Fire Emblem Heroes (FEH)

List of Type B Passive Skills

★ Latest Banner - New Heroes (Attuned Caeda & Ascended Merric)
☆ New Units - Attuned Caeda, Yuliya, Arlen, Ascended Merric
☆ Free Units - Castor

Type B Passive Skills Banner.eng.png

This is a list of all of the Type B Passive Skills that appear in the game Fire Emblem Heroes (FEH).

Type B Passive Skills primarily work by activating special effects during or after combat.

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

Combat Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
If unit initiates combat against a foe that can counter and unit’s HP ≤ 30%, unit makes a guaranteed follow-up attack. 50 -
If unit initiates combat against a foe that can counter and unit’s HP ≤ 40%, unit makes a guaranteed follow-up attack. 100 -
If unit initiates combat against a foe that can counter and unit’s HP ≤ 50%, unit makes a guaranteed follow-up attack. 200 7.5
If unit's HP ≤ 25% and foe initiates combat, unit can counterattack before foe's first attack. 50 -
At start of combat, if unit's HP ≤ 99% and unit initiates combat or if foe's HP = 100% and unit initiates combat, inflicts Def/Res-4 on foe, reduces damage from foe's first attack by 30%, unit makes a guaranteed follow-up attack, and unit's next attack deals damage equal to total damage reduced (resets at end of combat; only highest value applied; does not stack). 300 9.5
If unit's HP ≤ 50% and foe initiates combat, unit can counterattack before foe's first attack. 100 -
If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack. 200 8.5
If unit’s HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. 60 -
If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. 120 -
If unit’s HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. 240 9.5
If unit's HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 50 -
If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 100 -
If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 200 9.5
Inflicts Spd-4 on foe during combat. At start of combat, if unit's HP ≤ 99% and unit initiates combat, or number of spaces from unit's start position to end position ≥ 2 and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 9.0
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. 60 -
Inflicts Spd/Def-4 on foe during combat. If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if number of spaces from unit's start position to end position ≥ 2 or unit's HP ≤ 75% at start of combat, unit can make a follow-up attack before foe can counterattack. 300 9.5
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. 120 -
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. 240 9.0
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd ≥ foes’s Spd +5, foe cannot counterattack. 60 -
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd ≥ foes’s Spd +3, foe cannot counterattack. 120 -
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd ≥ foes’s Spd +1, foe cannot counterattack. 240 8.5
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. 60 -
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. 120 -
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. 240 9.0
Inflicts Atk-5 on foe during combat. Disables foe's skills that "calculate daage using the lower of foe's Def or Res" and "calculates damage from staff like other weapons." If foe uses staff, neutralizes effects that prevent unit's counterattacks during combat. Restores 10 HP to unit after combat. 300 9.0
If unit's HP ≥ 25% at start of combat and foe initiates combat, reduces damage from foe's first attack during combat by 25% and unit makes a guaranteed follow-up attack. 300 9.5
At start of combat, if unit's HP ≥ 40%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), reduces the effect of 【Deep Wounds】 by 50% during combat, and also, if unit deals damage to foe using a Special, restores HP = 30% of damage dealt (excluding area-of-effect Specials). 300 9.5
If unit's HP = 100%, removes the condition to transform. At start of combat, if unit's HP = 100%, unit makes a guaranteed follow-up attack during combat. 60 -
If unit's HP ≥ 50%, removes the condition to transform. At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack during combat. 120 -
Removes the condition to transform. Unit makes a guaranteed follow-up attack during combat. 240 9.0
If unit's HP = 100%, removes the condition to transform. 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 X% (X = difference between Spd stats; max 10). 60 -
If unit's HP ≥ 50%, removes the condition to transform. 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 X% (X = difference between Spd stats × 2; max 20). 120 -
Removes the condition to transform. 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 X% (X = difference between Spd stats × 3; max 30). 240 -
Removes the condition to transform. Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. 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 X% (X = difference between Spd stats x 4; max 40). 300 9.5
Reduces damage from foe's first attack during combat by 10% and unit's next attack deals damage = 10% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 60 -
Reduces damage from foe's first attack during combat by 20% and unit's next attack deals damage = 20% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 120 -
Reduces damage from foe's first attack during combat by 30% and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). 240 -
Inflicts Atk/Spd-4 on foe, reduces damage from foe's first attack during combat by 30% (for standard attacks, "first attack" means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack). Restores 7 HP to unit after combat. 300 9.5
If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 4 (max 20%). 60 -
If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 7 (max 35%). 120 -
If unit's or foe's attack can trigger unit's Special, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value × 10 (max 50%). 240 -
Inflicts Spd/Def-4 on foe during combat, and also, if unit's or foe's attack can trigger unit's Special, deals damage during combat = unit's max Special cooldown count value - 2, x 5 (min 0; max 15; excluding area-of-effect Specials) and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = unit's max Special cooldown count value x 10 (max 50%). 300 9.5
At start of combat, if unit’s HP  = 100%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. 60 -
At start of combat, if unit’s HP ≥ 50%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. 120 -
Disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. 240 9.5
Inflicts Spd/Def-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead). 300 9.5
At start of combat, if unit’s HP = 100%, neutralizes status effects and disables skills that prevent counterattacks during combat. 60 -
Inflicts Spd/Res-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead). 300 9.5
At start of combat, if unit’s HP ≥ 50%, neutralizes status effects and disables skills that prevent counterattacks during combat. 120 -
Neutralizes status effects and disables skills that prevent counterattacks during combat. 240 9.0
Inflicts Atk/Spd-4 on foe, neutralizes effects that prevent unit's counterattacks, and reduces damage from foe's first attack by 30% during combat. 300 9.5
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit initiates combat, foe is moved 1 space away after combat. 60 -
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit initiates combat, foe is moved 1 space away after combat. 120 -
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, foe is moved 1 space away after combat. 240 9.5
Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treat unit's Spd as if granted +7. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials by percentage = difference between stats x 5 (max 50%). If unit initiates combat, foe is moved 1 space away after combat. 300 9.5
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 2 (max 20%). If unit's HP ≤ 25% and unit's attack triggers Special, deals +5 damage when Special triggers. 60 -
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 3 (max 30%). If unit's HP ≤ 50% and unit's attack triggers Special, deals +5 damage when Special triggers. 120 -
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%). If unit's HP ≤ 75% and unit's attack triggers Special, deals +5 damage when Special triggers. 240 9.5
Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to foe or ally's Spd, treats unit's Spd as if granted +7. 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 5 (max 50%). If unit's HP ≤ 75% and unit's attack can trigger unit's Special, deals +5 damage when Special triggers. If foe's attack triggers unit's Special, unit's next attack deals +5 damage (resets at end of combat). 300 9.5
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 2 (max 20%). 60 -
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 3 (max 30%). 120 -
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 4 (max 40%). 240 9.0
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit's HP ≤ 10% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 -
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit's HP ≤ 30% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 -
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%). If units HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 9.0
Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 60 -
Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 120 -
Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 240 9.5
Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 60 -
Inflicts Spd/Def-X on foe (X = 4 + number of 【Bonus】 effects active on foe; max 8, excludes stat bonuses) and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 300 9.5
Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 120 -
Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 240 9.5
Inflicts Atk/Res-1 on foe and neutralizes foe’s bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 60 -
Inflicts Atk/Res-2 on foe and neutralizes foe’s bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 120 -
Inflicts Atk/Res-3 on foe and neutralizes foe’s bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. 240 9.5
Inflicts Spd/Res -1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 60 -
Inflicts Spd/Res -2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 120 -
Inflicts Spd/Res -3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 240 9.0
