effective against flying foes. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+6 to unit during combat and neutralizes penalties to unit's Atk/Spd and effects that inflict "Special cooldown charge -X" on unit during combat.
Upgradeable through the Weapon Refinery.
400

Blue Dagger

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
8 Effective against armored foes. Disables unit’s and foe’s skills that change attack priority. After combat, if unit attacked, inflicts Def/Res -5 on target and foes within 2 spaces of target through their next actions.
120
12 Effective against armored foes. Disables unit’s and foe’s skills that change attack priority. After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
240
14 Grants Spd +3. At start of combat, if unit’s Spd > foe’s Spd, Grants Atk/Spd +4 during combat. After combat, if unit attacked inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against beast foes. At start of combat, if unit's Atk/Spd/Def/Res < that of an ally within 2 spaces, grants +5 to unit's corresponding stat during combat. Calculates each stat bonus independently. Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. If 【Penalty】 is active on any foes within 3 rows or 3 columns centered on unit, inflicts Atk-5 on those foes during combat.
Effect: 【Dagger 7】
【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 skills like Triangle Adept or Guard).
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
400
8 At the start of turn 1, grants Special cooldown count-2 to unit.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
200
12 At the start of turn 1, grants Special cooldown count-2 to unit.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
300
14 Enables 【Canto (Rem.)】.
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat and total bonuses on unit + total penalties on foe ≥ 12, unit attacks twice.
Effect: 【Dagger 7】
400
8 Grants Spd+5. Unit attacks twice (even if foe initiates combat). Neutralizes penalties on unit during combat. If unit's Spd > foe's Spd, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.)
Effect: 【Dagger 7】
400

Blue Tome

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
4
50
6
200
9
200
14
Upgradeable through the Weapon Refinery.
300
4
50
6
100
9
200
13
Upgradeable through the Weapon Refinery.
300
9 Slows Specials trigger (cooldown count +1). Adds total bonuses on unit to damage dealt.
200
13 Slows Specials trigger (cooldown count +1). Adds total bonuses on unit to damage dealt.
300
7 Grants weapon advantage vs. colorless foes.
200
11 Grants weapon advantage vs. colorless foes.
300
6 Effective against cavalry units.
200
10 Effective against cavalry units.
Can be evolved through the Weapon Refinery.
300
8 Effective against cavalry foes.
200
12 Effective against cavalry foes.
Upgradeable through the Weapon Refinery.
300
6 During combat, unit’s Atk/Spd/Def/Res boosted by number of adjacent allies × 2.
200
10 During combat, unit’s Atk/Spd/Def/Res boosted by number of adjacent allies × 2.
Upgradeable through the Weapon Refinery.
300
8 Grants Def/Res +6 during combat if foe initiates combat and uses bow, dagger, magic, or staff.
200
12 Grants Def/Res +6 during combat if foe initiates combat and uses bow, dagger, magic, or staff.
Upgradeable through the Weapon Refinery.
300
8 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
200
12 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Upgradeable through the Weapon Refinery.
300
7 If unit initiates attack, unit recovers 4 HP after the battle.
200
11 If unit initiates attack, unit recovers 4 HP after the battle.
Upgradeable through the Weapon Refinery.
300
8 Grants allies within 2 spaces Def/Res +2 through their next actions after any combat this unit initiates.
200
12 Grants allies within 2 spaces Def/Res +2 through their next actions after any combat this unit initiates.
Upgradeable through the Weapon Refinery.
300
8 Grants allies within 2 spaces Atk/Spd +1 during combat.
200
12 Grants allies within 2 spaces Atk/Spd +1 during combat.
Upgradeable through the Weapon Refinery.
300
8 If unit initiates attack, adjacent allies recover 7 HP after combat.
200
12 If unit initiates attack, adjacent allies recover 7 HP after combat.
Upgradeable through the Weapon Refinery.
300
8 If foe uses bow, dagger, magic, or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat.
200
12 If foe uses bow, dagger, magic, or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat.
Upgradeable through the Weapon Refinery.
300
8 At start of turn, if unit is adjacent to an ally, grants Spd +4 to unit adjacent allies for 1 turn.
200
12 At start of turn, if unit is adjacent to an ally, grants Spd +4 to unit adjacent allies for 1 turn.
Upgradeable through the Weapon Refinery.
300
8 If unit’s HP ≦ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
200
12 If unit’s HP ≦ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Upgradeable through the Weapon Refinery.
300
8 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
200
12 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
300
8 If unit initiates combat, grants Atk/Spd+4 during combat.
200
12 If unit initiates combat, grants Atk/Spd+4 during combat.
Upgradeable through the Weapon Refinery.
300
8 Grants Def/Res+4 to allies within 2 spaces during combat against bow, dagger, magic, or staff foes.
200
12 Grants Def/Res+4 to allies within 2 spaces during combat against bow, dagger, magic, or staff foes.
Upgradeable through the Weapon Refinery.
300
8 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
200
12 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Upgradeable through the Weapon Refinery.
300
8 When unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
200
12 When unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
Upgradeable through the Weapon Refinery.
300
8 Inflicts Spd/Res -5 on foes within 2 spaces during combat.
200
12 Inflicts Spd/Res -5 on foes within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
300
8 If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.)
200
12 If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.)
300
8 Grants Atk/Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Res+4 to unit during combat.
200
12 Grants Atk/Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Res+4 to unit during combat.
300
8 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
200
12 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
300
8 At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
200
12 At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
300
14 Effective against dragon and beast foes. Aceelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat.
400
8 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
200
14 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
300
8 At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
200
12 At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
300
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that grant "Special cooldown charge -X" on unit during combat.
Allies within 2 spaces gain: "Neutralizes effects that grant 'Special cooldown charge +X' to foe or inflict 'Special cooldown charge -X' on unit during combat."
Upgradeable through the Weapon Refinery.
400
14 Grants Atk+3. Enables 【Canto (2)】 during turns 1 through 4. At the start of turn 4, grants Special cooldown count-3 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.
【Canto (2)】
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Atk/Spd/Def/Res-5 and 【Stall】on foes on the enemy team with the lowest Spd and any foes within 2 spaces of those foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+6 to unit during combat.
【Stall】If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 on nearest foes within 5 spaces of unit through their next actions. If 【Bonus】 is active on unit or 【Penalty】 is active on foe, inflicts Spd/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 6, "neutralizes effects that prevent unit's follow-up attacks," and if ≥ 18, "foe cannot counterattack."
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and also, if unit initiates combat and unit's Spd ≥ foe's Spd+10, unit attacks twice.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn 1, grants Special cooldown count-1 to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and deals damage = 10% of unit's Res.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, inflicts 【Exposure】 and 【Stall】 on foes on the enemy team with the lowest Spd and any foes within 2 spaces of those foes through their next actions, and also, if unit is within 2 spaces of an ally, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit and inflicts Atk-6 on foe during combat.
【Exposure】
Foe's attacks deal +10 damage.
400
14 Enables 【Canto (Unit 3x3)】.
Grants Spd+3. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+6 to unit during combat, deals damage = 15% of unit's Spd, 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 and penalty independently.
【Canto (Unit 3x3)】
After an attack, Assist skill, or structure destruction, unit can move to a space within 3 rows and 3 columns centered on unit. (Once per turn. Cannot attack or assist. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Granted movement treated as Warp movement.)
400
14 Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit is within 3 spaces of an ally, inflicts Atk/Res-6 on foe during combat, unit makes a guaranteed follow-up attack, disables foe's skills that "calculate damage using the lower of foe's Def or Res," and also, if unit's Res > foe's Res at start of combat, inflicts penalty on foe's Atk/Res during combat = 80% of difference between Res stats at start of combat. (Maximum penalty of -12.)
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 and 【Desperation】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and inflicts penalty on foe's Spd/Res during combat = 11 - foe's max Special cooldown count value x 2. (Minimum penalty of 3. If foe does not have a Special skill, penalty = 3.)
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Dodge】 to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. If unit is within 2 spaces of any allies, grants Atk/Spd/Def/Res+4 to those allies during combat.
400
8 At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat.
200
12 At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat.
300
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd-4 and Atk/Spd-X on foe during combat (X = 3 x number of allies within 2 spaces of unit whose Atk at start of combat ≥ unit's Atk-4; max 6), and also, the following effects will occur based on the value of unit's Spd minus foe's Spd: if ≥ -4, reduces damage from foe's first attack during combat by 30%; if ≥ 0, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt); if ≥ 4, foe's attack can trigger foe's Special, and unit has weapon-triangle advantage, inflicts Special cooldown count+1 on foe before foe's first attack during combat. (Cannot exceed foe's maximum Special cooldown.)
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Atk/Spd/Def/Res-5, 【Sabotage】, and 【Stall】 on closest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-5 on foe during combat and unit makes a guaranteed follow-up attack, and also, if a stat penalty is active on any foe within 2 spaces of target, neutralizes effects that inflict "Special cooldown charge-X " on unit during combat.
【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
400
8 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, inflicts Spd/Res-X on foe during combat (X = 25% of unit's HP at start of combat; max 10), and restores 10 HP to unit after combat.
200
12 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, inflicts Spd/Res-X on foe during combat (X = 25% of unit's HP at start of combat; max 10), and restores 10 HP to unit after combat.
300
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥, 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and deals damage = 15% of unit's Atk (excluding area-of-effect Specials) during combat, and also, if foe uses sword, lance, axe, magic, staff, dragonstone, or beast damage, foe cannot counterattack.
400
14 Enables 【Canto (1)】.
Accelerates Special trigger (cooldown count-1). If unit initiates combat or 【Bonus】 is active on unit, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = number of turns x 2; max 10), deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and reduces damage from foe's first attack by 30% during combat.
300
8 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
200
12 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
300
14 Restores 5 HP to adjacent allies any combat this unit initiates.
Upgradeable through the Weapon Refinery. Can be evolved through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6, 【Resonance: Blades】 , and 【Resonance: Shields】 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and neutralizes for's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
400
9 Spd -5. Attack twice when initiating combat.
400
14 Accelerates Special trigger (cooldown count-1). On turn 2 onward, enables Canto (1). At start of turn, if unit's HP ≥ 25%, grants Atk/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and the following effects to unit during combat: Atk/Spd/Def/Res+X (X = turn number × 2, max 8); on turn 3 onward, unit deals +Y damage (Y = highest total bonuses among unit and allies within 2 spaces of unit; excluding area-of-effect Specials); on turn 4 onward, if unit initiates combat and unit's Res ≥ foe's Res+5, unit attacks twice (if 【Time's Gate】 is active on unit or if 【Time's Grip】 is active on target or on foes within 2 spaces of target, turn number is treated as a minimum of 4).
【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).
【Time's Grip】
Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
400
14 If unit’s HP ≤ 50% and foe initiates combat, unit can counterattack before foe’s first attack.
-
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
400
14 At start of turn, if adjacent allies use sword, axe, lance, dragonstone, or beast damage, grants Atk+6 to those allies for 1 turn.
400
14 Accelerates Special trigger (cooldown count-1). If unit is on a team with unit's support partner, unit can move to a space within 2 spaces of any support partner within 3 spaces of unit. If unit is not on a team with their support partner, at start of turn, unit can move 1 extra space (that turn only; does not stack). If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+X to unit during combat (X = 25% of foe's Atk at start of combat - 4; max 14, min 5), neutralizes effects that inflict "Special cooldown charge -X" on unit, reduces damage from attacks during combat by percentage = 20 + number of spaces from start position to end position of whoever initiated combat (max 5) x 10 (excluding area-of-effect Specials), and if unit deals damage with follow-up attack, restores 7 HP to unit (triggers even if 0 damage is dealt).
400
14 Grants Spd+3. At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit’s Res through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. If 【Penalty】 is active on any foes within 3 rows or 3 columns centered on unit, inflicts Atk/Def/Res-5 and Special cooldown charge -1 per attack (only highest value applied; does not stack) on those foes during their combat. At start of combat, if foe's HP ≥ 75% or if 【Penalty】 is active on foe, grants Atk/Def/Res+5 to unit and reduces damage from foe's attacks by 20% of unit's Res during combat (excluding area-of-effect Specials).
400
14 Effective against armored and cavalry foes. Grants Res+3. If armored or cavalry foe uses bow, dagger, magic, or staff, reduces damage from foe’s first attack by 30%.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1).
If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Special cooldown count-1 to unit and inflicts【Hush Spectrum】on foes within 3 rows or 3 columns centered on unit after unit's movement through their next actions.
If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit after unit has already performed an action, grants another action to unit (once per turn).
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit (X = 16 - foe's maximum Special cooldown count value × 2; min 8; if foe is not equipped with a Special, then X = 8), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
【Hush Spectrum】
Inflicts Atk/Spd/Def/Res-5 on unit during combat. If unit's attack can trigger unit's Special, inflicts Special cooldown count+1 on unit before unit's first attack during combat (cannot exceed the unit's maximum Special cooldown). If unit's maximum Special cooldown count is reduced (Special trigger is accelerated) and if foe's attack can trigger foe's Special, grants Special cooldown count-1 to foe before unit's first attack during combat.
400
14 Grants Def +3. If foe’s HP  = 100% at start of combat, grants Atk/Spd +3 during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≥ 25%, grants Special cooldown count-1 to unit and grants Atk/Spd+6 and【Desperation】to unit and allies within 2 spaces of unit for 1 turn, and also, if unit's HP = 100% at start of turn, grants additional Special cooldown count-1 to unit.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's HP = 100% at start of combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
400
14 Grants Res +3. At start of turn, if unit’s HP ≧ 50%, inflicts Atk/Def -5 on foe on the enemy team with the lowest Res through its next action.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1).
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.), and grants Special cooldown count-1 to unit before unit's first follow-up attack during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe's next attack.
400
14 At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit’s Res through their next actions.
Upgradeable through the Weapon Refinery.
400
14 If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit and unit makes a guaranteed follow-up attack during combat, and also, if unit is within 2 spaces of an ally and unit's Res > foe's Res, reduces damage from foe's attacks by difference between stats during combat (max 20; excluding area-of-effect Specials).
If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count -1). If unit initiates combat, grants Spd +6 during combat.
Upgradeable through the Weapon Refinery.
400
8 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
200
14 Adds total bonuses on unit to damage dealt.
Upgradeable through the Weapon Refinery.
400
12 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
300
14 Accelerates Special trigger (cooldown count -1). At the start of turn 1, grants special cooldown count -1 for each magic ally on your team (including unit).
400
8 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice).
Unit can move to any space within 2 spaces of an ally within 2 spaces of unit.
At start of enemy phase, restores 10 HP to unit and allies within 3 spaces of unit.
After start-of-turn effects trigger on enemy phase, for unit and allies within 3 spaces of unit, neutralizes stat penalties and two【Penalty】 effects (does not apply to Penalty effects that are applied at the same time; neutralizes the first applicable Penalty effects on unit's list of active effects).
Grants Spd/Res+4 to allies within 3 spaces of unit during their combat and restores 10 HP to those allies after their combat.
If unit initiates combat or is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat + 5, deals damage = 6 × number of allies with HP ≥ 50% during combat (max 18; excluding area-of-effect Specials), and restores 10 HP to unit after combat.
400
14 Grants Def +3. At start of combat, if foe’s Atk ≧ unit’s Atk +5, grants Atk/Spd/Def/Res +5 during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If a skill like Sing or Dance is used, grants bonus to target’s Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. (Example: if target has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6.)
Upgradeable through the Weapon Refinery.
400
14 At start of turn, if unit’s HP ≤ 75% and unit’s attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. Grants Atk/Spd/Def/Res+4 during combat. After combat, if unit attacked, deals 4 damage to unit.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Upgradeable through the Weapon Refinery.
400
14 If unit initiates combat, grants Atk+6 during combat.
Upgradeable through the Weapon Refinery.
400
14 Effective against dragon foes. Grants Atk+3. At start of combat, if unit’s Atk > foe’s Atk, grants Atk/Res+6 during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. At start of combat, if【Penalty】 is active on unit or if unit's HP < 100%, neutralizes penalties on unit and grants Atk/Spd/Def/Res+4 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).
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. Grants Atk/Spd+3 to any ally in a cardinal direction from unit during that ally's combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if Special is ready, grants Atk/Spd/Def/Res+5 during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 At start of combat, if unit's Res > foe's Res, grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk +3. If unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res +5 to unit and neutralizes unit's penalties during combat.
Upgradeable through the Weapon Refinery.
400
14 Effective against cavalry foes.
Upgradeable through the Weapon Refinery.
400
14 Effective against magic foes. Grants Res+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Res+5 and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat. Restores 7 HP to unit and allies within 2 spaces after combat.
Upgradeable through the Weapon Refinery.
400
14 If foe does not use beast damage, grants Atk/Res+5 to unit during combat and restores 7 HP to unit after combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevents unit's follow-up attacks during combat.
400
14 Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts penalty on foe’s Atk/Spd/Def/Res during combat - 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
400
14 Grants Atk+3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat.
At start of combat, if unit's HP ≥ 25% and unit is within 3 spaces of a cavalry or flying ally, unit makes a guaranteed follow-up attack, and also, if unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
400
14 Grant Atk+3. If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Res-6 on foe and neutralizes unit's penalties to Atk/Res during combat, and also, if foe is colorless and uses bow, dagger, magic, or staff, grants weapon-triangle advantage to unit and inflicts weapon-triangle disadvantage on foe during combat.
400
14 Effective against armored and cavalry foes. Grants Atk +3. If【Bonus】is active on unit, grants Atk/Res +6 during combat, and if unit imitates combat, foe cannot make a follow-up attack.
【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 efects (extra movement or effects like Dominance).
Upgradeable through the Weapon Refinery.
400

