Fire Emblem Heroes (FEH)

List of Type C Passive Skills

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

Type C Passive Skills mainly work by affecting surrounding allies or foes.

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

Fortify / Hone Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
At start of turn, grants Atk+2 to adjacent allies for 1 turn. 50 -
At start of turn, grants Atk+3 to adjacent allies for 1 turn. 100 -
At start of turn, grants Atk+4 to adjacent allies for 1 turn. 200 8.0
At start of turn, grants Spd+2 to adjacent allies for 1 turn. 50 -
At start of turn, grants Spd+3 to adjacent allies for 1 turn. 100 -
At start of turn, grants Spd+4 to adjacent allies for 1 turn. 200 8.0
At start of turn, grants Def+2 to adjacent allies for 1 turn. 50 -
At start of turn, grants Def+3 to adjacent allies for 1 turn. 100 -
At start of turn, grants Def+4 to adjacent allies for 1 turn. 200 8.0
At start of turn, grants Res+2 to adjacent allies for 1 turn. 50 -
At start of turn, grants Res+3 to adjacent allies for 1 turn. 100 -
At start of turn, grants Res+4 to adjacent allies for 1 turn. 200 8.0
At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn. 200 9.0
At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn. 200 9.0
At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 9.0
At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. 200 9.0
At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. 200 9.0
At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. 200 9.0
At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. 200 9.0
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. 200 9.0
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. 200 9.0
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. 200 9.0
At start of turn, grants Atk+7 to adjacent allies for 1 turn. 300 8.5
At start of turn, grants Spd+7 to adjacent allies for 1 turn. 300 8.5
At start of turn, grants Def +7 to adjacent allies for 1 turn. 300 8.5
At start of turn, grants Res+7 to adjacent allies for 1 turn. 300 8.5
At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn. 300 9.0
At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn. 300 9.0
At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn. 300 8.5
At start of turn, if unit is adjacent to an ally, grants Res+5 to unit and adjacent allies for 1 turn. 300 8.5
At start of turn, grants Atk +2 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 60 -
At start of turn, grants Atk +4 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 120 -
At start of turn, grants Atk +6 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 240 9.0
At start of turn, grants Spd +2 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 60 -
At start of turn, grants Spd +4 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 120 -
At start of turn, grants Spd +6 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 240 9.0
At start of turn, grants Def +2 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s movement type on current team ≤ 2. 60 -
At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn and 【Null Follow-Up】 to infantry allies within 2 spaces. Granted only if number of that ally's movement type on current team ≤ 2. 300 9.5
At start of turn, grants Def +4 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s movement type on current team ≤ 2. 120 -
At start of turn, grants Def +6 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s movement type on current team ≤ 2. 240 8.5
At start of turn, grants Res +2 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 60 -
At start of turn, grants Res +4 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 120 -
At start of turn, grants Res +6 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 240 8.5
At start of odd-numbered turns, grants Atk +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of odd-numbered turns, grants Atk +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of odd-numbered turns, grants Atk +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.5
At start of even-numbered turns, grants Atk +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of even-numbered turns, grants Atk +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of even-numbered turns, grants Atk +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.5
At start of odd-numbered turns, grants Spd +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of odd-numbered turns, grants Spd +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of odd-numbered turns, grants Spd +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.5
At start of even-numbered turns, grants Spd +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of even-numbered turns, grants Spd +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of even-numbered turns, grants Spd +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.5
At start of odd-numbered turns, grants Def +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of odd-numbered turns, grants Def +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of odd-numbered turns, grants Def +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.0
At start of even-numbered turns, grants Def +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of even-numbered turns, grants Def +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of even-numbered turns, grants Def +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.0
At start of odd-numbered turns, grants Res +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of odd-numbered turns, grants Res +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of odd-numbered turns, grants Res +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.0
At start of even-numbered turns, grants Res +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of even-numbered turns, grants Res +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of even-numbered turns, grants Res +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.0
At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) 240 8.5
At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) 240 8.5