Inflicts Spd/Res-X on foe (X = 4 + number of 【Bonus】 effects active on foe; max 8, excludes stat bonuses) and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. 300 9.5
Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 60 -
Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 120 -
Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 240 9.5
Inflicts Atk/Def-X on foe (X = 4 + number of 【Bonus】 effects active on foe; max 8, excludes stat bonuses) and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 300 9.5
During unit’s first combat in enemy phase, if foe initiates combat, reduces damage from foe’s first attack by 30%. 60 -
During unit’s first combat in enemy phase, if foe initiates combat, reduces damage from foe’s first attack by 40%. 120 -
During unit’s first combat in enemy phase, if foe initiates combat, reduces damage from foe’s first attack by 50%. 240 8.5
Inflicts Spd/Def-4 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (during unit's first combat initiated by foe each turn, X = 60; otherwise, X = 30.) 300 9.5
At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -3.) 60 -
At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -5.) 120 -
At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foes Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7). 240 8.5
At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 30% of difference between Def stats (unit's Def minus foe's Def) before combat. (Maximum penalty of -3.) 60 -
Inflicts Atk/Def-4 on foe during combat. At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 80% of difference between Res stats (unit's Res minus foe's Res) before combat (maximum penalty of -8), and also, if at start of combat, unit's Spd+Res > foe's Spd+Res, foe cannot make a follow-up attack. 300 9.0
At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 40% of difference between Def stats (unit's Def minus foe's Def) before combat. (Maximum penalty of -5.) 120 -
At start of combat, if unit's Spd ≥ foe's Spd-10, inflicts penalty on foe's Atk/Def during combat = 50% of difference between Def stats (unit's Def minus foe's Def) before combat. (Maximum penalty of -7.) 240 8.5
At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 -
Inflicts Atk/Def-4 on foe during combat. If unit's Spd + Def ≥ foe's Spd + Def - 10 (excluding effects from 【Phantom】), unit deals +X damage (excluding when dealing damage with an area-of-effect Special) and reduces damage from foe's first attack by X during combat (X - unit's Def at start of combat - 35; min 0, max 7; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and increases the Spd difference necessary for foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills). 300 9.0
At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 -
At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 9.0
Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of combat, if both unit's and foe's HP ≥ 50%, inflicts Spd/Def-4 on foe during combat, and also, if unit initiates combat, unit can make a follow-up attack before for can counterattack during combat. 300 9.5
If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. 60 -
If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. 120 -
If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. 240 8.5
If unit’s HP  = 100% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 60 -
If unit’s HP ≥ 50% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 120 -
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. 300 9.5
If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 240 9.5
If unit’s HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 60 -
If unit’s HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 120 -
If unit’s HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 240 9.0
At start of combat, if unit’s HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Des not stack. ) 60 -
If unit's HP ≥ 25% and foe initiates combat, inflicts Atk-4 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 300 9.0
At start of combat, if unit’s HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) 120 -
At start of combat, if unit’s HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) 240 9.5
If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 60 -
If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 120 -
If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 240 9.0
If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 60 -
If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 120 -
If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 240 9.0
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 60 -
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 120 -
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 240 9.0
If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 60 -
If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 120 -
If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) 240 9.5
If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 60 -
If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 120 -
If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. 240 9.5
If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 60 -
If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 120 -
If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack. 240 9.5
If foe initiates combat, reduces damage from foe's first attack by 10% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 10% of unit's Atk minus foe's Res during combat. 60 -
If foe initiates combat, reduces damage from foe's first attack by 15% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 15% of unit's Atk minus foe's Res during combat. 120 -
If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat. 240 9.0
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice. Each Special trigger is calculated as a separate activation. 60 -
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. Each Special trigger is calculated as a separate activation. 120 -
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. Each Special trigger is calculated as a separate activation. 240 9.5
If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd, reduces damage from foe's first attack during combat by 10%. 60 -
If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-2, reduces damage from foe's first attack during combat by 20%. 120 -
If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also if unit's Spd is ≥ foe's Spd-4, reduces damage from foe's first attack during combat by 30%. 240 9.5
If unit's HP ≥ 75% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 60 -
If foe initiates combat, inflicts Atk/Spd-4 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd > foe's Spd-10, reduces damage from foe's first attack by 40% during combat. (For standard weapons, "first attack" means only the first strike; for weapons that grant "unit attacks twice," it means the first and second strikes.) 300 9.5
If unit's HP ≥ 50% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 120 -
If unit's HP ≥ 25% and foe initiates combat, neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat and unit makes a guaranteed follow-up attack. 240 9.0
If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 -
If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Def stats (unit's Def minus foe's Def) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 -
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Def stats (unit's Def minus doe's Def) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 9.5
At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 60 -
At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 120 -
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat. 240 9.0
If unit initiates combat and unit's HP = 100% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 30% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 30% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 3.) 60 -
If unit initiates combat and unit's HP ≥ 50% at start of combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 50% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 50% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 5.) 120 -
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd ≥ foe's Spd-10, deals damage during combat = 70% of difference between Res stats (unit's Res minus foe's Res) and reduces damage from foe's attacks by 70% of that difference. (Excluding area-of-effect Specials. Min: 0, max: 7.) 240 9.5
Inflicts Spd-2 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd ≥ foe's Spd+5, unit can counterattack before foe's first attack. (Excluding when unit's Savior skill triggers.) 60 -
Inflicts Spd-3 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd ≥ foe's Spd+3, unit can counterattack before foe's first attack. (Excluding when unit's Savior skill triggers.) 120 -
Inflicts Spd-4 on foe during combat. If foe initiates combat and uses bow, dagger, magic, or staff and unit's Spd > foe's Spd unit can counter attack before foe's first attack. (Excluding when unit's Savior skill triggers.) 240 9.0
Reduces damage from foe's first attack during combat by 25%. If unit's Atk > foe's Res, unit's first attack deals damage = 25% of unit's Atk minus foe's Res during combat. 300 9.0
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). Neutralizes effects that inflict "Special cooldown charge -X" on unit. 60 -
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). Neutralizes effects that inflict "Special cooldown charge -X" on unit. 120 -
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). Neutralizes effects that inflict "Special cooldown charge -X" on unit. 240 9.5
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe during combat, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, neutralizes effects that prevent unit's follow-up attacks. 300 9.5
If unit initiates combat and unit’s Special triggers before or during combat, grants Special cooldown count -1 after combat. 120 -
If Special triggers before or during combat, grants Special cooldown count -1 after combat. 60 -
If Special triggers before or during combat, grants Special cooldown count -2 after combat. 240 9.5
Deals +5 damage when Special triggers. If Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills (excluding area-of-effect Specials). If Special triggers before or during combat, grants Special cooldown count-2 after combat. 300 9.5