Blue Breath

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
9 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd -5 through their next actions.
200
13 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd -5 through their next actions.
Upgradeable through the Weapon Refinery.
300
7 Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe’s range.
200
11 Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe’s range.
Upgradeable through the Weapon Refinery.
300
16 Effective against dragon foes. Unit can counterattack regardless of foe’s range. If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. Effective against dragon foes. Grants Atk/Spd/Def/Res+X during combat. (X = number of dragon allies and allies that have "effective against dragons" within 2 spaces ×3. Maximum bonus of +9 to each stat.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Grants Res +3. At start of turn or when Play is used, inflicts ATk/Spd/Def/Res -4 on closest foe within 4 spaces of unit through their next action. If foe's Range = 2, calculates damage using the lower of Foe's Def or Res.
400
16 Grants Spd+3. Unit can move to a space adjacent to support partner. If unit is within 3 spaces of support partner, grants Atk/Spd/Def/Res+5 to unit during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Grants Spd+3. Grants Atk/Spd/Def/Res+X during combat. (Calculates X based on number of allies within 2 spaces of unit; 0 allies grants +5; 1 grants +3; 2 grants +1; ≥ 3 allies grants +0.) If the number of allies within 2 spaces is ≤ 1, inflicts Special cooldown charge-1 on foe per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 At start of turn, inflicts Atk/Spd-7 on foes within 2 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon foes. Grants Atk+3. If 【Bonus】is active on unit, grants Atk/Spd+6 during combat, and also grants bonus to unit's Atk = total bonuses on unit's Def and Res x 1.5 during combat. If foe's Range =2, calculates damage using the lower of foe's Def or Res.
【Bonus】
All effects that last "for 1 turn" / "that turn only." Includes bonuses granted by skills like Rally / Hone and pos. status effects (extra movement / effects like Dominance).
400
16 Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. If unit initiates combat, grants Atk+6 to unit during combat and unit makes a guaranteed follow-up attack. If foe initiates combat, grants Def/Res +6 during combat and foe cannot make a follow-up attack. If foe's Range =2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd +3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-5 on foe during combat, and also, after combat, if unit attacked, inflicts status preventing counterattacks on target and foes within 2 spaces of target through their next actions. If foe's Range = 2. calculates damage using the lower of foe's Def or Res.
400
16 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). Neutralizes "effective against dragons" bonuses. Unit can counterattack regardless of foe's range. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300
16 Grants Atk+3. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-5 on foe during combat and foe cannot make a follow-up attack, and also, if unit is within 2 spaces of an ally, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes "effective against armored" bonuses. If unit is within 3 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat, neutralizes penalties on unit during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Grants Res+3. If Sing or Dance is used, inflicts Atk/Res-7 and 【Guard】 on foes in cardinal directions of unit and target through their next actions. At start of combat, if unit's HP ≥ 25%, grants Spd/Res+6 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat, reduces damage from attacks during combat and from area-of-effect Specials by 30%, and unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). At the start of turn 1, if foe's attack can trigger Special, grants Special cooldown count-2. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per unit's attack and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduces damage dealt to unit by 8 when foe's attack triggers Special. (Excludes Miracle.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
Accelerates Special trigger (cooldown count-1). If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, inflicts Atk/Spd/Def/Res-X on foe (X = current bonus on each of foe's stats x 2; example: if foe has +7 bonus to Spd, inflicts Spd-14, for a net penalty of Spd-7; calculates each stat penalty independently), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attacks by 7 during combat (for standard weapons, "first attacks" means only the first strike; for weapons that grant "unit attacks twice," it means the first and second strikes). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 15% of unit's Atk ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 15% of unit's Atk ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 25% of foe's Atk at start of combat, - 4; min 5, max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack) during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
10 If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
200
14 If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
300

Blue Beast

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
4 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat
50
4 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
50
6 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat
100
6 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
100
9 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
200
9 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms,
200
14 Accelerates Special trigger (cooldown count-1).
During combat, boosts unit’s Atk/Spd by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If unit’s Spd > foe’s Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. At start of combat, if unit's Res > foe's Res, and if foe is melee, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+3 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Grants Def+3.If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces of unit and target through their next actions after movement. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count -1). At start of combat, if foe's HP ≥ 75%, inflicts Atk/Spd/Def -5 on foe during combat, and if Special triggers before or during combat and unit atacked, grants Special cooldown count -1 after combat.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk +2 and deals +10 damage when Special triggers.
400
14 (Cooldown count-1). If unit is within 2 spaces of support partner, inflicts Atk/Spd-6 on foe and grants Special cooldown charge +1 to unit per attack. (Only highest value applied. Does not stack.) grants Special cooldown charge +1 per attack to support partners within 2 spaces.

At start of turn, if unit is adjacent to only beasts/dragons or if unit is solo unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
400
16 Grants Atk+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces of unit through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit and neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat. At start of turn 2, turn 4, and all later turns, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, but after combat, if unit attacked, deals 5 damage to unit.
400
14 Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also grants the following effects based on the number of allies within 3 spaces: if ≥ 1 ally, if unit has weapon-triangle advantage or if foe initiates combat, unit attacks twice; and if ≥ 2 allies, reduces damage from foe's first attack during combat by 40%; and if ≥ 3 allies, foe cannot make a follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
400
14 Grants Spd+3. Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Spd at start of combat, and also, after combat, if unit's HP ≤ 90%, grants Special cooldown count-2. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X during combat (X = unit's max Special cooldown count value × 2, + 5), grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and Atk/Spd/Def/Res+X to unit, inflicts Atk/Spd/Def/Res-X on foe (X = current bonus on each of foe's stats; calculates each stat bonus and penalty independently), and deals damage = 15% of unit's Spd during combat (including when dealing damage with a Special triggered before combat), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
300
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 50% of highest total bonuses among unit and allies within 3 spaces of unit +6), unit makes a guaranteed follow-up attack during combat, and reduces damage from attacks during combat and from area-of-effect Specials by 30%. At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
400
14 Enables【Canto (2)】.
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 9, - 3 × number of allies with HP ≤ 40%; min 0), grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.
400
16 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit × 3 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials) during combat.
If unit's HP ≥ 25% at start of combat and unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat.
At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
400
14 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7, 【Exposure】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on nearest foe and foes within 2 spaces of them through their next actions.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def-X on foe (X = number of foes within 2 spaces of target with Bonuses or Penalties active on them, excluding target, × 3, + 4; max 10), deals Y damage (Y = total number of Bonuses and Penalties active on foe and any foe within 2 spaces of foe, excluding stat bonuses and stat penalties, x 3; excluding when dealing damage with an area-of-effect Special), reduces damage from attacks by 40%, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space (that turn only; does not stack) and grants Atk+2 to unit.
400
14 Grants Res +3. At start of turn 1, grants Special cooldown count -1 to unit's support partner (if any).
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk +2 and deals +10 damage when Special triggers.
400