At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) 240 8.5
At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) 240 8.5
At start of turn, grants Atk/Res+1 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 240 9.0
At start of turn, grants Spd/Res+1 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Spd/Res+3 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Spd/Res+5 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.) 240 9.0
At start of turn, grants Def/Res+1 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.) 240 9.0
At start of turn, grants Atk/Spd+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Atk/Spd+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) 240 9.0
At start of turn, grants Atk/Def +1 to ally with the highest Atk+Def total for 1 turn. (Excludes unit). 60 -
At start of turn, grants Atk/Def +3 to ally with the highest Atk+Def total for 1 turn. (Excludes unit). 120 -
At start of turn, grants Atk/Def +5 to ally with the highest Atk+Def total for 1 turn. (Excludes unit). 240 9.0
At start of turn, grants Spd/Def+5 to ally with the highest Spd+Def total for 1 turn. (Excludes unit) 240 9.0
At start of turn, grants Spd/Def+4 to ally with the highest Spd+Def total for 1 turn. (Excludes unit) 120 -
At start of turn, grants Spd/Def+3 to ally with the highest Spd+Def total for 1 turn. (Excludes unit) 60 -
At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 for 1 turn. 60 -
At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 for 1 turn. 120 -
At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn. 240 9.0
At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 for 1 turn. 60 -
At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 for 1 turn. 120 -
At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 for 1 turn. 240 9.0
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 for 1 turn. 60 -
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit during combat. 300 9.5
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 for 1 turn. 120 -
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 for 1 turn. 240 9.0
At start of turn, if unit is adjacent to an ally, grants Def/Res+3 for 1 turn. 60 -
At start of turn, if unit is adjacent to an ally, grants Def/Res+4 for 1 turn. 120 -
At start of turn, if unit is adjacent to an ally, grants Def/Res+5 for 1 turn. 240 9.0
At start of turn, if unit is adjacent to an ally, grants Spd/Def+3 to unit for 1 turn. 60 -
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit for 1 turn.
If unit is within 2 spaces of an ally, grants Def/Res+3 to unit during combat.
300 9.0
At start of turn, if unit is adjacent to an ally, grants Spd/Def+4 to unit for 1 turn. 120 -
At start of turn, if unit is adjacent to an ally, grants Spd/Def +5 to unit for 1 turn. 240 9.0
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat. 300 9.5
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Res+3 to unit during combat. 300 9.5
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat. 300 9.5
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 for 1 turn. 60 -
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 for 1 turn. 120 -
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 for 1 turn. 240 9.0
At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn. 60 -
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 and 【Null Panic】 to unit for 1 turn.
【Null Panic】 if unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 9.0
At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn. 120 -
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Def+6 and 【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Def+3 to unit during combat. 300 9.0
At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn. 240 9.0
At start of turn, if number of allies adjacent to unit ≤ 2, grants Def/Res+6 and 【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Def/Res+3 to unit during combat. 300 9.0
At start of turn, if unit is not adjacent to an ally, grants Spd/Res +2 to unit for 1 turn. 60 -
At start of turn, if unit is not adjacent to an ally, grants Spd/Res +4 to unit for 1 turn. 120 -
At start of turn, if unit is not adjacent to an ally, grants Spd/Res +6 to unit for 1 turn. 240 9.0
At start of turn, if unit is not adjacent to an ally, grants Spd/Def +2 to unit for 1 turn. 60 -
At start of turn, if unit is not adjacent to an ally, grants Spd/Def +4 to unit for 1 turn. 120 -
At start of turn, if unit is not adjacent to an ally, grants Spd/Def +6 to unit for 1 turn. 240 9.0
At start of turn, if unit is not adjacent to an ally, grants Atk/Res +2 to unit for 1 turn. 60 -
At start of turn, if unit is not adjacent to an ally, grants Atk/Res +4 to unit for 1 turn. 120 -
At start of turn, if unit is not adjacent to an ally, grants Atk/Res +6 to unit for 1 turn. 240 9.0
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn. 60 -
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 and 【Null Panic】 to unit for 1 turn.
【Null Panic】 if unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 9.0
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. 120 -
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Res+6 and 【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Res+3 to unit during combat.
【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
300 9.5
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 for 1 turn. 240 8.5
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 and 【Null Panic】 to unit for 1 turn.
【Null Panic】 if unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 9.0
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and 【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat. 300 9.5
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 and 【Null Panic】 to unit for 1 turn.
【Null Panic】 if unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
300 9.0
At start of turn, if number of allies adjacent to unit ≤ 2, grants Spd/Def+6 and 【Canto (1)】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Spd/Def+3 to unit during combat. 300 9.0
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and 【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat.