Seal Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
Inflicts Atk -3 on foe through its next action after combat. 40 -
Inflicts Atk -5 on foe through its next action after combat. 80 -
Inflicts Atk -7 on foe through its next action after combat. 160 7.0
Inflicts Spd -3 on foe through its next action after combat. 40 -
Inflicts Spd -5 on foe through its next action after combat. 80 -
Inflicts Spd -7 on foe through its next action after combat. 160 7.0
Inflicts Def -3 on foe through its next action after combat. 40 -
Inflicts Def -5 on foe through its next action after combat. 80 -
Inflicts Def -7 on foe through its next action after combat. 160 7.0
Inflicts Res -3 on foe through its next action after combat. 40 -
Inflicts Res -5 on foe through its next action after combat. 80 -
Inflicts Res -7 on foe through its next action after combat. 160 7.0
Inflicts Atk/Spd -3 on foe through its next action after combat. 80 -
Inflicts Atk/Spd -5 on foe through its next action after combat. 160 7.5
Inflicts Atk/Def -3 on foe through its next action after combat. 80 -
Inflicts Atk/Def -5 on foe through its next action after combat. 160 7.5
Inflicts Def/Res -3 on foe through its next action after combat. 80 -
Inflicts Def/Res -5 on foe through its next action after combat. 160 7.5
Inflicts Spd/Def-3 on foe through its next action after combat. 100 -
Inflicts Spd/Def-5 on foe through its next action after combat. 200 7.5
Inflicts Spd/Res-3 on foe through its next action after combat. 80 -
Inflicts Spd/Res -5 on foe through its next action after combat. 160 7.5
Inflicts Spd/Res-3 on foe and additional penalty to foe's Spd/Res = 6 - current penalty on each of those stats during combat (min 0; calculates each stat penalty independently; still inflicts penalty on foe even if foe triggers an effect that neutralizes penalties during combat).
If penalty is active on foe's Spd or Res, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
After combat, inflicts Spd/Res-6 on foe through its next action.
300 9.0
At the start of each turn, inflicts Atk -3 on foe on the enemy team with the highest Atk through its next action. 60 -
At the start of each turn, inflicts Atk -5 on foe on the enemy team with the highest Atk through its next action. 120 -
At the start of each turn, inflicts Atk -7 on foe on the enemy team with the highest Atk through its next action. 240 8.0
At the start of each turn, inflicts Spd -3 on foe on the enemy team with the highest Spd through its next action. 60 -
At the start of each turn, inflicts Spd -5 on foe on the enemy team with the highest Spd through its next action. 120 -
At the start of each turn, inflicts Spd -7 on foe on the enemy team with the highest Spd through its next action. 240 8.0
At the start of each turn, inflicts Def -3 on foe on the enemy team with the highest Def through its next action. 60 -
At the start of each turn, inflicts Def -5 on foe on the enemy team with the highest Def through its next action. 120 -
At the start of each turn, inflicts Def -7 on foe on the enemy team with the highest Def through its next action. 240 8.0
At the start of each turn, inflicts Res -3 on foe on the enemy team with the highest Res through its next action. 60 -
At the start of each turn, inflicts Res -5 on foe on the enemy team with the highest Res through its next action. 120 -
At the start of each turn, inflicts Res -7 on foe on the enemy team with the highest Res through its next action. 240 8.0
At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Atk+Spd total through its next action. 120 -
At start of turn, inflicts Atk/Spd -5 on foe on the enemy team with the highest Atk+Spd total through its next action. 240 8.5
At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action. 120 -
At start of turn, inflicts Atk/Res -5 on foe on the enemy team with the highest Atk+Res total through its next action. 240 8.5
At start of turn, inflicts Atk/Res-6 on foe on the enemy team with the highest Atk+Res total and foes within 2 spaces of that foe through their next actions. 300 9.0
At start of turn, inflicts Spd/Def -3 on foe on the enemy team with the highest Spd+Def total through its next action. 120 -
At start of turn, inflicts Spd/Def -5 on foe on the enemy team with the highest Spd+Def total through its next action. 240 8.5
At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action. 120 -
At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action. 240 8.5
At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action. 120 -
At start of turn, inflicts Spd/Res-6 on foe on the enemy team with the highest Spd+Res total and foes within 2 spaces of that foe through their next actions. 300 9.5
At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action. 240 8.5
At start of turn, inflicts Def/Res- on foe on the enemy team with the highest Def+Res total through its next action.3 120 -
At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action. 240 8.5
At start of turn, inflicts Def/Res-6 on foe on the enemy team with the highest Def+Res total and foes within 2 spaces of that foe through their next actions. 300 9.0
At start of odd-numbered turns, if any foe's HP +5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count +2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown). 60 -
At start of odd-numbered turns, if any foe's HP +3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count +2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown). 120 -
At start of odd-numbered turns, if any foe's HP +1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count +2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown). 240 8.5
At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+5, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.) 60 -
At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+3, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.) 120 -
At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP +1, inflicts Special cooldown count +2 on that foe. (Cannot exceed the foe's maximum Special cooldown). 240 8.5
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action. 240 -
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action. 120 -
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action. 60 8.0
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action. 60 -
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action. 120 -
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action. 240 8.0
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action. 60 -
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action. 120 -
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action. 240 8.0
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action. 60 -
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action. 120 -
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action. 240 8.0
At start of turn, if any foe's Res is less than unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Atk/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently). 300 9.5
At start of turn, if any foe's Res is less than unit's Res and that foe is adjacent to another foe, inflicts Spd/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Spd/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently). 300 9.5
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-1 and 【Guard】 on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-3 and 【Guard】 on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-5 and 【Guard】 on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 8.5
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-6 on nearest foes within 4 spaces of both unit and target through their next actions. 60 -
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 -
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def -6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 8.5
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 -
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 -
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Res -6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 8.5
If a movement Assist skill (like Reposition, Shove, Pivot etc.) is used by unit or targets unit, inflicts Atk/Def-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 8.5
Inflicts Atk/Def-4 on foe during combat. If a movement Assist skill is used by unit or targets unit, inflicts Atk/Def-7 and 【Sabotage】 on nearest foes within 4 spaces of both unit and target ally after movement and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions. 300 9.0
If a movement Assist skill (like Reposition, Shove, Pivot etc.) is used by unit or targets unit, inflicts Atk/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 -
If a movement Assist skill (like Reposition, Shove, Pivot etc.) is used by unit or targets unit, inflicts Atk/Def-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 -
If a movement Assist skill (like Reposition, Shove, Pivot etc.) is used by unit or targets unit, inflicts Atk/Spd-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 -
If a movement Assist skill (like Reposition, Shove, Pivot etc.) is used by unit or targets unit, inflicts Atk/Spd-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 -
If a movement Assist skill (like Reposition, Shove, Pivot etc.) is used by unit or targets unit, inflicts Atk/Spd-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 8.0
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or target's unit, inflicts Def/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 -
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or target's unit, inflicts Def/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 -
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or target's unit, inflicts Def/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 8.5
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or target's unit, inflicts Atk/Res-2 on nearest foes within 4 spaces of both unit and target through their next actions. 60 -
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or target's unit, inflicts Atk/Res-4 on nearest foes within 4 spaces of both unit and target through their next actions. 120 -
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or target's unit, inflicts Atk/Res-6 on nearest foes within 4 spaces of both unit and target through their next actions. 240 8.5
Inflicts Res-4 on foe during combat, and if no effect neutralizes penalties to foe's Res, inflicts penalty on foe's Res during combat = 7 - current penalty on foe's Res (min: 0). If penalty is active on foe's Res, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Res-7 on foe through its next action after combat. 300 9.0
Inflicts Def-4 on foe during combat, and if no effect neutralizes penalties to foe's Def, inflicts penalty on foe's Def during combat = 7 - current penalty on foe's Def (min: 0). If penalty is active on foe's Def, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Def-7 on foe through its next action after combat. 300 9.0
Inflicts Spd-4 on foe during combat, and if no effect neutralizes penalties to foe's Spd, inflicts penalty on foe's Spd during combat = 7 - current penalty on foe's Spd (min: 0). If penalty is active on foe's Spd, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Spd-7 on foe through its next action after combat. 300 9.0
Inflicts Atk-4 on foe during combat, and if no effect neutralizes penalties to foe's Atk, inflicts penalty on foe's Atk during combat = 7 - current penalty on foe's Atk (min: 0). If penalty is active on foe's Atk, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Atk-7 on foe through its next action after combat. 300 9.5
If Sing or Dance is used, inflicts Atk-3 on nearest foes within 4 spaces of unit through their next actions. 60 -
If Sing or Dance is used, inflicts Atk-5 on nearest foes within 4 spaces of unit through their next actions. 120 -
If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions. 240 8.5
If Sing or Dance is used, inflicts Def-3 on nearest foes within 5 spaces of unit through their next actions. 60 -
If Sing or Dance is used, inflicts Def-5 on nearest foes within 5 spaces of unit through their next actions. 120 -
If Sing or Dance is used, inflicts Def-7 on nearest foes within 5 spaces of unit through their next actions. 240 8.5
If Sing or Dance is used, inflicts Res-7 on nearest foes within 4 spaces of unit through their next actions. 240 8.5
If Sing or Dance is used, inflicts Res-5 on nearest foes within 4 spaces of unit through their next actions. 120 -
If Sing or Dance is used, inflicts Res-3 on nearest foes within 4 spaces of unit through their next actions. 60 -
If Sing or Dance is used, inflicts Spd-3 on nearest foes within 4 spaces of unit through their next actions. 60 -
If Sing or Dance is used, inflicts Spd-5 on nearest foes within 4 spaces of unit through their next actions. 120 -
If Sing or Dance is used, inflicts Spd-7 on nearest foes within 4 spaces of unit through their next actions. 240 8.0