Green Weapon Skills

Axe

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
6
50
8
100
11
200
15
Upgradeable through the Weapon Refinery.
300
5 Spd -5. Attck twice when initiating combat.
200
8 Spd -5. Attck twice when initiating combat.
300
8 Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage.
200
12 Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage.
300
7 Accelerates Special trigger (cooldown count -1).
200
11 Accelerates Special trigger (cooldown count -1).
Can be evolved through the Weapon Refinery.
300
10 Accelerates Special trigger (cooldown count -1).
200
14 Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
300
8 Effective against armored units.
200
12 Effective against armored units.
Can be evolved through the Weapon Refinery.
300
10 Effective against armored foes.
200
14 Effective against armored units.
Upgradeable through the Weapon Refinery.
300
10 Effective against cavalry foes.
200
14 Effective against cavalry foes.
Upgradeable through the Weapon Refinery.
300
10 After combat, bonuses on targeted foe become penalties through its next action.
200
14 After combat, bonuses on targeted foe become penalties through its next action.
Upgradeable through the Weapon Refinery.
300
9 Deals +10 damage when Special triggers.
200
13 Deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
300
11 Unit and foe cannot counterattack.
200
15 Unit and foe cannot counterattack.
300
10 If foe initiates combat, grants Def+7 during combat.
200
14 If foe initiates combat, grants Def+7 during combat.
Upgradeable through the Weapon Refinery.
300
10 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
200
14 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Res +7 during combat.
200
14 If foe initiates combat, grants Res +7 during combat.
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Atk+6 during combat.
200
14 If foe initiates combat, grants Atk+6 during combat.
Upgradeable through the Weapon Refinery.
300
10 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes penalties to Atk/Def during combat.
200
14 If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes penalties to Atk/Def during combat.
300
9 If unit initiates attack, unit recovers 4 HP after the battle.
200
13 If unit initiates attack, unit recovers 4 HP after the battle.
Upgradeable through the Weapon Refinery.
300
10 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res +2. If attacking, unit will take 2 damage after combat.
200
14 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res +2. If attacking, unit will take 2 damage after combat.
Upgradeable through the Weapon Refinery.
300
10 Grants allies within 2 Spaces Atk/Spd +1 during combat.
200
14 Grants allies within 2 Spaces Atk/Spd +1 during combat.
Upgradeable through the Weapon Refinery.
300
10 Grants Atk/Spd/Def/Res +2 during combat if foe initiates combat.
200
14 Grants Atk/Spd/Def/Res +2 during combat if foe initiates combat.
Upgradeable through the Weapon Refinery.
300
10 Grants Atk/Spd/Def/Res +2 during combat if foe initiates combat.
200
14 Grants Atk/Spd/Def/Res +2 during combat if foe initiates combat.
Upgradeable through the Weapon Refinery.
300
10 Grants Def/Res +2 during combat to allies within 2 spaces.
200
14 Grants Def/Res +2 during combat to allies within 2 spaces.
Upgradeable through the Weapon Refinery.
300
10 Deals +10 damage when Special triggers.
200
13 Deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
300
10 At start of turn, if units is adjacent to an ally, grants Atk +4 to unit and adjacent allies for 1 turn.
200
14 At start of turn, if units is adjacent to an ally, grants Atk +4 to unit and adjacent allies for 1 turn.
300
10 If unit initiates combat, grants Atk/Spd/Def/Res +2 during combat.
200
14 If unit initiates combat, grants Atk/Spd/Def/Res +2 during combat.
Upgradeable through the Weapon Refinery.
300
10 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack. )
200
14 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack. )
Upgradeable through the Weapon Refinery.
300
10 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
200
14 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
300
10 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Def+4 during combat.
200
14 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Def+4 during combat.
Upgradeable through the Weapon Refinery.
300
10 If【Bonus】is active on unit, grants Atk/Def+4 and 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.)
【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).
200
14 If【Bonus】is active on unit, grants Atk/Def+4 and 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.)
【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).
Upgradeable through the Weapon Refinery.
300
10 If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
200
14 If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
300
10 If unit is not adjacent to an ally, inflicts penalty on foe’s Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
200
14 If unit is not adjacent to an ally, inflicts penalty on foe’s Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
300
10 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes penalties to Atk/Spd during combat.
200
14 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes penalties to Atk/Spd during combat.
300
10 Grants Atk/Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat.
200
14 Grants Atk/Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat.
300
10 At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculated each stat bonus independently.
200
14 At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculated each stat bonus independently.
300
16 Enables 【Canto (2)】.
Effective against sword, lance, axe, colorless bow, and armored foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat.
400
16 Effective against cavalry foes. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Def+5 to unit during combat.
Upgradeable through the Weapon Refinery.
400
6 Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
200
9 Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
300
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, deals damage = 15% of unit's Atk and grants Atk/Spd+6 to unit during combat.
400
10 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
200
14 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks during combat, and also, if unit's Spd > foe's Spd during combat, neutralizes penalties that inflict "Special cooldown charge -X" on unit during combat.
400
10 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
200
14 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
300
16 Grants Atk+3. Enables 【Canto (3)】during turns 1 through 4. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.
【Canto (3)】
After an attack, Assist skill, or structure destruction, unit can move 3 space(s).
Unit moves according to movement type. Once per turn. Cannot attack or assist. If using Galeforce, Galeforce activates first before the extra movement. Cannot warp a distance greater than 3 spaces.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). Unit can counterattack regardless of foe's range. If unit is within 2 spaces of an ally, restores 7 HP to unit after combat, and also, if foe uses bow, dagger, magic, or staff, neutralizes effects that prevent unit's counterattacks during combat.
400
10 If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
200
14 If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
300
16 Unit makes a guaranteed follow-up attack when attacked at HP ≧ 80%.
Can be evolved through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
400
16 Unit may move adjacent to any ally when HP ≦ 40%.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%.
Upgradeable through the Weapon Refinery.
400
16 If Sing or Dance is used, grants Atk/Spd/Def/Res+3 to target.
400
16 Enables counterattack regardless of distance if this unit is attacked.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). If unit’s HP ≦ 75% and Special triggers by attacking, Special cooldown count -1 at start of turn. Deals +10 damage when Special triggers.
400
16 If unit is within 2 spaces of a cavalry or flying ally, grants Atk/Spd +4 during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Def+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Upgradeable through the Weapon Refinery.
400
16 Grants Def+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, unit makes guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
11 Inflicts Spd -5. If unit initiates combat, unit attacks twice.
Upgradeable through the Weapon Refinery.
400
16 At start of odd-numbered turns, grants Atk/Spd/Def/Res +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. )
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 Grants Def +3. At start of turn, deals 20 damage to foes within 2 spaces.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
16 Effective against beast foes. Grants Spd+3. At start of combat, if unit’s Res > foe’s Res, reduces foe’s Atk/Spd by 50% of difference between stats during combat. (Calculates reduction before combat. Maximum penalty of -8.)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
16 Grants Spd+3. At start of ally's combat, if unit is within 2 spaces of any allies with Def > unit's Def, grants Atk/Spd+4 to those allies during combat. At start of unit's combat, if unit is not within 2 spaces of any allies with Def > unit's Def, grants Atk/Spd+6 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
16 Effective against armored foes.
Upgradeable through the Weapon Refinery.
400
16 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 50%, unit can counterattack regardless of foe's range.
Upgradeable through the Weapon Refinery.
400
16 Grants Res+3. If unit is within 2 spaces of an ally, grants Def/Res+6 to unit during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk/Spd/Def/Res+4 during combat, but if unit attacked, deals 4 damage to unit after combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd +3. At start of combat, if a bonus granted by a skill like Rally or Hone is active on unit, or if unit's HP ≥ 70% at start of combat, grants bonus to unit's Atk = 25% of foe’s Def and inflicts penalty on foe’s Atk = 25% of foe’s Res during combat.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. Calculates damage using the lower of foe's Def or Res. If a Rally Assist Skill is used by unit, target can move 1 extra space. (That turn only. Does not stack. No effect on cavalry allies with Range = 2)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count -1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Upgradeable through the Weapon Refinery.
400
16 At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If foe initiates combat or if unit's HP < 100% at start of combat, grants Atk/Def+5 and 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.)
Upgradeable through the Weapon Refinery.
400
16 Grants Atk +3. If unit is not adjacent to an ally, inflicts Atk/Def -6 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP = 100%, grants Atk/Spd/Def/Res+4 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
400
16 When unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1).
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If foe does not use magic or staff, calculates damage using foe’s Res, and if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)
-
16 Inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats × 2. (Example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7.) Calculates each stat penalty independently. After combat, if unit attacked, inflicts【Panic】on target and foes within 2 spaces of target.
【Panic】
Converts bonuses on target into penalties through its next action.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If foe does not use magic or staff, calculates damage using foe’s Res, and if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)
Upgradeable through the Weapon Refinery.
-
16 Accelerates Special trigger (cooldown count -1). If unit is not adjacent to an ally, grants Def/Res +5 to unit and inflicts Def/Res -5 on foe during combat and unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, it unit's HP ≥ 25%, unit can move 1 extra space (that turn only; does not stack) and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def -6 on foe during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Upgradeable through the Weapon Refinery.
400
11 Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) Grants bonus to unit's Atk = half of total bonuses on unit during combat.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also at start of combat, if foe's HP = 100%, unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If foe initiates combat or it foe’s HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe during combat, and also, if foe can make a follow-up attack, reduces damage from foe’s first attack by 75%.
400
11 Grants Def+5 and inflicts Spd/Res-5 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
400
Grants Spd+3 and 【Pathfinder】.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res during combat = current penalty on each of those stats x 2. Calculates each stat bonus independently.
【Pathfinder】
When an ally moves through unit's space, that space is counter as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Upgradeable through the Weapon Refinery.
400
16 (Cooldown -1). At combat start, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe in combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up atk", and if ≥ 10, "unit makes a guaranteed follow-up atk", and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Ex. If unit has an Atk/Def+6 bonus and foe has an Atk/Def-6 penalty, the calculated total will be 24.)
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit can move to a space adjacent to an ally within 2 spaces" and【Triangle Attack】 to unit and allies within 2 spaces. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat.
【Triangle Attack】
If unit initiates combat and 2 or more allies (excluding unit) with Triangle Attack are within 2 spaces of unit, unit attacks twice. (That turn only. Does not stack.)
400
6 Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
200
9 Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit is not adjacent to an ally, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Upgradeable through the Weapon Refinery.
400
10 If 【Bonus】 is active on unit, grants Atk/Def+4 and 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.)
【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).
200
14 If 【Bonus】 is active on unit, grants Atk/Def+4 and 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.)
【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).
300
16 If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def-4 on foe during combat and unit deals +7 damage.
Upgradeable through the Weapon Refinery.
400
16 Grants Spd+3. If a movement Assist skill like (Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants "neutralizes foe's bonuses during combat" to unit and target ally or unit and targeting ally for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat and reduces damage from foe's first attack during combat by 40%.
400
10 Inflicts Spd/Def-5 on foes within 2 spaces during combat.
200
14 Inflicts Spd/Def-5 on foes within 2 spaces during combat.
300
16 Grants Def+3. Neutralizes "effective against flying" bonuses. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Def, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and restores 7 HP to unit and allies within 2 spaces after combat.
400
16 Grants Atk+3. Grants Atk/Spd+10 to unit, neutralizes unit's penalties to Atk/Spd, and unit's first attack deals damage = 15% of unit's Atk during combat on odd-numbered turns.
Grants Atk/Spd+5 to unit during combat on even-numbered turns.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe during combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if foe can counter, or if foe initiates combat, unit makes a guaranteed follow-up attack.
400
16 Enables 【Canto 2】.
Effective against dragon and beast foes. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and inflicts penalty on foe's Atk/Spd/Def/Res during combat = 50% of total bonuses on unit during combat (max -6).
400
16 Enables 【Canto (Rem. +1)】.
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if 【Bonus】 is active on foe or if unit's Spd ≥ foe's Spd+10, unit attacks twice.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of 2 or more allies, grants 【Null Follow-Up】 and Special cooldown charge +1 per attack during combat to unit for 1 turn. (Only highest value applied. Does not stack.) If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and restores 7 HP to unit after combat.
400
10 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
200
14 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack.
300
10 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
200
14 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Def during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
300
10 At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
200
14 At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
300
10 Neutralizes "effective against flying" bonuses. Blue tomes are effective against unit. Inflicts Spd-5. Unit attacks twice.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat for allies within 2 spaces of unit, if the ally has Def > unit's Def or if unit has not entered combat during the current phase, grants Atk/Spd/Def/Res+3 and "reduces damage from foe's first attack by 20%" to those allies during combat. At start of unit's combat, if unit is not within 2 spaces of any allies with Def > unit's Def or if unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, reduces damage from foe's first attack by 40% during combat, and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value x 10, + 20; excludes area-of-effect Specials).
400
16 Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat and the following effects will occur based on unit's HP at start of combat: if ≥ 20%, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and also, if ≥ 40%, reduces damage from foe's first attack during combat by 40%.
400
11 Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) Deals damage = 20% of unit's Def and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials.)
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, foe cannot make a follow-up attack, grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt).
300
16 Grants Atk+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, unit makes a guaranteed follow-up attack, and also reduces damage from foe's first attack by 40% and unit's next attack deals damage equal to total damage reduced (by any source, including other skills). Resets at end of combat.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if unit's attack can trigger their Special, the following effects will occur based on foe's HP at start of combat: if ≥ 20%, reduces damage from foe's first attack by 40%; and if ≥ 40%, reduces foe's Atk/Spd by 25% of foe's Atk at start of combat, -8 (max 10, min 0); and if ≥ 60%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks and deals +5 damage (excluding when dealing damage with an area-of-effect Special).
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks and deals +5 damage (excluding when dealing damage with an area-of-effect Special).
300
10 At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
200
14 At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
300
16 Accelerates Special trigger (cooldown count-1). At start of odd-numbered turns, grants Special cooldown count-2. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value x 10, + 20). If unit initiates combat or is within 2 spaces of an ally, and if unit's Special triggers (excluding area-of-effect Specials), disables non-Special effects that "reduce damage by X%" and prevents foe's Specials that are triggered by unit's attack.
400
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduce damage from attacks during combat by 30% (excluding area-of-effect Specials), and also, if unit is within 3 spaces of an ally, inflicts penalty on foe's Atk during combat = 12 - foe's max Special cooldown count value x 2 (min 4; if foe does not have a Special skill, penalty = 4).
400
10 Grants Atk/Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat.
200
14 Grants Atk/Def+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat.
300
16 Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd/Def/Res+X to unit, inflicts Atk/Spd/Def/Res-X on foe (X = current bonus on each of foe's stats; calculates each stat bonus and penalty independently), deals damage = 10% of unit's Atk (including when dealing damage with a Special triggered before combat), and reduces damage from foe's first attack by 40% during combat.
400
16 Grants Def+3. Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe, inflicts Atk-X on foe (X = 7 - current penalty on foe's Atk; min 0), and unit makes a guaranteed follow-up attack during combat.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if number of allies adjacent to unit ≤ 2, grants "unit can move 1 extra space" to unit (that turn only; does not stack). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat.
400
10 At start of combat, if unit's HP > 25%, grants Atk/Def+5 to unit during combat, inflicts Atk/Def-X on foe during combat (X = 25% of unit's HP at start of combat; max 10), and restores 10 HP to unit after combat.
200
14 At start of combat, if unit's HP > 25%, grants Atk/Def+5 to unit during combat, inflicts Atk/Def-X on foe during combat (X = 25% of unit's HP at start of combat; max 10), and restores 10 HP to unit after combat.
300
16 Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
Upgradeable through the Weapon Refinery.
400
16 At the start of turn 1, grants Special cooldown count-1 to unit and allies with HP < unit's HP. At start of turn, grants Atk/Spd+6, "neutralizes unit's penalties during combat," and 【Null Panic】 to unit and allies with HP < unit's HP for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat.
Upgradeable through the Weapon Refinery.
400
16 If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 30%, and unit's next attack deals damage equal to total damage reduced during combat (by any source, including other skills; resets at end of combat), and after combat, restores 7 HP to unit.
Upgradeable through the Weapon Refinery.
400
10 At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" and 【Null Panic】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+X to unit during combat (X = number of 【Bonus】 effects active on unit and 【Penalty】 effects active on foe, excluding stat bonuses and stat penalties, x 2, + 5).
200
14 At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" and 【Null Panic】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+X to unit during combat (X = number of 【Bonus】 effects active on unit and 【Penalty】 effects active on foe, excluding stat bonuses and stat penalties, x 2, + 5).
300
16 Grants Spd+3. If number of Bonus effects active on unit (excluding stat bonuses) ≥ 3, enables Canto (2). At start of turn, grants the following efects to unit based on the number of allies within 2 spaces of unit: if ≥ 1, grants 【Null Follow-Up】; if ≥ 2, grants 【Hexblade】. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat, -8; min 0, max 10) during combat, and also, if number of Bonus effects active on unit (excluding stat bonuses) ≥ 3, reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (example: a foe with a "reduces damage by 45%" skill would reduce damage by 23% instead).
400
16 Accelerates Special trigger (cooldown count-1). For allies in cardinal directions of unit, grants Atk/Spd+5 to ally during their combat and restores 5 HP to ally after their combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, reduces damage from foe's first attack during combat by 40%, and restores 5 HP to unit after combat, and also, if an ally is in a cardinal direction of unit, grants an additional Atk/Spd/Def/Res+4 to unit during combat.
400
16 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe during combat (X = 15 - foe's max Special cooldown count value × 2; min 7; if foe does not have a Special skill, penalty = 7) and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, grants Atk/Def+6 and "unit can move to a space adjacent to any ally within 2 spaces" to unit and allies within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, inflicts Atk/Def-6 on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts Atk/Spd/Def/Res-X on foe (X = highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
400
16 Enables 【Canto (2)】.
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and 【Null Follow-Up】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 5+ 15% of unit's Spd at start of combat) and grants Special cooldown count-Y to unit before unit's first attack during combat (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if number of 【Bonus】 effects active on unit, excluding stat bonuses, ≥ 4, then the value is treated as 3), and restores 7 HP to unit after combat.
400
11 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def/Res-X on foe during combat (X = 20% of unit's Res at start of combat, + 5), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown).
400
10 At start of combat, if unit's HP ≥ 25%, deals damage to foe = X% of foe's Atk as combat begins (if unit has weapon-triangle advantage or if unit's Def > foe's Def, X = 30; otherwise, X = 15; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Def+5 to unit during combat, and grants bonus to unit's Atk/Def during combat = 15% of unit's Def at start of combat.
200
14 At start of combat, if unit's HP ≥ 25%, deals damage to foe = X% of foe's Atk as combat begins (if unit has weapon-triangle advantage or if unit's Def > foe's Def, X = 30; otherwise, X = 15; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Def+5 to unit during combat, and grants bonus to unit's Atk/Def during combat = 15% of unit's Def at start of combat.
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-X on foe (X = 16 - foe's maximum Special cooldown count value x 2; min 8; if foe is not equipped with a Special, then X = 8), reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by Y (if foe's Def ≥ foe's Res at start of combat, Y = 70; otherwise, Y = 30) during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.
400
16 Accelerates Special trigger (cooldown count-1). Grants Atk/Spd/Def/Res+4 and "reduces damage from foe's attacks by X%" (if unit's HP = 100% at start of combat, X = unit's HP value at start of combat; if not, X = 50% of unit's HP value at start of combat; max 60; excluding area-of-effect Specials) to allies within 2 spaces of unit during their combat, and also, if the damage reduction effect of this skill is triggered, deals 1 damage to unit after combat (deals 1 damage even if damage reduction effect is neutralized). At start of turn, if unit is within 2 spaces of an ally, restores 7 HP to unit and allies within 2 spaces of unit. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+Y to unit (Y = number of allies within 3 spaces of unit × 3, + 5; max 14; if unit is within 3 spaces of a dragon ally, Y = 14), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces damage from foe's first attack by Z% during combat (Z = unit's HP at start of combat; max 60; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
400
16 Grants Def+3.
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6, 【Bonus Doubler】, and "foe cannot make a follow-up attack" to unit for 1 turn.
At start of turn, grants Atk/Def+6,【Bonus Doubler】, and "foe cannot make a follow-up attack" to any support partner within 2 spaces of unit or, if unit is not on a team with unit's support partner, to ally with the highest Def within 2 spaces of unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def (excluding area-of-effect Specials), and reduces damage from attacks by 30% during combat (excluding area-of-effect Specials).
【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
400
16 Accelerates Special trigger (cooldown count-1).
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, reduces the effect of 【Deep Wounds】 on unit by 50%, and reduces damage from foe's follow-up attack by 80% during combat ("follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and also, if unit's HP ≥ 70%, deals damage = X% of unit's Def when unit's attack triggers unit's Special; otherwise, restores HP = X% of unit's Def to unit when unit's attack triggers unit's Special (X = unit's max Special cooldown count value × 10, + 10; excluding area-of-effect Specials).
400
16 Enables 【Canto (Dist. +1; Max 4)】.
Grants Spd+3.
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6, 【Null Follow-Up】, and 【Null Panic】 to unit and allies within 2 spaces for 1 turn.
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.
400
10 At start of turn, if unit's HP ≥ 25%, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn.
At start of combat, if unit's HP ≥ 25% and it is an even-numbered turn, grants Atk/Def+5 to unit during combat. At start of combat, if unit's HP ≥ 25% and it is an odd-numbered turn, grants Atk/Def+11 to unit during combat.
At start of combat, if unit's HP ≥ 25% and unit's Def ≥ foe's Def - 5, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
200
14 At start of turn, if unit's HP ≥ 25%, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn.
At start of combat, if unit's HP ≥ 25% and it is an even-numbered turn, grants Atk/Def+5 to unit during combat. At start of combat, if unit's HP ≥ 25% and it is an odd-numbered turn, grants Atk/Def+11 to unit during combat.
At start of combat, if unit's HP ≥ 25% and unit's Def ≥ foe's Def - 5, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
300
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit, grants Atk/Def+X x 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Def ≥ 40 in the same area; max 3), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit, grants Atk/Def+X x 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Def ≥ 40 in the same area; max 3), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
300
16 At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and unit makes a guaranteed follow-up attack during combat.
400
16 Accelerates Special trigger (cooldown count-1).
If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7.
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and 【Dodge】 to unit and allies within 2 spaces of unit for 1 turn.
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials) during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt).
400
16 At start of turn, if unit's HP ≥ 25%, inflicts Atk/Def-7 and 【Discord】 on closest foes and any foe within 2 spaces of those foes through their next actions.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 30% during combat, and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack).
Upgradeable through the Weapon Refinery.
400
16 Enables 【Canto (Rem. +1)】.
Accelerates Special trigger (cooldown count-1).
Grants Atk/Spd/Def/Res+5.
At start of turn, if unit's HP ≥ 25%, grants Spd/Def/Res+6, "neutralizes 'effective against flying' bonuses," and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, neutralizes effects that inflict "Special cooldown charge -X" on unit, unit deals +X x 5 damage (max 30; excluding area-of-effect Specials), and reduces damage from foe's attacks by X x 3 during combat (max 18; excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage further by X x 3 (max 18; excluding area-of-effect Specials; X = number of 【Bonus】 effects active on unit and foe, excluding stat bonuses).
At start of combat, if unit's HP ≥ 25%, restores 7 HP to unit after combat.
400
16 Enables 【Canto (Dist. +1; Max 4)】. Accelerates Special trigger (cooldown count-1).
At start of turn, if there is an ally within 3 rows or 3 columns centered on unit, grants Def/Res+6 to unit for 1 turn and unit can move 1 extra space (that turn only; does not stack), and also, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1.
If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, grants Def/Res+X to unit, inflicts Def/Res-X on foe (X = 5 + number of allies within 3 rows or 3 columns centered on unit × 3; max 14), deals damage = 10% of unit's Def (excluding area-of-effect Specials), and reduces damage from foe's attacks by 10% of unit's Def during combat (excluding area-of-effect Specials), and also, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, after combat, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1.
400
16 Accelerates Special trigger (cooldown count-1).
At start of turn, for unit and allies within 2 spaces of unit, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
If foe initiates combat or foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), unit makes a guaranteed follow-up attack, deals damage = damage dealt to unit (max 30; excluding area-of-effect Specials), and deals damage = 15% of unit's Atk during combat (excluding area-of-effect Specials).
400
16 Accelerates Special trigger (cooldown count-1).
Calculates damage using the lower of foe's Def or Res.
If unit is on a team with unit's support partner, at start of turn, grants "neutralizes 'effective against dragons' bonuses" to support partners within 3 spaces of unit for 1 turn. If unit is not on a team with unit's support partner, at start of turn, grants "neutralizes 'effective against dragons' bonuses" to ally with the highest Res among allies within 3 spaces of unit for 1 turn.
For allies within 3 spaces of unit with "neutralizes 'effective against dragons' bonuses" active, grants Spd/Res+5, neutralizes penalties to Spd/Res, and neutralizes effects that prevent those allies' counterattacks during their combat.
If unit initiates combat, or if there is an ally within 3 spaces of unit with "neutralizes 'effective against dragons' bonuses" active, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
400
16 Effective against flying foes. Grants Def+3. Calculates damage using the lower of foe's Def or Res.
At start of turn, if unit's HP ≥ 25%, grants Def/Res+6 and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn.
If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts penalty on foe's Atk/Def/Res = 5 + 15% of unit's Def at start of combat and reduces damage from foe's attacks by 15% of unit's Def during combat (excluding area-of-effect Specials), and also, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0).
If foe initiates combat or foe's HP ≥ 75% at start of combat, restores 7 HP to unit after combat.
400
10 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
200
14 At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
300
11 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice).
If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Def at start of combat + 5, deals damage = 25% of unit's Def (excluding area-of-effect Specials), reduces damage from foe's attacks by 25% of unit's Def (including from area-of-effect Specials; excluding Røkkr area-of-effect Specials), neutralizes "reduces damage by X%" effects from unit's and foe's non-Special skills (excluding area-of-effect Specials), neutralizes effects that guarantee unit's and foe's follow-up attacks, and increases the Spd difference necessary for unit or foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills).
If unit initiates combat, grants Special cooldown count-1 to unit before unit's first attack during combat.
400
16 Accelerates Special trigger (cooldown count-1).
At start of player phase or enemy phase, neutralizes 【Panic】 and penalties on unit's Atk/Def that take effect on unit at that time.
If foe initiates combat or if unit's HP ≥ 25% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), deals damage = 15% of unit's Atk (including when dealing damage with an area-of-effect Special), reduces damage from foe's attacks by 15% of unit's Atk (including from area-of-effect Specials; excluding Røkkr area-of-effect Specials), and grants Special cooldown count-1 to unit before unit's first attack during combat.
400

