List of Weapon Skills | Fire Emblem Heroes

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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

Red Weapon Skills

Sword

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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.
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.
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.
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.
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.
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. )
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.
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.)
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)
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.
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.
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.
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.
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.
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.
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.
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.)
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.
400
16 Grants Atk+3. If unit's Atk > foe's Def, deals damage = 50% of unit's Atk minus foe's Def.
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).
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.
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.
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.
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.
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).
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.
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.
400
16 Neutralizes "effective against flying" bonuses. Grants Def+3. Inflicts Atk/Def-5 on foes within 2 spaces during combat.
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.
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).
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.)
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
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%).
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.
400
16 Grants Spd +3. Adds 50% of total bonuses on foe to unit’s Atk/Spd/Def/Res during combat.
400
16 Grants Atk +3. Adds total bonuses on unit to damage dealt.
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.
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.
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%
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.
400
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
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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.
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

Red Dagger

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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 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.
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.
400

Red Tome

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
Skill Name Atk Effect SP
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
4
50
6
100
9
200
13
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.
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.
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. )
400
14 Grants Spd +3. If unit’s HP ≧ 50%, allies within 2 spaces can move to a space adjacent to unit.
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.
400
14 Grants Atk +3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res -4 on foe during combat.
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.
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.
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.
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.
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.
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.
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.
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.
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
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

Red Breath

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
Skill Name Atk Effect SP
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.
-
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 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.
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.
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
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.
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.
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.
400

Blue Weapon Skills

Lance

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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
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.
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.
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.
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.
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.
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.
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.
400
16 Effective against dragon and beast foes. Grants Spd+3. If unit initiates combat, grants Atk/Spd/Def/Res+4 during combat.
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.
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.
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.)
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.
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.)
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.
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.
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.
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.
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.
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.
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
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.)
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.
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 wihin 2 spaces 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 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%).
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.
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.)
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.)
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.
400

Blue Bow

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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
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.
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.
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.
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.
400

Blue Dagger

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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.
400
14 Description
400

Blue Tome

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
Skill Name Atk Effect SP
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
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
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 Restores 5 HP to adjacent allies any combat this unit initiates.
Upgradeable through the Weapon Refinery. Can be evolved through the Weapon Refinery.
400
9 Spd -5. Attack twice when initiating combat.
400
14 If unit’s HP ≤ 50% and foe initiates combat, unit can counterattack before foe’s first attack.
-
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 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 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 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 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.
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 Accelerates Special trigger (cooldown count -1). If unit initiates combat, grants Spd +6 during combat.
Upgradeable through the Weapon Refinery.
400
14 Adds total bonuses on unit to damage dealt.
Upgradeable through the Weapon Refinery.
400
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
14 Grants Def +3. At start of combat, if foe’s Atk ≧ unit’s Atk +5, grants Atk/Spd/Def/Res +5 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 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.)
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.
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.
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.
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).
400
14 Grants Res+3. Grants Atk/Spd+3 to any ally in a cardinal direction from unit during that ally's combat.
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.
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.
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.
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).
400

Blue Breath

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
Skill Name Atk Effect SP
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.
400
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
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.
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.
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.
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.
-

Green Weapon Skills

Axe

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
Skill Name Atk Effect SP
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
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.
400
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
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.
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.
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.
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. )
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.)
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.
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.
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.
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.
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.
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)
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.
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.)
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.
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.)
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.)
-
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.
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.
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.
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.
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.)
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 Flier Formation 3 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

Green Bow

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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 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.
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.
400

Green Dagger

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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

Green Tome

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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.
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.
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. )
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.
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.
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.
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
400
14 Grants Spd+3.
If unit initiates combat, deals damage = 25% of foe's Res. (Ignores reductions to Res from Special skills.)
400
14 Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 to unit during combat.
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.
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.
400
14 Grants Atk +3. Inflicts Spd/Res -6 on foes within 2 spaces during combat.
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.
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 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."
-
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
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.)
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
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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.
400
16 Accelerates Special trigger (cooldown count-1). 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. If foe’s Range = 2, calculates damage using the lower of foe’
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.
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.
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

Colorless Weapon Skills

Colorless Bow

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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 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.
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 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.
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.)
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.)
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."
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.)
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.
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).
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.)
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.
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.
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
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
Skill Name Atk Effect SP
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
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.
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.
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.
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.
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.
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.
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

Staff

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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.
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
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.
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.)
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.
400
14 Calculates damage from staff like other weapons. Reduces damage from foes' attacks during combat to allies within 2 spaces by 30%.
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 Breath

Sword Red Bow Red Dagger Red Tome Red Breath
Lance Blue Bow Blue Dagger Blue Tome Blue Breath
Axe Green Bow Green Dagger Green Tome Green Breath
Colorless Bow Colorless Dagger Staff Colorless Breath
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.
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.
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.
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.
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.)
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

Other Fire Emblem Heroes Skill Lists

Skills by Type

武器スキルのアイコンWeapon Skills 補助スキルのアイコンAssist Skills 奥義スキルのアイコンSpecial Skills
紋章スキルAPassive A Skills 紋章スキルBPassive B Skills 紋章スキルCPassive C Skills

Fire Emblem Heroes - Related Links

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    • How come we can't edit the page to add something if it's not there? I was trying to find Spring Saleh on the Sacred Stones characters list, and he's not listed there. If you won't update the pages as they go, would you please at least let those of us who can be able to add a page or something new to the pages missing info as the game FEH goes on?

    • >>[28]
      Looks good! MB3 is a good Seal in most situations. Hopefully, he gets a spec refine soon. You can test him out in an Aether Raids setting. You can raid your own defense in AR!

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