Breaker Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
If unit’s HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a lance user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a lance user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a blue tome user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a blue tome user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a colorless bow user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a colorless bow user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a colorless bow user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and the foe cannot. 200 8.0

Movement Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit initiates combat, unit moves 1 space away after combat. 60 -
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit initiates combat, unit moves 1 space away after combat. 120 -
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, unit moves 1 space away after combat. 240 9.5
Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treat unit's Spd as if granted +7. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials by percentage = difference between stats x 5; max 50%. If unit initiates combat, unit moves 1 space away after combat. 300 9.5
Unit can pass through foes if its own HP ≥ 75%. 50 -
Unit can pass through foes if its own HP ≥ 50%. 100 -
Unit can pass through foes if its own HP ≥ 25%. 200 7.0
If unit’s HP ≥ 90%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
50 -
If unit’s HP ≥ 70%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
100 -
If unit’s HP ≥ 50%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
200 7.0
If unit initiates attack, after combat, unit and target foe swap places. 150 7.5
If unit initiates attack, foe is moved 1 space away after combat. 150 7.0
If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit’s previous space. 150 7.5
If unit initiates combat, unit moves 1 space away after combat. 150 8.0
Enables unit whose own HP ≤ 30% to warp adjacent to any ally. 60 -
Enables unit whose own HP ≤ 40% to warp adjacent to any ally. 120 -
Enables unit whose own HP ≤ 50% to warp adjacent to any ally. 240 8.0
When unit's HP ≤ 99%, enables 【Canto (1)】 (also activates if conditions are met due to effects after combat).
Inflicts Atk/Spd-3 on foe during combat. If unit's HP ≤ 99%, unit can move to a space adjacent to any ally within 3 spaces. If unit's HP ≤ 60%, unit can move to a space adjacent to any ally.
300 9.5
Enables unit to warp adjacent to any ally with HP ≤ 30%. 60 -
Enables unit to warp adjacent to any ally with HP ≤ 40%. 120 -
Enables unit to warp adjacent to any ally with HP ≤ 50%. 240 8.0
If unit’s HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 -
Inflicts Def/Res-3 on foe during combat. If unit is within 3 spaces of an ally and that ally's HP ≤ 99%, unit can move to a space adjacent to that ally. If an ally's HP ≤ 60%, unit can move to a space within 2 spaces of that ally. 300 9.5
If unit’s HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 -
Unit can move to a space adjacent to a flying ally within 2 spaces. 240 9.0
If unit’s HP  = 100%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces. 60 -
If unit’s HP ≥ 50%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces. 120 -
Unit can move to a space adjacent to any infantry, armored, or cavalry unit within 2 spaces. 240 9.0
Enables【Canto (Rem. +1)】.
Inflicts Spd/Def-1 on foe during combat.
【Canto (Rem. +1)】
60 -
Enables【Canto (Rem. +1)】.
Inflicts Spd/Def-2 on foe during combat.
【Canto (Rem. +1)】
120 -
Enables【Canto (Rem. +1)】.
Inflicts Spd/Def-3 on foe during combat.
【Canto (Rem. +1)】
240 9.0
Enables 【Canto (Rem.)】.
Inflicts Spd/Res-1 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
60 -
Enables 【Canto (Rem. +1; Min 2)】.
Inflicts Spd/Def-4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat.
【Canto (Rem. +1; Min 2)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1 (min 2; if unit used a movement skill that warped them, its remaining movement is 2).
300 9.5
Enables 【Canto (Rem.)】.
Inflicts Spd/Res-2 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
120 -
Enables 【Canto (Rem.)】.
Inflicts Spd/Res-3 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
240 9.0
Enables 【Canto (Rem.; Min 1)】. Inflicts Spd/Res-4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat.
【Canto (Rem.; Min 1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn (min 1; if unit used a movement skill that warped them, its remaining movement is 1).
300 9.5
Enables 【Canto (Rem.+1)】.
Inflicts Atk/Def-1 on foe during combat.
【Canto (Rem.+1)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type plus 1 (+1 space). For example, a flying unit who has moved 1 space to attack an opponent, can move 2 spaces after as fliers have 2 spaces of movement. (1 space remaining + 1 space bonus)
60 -
Enables 【Canto (Rem.+1)】.
Inflicts Atk/Def-2 on foe during combat.
【Canto (Rem.+1)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type plus 1 (+1 space). For example, a flying unit who has moved 1 space to attack an opponent, can move 2 spaces after as fliers have 2 spaces of movement. (1 space remaining + 1 space bonus)
120 -
Enables 【Canto (Rem.+1)】.
Inflicts Atk/Def-3 on foe during combat.
【Canto (Rem.+1)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type plus 1 (+1 space). For example, a flying unit who has moved 1 space to attack an opponent, can move 2 spaces after as fliers have 2 spaces of movement. (1 space remaining + 1 space bonus)
240 9.0
Enables 【Canto (Rem.)】.
Inflicts Atk/Res-1 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
60 -
Enables 【Canto (Rem.)】.
Inflicts Atk/Def-1 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
60 -
Enables 【Canto (Rem.)】.
Inflicts Atk/Res-2 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
120 -
Enables 【Canto (Rem.)】.
Inflicts Atk/Def-2 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
120 -
Enables 【Canto (Rem.)】.
Inflicts Atk/Res-3 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
240 9
Enables 【Canto (Rem.)】.
Inflicts Atk/Def-3 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
240 9.0
Enables 【Canto (Rem.)】.
Inflicts Atk/Spd-1 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
60
Enables 【Canto (Rem.; Min 1)】. Inflicts Atk/Res-4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat.
【Canto (Rem.; Min 1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn (min 1; if unit used a movement skill that warped them, its remaining movement is 1).
300 9.5
Enables 【Canto (Rem.)】.
Inflicts Atk/Spd-2 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
120
Enables 【Canto (Rem.)】.
Inflicts Atk/Spd-3 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
240
Enables 【Canto (Rem.)】.
Inflicts Spd/Res-1 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
60 -
Enables 【Canto (Rem.)】.
Inflicts Spd/Def-2 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
120 -
Enables 【Canto (Rem.)】.
Inflicts Spd/Def-3 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
240 9.5
Enables 【Canto (Rem. +1)】.
Inflicts Spd/Res-1 on foe during combat.
【Canto (Rem. +1)】
60 -
Enables 【Canto (Rem. +1)】.
Inflicts Spd/Res-2 on foe during combat.
【Canto (Rem. +1)】
120 -
Enables 【Canto (Rem. +1)】.
Inflicts Spd/Res-3 on foe during combat.
【Canto (Rem. +1)】
240 9.0
Enables 【Canto (Rem. +1)】.
Inflicts Atk/Res-1 on foe during combat.
【Canto (Rem. +1)】
60 -
Enables 【Canto (Rem. +1)】.
Inflicts Atk/Res-2 on foe during combat.
【Canto (Rem. +1)】
120 -
Enables 【Canto (Rem. +1)】.
Inflicts Atk/Res-3 on foe during combat.
【Canto (Rem. +1)】
240 9.0
Enables 【Canto (Rem. +1)】.
Inflicts Atk/Spd-1 on foe during combat.
【Canto (Rem. +1)】
60 -
Enables 【Canto (Rem. +1)】.
Inflicts Atk/Spd-2 on foe during combat.
【Canto (Rem. +1)】
120 -
Enables 【Canto (Rem. +1)】.
Inflicts Atk/Spd-3 on foe during combat.
【Canto (Rem. +1)】
240 9.5
Enables【Canto (Rem. +1)】. If unit's HP = 100%, removes the condition to transform. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.) 60 -
Enables【Canto (Rem. +1)】. If unit's HP ≥ 50%, removes the condition to transform. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.) 120 -
Enables【Canto (Rem. +1)】. Removes the condition to transform. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.) 240 9.5
Enables 【Canto (Rem. +1)】.
If unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.
60 -
Enables 【Canto (Rem. +1)】.
If unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks.
120 -
Enables 【Canto (Rem. +1)】.
If unit inifiates combat, neutralizes effects that prevent unit's follow-up attacks.
240 9.5