【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
300 9.5

Spur / Drive Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
Grants adjacent allies Atk +2 during combat. 50 -
Grants adjacent allies Atk +3 during combat. 100 -
Grants adjacent allies Atk +4 during combat. 200 8.0
Grants adjacent allies Spd +2 during combat. 50 -
Grants adjacent allies Spd +3 during combat. 100 -
Grants adjacent allies Spd +4 during combat. 200 8.0
Grants adjacent allies Def +2 during combat. 50 -
Grants Spd+5 to allies in cardinal directions of unit during combat. 300 9.0
Grants adjacent allies Def +3 during combat. 100 -
Grants adjacent allies Def +4 during combat. 200 8.0
Grants adjacent allies Res +2 during combat. 50 -
Grants adjacent allies Res +3 during combat. 100 -
Grants adjacent allies Res +4 during combat. 200 8.0
Grants adjacent allies Atk/Spd +2 during combat. 120 -
Grants adjacent allies Atk/Spd +3 during combat. 240 8.0
Grants adjacent allies Atk/Def +2 during combat. 120 -
Grants adjacent allies Atk/Def +3 during combat. 240 8.0
Grants adjacent allies Atk/Res +2 during combat. 120 -
Grants adjacent allies Atk/Res +3 during combat. 240 8.0
Grants adjacent allies Spd/Def +2 during combat. 120 -
Grants adjacent allies Spd/Def +3 during combat. 240 8.0
Grants adjacent allies Spd/Res +2 during combat. 120 -
Grants adjacent allies Spd/Res +3 during combat. 240 8.0
Grants adjacent allies Def/Res +2 during combat. 120 -
Grants adjacent allies Def/Res +3 during combat. 240 8.0
Grants allies within 2 spaces Atk +2 during combat. 120 -
Grants allies within 2 spaces Atk +3 during combat. 240 8.5
Grants allies within 2 spaces Spd +2 during combat. 120 -
Grants allies within 2 spaces Spd +3 during combat. 240 8.5
Grants allies within 2 spaces Def +2 during combat. 120 -
Grants allies within 2 spaces Def +3 during combat. 240 8.5
Grants allies within 2 spaces Res +2 during combat. 120 -
Grants allies within 2 spaces Res +3 during combat. 240 8.5
Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat. 300 9.5
Grants Spd +4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Spd +4 to unit during combat. 300 9.5
Grants Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Res+4 to unit during combat. 300 9.0
Grants Atk/Spd+4 to cavalry allies within 2 spaces during combat. 200 9.0
Grants Def/Res+4 to cavalry allies within 2 spaces during combat. 200 9.0
Grants Atk/Spd+4 to flying allies within 2 spaces during combat. 200 9.0
Grants Def/Res+4 to flying allies within 2 spaces during combat. 200 9.0
Grants Atk/Spd+4 to armored allies within 2 spaces during combat. 200 9.0
Grants Def/Res+4 to armored allies within 2 spaces during combat. 200 9.0
Grants Atk/Spd +4 to dragon allies within 2 spaces during combat. 200 9.0
Grants Def/Res+4 to dragon allies within 2 spaces during combat. 200 9.0
Grants Def/Res+4 to beast allies within 2 spaces during combat. 200 9.0
Grants Atk/Spd+4 to beast allies within 2 spaces during combat. 200 9.0
Inflicts Atk/Spd-2 on foes within 2 spaces during combat. 60 -
Inflicts Atk/Spd-3 on foes within 2 spaces during combat. 120 -
Inflicts Atk/Spd-4 on foes within 2 spaces during combat. 240 9.5
Inflicts Spd/Def-2 on foes within 2 spaces during combat. 60 -
Inflicts Atk/Spd-4 on foes within 3 spaces during combat. 300 9.5
Inflicts Spd/Def-3 on foes within 2 spaces during combat. 120 -
Inflicts Atk/Spd-4 on foes within 2 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an armored ally or an infantry ally with Range = 1, grants "unit can move 1 extra space" to unit, infantry allies with Range = 1 within 2 spaces of unit, and armored allies within 2 spaces of unit. (That turn only; does not stack; effect triggers only if unit has no Sing or Dance skill.) 300 9.5
Inflicts Spd/Def-4 on foes within 2 spaces during combat. 240 9.5
Inflicts Atk/Res-2 on foes within 2 spaces during combat. 60 -
Inflicts Atk/Res-3 on foes within 2 spaces during combat. 120 -
Inflicts Atk/Res-4 on foes within 2 spaces during combat. 240 9.5
Inflicts Atk/Def-2 on foes within 2 spaces during combat. 60 -
Inflicts Atk/Def-3 on foes within 2 spaces during combat. 120 -
Inflicts Atk/Def-4 on foes within 2 spaces during combat. 240 9.5
Inflicts Spd/Res-2 on foes within 2 spaces during combat. 60 -
Inflicts Spd/Res-3 on foes within 2 spaces during combat. 120 -
Inflicts Spd/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat. 300 9.5
Inflicts Spd/Res-4 on foes within 2 spaces during combat. 240 9.5
Inflicts Def/Res -2 on foes within 2 spaces during combat. 60 -
Inflicts Def/Res -3 on foes within 2 spaces during combat. 120 -
Inflicts Def/Res -4 on foes within 2 spaces during combat. 240 9.0
Grants Def+4 to allies within 2 spaces during combat.