Green Bow

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
8 Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
200
12 Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 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).
200
12 Effective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 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).
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
200
12 Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
300
14 Effective against flying and armored foes. Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and calculates damage using the lower of foe's Def or Res, and also, if unit initiates combat, unit's Spd > foe's Spd, and unit has weapon-triangle advantage, unit attacks twice.
400
14 Effective against flying foes. Grants Spd+3. If a Rally Assist skill is used by unit, grants target 【Bonus Doubler】 and target can move 1 extra space. (Thank turn only. Does not stack. No effect on cavalry allies with Range = 2.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.
【Bonus Doubler】 Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
400
14 Accelerates Special trigger (Cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat and inflicts penalty of foe's Atk/Spd/Def during combat = current bonus on each of unit's Atk/Spd/Def. Calculates each stat penalty independently.
Effect: 【Pathfinder】
【Pathfinder】 When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
400
14 Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit's Spd ≥ foe's Spd+5, foe cannot counterattack.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat and unit deals +7 damage.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of player phase or enemy phase, if any foes in cardinal directions of unit have Res < unit's Res, inflicts Def/Res-7 and 【Gravity】 on those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: if ≥ 1, unit makes a guaranteed follow-up attack; if ≥ 4, unit deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials); if ≥ 7 and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and reduces damage from foe's first attack during combat by 30%.
400
14 Enables 【Canto (Ally 2)】.
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit (X = 5 + number of times unit has been enhanced using Dragonflowers, max 10), deals damage = 15% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat.
400
4 Effective against flying foes. Unit can move to a space adjacent to any ally within 2 spaces. If unit initiates combat, unit attacks twice. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat.
200
7 Effective against flying foes. Unit can move to a space adjacent to any ally within 2 spaces. If unit initiates combat, unit attacks twice. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+4 to unit during combat.
300
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 and reduces damage from foe's first attack by 30% during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
If unit initiates combat or foe's Range = 2, foe cannot trigger Specials during combat or area-of effect Specials (excluding Røkkr area-of-effect Specials).
If unit initiates combat or foe's Range = 2, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Spd at start of combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 70% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills). Resets at end of combat.
400
14 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Spd at start of combat, unit deals +7 damage (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills during combat (excluding area-of-effect Specials).
If unit initiates combat, grants Special cooldown count-1 to unit before unit's first attack during combat, and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown).
For allies within 3 rows or 3 columns centered on unit, grants Atk/Spd+4 during their combat, and also, if ally initiates combat and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during their combat (cannot exceed the foe's maximum Special cooldown).
400
14 Effective against flying foes. Grants Res +3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), grants Atk/Spd +5 during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat, and also, if foe's HP ≥ 80% at start of combat, foe cannot counterattack.
Upgradeable through the Weapon Refinery.
400

Green Dagger

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
8 Inflicts Special cooldown charge -1 on foe perattack during combat. (Only highest value applied. Does not stack. ) After combat, if unit attacked, inflicts Def/Res -5 on target and foes within 2 spaces of target through their next actions.
200
12 Inflicts Special cooldown charge -1 on foe perattack during combat. (Only highest value applied. Does not stack. ) After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Effective against dragon foes. Disables unit’s and foe’s skills that change attack priority. after combat, if unit attacked, inflicts Def/Res -5 on target and foes within 2 spaces of target through their next actions.
200
12 Effective against dragon foes. Disables unit’s and foe’s skills that change attack priority. after combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Effective against dragon foes. Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target
200
12 Effective against dragon foes. Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target
Upgradeable through the Weapon Refinery.
300
8 When unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
Effect:【Dagger 5】
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 When unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 At combat start, if unit's HP ≥ 50%, grants Atk/Res +5 during combat, and also, if foe can make a follow-up attack, halves damage from first attack. Effect:【Dagger 5】
【Penalty】
All effects that last "on foe through next action." Includes penalties from skills and neg. status effects (disabled counterattack, move restriction, or from skills like Guard).
【Dagger 5】
Post-combat, if unit attacked, inflicts Def/Res-5 on target & foes within 2 spaces of target through their next actions.
200
12 At combat start, if unit's HP ≥ 50%, grants Atk/Res +5 during combat, and also, if foe can make a follow-up attack, halves damage from first attack. Effect:【Dagger 7】
【Penalty】
All effects that last "on foe through next action." Includes penalties from skills and neg. status effects (disabled counterattack, move restriction, or from skills like Guard).
【Dagger 7】
Post-combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 If unit initates combat, grants Atk/Spd+5 during combat and neutralizes effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
200
12 If unit initates combat, grants Atk/Spd+5 during combat and neutralizes effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
300
8 Effective against armored foes. Disables unit's and foe's skills that change attack priority.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
200
12 Effective against armored foes. Disables unit's and foe's skills that change attack priority.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
300
8 Enables 【Canto (1)】.
At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
Effect: 【Dagger 7】
200
12 Enables 【Canto (1)】.
At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
Effect: 【Dagger 7】
300
14 Accelerates Special trigger (cooldown count-1). At start of turn, grants 【Canto (1)】 to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and also, if unit initiates combat against a blue, green, or colorless foe, grants bonus to unit's Atk during combat = 20% of unit's Atk at start of combat and inflicts penalty on foe's Atk during combat = 20% of foe's Atk at start of combat.
Effect: 【Dagger 7】
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 during combat and bonus to unit's Atk during combat = 40% of the current HP of the ally with the second-lowest current HP at start of combat (excludes unit; maximum bonus of 20, if number of allies ≤ 1, bonus = 0), neutralizes effects that prevent unit's follow-up attacks, and also, if unit's HP ≥ 25% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】 and 【Null Panic】 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd during combat = number of Bonus effects active on unit and Penalty effects active on foe (excluding stat bonuses and stat penalties) x 2, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack and Special cooldown count-Y to unit before unit's first follow-up attack during combat (X = number of Bonus effects active on unit, excluding stat bonuses; max = unit's Special cooldown count value at start of combat; Y = number of Bonus effects active on unit (excluding stat bonuses) - unit's Special cooldown count value at start of combat; min: 0). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
400
9 Accelerates Special trigger (cooldown count-1). If unit initiates combat, unit attacks twice. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat. If a Rally Assist skill is used by unit or targets unit, grants 【Null Follow-Up】 to unit and target or targeting ally and inflicts 【Exposure】 on foes in cardinal directions of unit and target or targeting ally through their next actions. If a Rally Assist skill is used by unit, grants another action to unit. (Additional action granted once per turn only.) Effect: 【Dagger 7】
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk = X and Spd/Def/Res = 50% of X (X = highest total bonuses among unit and allies within 3 spaces of unit), and reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes) during combat, and restores 7 HP to unit after combat.
Effect: 【Dagger 7】
400

Green Tome

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
4
-
6
100
9
200
13
Upgradeable through the Weapon Refinery.
300
9 Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt.
200
13 Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt.
300
7 Grants weapon advantage vs. colorless foes.
200
11 Grants weapon advantage vs. colorless foes.
300
6 Effective against cavalry units.
200
10 Effective against cavalry units.
Can be evolved through the Weapon Refinery.
300
8 Effective against cavalry foes.
200
12 Effective against cavalry foes.
Upgradeable through the Weapon Refinery.
300
6 During combat, unit’s Atk/Spd/Def/Res boosted by number of adjacent allies × 2.
200
10 During combat, unit’s Atk/Spd/Def/Res boosted by number of adjacent allies × 2.
Upgradeable through the Weapon Refinery.
300
7 If unit initiates attack, unit recovers 4 HP after the battle.
200
11 If unit initiates attack, unit recovers 4 HP after the battle.
Upgradeable through the Weapon Refinery.
300
8 Grants allies within 2 spaces Atk/Spd+1 during combat.
200
12 Grants allies within 2 spaces Atk/Spd+1 during combat.
Upgradeable through the Weapon Refinery.
300
7 If unit initiates attack, adjacent allies recover 7 HP after combat.
200
10 If unit initiates combat, restore 7 HP to adjacent allies after combat.
Upgradeable through the Weapon Refinery.
300
8 After combat, bonuses become penalties on all foes within 2 spaces through foe’s next action.
200
12 After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foe’s next actions.
Upgradeable through the Weapon Refinery.
300
8 If foe uses bow, dagger, magic, or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat.
200
12 If foe uses bow, dagger, magic, or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat.
Upgradeable through the Weapon Refinery.
300
8 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
200
12 If unit is adjacent to an ally, grants Atk/Spd/Def/Res+3 during combat.
Upgradeable through the Weapon Refinery.
300
8 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
200
12 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Upgradeable through the Weapon Refinery.
300
8 If foe initiates combat, grants Atk/Res+4 during combat.
200
12 If foe initiates combat, grants Atk/Res+4 during combat.
Upgradeable through the Weapon Refinery.
300
8 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Res+4 during combat.
200
12 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Res+4 during combat.
Upgradeable through the Weapon Refinery.
300
8 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
200
12 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Upgradeable through the Weapon Refinery.
300
8 During unit’s first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
200
12 During unit’s first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
Upgradeable through the Weapon Refinery.
300
8 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
200
12 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
300
8 If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.)
200
12 If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.)
300
14 Effective against flying units.
Upgradeable through the Weapon Refinery. Can be evolved through the Weapon Refinery.
400
14 Effective against dragons. Grants Def/Res +2 When this unit is attacked.
Can be evolved through the Weapon Refinery.
400
14 Grants +10 to damage when Special triggers.
400
14 Effective against dragons. Foe’s bonuses(from skills like Fortify, Rally, etc.) are nullified during combat.
400
14 Grants Res +3. Grants bonus to unit’s Atk equal to total penalties on foe during combat.
Upgradeable through the Weapon Refinery.
400
14 At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Upgradeable through the Weapon Refinery.
400
14 Grants Res +3. At start of turn, if unit’s HP ≧ 50%, inflict Atk /Res -5 on foe on the enemy team with the lowest Spd through its next action.
Upgradeable through the Weapon Refinery.
400
14 Grants bonus to unit’s Atk = total bonuses on unit during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk +3. During combat, boosts unit’s Atk/Spd by number of allies within 2 spaces ×2. (Maximum bonus of +6 to each stat. )
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.)
400
14 Grants Spd +3. If unit’s HP ≧ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd +3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res -4 on foe during combat.
400
14 Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Upgradeable through the Weapon Refinery.
400
14 Adds total bonuses on unit to damage dealt.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. At start of combat if unit’s HP ≥ 75%, grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. If a penalty inflicted by a skill like Panic or Threaten and/or a negative status effect (preventing counterattacks or restricting movement) is active on foe, grants Atk+6 during combat and unit makes a guaranteed follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Upgradeable through the Weapon Refinery.
400
14 Effective against armored and cavalry foes. Grants Res+3. Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of target's stats. Calculates each stat bonus independently.
Upgradeable through the Weapon Refinery.
400
9 Inflicts Spd-5. If unit initiates combat, unit attacks twice.
400
14 Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 during combat and prevents a foe’s follow-up attack. If unit attacked, inflicts Atk/Spd/Def/Res-4 on nearest ally through its next action after combat
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3.
If unit initiates combat, deals damage = 25% of foe's Res. (Ignores reductions to Res from Special skills.)
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count -1). Effective against flying foes. At start of combat, if a bonus granted by a skill like Rally or Hone is active on unit or if unit's HP ≥ 50%, grants Atk/Spd +5 and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk +3. If foe uses bow, dagger, magic, or staff, reduces damage from area-of-effect Specials by 80% (excluding Røkkr area-of effect Specials) and reduces damage from foe's attacks by 50%, and if foe is also colorless, grants weapon-triangle advantage to unit and inflicts weapon-triangle disadvantage on foe.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk +3. Inflicts Spd/Res -6 on foes within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Upgradeable through the Weapon Refinery.
400
14 Effective against cavalry foes. Inflicts Spd/Res-5 on foes within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk+3. Inflicts Def/Res-4 on any foe in a cardinal direction from unit during that foe's combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. At start of turn, if unit's HP = 100% and unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit. If unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat and reduces damage from foe's first attack by 30%.
400
14 Grants Spd+3. Grants Atk+6 to any ally in cardinal directions of unit during that ally's combat.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
400
14 Grants Atk+3. At start of turn, grants Special cooldown count-1 to any magic allies within two spaces of unit (including unit) that has their Special cooldown count at its maximum value. At start of combat, if foe's HP ≥ 75% grants Atk/Spd+6 to unit during combat.
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd during combat, neturalizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
Allies within 2 spaces gain: "If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks."
Upgradeable through the Weapon Refinery.
400
8 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
200
12 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
300
14 Grants Res+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat, and also, after combat, if unit attacked, inflicts 【Panic】 on target and foes within 2 spaces of target.
【Panic】Converts bonuses on target into penalties through its next action.
400
14 Grants Def+3.
Grants Atk/Spd+5 to allies within 3 rows or 3 columns centered on unit during combat.
Grants effects to unit during combat based on the number of allies within 3 rows or 3 columns centered on unit:
If ≥ 1 ally, inflicts Atk/Res-X on foe during combat (X = number of allies in the area x 2; max -6).
If ≥ 3 allies, foe cannot make a follow-up attack. (If unit is within 2 spaces of a structure that a foe can destroy, the number of allies in the area is treated as 3.)
Upgradeable through the Weapon Refinery.
400
9 Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.)
400
14 Grants Atk+3. Enables 【Canto (2)】during turns 1 through 4. If unit initiates combat or is not adjacent to an ally, inflicts Atk/Res-6 on foe during combat and unit makes a guaranteed follow-up attack.
【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).
Unit moves accdg. to movement type. Once per turn. Cannot attack or assist. If using Galeforce, G'force activates first before the extra movement. Cannot warp a distance greater than 2 spaces.
Upgradeable through the Weapon Refinery.
400
8 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 x 2 (Example: If unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
200
12 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 x 2 (Example: If unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
300
14 Grants Atk+3. If Sing or Dance is used, grants Atk/Spd/Def/Res+6 to adjacent allies for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2. Unit can move to a space within 2 spaces of any ally within 2 spaces. If unit initiates combat or is within 2 spaces of an ally, grants Atk+4, Spd+6, and bonus to unit's Atk = unit's max Special cooldown count value x 3 during combat.
400
14 Grants Res+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Res-6 on foe during combat, and also, if unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials by percentage = difference between stats x 4 (max 40%), and also, if unit's Res ≥ foe's Res+5, foe cannot make a follow-up attack.
400
8 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
200
12 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
300
14 Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and inflicts penalty on foe's Atk/Spd/Def/Res during combat based on the number of the following conditions that apply x 3 (max: 9):
- An Ally is within 3 spaces of unit.
- Another foe is within 2 spaces of target.
- A 【Bonus】 is active on unit.
- A 【Penalty】 is active on foe.
400
14 Grants Atk+3. If unit is within 3 spaces of an ally, inflicts Atk/Res-8 on foe during combat, foe cannot make a follow-up attack, and grants bonus to unit's Atk during combat = total Atk/Res Bonuses on ally with the highest total Atk/Res bonuses within 3 spaces. If unit is within 3 spaces of an ally, after combat, if unit attacked, deals 15 damage to nearest ally.
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack, and also, after combat, if unit attacked, inflicts 【Guard】 on target and foes within 2 spaces of target. (Only highest value applied. Does not stack.)
400
8 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
200
12 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
300
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants the following effect to unit and allies within 2 spaces of unit for 1 turn: "Foe cannot make a follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and unit deals damage = 20% of unit's Res (including when dealing damage with a Special triggered before combat).
400
8 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat and foe cannot make a follow-up attack.
200
12 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat and foe cannot make a follow-up attack.
300
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)," 【Desperation】, and 【Dominance】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and neutralizes effects that prevent unit's follow-up attacks.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, restores 7 HP to unit and allies within 3 spaces of unit. Restores 7 HP to allies within 3 spaces of unit after their combat. Reduces damage from attacks during combat and from area-of-effect Specials by percentage = number of allies with HP ≥ 50% within 3 spaces of unit x 15 (max 45%). If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = number of allies with HP ≥ 50% within 3 spaces of unit x 5 (excluding area-of-effect Specials; max 15), and restores 7 HP after combat.
400
8 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
200
12 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
300
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants 【Grand Strategy】 to unit and allies within 2 spaces for 1 turn, inflicts Atk/Spd/Def/Res-4 on unit through its next action, and inflicts -6 on the highest and second highest stat values between Atk, Spd, Def, and Res for each ally within 2 spaces through their next actions (subtract 15 from Atk when comparing). At start of turn, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-3 on closest foes and foes within 3 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-5 on foe during combat and foe cannot make a follow-up attack.
400
14 Accelerates Special trigger (cooldown count-1). If a Rally Assist skill is used by unit or target's unit, inflicts Atk/Spd/Def/Res-4 and 【Guard】 on foes in cardinal directions of unit and target through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's first attack by 30% during combat.
400
14 Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of support partner, unit can move to a space within 2 spaces of that ally. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if unit initiates combat, unit is within 2 spaces of support partner, or 【Penalty】 is active on foe, grants the following effects to unit during combat based on how many of those 3 conditions apply: if ≥ 2, unit attacks twice; if = 3, deals damage = 15% of the greater of unit's Atk or foe's Atk (excluding area-of-effect Specials).
400
14 Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn. After start-of-turn skills trigger, if unit's HP ≥ 25%, grants any 【Bonus】 effects active on unit (including stat bonuses; excluding "unit can move 1 extra space" and 【Pathfinder】) to allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = 15% of unit's Res (including when dealing damage with a Special triggered before combat).
400
8 Enables 【Canto (1)】.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that prevent unit's follow-up attacks during combat.
200
12 Enables 【Canto (1)】.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that prevent unit's follow-up attacks during combat.
300
8 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats x 2. (Calculates each stat penalty independently; example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7.)
200
12 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats x 2. (Calculates each stat penalty independently; example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7.)
300
14 Accelerates Special trigger (cooldown count-1). At start of turn, grants Atk/Spd/Def/Res+6 and 【Assign Decoy】 to any support partner within 2 spaces of unit or, if unit is not on a team with unit's support partner, to ally with the highest Def within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = 5 + highest bonus on each stat between allies within 3 spaces of unit (calculates each stat bonus independently), and 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 x 4 (max 40%).
【Assign Decoy】
If foe's Range = unit's Range and foe initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit (that turn only; triggers only if unit is not equipped with a skill that can trigger the Savior effect).
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit for 1 turn and grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, reduces damage from foe's first attack during combat by 30%, and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value x 10, + 20).
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
400
14 Enables 【Canto (1)】.
Accelerates Special trigger (cooldown count-1). If unit initiates combat or foe's Range = 2, as combat begins, deals damage to foe = X% of foe's Atk (if unit has weapon-triangle advantage or unit's Spd > foe's Spd, X = 40; otherwise, X = 20; effects that reduce damage during combat do not apply; will not reduce foe's HP below 1). If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, and reduces damage from foe's first attack by 30% during combat, and restores 7 HP to unit after combat.
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, reduces foe's Spd/Res during combat by 20% of unit's Spd at start of combat, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat, and also, if it is unit's first combat initiated by unit or first combat initiated by foe that turn, reduces damage from foe's first attack by 70% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit initiates combat or unit is within 2 spaces of an ally, after combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions.
400
14 Enables 【Canto (1)】.
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, deals damage to foe = X% of foe's Atk as combat begins (if unit has weapon-triangle advantage or if unit's Res > foe's Res, X = 40; otherwise, X = 20; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Def/Res+5 to unit during combat, grants bonus to unit's Atk/Def/Res during combat = 20% of unit's Res at start of combat, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
400
14 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 9, -3 x number of allies with HP ≤ 40%; min 0), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 30% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack and Special cooldown count-1 to unit before unit's first follow-up attack during combat.
400
14 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≥ 25%, grants Atk+6 and 【Essence Drain】 to unit and allies within 2 spaces of unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe, inflicts penalty on foe's Atk/Res = 20% of unit's Res at start of combat, deals damage = number of 【Bonus】 effects active on unit × 5 (excluding stat bonuses; max 25; excluding area-of-effect Specials), and reduces damage by value = number of 【Bonus】 effects active on unit × 3 (excluding stat bonuses; max 15; excluding area-of-effect Specials), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack during combat (X = number of 【Bonus】 effects active on unit; excluding stat bonuses; max 3).
【Essence Drain】
After combat, if unit attacked, grants any 【Bonus】 effects active on target and foes within 2 spaces of target to unit and allies with the Essence Drain effect, and neutralizes any 【Bonus】 active on target and foes within 2 spaces of target (excluding Bonus effects being granted at the same time).
After combat, if foe was defeated in combat, restores 10 HP to unit and allies with the Essence Drain effect.
400
14 Effective against armored and cavalry foes.
Accelerates Special trigger (cooldown count-1).
Allies within 2 spaces of unit can move to any space within 2 spaces of unit.
At start of enemy phase, restores 10 HP to unit and allies within 2 spaces of unit.
After start-of-turn effects trigger on enemy phase, for unit and allies within 2 spaces of unit, converts penalties on that unit or ally into bonuses, and also, neutralizes two 【Penalty】 effects on that unit or ally, excluding stat penalties (does not apply to Penalty effects that are applied at the same time; neutralizes the first applicable Penalty effects on unit's list of active effects).
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe, inflicts penalty on foe's Atk/Res during combat = 20% of unit's Res at start of combat, neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.), and unit deals +X damage during combat (X = number of allies within 3 rows or 3 columns centered on unit × 5; max 15; excluding area-of-effect Specials).
400
14 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≥ 25%, grants Atk+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
If unit initiates combat with HP ≥ 25% and unit has an area-of-effect Special equipped, grants Special cooldown count-1 to unit before Special triggers before combat.
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat -4 (min 5, max 14), deals damage = 15% of unit's Atk (including when dealing damage with an area-of-effect Special), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's attack can trigger unit's Special (excluding area-of-effect Specials), grants Special cooldown count-1 to unit before unit's first attack during combat.
400
14 If unit initiates combat, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
-