Unique Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
At start of combat, if unit’s HP  = 100% and foe uses bow, dagger, magic or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 60 -
At start of combat, if unit’s HP ≥ 50% and foe uses bow, dagger, magic or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 120 -
If foe uses bow, dagger, magic or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 240 8.5
At start of combat, if unit's HP = 100% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 60 -
At start of combat, if unit's HP ≥ 50% and foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 120 -
If foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 240 8.5
At start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 5 HP to unit after combat. 60 -
At start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 7 HP to unit after combat. 120 -
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 10 HP to unit after combat. 240 9.5
If unit initiates combat, inflicts Spd/Def-4 on foe during combat, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack during combat by 40%, and restores 10 HP to unit after combat. 300 9.0
If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions. 120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions. 240 8.0
If a Rally Assist skill is used by unit or targets unit, inflicts Spd -3 on foes in cardinal directions of unit through their next actions. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd -5 on foes in cardinal directions of unit through their next actions. 120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd -7 on foes in cardinal directions of unit through their next actions. 240 8.0
If a Rally Assist skill is used by unit or targets unit, inflicts Def -3 on foes in cardinal directions of unit through their next actions. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Def -5 on foes in cardinal directions of unit through their next actions. 120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Def -7 on foes in cardinal directions of unit through their next actions. 240 8.0
If a Rally Assist skill is used by unit or targets unit, inflicts Res-3 on foes in cardinal directions of unit through their next actions. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Res-5 on foes in cardinal directions of unit through their next actions. 120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Res-7 on foes in cardinal directions of unit through their next actions. 240 8.0
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 8.5
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 8.5
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
Inflicts Atk/Spd-4 on foe during combat. If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-6, 【Guard】, 【Discord】, and 【Schism】 on foes in cardinal directions of unit and target through their next actions.
【Schism】
Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using number of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized.
300 9.0
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 8.5
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-1 and 【Guard】 on foes in cardinal direction of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-3 and 【Guard】 on foes in cardinal direction of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-5 and 【Guard】 on foes in cardinal direction of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 8.5
Inflicts Spd/Def-4 on foe during combat. If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-6, 【Guard】, 【Discord】, and 【Schism】 on foes in cardinal directions of unit and target through their next actions.
【Schism】
Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using number of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized.
300 9.0
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 8.5
Inflicts Spd/Def-4 on foe during combat. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-7 and 【Sabotage】 on nearest foes within 4 spaces of both unit and target ally after movement and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions.
【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
300 9.0
At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 60 -
At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 120 -
If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 240 9.0
Inflicts Spd/Def-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 60 -
Inflicts Spd/Def-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 120 -
Inflicts Spd/Def-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 240 9.0
Inflicts Spd/Def-4 on foe, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (example: a foe with a "reduces damage by 45%" skill would reduce damage by 23% instead). 300 9.0
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat. 60 -
Inflicts Atk/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 60 -
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat. 120 -
Inflicts Atk/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 120 -
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat. 240 9.0
Inflicts Atk/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 240 9.0
Inflicts Spd/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 60 -
Foe's with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Def-4 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). Restores 7 HP to unit after combat. 300 9.5
Inflicts Atk/Res-4 on foe, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (example: a foe with a "reduces damage by 45%" skill would reduce damage by 23% instead). 300 9.5
Inflicts Spd/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 120 -
Inflicts Spd/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 240 9.0
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-2 on foe during combat. Restores 3 HP to unit after combat. 60 -
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-3 on foe during combat. Restores 5 HP to unit after combat. 120 -
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Def-4 on foe during combat. Restores 7 HP to unit after combat. 240 9.0
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-2 on foe during combat. Restores 3 HP to unit after combat. 60 -
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-3 on foe during combat. Restores 5 HP to unit after combat. 120 -
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-4 on foe during combat. Restores 7 HP to unit after combat. 240 9.0
Foe's with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Spd/Res-4 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). Restores 7 HP to unit after combat. 300 9.5
If unit's HP = 100%, removes the condition to transform. If unit's Spd ≥ foe's Spd+13, neutralizes effects that prevent unit's follow-up attacks during combat. 60 -