If unit is within 2 spaces of an ally, grants Def+4 to unit during combat.
300 9.5
Grants Atk+5 to allies in cardinal directions of unit during combat. 300 9.5
Grants Res+5 to allies in cardinal directions of unit during combat. 300 9.0
Inflicts Spd/Res-4 on foes within 3 spaces during combat. 300 9.5
Inflicts Atk/Res-4 on foes within 3 spaces during combat. 300 9.5
Inflicts Spd/Def-4 on foes within 3 spaces during combat. 300 9.5
Inflicts Atk/Def-4 on foes within 3 spaces during combat. 300 9.5
Inflicts Def/Res-4 on foes within 3 spaces during combat. 300 9.0
Inflicts Spd/Def-4 on foes within 2 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an armored ally or an infantry ally with Range = 1, grants "unit can move 1 extra space" to unit, infantry allies with Range = 1 within 2 spaces of unit, and armored allies within 2 spaces of unit. (That turn only; does not stack; effect triggers only if unit has no Sing or Dance skill.) 300 9.5

Threaten / Smoke Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. 50 -
At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. 200 8.0
At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. 50 -
At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. 200 8.0
At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. 50 -
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. 200 8.0
Inflicts Res -3 on foes within 2 spaces through their next actions at the start of each turn. 50 -
Inflicts Res -4 on foes within 2 spaces through their next actions at the start of each turn. 100 -
Inflicts Res -5 on foes within 2 spaces through their next actions at the start of each turn. 200 8.0
At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions. 200 -
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd+5 to unit for 1 turn and inflicts Atk/Spd-5 on foes within 2 spaces through their next actions. 300 9.0
At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions. 200 -
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Res+5 to unit for 1 turn and inflicts Atk/Res-5 on foes within 2 spaces through their next actions. 300 9.0
At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions. 200 -
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def +5 to unit for 1 turn and inflicts Atk/Def -5 on foes within 2 spaces through their next actions. 300 9.0
At start of turn, inflicts Atk/Def-6 on nearest foes within 4 spaces through their next actions and grants Atk/Def+6 to unit for 1 turn. 300 9.0
At start of turn, inflicts Def/Res-3 on foes within 2 spaces through their next actions. 200 -
At start of turn, inflicts Atk/Res-6 on nearest foes within 4 spaces through their next actions and grants Atk/Res+6 to unit for 1 turn. 300 9.0
At start of turn, inflicts Def/Res-4 on foes within 2 spaces through their next actions. 100 -
At start of turn, if unit is within 4 spaces of a foe, inflicts Def/Res-6 on closest foes through their next actions and grants Def/Res+6 to unit for 1 turn. 300 9.0
At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn. 300 9.0
At start of turn, inflicts Spd/Def-3 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Spd/Def-4 on foes within 2 spaces through their next actions. 200 -
At start of turn, inflicts Spd/Res-3 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Spd/Res-4 on foes within 2 spaces through their next actions. 200 -
At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Res-6 on closest foes through their next actions and grants Spd/Res+6 to unit for 1 turn. 300 9.0
At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Def-6 on closest foes through their next actions and grants Spd/Def+6 to unit for 1 turn. 300 9.0
If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. 50 -
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. 100 -
If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. 200 8.0
If unit initiates combat, inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and after combat, deals 7 damage to target and foes within 2 spaces of target and applies 【Divine Vein (Haze)】 on target's space and on each space within 2 spaces of target space for 1 turn.