Green Breath

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
9 Grants adjacent allies Def/Res +4 through their next actions after any combat this unit initiates.
200
13 Grants adjacent allies Def/Res +4 through their next actions after any combat this unit initiates.
Upgradeable through the Weapon Refinery.
300
10 If foe initiates combat, grants Def/Res+4 during combat.
If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res.
200
14 If foe initiates combat, grants Def/Res+4 during combat.
If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
300
10 During combat, boosts unit’s Def/Res by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
200
14 During combat, boosts unit’s Def/Res by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
300
16 Grants Atk+3. If unit's Def ≥ foe's Def+5, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Unit can counterattack regardless of foe’s range. If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and reduces damage from foe's first attack during combat by 40%. If foe's Range = 2, calculates damage using the lower of foe's Def and Res.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). Effective against dragon foes. Grants weapon- triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. Reduces damage from area-of-effect Specials by 80% (excluding Røkkr area-of-effect Specials). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 If foe initiates combat or if a bonus granted by a skill like Rally or Hone is not active on foe, grants Atk/Spd/Def/Res+4 to unit during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Neutralizes "effective against dragons" bonuses. Grants Spd+3. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Unit can counterattack regardless of foe's range. If unit is within 2 spaces of an ally and deals damage to a foe using a Special, restores 30% of unit's maximum HP. (Triggers even if 0 damage is dealt.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 At start of turn, if an ally is within 2 spaces of unit, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces for 1 turn. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. At start of combat, if foe's HP ≥ 50%, grants Atk+6 to unit during combat and unit makes a guaranteed follow-up attack. At start of combat, if unit's HP ≥ 50%, inflicts Atk-6 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Grants Atk+3. If a Rally skill or movement Assist skill is used by unit or targets unit, restores 10 HP to allies within 2 spaces of unit and target after movement, then neutralizes any 【Penalty】 on those allies. (Includes unit and target. Does not stack even if effect ranges of unit and target overlap.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1.) Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit's attack can trigger their Special, grants Special cooldown count-1 to unit before unit's first attack during combat, and if foe's attack can trigger their Special and unit's Res > foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat. (Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. If Sing or Dance is used, inflicts Def/Res-6 on nearest foes within 4 spaces of both unit and target ally through their next actions. At start of combat, if unit's HP ≥ 40%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks, and also, if unit initiates combat and has weapon-triangle advantage or 【Penalty】 is active on foe, foe cannot counterattack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), restores 7 HP to unit when unit deals damage to foe during combat (triggers even if 0 damage is dealt), and also, if foe can make a follow-up attack, reduces damage from foe's first attack during combat by 75%. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
10 At start of combat, if unit's HP ≥ 25%, grants Atk/Res+5 to unit during combat and inflicts penalty on foe's Atk/Res during combat = 20% of unit's Res at start of combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Res+5 to unit during combat and inflicts penalty on foe's Atk/Res during combat = 20% of unit's Res at start of combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300
11 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, inflicts Atk/Spd/Def/Res-X on foe during combat (X = number of allies from distinct titles within 3 spaces of unit x 3, +4; max 10), and reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) and from foe's first attack during combat by 40%. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
10 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, deals damage = 15% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by X% during combat (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 80; otherwise X = 40; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200
14 If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, deals damage = 15% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by X% during combat (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 80; otherwise X = 40; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300
16 Accelerates Special trigger (cooldown count-1).
Unit can counterattack regardless of foe's range.
At start of turn, if unit's HP ≥ 25% and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit x 3, + 5 (max 14), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). If unit's HP ≥ 25% at start of combat and if unit's Special cooldown count value is at its maximum after combat, grants Special cooldown count-1 to unit after combat.
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
At start of turn, grants Special cooldown count-1 to unit and to any ally with max HP less than unit's max HP.
If unit is within 3 spaces of an ally, inflicts penalty on foe's Atk/Def/Res = 5 + number of allies within 3 spaces of unit × 3 (max 14; if unit triggers Savior, value is treated as 14), unit deals +X damage, and reduces damage from foe's attacks by X during combat (X = unit's max HP - foe's HP at start of combat; max 16; min 8; including when dealing damage with a Special triggered before combat, in which case X is calculated using HP before Special triggers), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack (cannot exceed the foe's maximum Special cooldown).
If unit is within 3 spaces of an ally, and unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat.
400

Green Beast

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
14 Grants Spd+3. At start of turn, restores 7 HP to allies within 2 spaces of unit. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400
14 Grants Def+3. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit’s stats. Calculates each stat bonus independently. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Grants Def+3. If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit and allies within 2 spaces during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP ≤ 75%, grants Special cooldown count-2. Effect:【Beast (Cavalry)】
【Beast (Cavalry)】 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Max. +7 damage.) If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area Specials by % = dif. between stats × 4 (max 40%) .
At start of turn, if adjacent to only beast/dragon allies or not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. Grants Distant Counter. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from AoE Specials (excluding Røkkr AoEs) by percentage = difference between stats x 4 (max 40%).
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and disables foe follow-ups.
Upgradeable through the Weapon Refinery.
400
14 Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit, inflicts Def-5 on foe during combat, and then, if unit's Def > foe's Def, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
400
14 Grants Def+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+6 to unit during combat, inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat, and foe cannot make a follow-up attack.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, and deals damage = X% of unit's Spd (X = the number of foes within 3 spaces of target, including target, × 10) during combat. (Excluding area-of-effect Specials; max 30%.) If unit is not adjacent to an ally, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = the number of foes within 3 spaces of target, including target, × 20 (max 60%). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400
14 Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Grants the following effects to allies within 3 rows or 3 columns centered on unit, and if unit's HP ≥ 25% at start of combat, to unit: when that unit or ally's Special triggers during combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = that unit or ally's max Special cooldown count value × 30, + 10 (max 100%; excluding area-of-effect Specials), and also, if that unit or ally's max Special cooldown count value ≥ 3 and their attack can trigger their Special, grants Special cooldown count-1 to that unit or ally before their first attack during combat.
At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
400
14 Accelerates Special trigger (cooldown count-1).
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res less than unit's Res+5, inflicts Atk/Def-7, 【Discord】, 【Deep Wounds】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on those foes through their next actions.
If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe, inflicts penalty on foe's Atk/Def = 20% of unit's Res at start of combat, reduces damage from foe's attacks by 20% of unit's Res (excluding area-of-effect Specials), neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400