If unit's HP ≥ 50%, removes the condition to transform. If unit's Spd ≥ foe's Spd+7, neutralizes effects that prevent unit's follow-up attacks during combat. 120 -
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-2 on foe during combat. Restores 3 HP to unit after combat. 60 -
Removes the condition to transform. If unit's Spd > foe's Spd, neutralizes effects that prevent unit's follow-up attacks during combat. 240 9.0
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-3 on foe during combat. Restores 5 HP to unit after combat. 120 -
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Spd-4 on foe during combat. Restores 7 HP to unit after combat. 240 9.0
Removes the condition to transform. Inflicts Spd/Def-4 on foe during combat, and if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and unit deals damage = 10% of unit's Spd (excluding when dealing damage with an area-of-effect Special). 300 9.5
Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 10%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 60; otherwise, X = 20).
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
60 -
Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 20%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 70; otherwise, X = 30).
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
120 -
Inflicts Spd/Def-4 on foe during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
240 -
Inflicts Spd/Def-4 on foe during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
300 9.5
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-4 on foe, unit and foe cannot make a follow-up attack, reduces damage from foe's first attack by X% (if foe can make a follow-up attack, X = 80; otherwise, X = 40), and reduces damage from foe's follow-up attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes; likewise, "follow-up attack" normally means the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes), and restores 7 HP to unit after combat. 300 9.5
At the start of every fourth turn, restores 10 HP. 60 -
At the start of every third turn, restores 10 HP. 120 -
At the start of every second turn, restores 10 HP. 240 8.0
If unit’s HP  = 100% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using similar skill, only highest value applied. ) 50 -
If unit’s HP ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using similar skill, only highest value applied. ) 100 -
If unit’s HP ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using similar skill, only highest value applied. ) 200 8.5
At start of combat, if unit's HP ≥ 25%, inflicts Atk-4 and Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack) and reduces damage from foe's first attack during combat by 30%. 300 9.0
Any weapon triangle affinity granted by unit’s skills is negated. Also negates any weapon triangle affinity granted by foe’s skills. 50 -
Any weapon triangle affinity granted by unit’s skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe’s skills is negated. 100 -
Any weapon triangle affinity granted by unit’s skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe’s skills is reversed. 200 8.0
At the start of turn 1, if foe’s attack triggers Special, grants Special cooldown -1. 60 -
At the start of turn 1, if foe’s attack triggers Special, grants Special cooldown -1. Unit takes 5 less damage when Special triggers. 120 -
At the start of turn 1, if foe’s attack triggers Special, grants Special cooldown -2. Unit takes 5 less damage when Special triggers. 240 8.0
At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. 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 5 (max 50%). 300 9.5
If unit’s HP ≤ 25%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. 60
If unit’s HP ≤ 50%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. 120
If unit’s HP ≤ 75%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. 240 9.0
If unit initiates combat, deals 4 damage to foe after combat. 60 -
If unit initiates combat, deals 7 damage to foe after combat. 120 -
If unit initiates combat, deals 10 damage to foe after combat. 240 8.0
If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage during combat do not apply; will not reduce foe's HP below 1), inflicts Spd/Res-4 on foe during combat, and deals damage = 20% of foe's Res (excluding area-of-effect Specials). 300 9.5
If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage during combat do not apply; will not reduce foe's HP below 1), inflicts Spd/Def-4 on foe during combat, and deals damage = 20% of foe's Def (excluding area-of-effect Specials). 300 9.5
If unit survives, get 1.5x badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.) 100 7.5
If unit survives, get 1. 5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied. ) 100 7.5
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect. 60 -
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect. 120 -
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap’s effect. 240 8.0
Inflicts Spd/Def-4 on foe during combat, and if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP. 300 9.0

Dance Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
If Sing or Dance is used, grants Atk+2 to target. 50 -
If Sing or Dance is used, grants Atk+3 to target. 100 -
If Sing or Dance is used, grants Atk+4 to target. 200 7.5
If Sing or Dance is used, grants Spd +2 to target. 50 -
If Sing or Dance is used, grants Spd +3 to target. 100 -
If Sing or Dance is used, grants Spd +4 to target. 200 7.5
If Sing or Dance is used, grants Def+3 to target. 50 -
If Sing or Dance is used, grants Def+4 to target. 100 -
If Sing or Dance is used, grants Def+5 to target. 200 7.5
If Sing or Dance is used, grants Res +3 to target. 50 -
If Sing or Dance is used, grants Res +4 to target. 100 -
If Sing or Dance is used, grants Res +5 to target. 200 7.5
If Sing or Dance is used, grants Atk/Spd +2 to target. 120 -
If Sing or Dance is used, grants Atk/Spd +3 to target. 240 8.0
If Sing or Dance is used, grants Def/Res +3 to target. 120 -
If a skill like Sing or Dance is used, enables 【Canto (1)】 and grants Atk/Spd+6 and 【Desperation】 to target for 1 turn. 300 9.0
If Sing or Dance is used, grants Def/Res +4 to target. 240 8.0
If Sing or Dance is used, grants Atk +2 and Res +3 to target. 120 -
If Sing or Dance is used, grants Atk +3 and Res +4 to target. 240 8.0
If Sing or Dance is used, grants Spd +2 and Res +3 to target. 120 -
If Sing or Dance is used, grants Spd +2 and Def +3 to target. 120 -
If Sing or Dance is used, grants Spd +3 and Res +4 to target. 240 8.0
If Sing or Dance is used, grants Spd +3 and Def +4 to target. 240 8.0
If Sing or Dance is used, grants Atk+2 and Def+3 to target. 120 -
If Sing or Dance is used, enables 【Canto (1)】 on unit and grants Spd/Def+6 and 【Dodge】 to target ally for 1 turn. 300 9.5
If Sing or Dance is used, grants Atk+3 and Def+4 to target. 240 8.0