【Divine Vein (Haze)】
Applies the following effects on space: Inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
300 9.5
If unit initiates combat, restores 3 HP to adjacent allies after combat. 50 -
If unit initiates combat, restores 5 HP to adjacent allies after combat. 100 -
If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 8.0
After combat, inflicts Atk -3 on foes within 2 spaces of target through their next actions. 60 -
After combat, inflicts Atk -5 on foes within 2 spaces of target through their next actions. 120 -
After combat, inflicts Atk -7 on foes within 2 spaces of target through their next actions. 240 8.5
After combat, inflicts Spd -3 on foes within 2 spaces of target through their next actions. 60 -
After combat, inflicts Spd -5 on foes within 2 spaces of target through their next actions. 120 -
After combat, inflicts Spd -7 on foes within 2 spaces of target through their next actions. 240 9.0
After combat, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions, and grants Spd+6 and 【Dodge】 to unit for 1 turn. 300 8.5
After combat, inflicts Def -3 on foes within 2 spaces of target through their next actions. 60 -
After combat, inflicts Def -5 on foes within 2 spaces of target through their next actions. 120 -
After combat, inflicts Def -7 on foes within 2 spaces of target through their next actions. 240 8.5
After combat, inflicts Res -3 on foes within 2 spaces of target through their next actions. 60 -
After combat, inflicts Res -5 on foes within 2 spaces of target through their next actions. 120 -
After combat, inflicts Res -7 on foes within 2 spaces of target through their next actions. 240 8.5
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat.
(No effect on Special cooldown counts already at maximum.)
60 -
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat.
(No effect on Special cooldown counts already at maximum.)
120 -
Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat.
(No effect on Special cooldown counts already at maximum.)
240 9.0
If unit initiates combat, inflicts【Panic】on target and foes within 1 space of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
60 -
If unit initiates combat, inflicts【Panic】on target and foes within 2 space of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
120 -
Inflicts【Panic】on target and foes within 2 spaces of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
240 9.0
If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target.
【Deep Wounds】
Unit's HP cannot be healed through its next action.
60 -
If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.
【Deep Wounds】
Unit's HP cannot be healed through its next action.
120 -
Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.
【Deep Wounds】
Unit’s HP cannot be healed through its next action.
240 9.5
Foe cannot recover HP during or after combat. Neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. After combat, inflicts 【Deep Wounds】 and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on target and foes within 2 spaces of target through their next actions. 300 9.5
After combat, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions, grants Def/Res+6 to unit for 1 turn, and unit gains "foe cannot make a follow-up attack" for 1 turn. 300 9.0
After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, grants Atk+6 to unit and allies within 2 spaces of unit for 1 turn, and grants 【Pathfinder】 to unit for 1 turn. 300 9.0
After combat, inflicts Atk/Spd/Def/Res-3 and 【Panic】 on target and foes within 2 spaces of target through their next actions, and grants 【Foe Penalty Doubler】 to unit and allies in cardinal directions.
【Foe Penalty Doubler】
Inflicts penalty on foe's Atk/Spd/Def/Res during combat = any current penalty on each of those stats through their next action. Calculates each stat penalty independently.
300 9.5
If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 60 -
If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 120 -
If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 240 8.5

Breath / Blow Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
This hero has no Passive skills that can be learned.

Ploy Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit’s Res through their next actions. 60 -
At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit’s Res through their next actions. 120 -
At start of turn, inflicts 【Stall】 on foes in cardinal directions with HP < unit's HP-5.
【Stall】 If unit has "unit can move 1 extra space", converts that effect into "restricts movement to 1 space" through its next action.
60 -
At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit’s Res through their next actions. 240 8.0
At start of turn, inflicts 【Stall】 on foes in cardinal directions with HP < unit's HP-3.
【Stall】 If unit has "unit can move 1 extra space", converts that effect into "restricts movement to 1 space" through its next action.
120 -
At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit’s Res through their next actions. 60 -
At start of turn, inflicts 【Stall】 on foes in cardinal directions with HP < unit's HP.
【Stall】 If unit has "unit can move 1 extra space", converts that effect into "restricts movement to 1 space" through its next action.
240 8.5
At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit’s Res through their next actions. 120 -
At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit’s Res through their next actions. 240 8.0
At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit’s Res through their next actions. 60 -
At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit’s Res through their next actions. 120 -
At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit’s Res through their next actions. 240 8.0
At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit’s Res through their next actions. 60 -
At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit’s Res through their next actions. 120 -
At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit’s Res through their next actions. 240 8.0
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit’s HP-5 into penalties through their next actions. 60 -
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Res-7, 【Ploy】, and 【Exposure】 on those foes through their next actions.