Colorless Weapon Skills

Staff

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
10 Restricted to units that use a Staff.
50
4 Recover 50% of damage dealt.
150
7 Restores HP = 50% of damage dealt. After combat, if unit attacked, restores 7 HP to allies within 2 spaces of unit.
Upgradeable through the Weapon Refinery.
300
5 After combat, inflicts Atk -6 on targeted foe through its next action.
150
12 After combat, inflicts Atk -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
5 After any combat, inflicts Spd -6 on foe through its next action.
150
12 After combat, if unit attacked, inflicts Spd -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
6 After any combat, prevents foe from moving more than 1 space through its next action.
150
10 After combat, if unit attacked, prevents target and foes within 1 space of target from moving more than 1 space through their next actions.
Upgradeable through the Weapon Refinery.
300
7 After combat, bonuses on targeted foe become penalties through its next action.
150
11 After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions.
Upgradeable through the Weapon Refinery.
300
3 Inflicts 10 damage on targeted foe after combat.
150
10 After combat, If unit attacked, deals 10 damage to target and foes within 2 spaces of target.
Upgradeable through the Weapon Refinery.
300
7 After combat, if unit attacked, inflicts status on foe preventing counterattacks through its next action.
300
11 After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions.
Upgradeable through the Weapon Refinery.
300
8 After combat, if unit attacked, inflicts the following status on foe through its next action: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%."
200
12 After combat, if unit attacked, inflicts the following status on target and foes within 2 spaces of target through their next actions: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Upgradeable through the Weapon Refinery.
300
8 After combat, if unit attacked, resets Special cooldown of foe, and inflicts the following status on foe through its next action: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)
200
12 After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts the following status on target and foes within 2 spaces of target through their next actions: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)
Upgradeable through the Weapon Refinery.
300
7 After combat, if unit attacked, inflicts status on foe preventing counterattacks through its next action.
200
11 After combat, if unit attacked, inflicts status on target and foe within 2 spaces of target preventing counterattacks through their next action.
Upgradeable through the Weapon Refinery.
300
8 At start of turn, grants Def/Res+3 to ally with the highest Atk for 1 turn. (Excludes unit.)
200
12 At start of turn, grants Def/Res+5 to ally with the highest Atk for 1 turn. (Excludes unit.)
Upgradeable through the Weapon Refinery.
300
8 At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Def through its next action.
200
12 At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Def through its next action.
Upgradeable through the Weapon Refinery.
300
8 At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a special skill, this skill has no effect.)
200
12 At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a special skill, this skill has no effect.)
Upgradeable through the Weapon Refinery.
300
8 At start of turn, restores 7 HP to unit and adjacent allies.
150
12 At start of turn, restores 7 HP to unit and adjacent allies
Upgradeable through the Weapon Refinery.
300
8 If a foe initiates combat against an ally within 2 spaces of unit, grants Def/Res+3 to that ally during combat.
200
12 If a foe initiates combat against an ally within 2 spaces of unit, grants Def/Res+3 to that ally during combat.
Upgradeable through the Weapon Refinery.
300
8 After combat, if unit attacked, resets Special cooldown of foe, and inflicts【Guard】on foe. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
200
12 After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts【Guard】on target and foes within 2 spaces of target. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
300
8 At start of turn, grants Atk/Def+3 to ally with the highest Spd for 1 turn. (Excludes unit.)
200
12 At start of turn, grants Atk/Def+5 to ally with the highest Spd for 1 turn. (Excludes unit.)
Upgradeable through the Weapon Refinery.
300
8 Inflicts Atk/Spd-3 on foes within 2 spaces during combat.
200
12 Inflicts Atk/Spd-5 on foes within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
300
Grants Def/Res+2 to allies within 2 spaces of unit during combat and inflicts Special cooldown charge-1 on foe per attack. (Only highest value applied. Does not stack.)
200
12 Grants Def/Res+2 to allies within 2 spaces of unit during combat and inflicts Special cooldown charge-1 on foe per attack. (Only highest value applied. Does not stack.)
300
8 If unit is within 3 spaces of two allies in a support-partner pair (excluding unit), grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bouses (from skills like Fortify, Rally, etc.) during combat.
200
12 If unit is within 3 spaces of two allies in a support-partner pair (excluding unit), grants Atk/Spd/Def/Res+6 to unit during combat and neutralizes foe's bouses (from skills like Fortify, Rally, etc.) during combat.
300
14 Calculates damage from staff like other weapons. Grants Atk+6 to allies within 2 spaces during combat. Grants Special cooldown charge +1 per foe's attack to allies within 2 spaces during their combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) if unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat.
400
14 Calculates damage from staff like other weapons. If unit initiates combat, grants Atk/Spd+4 during combat. After combat, if unit attacked, inflicts 【Triangle Adept】 on target and foes within 2 spaces of target.
【Triangle Adept】 If unit has weapon-triangle advantage, boosts Atk by 20% through its next action, and if unit has weapon-triangle disadvantage, reduces Atk by 20% through its next action.
Upgradeable through the Weapon Refinery.
400
8 At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.)
200
12 At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
300
8 Foe cannot recover HP during or after combat. After combat, deals 7 damage and inflicts 【Deep Wounds】on target and foes within 2 spaces of target.
【Deep Wounds】
Unit's HP cannot be healed through its next action.
200
12 Foe cannot recover HP during or after combat. After combat, deals 7 damage and inflicts 【Deep Wounds】on target and foes within 2 spaces of target.
【Deep Wounds】
Unit's HP cannot be healed through its next action.
300
14 Foe cannot counterattack. At start of turn, grants Def/Res+6 to allies within 2 spaces of unit for 1 turn and inflicts 【False Start】 on foes in cardinal directions of unit with Res < unit's Res. (In Summoner Duels, If False Start is inflicted at the same time that any start-of-turn effects trigger for the opponent, effects will still trigger, with the exception of those that restore HP or deal damage.)
【False Start】
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
400
If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat and restores 5 HP to unit and allies within 2 spaces after combat.
300
12 If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat and restores 7 HP to unit and allies within 2 spaces after combat.
200
14 Foe cannot counterattack. If unit initiates combat, grants Atk/Spd+4 to unit during combat. After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Calculates damage from staff like other weapons. At start of turn, grants Atk/Def/Res+6 and the following status to unit's support partner (if any): "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of turn, if at least one ally has been defeated, grants Special cooldown count-2 and the following status to unit's support partner (if any): "Foe cannot make a follow-up attack."
400
8 Grants Def/Res+2 and "inflicts Special cooldown charge -1 on foe per attack" to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.)
200
12 Grants Def/Res+2 and "inflicts Special cooldown charge -1 on foe per attack" to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.)
300
8 At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
200
12 At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
300
14 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and after combat, if unit attacked, inflicts status on target and foes within 2 space of target preventing counterattacks through their next actions.
400
14 Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit and grants bonus to unit's Atk/Spd = highest respective Atk/Spd bonuses among unit and allies within 2 spaces x 1.5 (calculates each stat bonus independently).
400
14 Grants Atk+3. Calculates damage from staff like other weapons. At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn.
If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit and unit makes a guaranteed follow-up attack during combat.
400
14 Calculates damage from staff like other weapons. After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts Guard on target and foes within 2 spaces of target. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Specials are still effective.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. Calculates damage from staff like other weapons. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 and status preventing counterattacks on that foe through its next action. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit and deals damage = total penalties on foe during combat. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.)
400
14 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that inflict "Special cooldown charge-X" on unit during combat. Grants Atk/Spd/Def/Res+4 during combat and "if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP and after combat, restores 99 HP to unit" to allies within 2 spaces of unit (effect only triggers for player's team once per map and does not stack with non-Special effects that allow units to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on an ally granted this effect, this effect will trigger too).
400
8 Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts 【Deep Wounds】 on target and foes within 2 spaces of target.
【Deep Wounds】
Unit's HP cannot be healed through its next action.
200
12 Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts 【Deep Wounds】 on target and foes within 2 spaces of target.
【Deep Wounds】
Unit's HP cannot be healed through its next action.
300
8 At start of turn inflicts 【Guard】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of 【Bonus】 and 【Penalty】 effects active on foe x 4; max 16; excludes stat bonuses and stat penalties).
200
12 At start of turn inflicts 【Guard】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of 【Bonus】 and 【Penalty】 effects active on foe x 4; max 16; excludes stat bonuses and stat penalties).
300
14 Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). For allies within 2 spaces of unit, grants Special cooldown charge +1 to ally per attack (only highest value applied; does not stack), neutralizes their foe's bonuses to Atk (from skills like Fortify, Rally, etc.), and reduces damage from attacks by 30% (excluding area-of-effect Specials) during their combat. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat and unit makes a guaranteed follow-up attack.
400
14 Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). At start of turn, neutralizes any 【Penalty】 on unit and allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 20 HP to those units. Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and unit makes a guaranteed follow-up attack.
400
14 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). At start of turn, grants the 【Bonus】 effects active on the foe with the most 【Bonus】 effects active (excluding stat bonuses) to unit and allies within 2 spaces for 1 turn, and neutralizes 【Bonus】 effects active on that foe (excluding bonuses granted at the start of the same turn). Inflicts Atk/Spd/Def/Res-4 on foes within 3 columns or 3 rows centered on unit during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and deals damage = number of 【Bonus】 effects active on unit, excluding stat bonuses, x 5 (max 20; excluding area-of-effect Specials).
400
14 Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). Restores 7 HP to allies within 3 spaces of unit after their combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and deals +7 damage during combat (excluding when dealing damage with area-of-effect Specials).
400
8 At start of turn, inflicts 【Guard】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of 【Bonus】 and 【Penalty】 effects active on foe x 4; max 16; excludes stat bonuses and stat penalties).
200
12 At start of turn, inflicts 【Guard】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of 【Bonus】 and 【Penalty】 effects active on foe x 4; max 16; excludes stat bonuses and stat penalties).
300
14 Foe cannot counterattack.
Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1).
If unit's HP ≤ 60% or if unit has entered combat or used an Assist skill during the current turn, allies can move to a space within 2 spaces of unit.
Grants Atk/Spd/Def/Res+4 to allies within 3 spaces of unit during their combat and restores 7 HP to those allies after their combat.
If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit, unit makes a guaranteed follow-up attack, and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials).
400
14 Enables 【Canto (1)】.
Calculates damage from staff like other weapons.
Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1).
At start of turn, if unit's HP ≥ 25%, grants Special cooldown count-1 to unit.
At start of combat, if unit's HP ≥ 25%, grants Atk/Res+X to unit (X = 6 + 20% of unit's Res at start of combat), unit makes a guaranteed follow-up attack, and unit deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials).
400
14 Foe cannot counterattack. After combat, if unit attacked, inflicts Atk/Spd/Def/Res -4 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd/Def/Res +4 to unit and allies within 2 spaces for 1 turn.
Upgradeable through the Weapon Refinery.
400
14 Calculates damage from staff like other weapons.
At start of turn, if foe’s HP ≤ unit’s HP-3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action.
Upgradeable through the Weapon Refinery.
400
14 Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal directions, inflicts【Isolation】on foe.
【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.)
Upgradeable through the Weapon Refinery.
400
14 Foe cannot counterattack. If unit initiates combat, grants Atk/Spd+3 during combat. After combat, if unit attacked, inflicts【Gravity】on target and foes within 1 space of target.
【Gravity】
Restricts target's movement to 1 space through its next action.
Upgradeable through the Weapon Refinery.
400
14 Calculates damage from staff like other weapons. Reduces damage from foes' attacks during combat to allies within 2 spaces by 30%.
Upgradeable through the Weapon Refinery.
400
14 At start of turn, if an ally is within 2 spaces of unit, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces for 1 turn. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. Foe cannot counterattack. At start of turn, inflicts Atk/Spd-7 on nearest foes within 4 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Calculates damage from staff like other weapons. At start of turn, if 【Penalty】 is active on any allies within 4 spaces of unit (excluding unit), grants Atk/Spd+6 to ally with the lowest HP among them for 1 turn and neutralizes any【Penalty】 on that ally. (If 【Penalty】 is not active on any ally within 4 spaces of unit, targets ally with the lowest HP among them instead.)
400
14 Grants Atk+3. Foe cannot counterattack. After combat, if unit attacked, inflicts 【Gravity】on target and foes within 1 space of target.
【Gravity】
Restricts target's movement to 1 space through its next action.
Upgradeable through the Weapon Refinery.
400
14 Calculates damage from staff like other weapons. At start of turn, inflicts Res-6 and status preventing counterattacks on closest foes within 5 spaces of unit through their next actions. If unit initiates combat, grants Atk/Spd+6 during combat.
400

Colorless Bow

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
4 Effective against flying units.
50
6 Effective against flying units.
100
9 Effective against flying units.
200
13 Effective against flying units.
Upgradeable through the Weapon Refinery.
300
4 Spd -5. Effective against flying units. Attacks twice if unit initiates combat.
200
7 Spd -5. Effective against flying units. Attacks twice if unit initiates combat.
300
5 Effective against flying units. Accelerates Special trigger (cooldown count -1).
200
9 Effective against flying units. Accelerates Special trigger (cooldown count -1).
Can be evolved through the Weapon Refinery.
300
7 Effective against flying foes.
In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
200
11 Effective against flying foes. In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Can be evolved through the Weapon Refinery.
300
7 Effective against flying units. Unit and foes cannot counterattack.
200
11 Effective against flying units. Unit and foes cannot counterattack.
300
8 Grants allies within 2 spaces Def/Res +2 through their next actions after any combat this unit initiates. Effective against fliers.
200
12 Grants allies within 2 spaces Def/Res +2 through their next actions after any combat this unit initiates. Effective against fliers.
Upgradeable through the Weapon Refinery.
300
7 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd -5 through their next actions. Effective against flying units.
200
11 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd -5 through their next actions. Effective against flying units.
Upgradeable through the Weapon Refinery.
300
8 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res +2. If attacking, unit will take 2 damage after combat. Effective against fliers.
200
12 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res +2. If attacking, unit will take 2 damage after combat. Effective against fliers.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying units. Accelerates Special trigger (cooldown count -1).
200
12 Effective against flying units. Accelerates Special trigger (cooldown count -1).
Upgradeable through the Weapon Refinery.
300
12 Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Effective against fliers. After combat, bonuses become penalties on all foes within 2 spaces through foe’s next action.
200
8 Effective against flying foes. If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res +6 to unit during combat.
200
12 Effective against flying foes. Grants Def/Res +6 during combat if unit is attacked by foe using bow, dagger, magic, or staff.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. Grants Def/Res +2 during combat to allies within 2 spaces.
200
12 Effective against flying foes. Grants Def/Res +2 during combat to allies within 2 spaces.
300
8 Effective against flying foes. If foe uses bow, dagger, magic, or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat.
200
12 Effective against flying foes. If foe uses bow, dagger, magic, or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat.
Upgradeable through the Weapon Refinery.
300
12 Effective against flying foes. If unit initiates combat, grants Atk/Spd/Def/Res +2 during combat.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. If unit initiates combat, grants Atk/Spd/Def/Res +2 during combat.
200
8 Effective against flying foes. If unit’s HP ≦ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
200
12 Effective against flying foes. If unit’s HP ≦ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. If foe’s Def ≧ foe’s Res +5, deals +7 damage.
200
12 Effective against flying foes. If foe’s Def ≧ foe’s Res +5, deals +7 damage.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
200
12 Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat.
200
12 Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat.
300
8 Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes.
200
12 Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes.
Upgradeable through the Weapon Refinery.
300
8 Effective against flying foes. Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
200
12 Effective against flying foes. Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Upgradeable through the Weapon Refinery.
300
10 Effective against flying foes. If unit initiates combat, grants Atk/Def +4 during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
300
12 Effective against flying foes. If unit initiates combat, grants Atk/Def +4 during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
200
8 Effective against flying foes. If unit is not adjacent to an ally, inflicts penalty on foe’s Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
200
12 Effective against flying foes. If unit is not adjacent to an ally, inflicts penalty on foe’s Atk/Def during combat = 5 + any current penalty on each of those stats. (Example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat.) Calculates each stat penalty independently.
300
Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat.
200
12 Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat.
300
8 Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. (Calculates each stat bonus independently.)
200
12 Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has Def bonus, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. (Calculates each stat bonus independently.)
300
14 Enables 【Canto (1)】.
Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit's HP ≥ 75% at start of combat and foe uses magic or staff, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)
400
14 Grants Atk+3. Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
400
8 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
200
12 If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
300
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If 【Bonus】 is active on unit, grants Atk/Spd+6 and Atk/Spd/Def/Res during combat = 50% of total bonuses on unit and foe (max: +12), and also if total bonuses on unit and foe ≥ 10, neutralizes effects that prevent unit's follow-up attacks.
【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).
400
8 Effective against flying foes. 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 x 2. (Example: If unit has -7 penalty to Atk, grants Atk +19, for a net bonus of Atk +12) Calculates each stat bonus independently.
200
12 Effective against flying foes. 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 x 2. (Example: If unit has -7 penalty to Atk, grants Atk +19, for a net bonus of Atk +12) Calculates each stat bonus independently.
300
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 during combat.
Upgradeable through the Weapon Refinery.
400
8 Effective against flying foes. At start of combat, if foe's HP ≥ 75% or 【Penalty】 is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe.
200
12 Effective against flying foes. At start of combat, if foe's HP ≥ 75% or 【Penalty】 is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe.
300
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's HP ≤ 60%, allies can move to a space adjacent to unit. Allies within 2 spaces can move to a space within 2 spaces of unit. If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = 15% of unit's Spd.
400
4 Effective against flying foes. Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
200
6 Effective against flying foes. Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)
300
8 If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
200
12 If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
300
8 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
200
12 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat and foe cannot make a follow-up attack.
300
8 Effective against flying foes. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
200
12 Effective against flying foes. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
300
14 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat, and also, if foe's Range = 2, inflicts Atk/Spd-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerate Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, reduces damage from foe's first attack during combat by 30%, and grants bonus to unit's Atk during combat = 12 - foe's max Special cooldown count value x 2 (min 4; if foe does not have a Special skill, bonus = 4).
300
14 Accelerates Special trigger (cooldown count-1). Effective against beast and flying foes. At start of turn, if unit is within 3 spaces of an ally and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by X% during combat (if in combat against a beast foe, or a cavalry or flying foe with Range = 2, X = 60; otherwise, X = 30), and also if unit's Special is ready or unit's Special triggered before or during this combat, deals +7 damage during combat (except when dealing damage with area-of-effect Specials).
400
8 Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
200
12 Effective against flying foes. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit and inflicts Def-5 on foe during combat, and also, if foe has bonuses, grants bonus to unit's Def and inflicts penalty on foe's Def during combat = current bonus on foe's Def. Calculates each stat bonus and penalty independently.
300
14 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, deals damage = 10% of unit's Spd (including when dealing damage with a Special triggered before combat), and calculates damage using the lower of foe's Def or Res.
Upgradeable through the Weapon Refinery.
500
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, neutralizes unit's penalties, and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
300
8 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe and foe cannot make a follow-up attack during combat.
200
12 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe and foe cannot make a follow-up attack during combat.
300
8 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 and Atk/Spd/Def/Res+X to unit and grants Special cooldown count-X to unit before unit's first attack during combat (X = number of spaces from start position to end position of whoever initiated combat, max 3; if【Penalty】 effects are active on foe, then the value is treated as 3).
【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).
200
12 Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 and Atk/Spd/Def/Res+X to unit and grants Special cooldown count-X to unit before unit's first attack during combat (X = number of spaces from start position to end position of whoever initiated combat, max 3; if【Penalty】 effects are active on foe, then the value is treated as 3).
【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).
300
8 Effective against flying foes. At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Def-7 and 【Discord】 on those foes through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+5 to unit during combat, and if 【Discord】 is inflicted on foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
200
12 Effective against flying foes. At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Def-7 and 【Discord】 on those foes through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+5 to unit during combat, and if 【Discord】 is inflicted on foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
300
8 Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】 and 【Null Panic】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of 【Bonus】 effects active on unit and 【Penalty】 effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).
200
12 Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】 and 【Null Panic】 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of 【Bonus】 effects active on unit and 【Penalty】 effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).
300
8 Effective against flying foes.
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 to unit and allies within 2 spaces of unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
200
12 Effective against flying foes.
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 to unit and allies within 2 spaces of unit for 1 turn.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
300
14 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
Enables 【Canto (Dist. +1; Max 4)】 during turns 1 through 4.
At the start of turns 1 through 4, grants Special cooldown count-3 to unit, grants Special cooldown count-1 to allies within 2 spaces of unit (excluding unit), and grants 【Hexblade】 to unit and allies within 2 spaces of unit.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, unit deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces damage from foe's first attack by 30% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
400
8 Effective against flying foes.
At start of turn, if unit's HP ≥ 25%, grants Atk+6 and "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals +X damage (X = number of 【Bonus】 effects active on unit and foe, excluding stat bonuses, × 5; max 25; excluding area-of-effect Specials).
200
12 Effective against flying foes.
At start of turn, if unit's HP ≥ 25%, grants Atk+6 and "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals +X damage (X = number of 【Bonus】 effects active on unit and foe, excluding stat bonuses, × 5; max 25; excluding area-of-effect Specials).
300
8 Accelerates Special trigger (cooldown count-1). Effective against flying foes. Unit attacks twice (even if foe initiates combat, unit attacks twice).
If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat + 5, unit deals +X × 5 damage (max 25; X = number of 【Bonus】 effects active on unit, excluding stat bonuses + number of 【Penalty】 effects active on foe, excluding stat penalties; excluding area-of-effect Specials), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit after first Special trigger per combat (excluding area-of-effect Specials).
400
14 Effective against flying units. Grants Res +4 during combat if initiating attack.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying units. Unit can pass through foes if own HP ≧ 50%.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying units. During combat, unit’s Atk/Spd/Def/Res boosted by number of adjacent allies ×2.
400
14 Effective against flying units. Grants Spd +3. If foe is magic user, foe’s bonuses (from skills like Fortify, Rally, etc. ) are nullified during combat.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. Grants Spd +3. At the start of turn 3, foes within 3 columns centered on unit take 10 damage and bonuses on those foes become penalties through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying and armored foes.
Grants Spd+3. Grants Atk+3 to allies within 2 spaces during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe’s Def ≥ foe’s Res+5, deals +7 damage.
Upgradeable through the Weapon Refinery.
400
8 Effective against flying foes. Inflicts Spd-2. If unit initiates combat, unit attacks twice.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. Grants Spd+3. If unit initiates combat, deals damage = 25% of foe’s Def. (Ignores reductions to Def from special skills like Lunar Flash.)
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. If foe initiates combat and uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 to unit during combat.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. Effective against flying foes. When total bonuses on unit + total penalties on foe ≥ 10, inflicts Atk/Spd/Def/Res-5 on foe during combat. (Example: if unit has a +5 bonus and foe has a -5 penalty, the calculated total will be 10.)
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. 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.
Upgradeable through the Weapon Refinery.
400
9 Effective against flying foes. Inflicts Spd-5. Unit attacks twice (even if foe initiates combat). When under player's control, unit gains: "If unit initiates combat, foe cannot make a follow-up attack."
Upgradeable through the Weapon Refinery.
400
9 Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. Grants Spd+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, grants Atk/Spd/Def/Res+3 and Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. Grants Spd+3. If unit’s Sad > foe’s Spd, foe cannot make a counterattack.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. Grants Atk+3. At start of combat, if【Penalty】is active on unit or unit's HP < 100%, grants Atk/Spd+5 during combat, and if unit initiates combat, they can make a follow-up attack before foe can counterattack.
【Penalty】
All effects lasting "on foe through its next action." Includes ones inflicted by a skill like Panic or Threaten & negative status effects (preventing counterattacks, restricting movement, or the effects of skills like Triangle Adept or Guard).
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. After combat, if unit attacked, deals 7 damage to target and foes within 2 spaces of target, and inflicts Atk/Spd-7 on them through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. If foe uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count -1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res +5 during combat, and if unit also deals damage to foe using a Special, restores 50% of unit's maximum HP. (triggers even if 0 damage is dealt.)
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat and unit can counterattack regardless of foe's range.
Upgradeable through the Weapon Refinery.
400
14 Effective against flying foes. Grants Res+3. Grants Atk+4 to allies within 3 spaces during combat. Inflicts Atk-4 on any foe within 3 spaces during combat.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25% grants Atk/Spd/Def/Res+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also if Special triggers (excluding area-of-effect Specials), dealts +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills. This skill can only be equipped by its original unit.
400
8 Effective against flying foes. Deals +10 damage when Special triggers.
200
12 Effective against flying foes. Deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
300