Staff Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
When healing allies with a staff, unit also recovers 50% of the HP restored. 40 -
When healing allies with a staff, unit also recovers 75% of the HP restored. 80 -
When healing allies with a staff, unit also recovers the same amount. 160 7.5
If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. 60 -
If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons. 120 -
Damage from unit’s staff will be calculated the same as other weapons. 240 9.0
Calculates damage from staff like other weapons. Inflicts Spd-4 on foe during combat and unit deals damage = 15% of foe's attack. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.) 300 9.5
Calculates damage from staff like other weapons. Inflicts Spd/Res-4 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. 300 9.5
If unit has 100% HP at the start of combat, the enemy cannot counterattack. 60 -
If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. 120 -
The enemy cannot counterattack. 240 9.5
Unit can move to a space adjacent to an ally within 2 spaces. Inflicts Spd-4 on foe during combat and foe cannot counterattack. 300 9.5
Enables 【Canto (Rem.)】.
Inflicts Spd-4 on foe and foe cannot counterattack during combat.
300 9.5

Exclusive Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
Neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 9.5
If foe has sword, lance or axe, foe cannot counterattack. 300 9.0
Neutralizes cavalry and flying foe’s bonuses (from skills like Fortify, Rally etc. ) during combat. 300 8.5
If unit receives consecutive counter attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited) 300 9.5
At start of turn, restores 10 HP.
(Skill cannot be inherited.)
200 8.5
Unit makes a guaranteed follow-up attack when unit’s HP ≥ 50% at start of combat. (Skill cannot be inherited. ) 300 8.5
At the start of each turn, if unit’s HP ≥ 50%, inflicts Atk/Spd -6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited. ) If there is a tie between several units, they will all get the debuff. 300 8.5
At the start of turn, inflicts Atk/Spd/Def/Res-7 on foes on enemy team with the lowest Def through their next actions and inflicts Atk/Res-7 on foes within 2 spaces of foes on the enemy team with the lowest Def through their next actions. 300 9.0
If unit’s HP ≥ 80%, unit can move adjacent to any ally within 2 spaces. 300 8.5
Restores 30% of damage dealt when Special triggers during combat. (Stacks with effects of skills like Sol. ) 300 8.5
At the start of turn 1, restores 99 HP and grants Special cooldown count -1. 300 8.0
Deals +10 damage when Special triggers. 300 8.0
Neutralizes "effective against flying" bonuses. Deals +7 damage. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Rokkr area-of-effect Specials) by percentage = difference between stats x 4 (max 40%). 300 9.5
If unit’s HP  = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack. ) 300 8.5
In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counter attack or make a follow-up attack. 300 9.0
Slows Special trigger (cooldown count + 1). Deals damage  = 50% of foe’s Def when Special triggers. 300 8.5
At start of turn, if unit’s HP ≥ 50%, inflicts Atk/Spd -6 on foe on the enemy team with the lowest Res through its next action. 300 8.5
Enables 【Canto (2)】.
Neutralizes effects that guarantee foe's follow-up attacks during combat and effects that prevent unit's follow-up attacks during combat. Deals damage = 15% of foe's Def.
【Canto (2)】
400 9.5
Inflicts Atk/Spd/Def/Res-2 on foe, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.), and disables foe’s skills that “calculate damage using the lower of foes Def or Res” during combat. 300 9.5
Neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 9.0
Inflicts Atk/Spd/Def/Res-5 on foe, neutralizes unit's penalties and foe's bonuses (from skills like Fortify, Rally, etc.), and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat. 300 9.5
Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. At start of combat, if unit's HP ≥ 25%, inflicts Spd-5 on foe and reduces the percentage of foe's non Special "reduce damage by X%" skills by 50% (example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead). 300 9.5
At start of combat, if foe's HP < 100% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
300 9.0
At start of combat, if unit's HP ≧ 50% or【Penalty】is active on unit, inflicts Atk/Def-5 on foe & grants Special cooldown +1 per foe's attack during combat. (Only highest value applied. Does not stack. Cooldown charge granted even if foe's attack deals 0 damage)
【Penalty】
All effects that last on foe through next action. Includes penalties inflicted by skills like Panic/Threaten & negative status effects (preventing counterattacks, restricting movement, the effects of Triangle Adept/Guard).
300 9.0
At start of turn, inflicts 【Exposure】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≤ 99% or if 【Penalty】 is active on foe, inflicts Spd/Res-5 on foe during combat, and also, if unit initiates combat, unit can make a follow-up attack before for can counterattack. 300 9.5
If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Def -5 on foe during combat. 300 8.5
At start of combat, if unit's HP ≥ 25% or if 【Penalty】 is active on unit, inflicts Atk/Spd/Def-5 on foe, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack; Special cooldown charge granted even if foe's attack deals 0 damage) during combat, and also, if Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills (excluding area-of-effect Specials). If Special triggers before or during combat, grants Special cooldown count-2 to unit after combat. 300 9.5
If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.)
If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat.
300 9.5
If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack. 300 9.0
If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) At start of combat, if unit's HP ≥ 25% or unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat, and also, if foe uses dragonstone or beast damage, neutralizes effects that prevent unit's follow-up attacks during combat. 300 9.5
If unit's Def > foe's Def, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of- effect Specials) by percentage = difference between stats × 4 (max 40%), and also if foe initiates combat, unit makes a guaranteed follow-up attack. 300 9.5
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe during combat, unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack, and also, if foe initiates combat, unit attacks twice (does not stack). 300 9.5
If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also if foe initiates combat, damage received by foe's follow-up attack is also reduced by 80% (For standard weapons, "follow-up attack means the second strike, For weapons that grant "unit attacks twice," it means the third and fourth strikes.) 300 9.5
At start of combat, if foe's HP ≥ 50%, boosts damage by 25% of unit's Atk, and after combat, inflicts Atk/Spd/Def/Res-5 and Special cooldown count+1 on target and foes within 2 spaces of target through their next actions. (No effect on Special cooldown counts already at maximum.) 300 9.0
At start of combat, if foe's HP ≥ 40%, inflicts Atk/Spd/Def-4 on foe, deals damage = 25% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat, and also, after combat, inflicts Atk/Spd/Def/Res-6 and 【Guard】 on target and foes within 3 spaces of target through their next actions and inflicts Special cooldown count +1 on those foes (no effect on Special cooldown counts already at maximum). 300 9.5
If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+2 to unit and inflicts Atk/Spd/Def/Res-2 on foe during combat, and also if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently. 300 9.0
If unit initiates combat, reduces damage from foe's first attack by 80% during combat, and after combat, grants 【Fallen Star】 to unit and inflicts 【Gravity】 on target and foes within 1 space of target.
【Fallen Star】
For 1 turn, during unit's first combat in player phase and enemy phase, reduces damage from foe's first attack by 80%.
300 9.0
Removes the condition to transform. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If foe initiates combat or number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+3 to unit, inflicts Atk/Spd/Def/Res-3 on foe, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus independently. 300 9.5
At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 300 9.5
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, neutralizes effects that guarantee foe's follow-up attacks and prevent unit's follow-up attacks, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). 300 9.5
At start of combat, if unit's HP ≥ 25%, grants Special cooldown charge +1 to unit, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack) and restores 7 HP to unit after combat.