【Ploy】
Neutralizes 【Bonus Doubler】, 【Treachery】, and 【Grand Strategy】 effects active on unit during combat through unit's next action.
300 9.5
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Def/Res-7, 【Ploy】, and 【Exposure】 on those foes through their next actions.
【Ploy】
Neutralizes 【Bonus Doubler】, 【Treachery】, and 【Grand Strategy】 effects active on unit during combat through unit's next action.
300 9.5
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit’s HP-3 into penalties through their next actions. 120 -
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Spd-7, 【Ploy】, and 【Exposure】 on those foes through their next actions.
【Ploy】
Neutralizes 【Bonus Doubler】, 【Treachery】, and 【Grand Strategy】 effects active on unit during combat through unit's next action.
300 9.5
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit’s HP into penalties through their next actions. 240 9.0

Unique Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat." 60 -
Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+3 during combat." 120 -
Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat." 240 8.5
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +2 during combat." 60 -
Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes. If unit is within 2 spaces of an ally and foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 to unit during combat. 300 9.0
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +3 during combat." 120 -
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +4 during combat." 240 8.5
Grants Def/Res+4 to allies within 2 spaces during combat against bow, dagger, magic, or staff foes. If unit is within 2 spaces of an ally and foe uses bow, dagger, magic, or staff, grants Def/Res+4 to unit during combat. 300 9.5
If in combat against a red foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all red foes, excluding foe in combat. 60 -
If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat. 120 -
If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat. 240 8.5
If in combat against a colorless foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all colorless foes, excluding foe in combat. 60 -
If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat. 120 -
If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat. 240 8.5
If in combat against a red foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all green foes, excluding foe in combat. 60 -
If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat. 120 -
If in combat against a green foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat. 240 8.5
If in combat against a blue foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all blue foes, excluding foe in combat. 60 -
If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all blue foes, excluding foe in combat. 120 -
If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all blue foes, excluding foe in combat. 240 8.5
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-5. (Stacks with similar skills.) 60 -
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit's HP-3. (Stacks with similar skills.) 120 -
At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit's HP. (Stacks with similar skills.) 240 8.5
At start of turn, if unit's Special cooldown is at its maximum value, grants Special cooldown count-1 to unit. At start of turn, if any infantry ally's Special cooldown count is at its maximum value and that ally's max HP < unit's max HP, grants Special cooldown count-1 to that ally. (Stacks with similar skills.) 300 9.5
Infantry allies within 2 spaces gain: "If unit’s Atk ≥ foe’s Atk +5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 60 -
Infantry allies within 2 spaces gain: "If unit’s Atk ≥ foe’s Atk +3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 120 -
Infantry allies within 2 spaces gain: "If unit’s Atk ≥ foe’s Atk +1, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 240 8.0
Infantry allies within 2 spaces gain: "If unit’s Spd ≥ foe’s Spd +5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 60 -
Infantry allies within 2 spaces gain: "If unit’s Spd ≥ foe’s Spd +3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 120 -
Infantry allies within 2 spaces gain: "If unit’s Spd ≥ foe’s Spd +1, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 240 8.0
Adjacent infantry allies gain: "If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)" 60 -
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+1 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 120 -
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+2 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 240 8.5
At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 60 -
At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 120 -
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 240 9.0
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. After combat, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 300 9.5
At start of turn, grants Atk/Spd+X to unit for 1 turn (X = turn number, x 2; max 6) and grants Special cooldown count-1 to unit. 300 9.5
If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack. ) 60 -
If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack. ) 120 -
If unit has an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack. ) 240 9.5
At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 60 -
At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 120 -
At start of turn. If unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) 240 9.0
At start of turn, if any foe is in cardinal directions of unit, grants【Charge】to unit for 1 turn.
【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
60 -
At start of turn, if any foe is within 3 columns or 3 rows centered on unit, grants【Charge】to unit for 1 turn.
【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
120 -
At start of turn, if unit's HP = 100% or any foe is within 3 columns or 3 rows centered on unit, grants 【Charge】 to unit for 1 turn.