Colorless Dagger

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
3 After combat, inflicts Def/Res -3 on foe through its next action.
50
5 After combat, inflicts Def/Res -3 on foe through its next action.
100
7 After combat, inflicts Def/Res -5 on foe through its next action.
200
10 After combat, if unit attacked, inflicts Def/Res -7 on foe through its next action.
Upgradeable through the Weapon Refinery.
300
6 After combat, inflicts Def/Res -4 on foes within 2 spaces of target through their next actions.
200
9 After combat, if unit attacked, inflicts Def/Res -6 on foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
4 After combat, inflicts Def/Res -3 on foe through its next action. Grants unit Def/Res +3 for 1 turn.
200
7 After combat, inflicts Def/Res -5 on foe through its next action. Grants unit Def/Res +5 for 1 turn.
Upgradeable through the Weapon Refinery.
300
2 Effective against infantry units. Infantry foes suffer Def/Res -4 after combat through their next actions.
200
5 Effective against infantry units. Infantry foes suffer Def/Res -4 after combat through their next actions.
300
8 Accelerates Special trigger (cooldown count -1). After combat, if unit attacked, inflicts Def/Res -5 on target and foes within 2 spaces of target through their next actions.
200
12 Accelerates Special trigger (cooldown count -1). After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Adds total bonuses on foe to damage dealt during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
200
12 Adds total bonuses on foe to damage dealt during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
300
7 Foe takes Def/Res -5 until end of foe’s next action. If unit has 100% HP at start of combat, Atk/Spd/Def/Res +2. If attacking, unit gets 2 damage after.
200
10 After combat, if unit attacked, inflicts Def/Res -7 on foe through its next action. If unit’s HP 100% at start of combat, grants Atk/Spd/Def/Res +2, but unit takes 2 damage after combat.
Upgradeable through the Weapon Refinery.
300
8 If unit initiates attack, adjacent allies recover 7 HP after combat. Also, enemy suffers Def/Res -5 after combat until the end of foe’s next action.
200
12 If unit initiates combat, restore 7 HP to adjacent allies after combat. After combat, if unit attacked, inflicts Def/Res -7 on foe through its next action.
Upgradeable through the Weapon Refinery.
300
6 Effective against foe using magic. After combat, if foe uses magic, foe suffers Def/Res -7 through foe’s next action.
200
8 Effective against foe using magic. After combat, if foe uses magic, foe suffers Def/Res -7 through foe’s next action.
300
8 Accelerates Special trigger (cooldown count -1). After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
200
12 Accelerates Special trigger (cooldown count -1). After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Grants +10 damage when Special triggers. After combat, if unit attacked, inflicts Def/Res -7 on target and foe within 2 spaces through their next actions.
200
12 Grants +10 damage when Special triggers. After combat, if unit attacked, inflicts Def/Res -7 on target and foe within 2 spaces through their next actions.
Upgradeable through the Weapon Refinery.
300
8 If unit’s HP ≦ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res -5 on target and foes within 2 spaces of target through their next actions.
200
12 If unit’s HP ≦ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Effective against cavalry foes. Disables unit’s and foe’s skills that change attack priority. After combat, if unit attacked, inflicts Def/Res -5 on target and foes within 2 spaces of target through their next actions.
200
12 Effective against cavalry foes. Disables unit’s and foe’s skills that change attack priority. After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 During combat, boosts unit’s Def/Res by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.)
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 During combat, boosts unit’s Def/Res by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.)
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
300
8 At the start of turn 1, grants Special cooldown count-2.
After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
200
12 At the start of turn 1, grants Special cooldown count-2.
After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Res+4 during combat.
Effect:【Dagger 5】
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 If a bonus granted by a skill like Rally or Hone is active on unit, grants Atk/Res+4 during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 If【Penalty】is active on foe, grants Atk/Spd+5 during combat.
Effect:【Dagger 5】
【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).
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 If【Penalty】is active on foe, grants Atk/Spd+5 during combat.
Effect:【Dagger 7】
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threathen and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes withing 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Effect:【Dagger 5】
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Effective against dragon foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 Effective against dragon foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
Effect:【Dagger 5】
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 During unit’s first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 Effective against cavalry foes. Disables unit's and foe's skills that change attack priority.
Effect:【Dagger 5】
【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200
12 Effective against cavalry foes. Disables unit's and foe's skills that change attack priority.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
8 If unit initiates combat, grants Atk/Spd+5 during combat & nullifies effects that prevent unit's follow-up atks during combat. Eff:【Dagger 5】
【Penalty】
All effects that last "on foe through next action." Includes penalties from skills like Panic/Threaten and neg. st. effects (preventing counterattacks, restricting moves, or skills like Tri. Adept/Guard).
【Dagger 5】
Post-combat, if unit attacked, inflicts Def/Res-5 on target & foes within 2 spaces of target through their next actions.
200
12 If unit initiates combat, grants Atk/Spd+5 during combat & nullifies effects that prevent unit's follow-up atks during combat. Eff:【Dagger 7】
【Penalty】
All effects that last "on foe through next action." Includes penalties from skills like Panic/Threaten and neg. st. effects (preventing counterattacks, restricting moves, or skills like Tri. Adept/Guard).
【Dagger 7】
Post-combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
300
11 After combat, if unit attacked, inflicts Def/Res -7 on foe through its next action. If unit initiated combat, deals 7 damage to foe after combat
Upgradeable through the Weapon Refinery.
400
14 After combat, if unit attacked, inflicts Atk/Spd/Def/Res-4 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd/Def/Res+4 to unit and allies within 2 spaces for 1 turn.
Upgradeable through the Weapon Refinery.
400
14 After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions. Damage calculated using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. At start of combat, if unit’s HP ≥ 50%, grants Atk/Spd+4 during combat, and if unit initiates combat, foe cannot make a follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, and if bonus was granted to unit, deals 4 damage to unit.
Upgradeable through the Weapon Refinery.
400
14 After combat, if unit attacked, inflicts Atk/Spd/Def/Res-6 on target and foes within 2 spaces of target through their next action
Upgradeable through the Weapon Refinery.
400
14 At start of combat, if unit's Atk > foe's Atk, grants Atk/Spd+4 during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 After combat, if unit attacked, grants Def/Res+6 to unit and allies within 2 spaces of unit for 1 turn.
Effect:【Dagger 6】
【Dagger 6】
After combat, if unit attacked, inflicts Def/Res-6 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Grants Res+3. At start of combat, if foe’s HP < 100%, grants Atk/Spd+5 during combat, and if foe initiates combat, unit can counterattack before foe’s first attack.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3. If unit initiates combat, grants Atk/Spd+5 during combat. If unit initiates combat and is within 2 spaces of support partner, foe cannot counterattack and unit and support partner swap spaces after combat. (If unit is within 2 spaces of more than one support partner, swap does not occur.)
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 If unit initiates combat, grants Spd+4 and boosts damage by 10% of unit's Spd during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Res+3. If【Penalty】is active on foe, grants Atk/Spd/Def/Res+4 and deals damage=20% of unit's Res during combat. Effect:【Dagger 7】
【Penalty】
All effects that last "on foe through next action." Includes penalties from skills like Panic/Threaten and neg. status effects (preventing counterattacks, restricting moves, or from skills like Triangle Adept/Guard).
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count -1) at start of combat and unit initiates combat, grants Atk/Spd +5 during combat and reduces damage from foe's first attack by 75%. Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
9 Accelerates Special trigger (cooldown count-1). Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice. Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
400
14 Enables 【Canto (2)】.
Accelerates Special trigger (cooldown count-1). At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+6 to unit during combat.
Effect: 【Dagger 7】
400
9 Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice. Unit can move to a space within 2 spaces of any ally within 2 spaces.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Res+4 to unit during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Upgradeable through the Weapon Refinery.
400
8 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
200
12 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
300
14 Grants bonus to unit's Atk = total bonuses on foe during combat. At start of combat, if foe's HP ≥ 75% or 【Bonus】 is active on foe, grants Atk/Spd+5 to unit during combat.
Upgradeable through the Weapon Refinery.
400
14 Enables 【Canto (Recall)】.
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, calculates damage using the lower of foe's Def or Res, grants Atk/Spd+6 to unit during combat, and deals damage = total of the greater between unit's current bonus or foe's current penalty to Atk/Spd/Def/Res. (Calculates each value independently. Excluding area-of-effect Specials.)
Effect: 【Dagger 7】
【Canto (Recall)】
After an attack, Assist skill, or structure destruction, unit can return to the space they moved from. (Once per turn. Cannot attack or assist. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Granted movement treated as Warp movement.)
400
14 Enables 【Canto (Dist.; Max 3)】.
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 20% of unit's Spd at start of combat), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit initiates combat, reduces damage from foe's first attack by 50% during combat, and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat).
Effect: 【Dagger (7)】
【Canto (Dist.; Max 3)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3).
400
8 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after combat.
Effect: 【Dagger 7】
200
12 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after combat.
Effect: 【Dagger 7】
300
14 At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 4 + current bonus on each of foe's stats, inflicts penalty on foe's Atk/Spd/Def/Res = current bonus on each of foe's stats (calculates each stat bonus and penalty independently), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
Effect:【Dagger 7】
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts Atk/Spd/Def/Res-X on foe (X = highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently), unit makes a guaranteed follow-up attack, and grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack) during combat.
Effect: 【Dagger 7】
400
14 Enables 【 Canto (Dist.; Max 3)】.
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd = 9 -number of allies adjacent to unit x 2 (min 0), neutralizes effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit initiates combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = X x 30 and reduces damage from foe's first attack by percentage = X x 30 during combat (X = number of spaces from start position to end position of whoever initiated combat, max 3; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 3; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
400
9 Grants Spd+3. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces for 1 turn: "neutralizes penalties on unit during combat." If unit initiates combat, unit attacks twice. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Effect:【Dagger 7】
400
14 Accelerates Special trigger (cooldown count-1).
Grants Atk/Def/Res+4 and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 30% (excluding area-of-effect Specials)" to allies within 7 rows and 7 columns centered on unit during combat.
At start of combat, if unit's HP ≥ 25%, inflicts penalty on foe's Atk/Def = number of allies within 7 rows and 7 columns centered on unit x 3, + 6 (max 15), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Effect:【Dagger 7】
400
14 Accelerates Special trigger (cooldown count-1).
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 25% of foe's Atk at start of combat, - 4; min 5, max 14), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Effect:【Dagger 7】
400
14 Effective against cavalry foes.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and disables unit's and foe's skills that change attack priority during combat.
Effect: 【Dagger 7】
Upgradeable through the Weapon Refinery.
400
8 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit, grants Atk/Spd+X x 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Spd ≥ 40 in the same area; max 3), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Effect: 【Dagger 7】
200
14 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit, grants Atk/Spd+X x 5 to unit (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Spd ≥ 40 in the same area; max 3), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Effect: 【Dagger 7】
300
8 Calculates damage using the lower of foe's Def or Res.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials).
Effect: 【Dagger 7】
200
12 Calculates damage using the lower of foe's Def or Res.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials).
Effect: 【Dagger 7】
300
8 At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】 and 【Null Panic】 to unit.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of 【Bonus】 effects active on unit and 【Penalty】 effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).
Effect: 【Dagger 5】
200
12 At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】 and 【Null Panic】 to unit.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of 【Bonus】 effects active on unit and 【Penalty】 effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).
Effect: 【Dagger 7】
300
4 If unit initiates combat, unit attacks twice.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that grant "Special cooldown charge+X" to foe or inflict "Special cooldown charge-X" on unit during combat.
Effect: 【Dagger 5】
200
7 If unit initiates combat, unit attacks twice.
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that grant "Special cooldown charge+X" to foe or inflict "Special cooldown charge-X" on unit during combat.
Effect: 【Dagger 7】
300
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-6 on foe and neutralizes foe's bonuses to Spd/Def during combat, and also, if foe in combat is in cardinal direction of unit, foe cannot counterattack, but otherwise, unit deals damage = 15% of foe's Atk.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
400