During unit's first combat in player phase or enemy phase, at start of combat, if unit's HP ≥ 25% while transformed, reduces damage from foe's first attack by 40%.
300 9.5
Enables 【Canto (Rem. +1)】.
If unit is not adjacent to an ally. Inflicts Spd/Def-3 on foe during combat and foe cannot counterattack. (Unit moves accrdng. to movement type. Once per turn. Cannot atk or asst . Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered, Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp a distance greater than unit's remaining movement +1.)
【Canto (Rem. +1)】
300 9.5
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd-5 on foe 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 Special) by percentage = different between stats x 4 (max 40%). 300 9.5
Enables 【Canto (2)】.
Neutralizes unit's penalties that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value x 10, +20).
300 9.5
Foe's with Range = 1 cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
Foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.)
Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
300 9.5
Inflicts Atk/Res-5 on foe during combat. If unit initiates combat or if foe's Range = 2, reduces damage from foe's first attack by 30%. 300 9
Enables 【Canto (2)】.
Neutralizes unit's penalties that inflict "Special cooldown charge-X" on unit during combat. Restores 10 HP to unit after combat.
300 9.5
If unit's Spd ≥ foe's Spd+5 or if unit is in combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack. 300 9.5
At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def/Res-4 on foe during combat, reduces damage from foe's first attack during combat by 30%, and boosts unit's next attack by total damage reduced (by any source, including other skills). Resets at end of combat. 300 9.5
At start of turn, inflicts Atk/Def-7 and 【Guard】 on foes with the lowest Res and any foes within 2 spaces of those foes through their next actions. 300 9.5
If armored or cavalry foe initiates combat, unit can counterattack before foe's first attack. Neutralizes effects that prevent unit's follow-up attacks during combat. After combat, grants 【Vantage】 to unit.
【Vantage】
If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.
300 9.0
Enables 【Canto (Rem +1)】.
Unit deals damage = 20% of unit's Atk. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
300 9.5
If unit's Res > foe's Res, unit makes a guaranteed follow-up attack. Reduces damage from attacks during combat and from area-of-effect Specials by percentage = number of staff or dragon allies within 3 spaces of unit x 20, and also, if unit's Res > foe's Res, difference between stats x 4 (max 40%; total max 60%). 300 9.5
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials by percentage = difference between stats x 6 (max 60%) for this unit's first combat in player phase and enemy phase and percentage = difference between stats x 4 (max 40%) for this unit's second combat or later. If dragon or beast ally is on your team (excluding unit), restores 7 HP to unit at start of turn and after combat. 300 9.9
Enables 【Canto (Rem.) +1】.
At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def-5 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials by percentage = 50% of foe's HP at start of combat. (Example: if foe's HP = 75%, damage is reduced by 37%.)
300 9.5
Enables 【Canto 1】.
Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. Deals damage = X% of foe's Def when Special triggers (X = unit's max Special cooldown count value x 10, + 20).
300 9.5
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat, and also, if unit's Res > foe's Res, reduces damage from attacking during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x4 (max 40%). At start of combat, if units HP ≥ 40%, foe cannot make a follow-up attack during combat. 300 9.5
Enables 【Canto (1)】.
Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-X on foe during combat (X = 4 + number of spaces from start position to end position of whoever initiates combat; max 8).
300 9.5
At start of combat, if unit's HP ≥ 25% , inflicts Spd/Def-5 on foe during combat, reduces damage from foe's first attack by 40% during combat, and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat), and also, if number of allies adjacent to unit is ≤ 1. neutralizes effects that inflict "Special cooldown charge-X" on unit during combat and inflicts 【Gravity】 on target and foes adjacent to target after combat. 300 9.5
If number of allies adjacent to unit ≤ 1, inflicts Atk/Def-X on foe during combat (X = 4 + number of spaces from start position to end position of whoever initiated combat; max 8), unit attacks twice, and when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt), but also, if unit initiates combat, foe can counterattack before unit's first attack. 300 9.5
If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe, inflicts penalty on foe's Def = 30% of foe's Def at start of combat, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 300 9.5
Inflicts Spd/Res-5 on foe during combat. At start of combat, if unit's HP ≥ 50% and unit initiates combat, reduces damage from foe's first attack by 60% during combat. If unit initiates combat, grants another action to unit after combat, and inflicts 【Gravity】 on unit and Pair Up cohort through their next action (will not trigger again for 2 turns after triggering). 300 9.5
Enables 【Canto (1)】.
If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe and reduces damage from foe's first attack by X% during combat (if unit initiates combat, X = 80; otherwise, X = 30, stacks with other damage reduction effects, like that from 【Deep Star】; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit initiates combat, grants 【Deep Star】 to unit and inflicts 【Gravity】 on target and foes within 1 space of target after combat.
【Deep Star】
For 1 turn, if it is unit's first combat initiated by foe that turn, reduces damage from foe's first attack by 80% during combat (that turn only; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
300 9.5
At start of turn, grants 【Pathfinder】 to unit's support partner for 1 turn. (If more than one support partner is present, effect is not granted.) At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Effect: 【Pathfinder】
300 9.5
At start of turn, inflicts Atk/Def-7, 【Discord】, and status preventing counterattacks on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≥ 75% or 【Penalty】 is active on foe, inflicts Atk/Def-5 on foe during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack during combat. 300 9.5
At start of combat, if foe's HP ≥ 25%, inflicts Atk/Spd/Def-4 on foe during combat, deals damage 25% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, after combat, grants 【Vantage】 and 【Dodge】 to unit and inflicts Atk/Spd/Def/Res-6 on target and foes within 3 spaces of target through their next actions. 300 9.5
At start of turn, if unit's HP = 100% or if any foe is within 3 columns or 3 rows centered on unit, grants "unit can move 1 extra space (that turn only; does not stack)" and 【Charge】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, inflicts Atk/Def-5 on foe during combat, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and if unit initiates combat, grants another action to unit after combat (once per turn; if a skill effect moves unit after combat, this effect occurs based on unit's final placement after that movement). 300 9.5
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-7 and 【Sabotage】 on closest foes and any foe within 2 spaces of those foes through their next actions and grants "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50%" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Res-5 on foe, neutralizes effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 300 9.5
At start of combat, if unit's HP ≥ 25% and unit initiates combat, foe can counterattack before unit's first attack. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-5 on foe, unit attacks twice, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt). 300 9.5
If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7.
Inflicts Atk/Spd/Def-5 on foe during combat and grants bonus to unit's 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), 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 5 (max 50%).
If foe is armored or cavalry, reduces damage dealt to unit by X (X = highest total bonuses among unit and allies within 2 spaces of unit; including from area-of-effect Specials), and if foe is not armored or cavalry, reduces damage from foe's first attack by 40% of X during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
300 9.5

Other Fire Emblem Heroes Skill Lists

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