【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
240 9.0
If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 60 -
If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 120 -
Infantry and armored allies within 2 spaces can move to a space adjacent to unit. 240 9.0
Infantry and armored allies within 2 spaces can move to a space within 2 spaces of unit. Grants Atk/Spd+3 to infantry and armored allies within 2 spaces of unit during combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that prevent those allies' follow-up attacks during combat. 300 9.5
If unit’s HP  = 100%, flying allies within 2 spaces can move to a space adjacent to unit. 60 -
If unit’s HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. 120 -
Flying allies within 2 spaces can move to a space adjacent to unit. 240 9.0
At start of turn, if unit’s HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 -
At start of turn, if unit’s HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 -
Infantry and flying allies within 2 spaces of unit can move to a space within 2 spaces of unit. Grants Atk/Spd+3 to infantry and flying allies within 2 spaces of unit during combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that prevent those allies' follow-up attacks during combat. 300 9.5
At start of turn, grants the following status effect to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 9.0
At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 -
At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 -
At start of turn, grants the following status effect to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 9.0
At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) 60 -
At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) 120 -
At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) 240 9.0
At start of even-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) 60 -
At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) 120 -
At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) 240 9.5
If foe within 2 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe.
【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
60 -
If foe within 3 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe.
【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
120 -
If foe within 4 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe.
【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
240 9.5
At start of turn, if unit's HP ≥ 50%, grants 【Null Follow-Up】to adjacent infantry allies. 60 -
At start of turn, grants【Null Follow-Up】 to adjacent infantry allies. 120 -
At start of turn, grants 【Null Follow-Up】 to infantry allies within 2 spaces of unit. 240 9.5
At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At start of turn, grants 【Null Follow-Up】 to infantry allies within 2 spaces of unit. 300 9.5
If a foe uses sword, lance, axe, dragonstone, or beast damage & initiates combat against an ally adjacent to unit, triggers【Savior】on unit.
If Savior triggers, grants Def/Res+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
100 -
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If Savior triggers, grants Def/Res+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
200 -
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If Savior triggers, grants Def/Res+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
300 9.5
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Res+1 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
100 -
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Res+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
200 -
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Res+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
300 9.5
If a foe uses sword, lance, axe, dragonstone, or beast damage & initiates combat against an ally adjacent to unit, triggers【Savior】on unit.
If Savior triggers, grants Atk/Def+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
100 -
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If Savior triggers, grants Atk/Def+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
200 -
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If Savior triggers, grants Atk/Def+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
300 9.5
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally adjacent to unit, triggers 【Savior】 on unit.
If Savior triggers, grants Atk/Res+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
100 -
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit.
If Savior triggers, grants Atk/Res+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
200 -
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit.
If Savior triggers, grants Atk/Res+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
300 9.5
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.
If unit triggers Savior, grants Def/Res+1 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
100 -
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Def/Res+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
200 -
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Def/Res+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
300 9.5
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Def+1 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
100
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Def+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
200
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Def+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
300
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally adjacent to unit, triggers 【Savior】 on unit.
If Savior triggers, grants Atk/Spd+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
100 -
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit.
If Savior triggers, grants Atk/Spd+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
200 -
If a foe uses sword, lance, axe, breath, or beast damage & initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit.
If Savior triggers, grants Atk/Spd+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
300 9.5
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers 【Savior】 on unit.
If unit triggers Savior, grants Atk/Spd+1 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
100 -
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers 【Savior】 on unit.
If unit triggers Savior, grants Atk/Spd+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
200 -
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers 【Savior】 on unit.
If unit triggers Savior, grants Atk/Spd+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
300 9.5

Exp/SP Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
If unit survives and uses a sword, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all sword users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all sword users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.5
If unit survives and uses an axe, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all axe users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all axe users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.5
If unit survives and uses a bow, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all bow users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all bow users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.5
If unit survives and uses a red tome, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all red tome users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all red tome users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.5
If unit survives and uses a blue tome, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all blue tome users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all blue tome users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.5
If unit survives and uses a green tome, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all green tome users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all green tome users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.5
While unit lives and uses beast damage, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 -
While unit lives, all beast allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 -
While unit lives, all beast allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 7.5
While unit lives and uses staff damage, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 -
While unit lives, all staff allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 -
While unit lives, all staff allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 7.5
While unit lives, all dagger allies on team get 2x EXP. (Only highest value applied. Does not stack.) 30 -
While unit lives, all dagger allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) 60 -
While unit lives, all dagger allies on team get 2x EXP. (Only highest value applied. Does not stack.) 120 7.5
While unit lives and uses a lance, unit gets 1.5x EXP. (Only highest value applied. Does not stack) 30 -
While unit lives, all lance allies on team get 1.5x EXP. (Only highest value applied. Does not stack) 60 -
While unit lives, all lance allies on team get 2x EXP. (Only highest value applied. Does not stack) 120 7.5
While unit lives and uses a dragonstone, unit gets 1.5x EXP. (Only highest value applied. Does not stack.) 30 -
While unit lives, all dragonstone allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) 60 -
While unit lives, all dragonstone allies on team get 2x EXP. (Only highest value applied. Does not stack.) 120 7.5
If unit survives and uses a sword, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all sword users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all sword users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses a lance, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all lance users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses an axe, unit gets 1. 5 SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all axe users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses a bow, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all bow users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all bow users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses a dagger, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all dagger users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all dagger users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses a red tome, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all red tome users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all red tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses a blue tome, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all blue tome users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all blue tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses a green tome, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all green tome users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all green tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses a dragonstone, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all dragonstone users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all dragonstone users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
If unit survives and uses a staff, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all staff users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all staff users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.0
While unit lives and uses beast damage, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
120 -
While unit lives, all beast allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 -
While unit lives, all beast allies on team get 2x SP.