Colorless Tome

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
14 Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat.
This skill can only be equipped by its original unit.
-
4
50
6
100
9
200
14 Grants Atk +3. At start of combat, if foe's Atk ≥ 50 or if【Penalty】is active on foe, grants Atk/Def/Res +5 to unit during combat. At start of combat, if foe's Spd ≥ 35 or if【Penalty】is active on foe, unit makes a guaranteed follow-up attack.
【Penalty】
All effects that last “on foe through its next action”. Includes penalties inflicted by skills like Panic/Threaten and neg. status effects (preventing counterattacks, restricting movement, or effects of a skill like Triangle Adapt or Guard).
Upgradeable through the Weapon Refinery.
400
14 Grants HP+5. Unit's Atk/Spd/Def/Res = highest respective stat from among allies within 2 spaces during combat. (Calculates each stat bonus independently at start of combat. If unit's stat is highest, unit's stat will decrease.)
400
14 Grants Atk+3. At start of combat, unit's HP ≥ 25% or if【Bonus】is active on unit, grants Atk/Spd/Def/Res+5 to unit, during combat and grants bonus to unit's Atk during combat = total bonuses on ally with the highest total bonuses within 2 spaces. (Example: if an ally has Atk/Spd/Def/Res+6, grants Atk+24.)
Upgradeable through the Weapon Refinery.
400
14 Grants Spd+3.
At start of combat, if foe's HP ≥ 50%, inflicts Spd/Res-6 and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat, and also, if unit initiates combat, reduces damage from foe's first attack by 70%.
Upgradeable through the Weapon Refinery.
400
14 Effective against armored and cavalry foes. Grants Atk+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Res+6 during combat and unit makes a guaranteed follow-up attack. If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, grants an effect to unit based on the value of unit's Spd minus foe's Spd: If ≤ 9, unit can make a follow-up attack before foe can counterattack; if ≥ 10, unit attacks twice.
400
14 Accelerates Special trigger (cooldown count-1). Grants effects based on the number of movement types on the current team (excluding unit):
If ≥ 1, inflicts Atk/Def/Res-5 on foes within 3 spaces during combat. If ≥ 2, reduces damage from foe's first attack during combat by 30%. If ≥ 3, grnats "when unit deals damage to foe during combat, restores 5 HP to unit (triggers even if 0 damage is dealt)" to unit and allies within 3 spaces of unit during combat.
400
8 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
200
12 If unit is not adjacent to an ally, inflicts penalty on foe's Atk/Res during combat = 5 + any current penalty on each of those stats. Calculates each stat penalty independently.
300
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 1, unit makes a guaranteed follow-up attack. If ≥ 5, if foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack. If ≥ 10, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%.
400
14 Accelerates Special trigger (cooldown count-1). At the start of turns 1 through 3 or if unit's HP < 100% at the start of turn, grants Special cooldown count-1 to unit. During turns 1-3, or if unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.
400
14 Effective against armored and cavalry foes. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and the following effects will occur based on the value of unit's Res minus foe's Res: If ≥ 5 and ≤ 14, unit makes a guaranteed follow-up attack. If ≥ 15 and unit initiates combat, unit attacks twice.
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that inflict "Special cooldown charge -X" on unit, deals damage = 10% of foe's Atk, and also, if unit's HP ≥ 25% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
400
14 Accelerates Special trigger (cooldown count-1). At the start of turn, if unit is within 2 spaces of an ally grants 【Null Follow-Up】 to unit for one turn, and also, if Special cooldown count is at its maximum value grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and if Special triggers before or during combat grants Special cooldown count-1 after combat.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, inflicts 【Guard】 on foes within 3 rows or 3 columns centered on unit with Res < unit's Res. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Res (including when dealing damage with a Special triggered before combat), and foe cannot make a follow-up attack.
400
14 Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), reduces damage from foe's attacks during combat by 20% of unit's Def (excluding area-of-effect Specials), and also, if unit's Def > foe's Def, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by difference between stats × 1.5.
400
14 Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Def/Res+6 and "reduces damage from area-of-effect Specials by 80%" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, neutralizes bonuses to foe's Atk/Res during combat, neutralizes effects that prevent unit's counterattacks, and restores 7 HP to unit after combat.
400
14 Grants Spd+3. If a skill like Sing or Dance is used, grants 【Foe Penalty Doubler】 to target and allies within 2 spaces of target (excluding unit) and inflicts 【Panic】 on foes in cardinal directions of unit and target. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.
400
14 Accelerates Special trigger (cooldown count-1). Effective against magic foes. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, deals damage = 20% of unit's Res, reduces damage from foe's attacks by 20% of unit's Res (excluding area-of-effect Specials), inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and disables foe's effects that "calculate damage using the lower of foe's Def or Res" (excluding when dealing damage with an area-of-effect Special) during combat.
400
14 Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of an ally, inflicts Atk/Res-X on foe (X = 30% of unit's HP at start of combat + 6; max 18) and unit makes a guaranteed follow-up attack during combat, reduces damage from area-of-effect Specials by 75% (excluding Røkkr area-of-effect Specials), and restores 10 HP to unit after combat, and also, if foe can make a follow-up attack during combat, reduces damage from foe's first attack by 75%.
400
14 Enables 【Canto (1)】.
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 and 【Sabotage】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevents unit's follow-up attacks, and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd = 15% of unit's Spd at start of combat, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit initiates combat, reduces damage from foe's first attack by 70% during combat and restores 7 HP to unit after combat. If unit initiates combat, grants another action to unit after combat, and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action (will not trigger again for 2 turns after triggering).
400
8 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
200
12 If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit, inflicts Atk-5 on foe, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
300
14 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≥ 25%, grants Atk/Spd/Def+6 and "unit cannot be slowed by terrain (does not apply to impassable terrain)" to unit and allies within 2 spaces of unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, and if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack during combat.
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-X on foe during combat (X = 16, - foe's max Special cooldown count value x 2; min 8; if foe does not have a Special skill, X = 8). At start of combat, if unit's HP ≥ 25%, reduces damage from foe's first attack by 30% and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat), and restores 7 HP to unit after combat.
400
14 Accelerates Special trigger (cooldown count-1).
For allies within 2 spaces of unit, reduces damage from attacks by 30% during ally's combat (excluding area-of-effect Specials).
If unit initiates combat or foe's Range = 2, inflicts Atk/Res-6 on foe, inflicts penalty on foe's Atk/Res = 20% of unit's Res at start of combat, reduces damage from attacks by 30% (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if unit's Res ≥ foe's Res+10 during combat, unit attacks twice.
400
8 At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit and allies within 2 spaces of unit for 1 turn.
At start of combat, if unit's HP ≥ 25% and it is an even-numbered turn, grants Atk/Spd+5 to unit during combat. At start of combat, if unit's HP ≥ 25% and it is an odd-numbered turn, grants Atk/Spd+11 to unit during combat.
At start of combat, if unit's HP ≥ 25% and unit's Spd ≥ foe's Spd - 5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
200
12 At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit and allies within 2 spaces of unit for 1 turn.
At start of combat, if unit's HP ≥ 25% and it is an even-numbered turn, grants Atk/Spd+5 to unit during combat. At start of combat, if unit's HP ≥ 25% and it is an odd-numbered turn, grants Atk/Spd+11 to unit during combat.
At start of combat, if unit's HP ≥ 25% and unit's Spd ≥ foe's Spd - 5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
300
8 At start of turn, if unit's HP ≥ 25%, grants Atk+6 and "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals +X damage (X = number of 【Bonus】 effects active on unit and foe, excluding stat bonuses, x 5; max 25; excluding area-of-effect Specials).
200
12 At start of turn, if unit's HP ≥ 25%, grants Atk+6 and "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals +X damage (X = number of 【Bonus】 effects active on unit and foe, excluding stat bonuses, x 5; max 25; excluding area-of-effect Specials).
300
14 Accelerates Special trigger (cooldown count-1).
If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit and if there is no 【Divine Vein (Ice)】 currently applied by unit or allies, applies 【Divine Vein (Ice)】 to spaces 2 spaces away from target after movement for 1 turn (excludes spaces occupied by a foe, destructible terrain other than 【Divine Vein (Ice)】, and warp spaces in Rival Domains).
After unit acts (if Canto triggers, after Canto), or at start of enemy phase when defending in Aether Raids, if there is no 【Divine Vein (Ice)】 currently applied by unit or allies, applies 【Divine Vein (Ice)】 to spaces 2 spaces away from target after movement for 1 turn (excludes spaces occupied by a foe, destructible terrain, and warp spaces in Rival Domains).
At start of combat, if unit's HP ≥ 25%, inflicts penalty on foe's Atk/Spd/Res = 5 + number of allies within 3 rows or 3 columns centered on unit x 3 (max 14), neutralizes penalties on unit, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
【Divine Vein (Ice)】
Applies the following status on space: Foes treat space as impassable terrain while status is active, but status is destructible (with 1 HP). Allies can move into and occupy space. If any allies occupy spaces with Divine Vein (Ice) applied, attacks targeting those spaces will hit the ally over destroying the Divine Vein (Ice). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain. Does not trigger in Pawns of Loki.)
400
14 Grants Res+3.
At start of player phase or enemy phase, grants Spd/Res+6 and 【Hexblade】 to unit and allies within 2 spaces of unit for 1 turn, and also, if any foes within 3 rows or 3 columns centered on unit have Res less than unit's Res+5, inflicts Atk/Spd-7, 【Guard】, and 【Exposure】 on those foes through their next actions.
If foe initiates combat, inflicts penalty on foe's Atk/Spd during combat = 6 + 20% of unit's Res at start of combat, and also, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0).
400

Colorless Breath

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
16 Grants Atk+3. At the start of combat, if foe’s HP < 100%, grants Atk/Res+6 during combat and foe cannot make a follow-up attack. If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Grants Atk+3. Grants Atk/Spd/Def/Res+X. (Calculates X based on number of allies within two spaces of unit: 0 allies grants +6; 1 ally grants +4; 2 allies grants +2; ≥3 allies grants +0.) If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Effective against dragon foes. Unit can counterattack regardless of foe’s range. If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
Upgradeable through the Weapon Refinery.
400
16 Grants Def +3. If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res. Grants Atk/Spd/Def/Res +2 to allies within 7 rows and 7 columns centered on unit during combat.
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Spd/Def/Res+5 to unit and grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Upgradeable through the Weapon Refinery.
400
16 Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 40%. If foe's Range =2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of an ally, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also, if unit deals damage to foe using a Special, restores 30% of unit's maximum HP. (Triggers even if 0 damage is dealt.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Grants Atk+3. At start of turn, grants Atk/Res+6 and 【En Garde】 to unit and allies within 2 spaces of unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Res-6 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
【En Garde】
Neutralizes damage outside of combat (from skills like Poison Strike, structures like Bolt Tower, etc.) except damage dealt by area-of-effect Specials.
400
16 Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit, inflicts Atk-6 on foe, and unit's first attack deals damage = 40% of foe's Res during combat, and also, both unit and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that guarantee foe's follow-up attacks and prevent unit's follow-up attacks, and also, if unit's Spd ≥ foe's Spd+5, foe cannot counterattack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
10 If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Res-5 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200
14 If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Res-5 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300
16 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and restores 7 HP to unit after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300
16 Accelerates Special trigger (cooldown count-1). If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, inflicts Special cooldown charge-1 on foe per attack (only highest value applied; does not stack), and reduces damage from foe's follow-up attack by 30% of unit's Res during combat. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). Effective against dragon foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and restores 7 HP to unit after combat, and also, if unit's Res > foe's Res, unit makes a guaranteed follow-up attack and reduces damage from attacks during combat and from area-of-effect Specials by percentage = difference between stats x 4 (max 40%). If unit's HP ≥ 25% at start of combat, unit's Res ≥ foe's Res+5 during combat, and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe (cannot exceed foe's maximum Special cooldown count) and grants Special cooldown count-1 to unit before foe's first attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
16 Accelerates Special trigger (cooldown count-1). After units acts (if Canto triggers, after Canto), applies 【Divine Vein (Stone)】 to unit's space and spaces within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-5 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from attacks by 30% during combat (excluding area-of-effect Specials). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
【Divine Vein (Stone)】
Applies the following effects on space for unit and allies: Grants Def/Res+6 during combat, reduces damage from foe's Specials by 10 during combat (excluding area-of-effect Specials), and reduces damage from area-of-effect Specials by 50% (excluding Røkkr area-of-effect Specials). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain.)
400
16 Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk+X to unit and inflicts Atk-X on foe during combat (X = number of allies within 3 spaces of unit × 4, + 6; max 14), grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. If foe initiates combat or foe's HP ≥ 75% at start of combat and 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%). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
11 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def/Res-X on foe during combat (X = number of distinct game titles among allies within 3 spaces of unit x 3, + 4; max 10), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
400
11 Accelerates Special trigger (cooldown count-1).
Unit attacks twice (even if foe initiates combat, unit attacks twice).
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Spd/Def/Res = number of distinct game titles among allies within 3 spaces of unit x 3, + 4 (max 10), unit deals X damage (excluding area-of-effect Specials), reduces damage from foe's first attack by X (X = 5 x the total of the number of distinct game titles among allies, excluding unit, and the number of Engaged allies, excluding unit; max 15; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
400

Colorless Beast

Sword Red Bow Red Dagger Red Tome Red Breath Red Beast
Lance Blue Bow Blue Dagger Blue Tome Blue Breath Blue Beast
Axe Green Bow Green Dagger Green Tome Green Breath Green Beast
Staff Colorless Bow Colorless Dagger Colorless Tome Colorless Breath Colorless Beast
Skill Name Atk Effect SP
4 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
50
6 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
100
9 At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
200
14 Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Upgradeable through the Weapon Refinery.
400
14 Grants Atk+3. If foe initiates combat, grants Atk/Spd/Def/Res+4 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count-1). If Res > foe's Res, deals damage = 70% of diff. between stats. (Max +7 damage.)If Res > foe's Res, reduces damage from attacks in combat & from area Specials by percentage = diff. between stats × 4 (max 40%).
At start of turn, if adjacent to only beast/dragon allies/not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Upgradeable through the Weapon Refinery.
400
14 Accelerates Special trigger (cooldown count -1). If unit is not adjacent to an ally, grants Atk +5 to unit and inflicts Atk -5 on foe during combat and unit makes a guaranteed follow-up attack.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk +2.
Upgradeable through the Weapon Refinery.
400
14 (Cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) At start of turn, if unit is adjacent only to beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and grants a Distant Counter effect.
400
14 Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd, grants damage reduction by percentage = difference between stats x 4 (excluding Rokkr Specials). At start of combat, if unit's HP ≥ 25% while transformed, neutralizes effects that prevent unit's follow-up attacks during combat. If transformed, grants Atk+2 and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
400
14 Grants Res+3. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Def/Res-7 on that foe through their next actions.
At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Res+5 to unit during combat.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
400
14 Accelerates Special trigger (cooldown count-1).
If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies: unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a follow-up attack.
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400
14 Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack (only highest value applied, does not stack) and deals +5 damage to foe per unit's attack, including when dealing damage with a Special triggered before combat (Only highest value applied. Does not stack.)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
400
14 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials).
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400
14 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Special cooldown charge -1 per attack on foe and Atk/Def-6 on foe during combat (only highest value applied; does not stack), and also, if unit is transformed, grants Special cooldown charge +1 per attack to unit during combat (only highest value applied; does not stack). If unit's HP ≥ 25% at start of combat and foe initiates combat, reduces damage from foe's follow-up attack by 80% during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if foe initiates combat, unit can counterattack regardless of foe's range.
400
14 Enables 【Canto (2)】.
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X (X = unit's max Special cooldown count value x 2, + 5), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 25% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat +3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.
400
14 Enables 【Canto (Rem. +1)】.
Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≥ 25%, grants the following effect to unit and target allies (if support partner is on player team, targets any support partner within 2 spaces of unit; otherwise, targets ally with the highest Spd within 2 spaces of unit): if Special cooldown count is at its maximum value, grants Special cooldown count-2; if Special cooldown count is at its maximum value - 1, grants Special cooldown count-1.
At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res during combat = number of foes within 3 rows or 3 columns centered on unit x 3, + 5 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage by 20% of unit's Spd (excluding area-of-effect Specials).
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can move 1 extra space (that turn only; does not stack).
400
14 Enables 【Canto (2)】.
Accelerates Special trigger (cooldown count-1).
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 and 【Bonus Doubler】 to unit and allies within 2 spaces of unit for 1 turn.
If unit is within 2 spaces of an ally, and if unit and allies within 2 spaces of unit have bonuses to Atk/Spd/Def/Res after start-of-turn skills trigger, grants an additional +3 to each corresponding stat for unit and those allies for 1 turn (calculates each stat bonus independently; max 10).
If unit initiates combat or if unit is within 2 spaces of an ally, inflicts penalty on foe's Atk/Def = 6 + 20% of unit's Def at start of combat, unit deals +X damage (X = highest total bonuses among unit and allies within 3 spaces of unit; excluding area-of-effect Specials), and reduces damage from foe's attacks by 50% of X (excluding area-of-effect Specials).
At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.
400
16 Accelerates Special trigger (cooldown count-1). Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills).
For allies within 2 spaces of unit, restores X HP to those allies as their combat begins (triggers after effects that deal damage as combat begins), and reduces the effect of 【Deep Wounds】 by 50% during combat. (If target's Def > foe's Def, X = 20% of target's max HP + difference between stats × 4; otherwise, X = 20% of target's max HP; max 40% of target's max HP + damage dealt to unit as combat begins; only highest value applied; does not stack.)
If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts penalty on foe's Atk/Def during combat = 6 + number of allies within 3 spaces of unit × 3 (max 15), reduces the effect of 【Deep Wounds】 by 50% during combat, deals damage = 20% of unit's Def (including when dealing damage with a Special triggered before combat), reduces damage from foe's attacks by 20% of unit's Def (including when taking damage with a Special triggered before combat), and restores X HP to unit as unit's combat begins (triggers after effects that deal damage as combat begins).
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
400

Other Fire Emblem Heroes Skill Lists

Skills by Type

List of Skills by Type
Weapon Skill IconWeapon Skills Assist Skill IconAssist Skills Special Skill IconSpecial Skills
Passive A Skill IconPassive A Skills Passive B Skill IconPassive B Skills Passive C Skill IconPassive C Skills
Sacred Seal IconSacred Seals Attuned Skill IconAttuned Skills Emblem IconEmblems

Fire Emblem Heroes - Related Links

FEH Guide Wiki Top Page

Back to top page.png

▶︎Return to the FEH Guide Wiki Top Page

Popular Links

IV CheckerIV Checker Tier ListHero Tier List RerollingRerolling
SummonsPull from These Summons! Unlock PotentialUnlock Potential Tier List Beginners GuideBeginner’s Guide
List of HeroesAll FEH Heroes List of SkillsSkills and Sacred Seals Weapon RefineryWeapon Refinery

    Walkthrough Menu

    news questionnaire

    All rights reserved