(Only highest value applied. Does not stack.)
30 9.0

Exclusive Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
Grants Spd/Res+4 and the effect "reduces damage from foe's first attack by 30%" to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Spd/Res+4 to unit and reduces damage from foe's first attack by 30% during combat. 300 9.5
At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd/Def/Res-5 on closest foes through their next actions and grants Atk/Spd/Def/Res+5 to unit for 1 turn. 300 9.9
Allies within 2 spaces can move to a space within 2 spaces of unit.
Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.
300 9.5
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+7, 【Null Follow-Up】, and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
300 9.5
Reduces damage from foes' attacks during combat to allies within 2 spaces by 30% and grants Def/Res+4 to those allies during combat. 300 9.5
At start of turn, restores 20 HP to ally that has been dealt the most damage. (Excludes unit.)
At start of any ally's combat, if ally's HP≥ ≥ 50%, grants Res+5 to ally during combat. (Excludes unit.)
300 9.5
At the start of turn 1, grants Special cooldown count -1 to all allies. Granted only if number of those allies’ movement types on current team ≤ 2. 300 9.0
At start of turn, if unit is adjacent to an ally, grants Def/Res +5 to unit and adjacent allies for 1 turn. 300 9.5
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd/Def/Res +4 for 1 turn and inflicts Atk/Spd/Def/Res -4 on foes within 2 spaces through their next actions. 300 9.5
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) 300 8.5
After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions. 300 9.0
At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within the same column as unit. (Does not affect structures that cannot be destroyed.) 300 9.0
At start of turn, if unit is adjacent to any allies that are not beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn. 300 9.0
At start of turn, if unit is within 2 spaces of any allies other than beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn. Grants bonus to unit's Atk/Spd/Def/Res during combat = highest bonus on allies other than beast or dragon allies within 2 spaces. Calculates each stat bonus independently. Reduces damage from foe's first attack during combat by X% (X = total value of bonuses on the 3 allies other than beast or dragon allies with the highest bonus totals within 2 spaces; max. 40). 300 9.5
At start of turn, if foes within 3 columns centered on unit have Res ≤ unit's Res-3, inflicts -5 on the highest of those foes' Atk/Spd/Def/Res through their next actions. (When calculating highest stat, treats Atk as -15. Calculates each stat penalty independently.) 300 8.5
At start of turn, if unit is adjacent to only dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.) 300 9.5
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. 300 9.5
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces of unit for 1 turn:: "If unit initiates combat, unit makes a guaranteed follow-up attack." 300 9.5
At start of turn, if a dragon or beast ally is deployed, grants Atk/Def+6 to ally with the highest Atk for 1 turn. 300 9.5
During combat, disables skills of all foes excluding foe in combat. 300 9.5
Disables skills of all foes excluding foe in combat, inflicts Atk/Spd/Def/Res-5 on foe, 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 turn, inflicts【Isolation】on foes in cardinal directions with Def < unit's Def through their next actions.
If deployed in Aether Raids offense during Light Season grants Turn Limit +1. (If Turn Limit is 7, it will increase to 8, etc.)
【Isolation】
Target cannot use or be the target of Assist Skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
300 9.0
At the start of turn, grants "foe cannot make a follow-up attack" to unit for 1 turn and inflicts 【Isolation】 and 【Guard】 on foes in cardinal directions with Def < unit's Def through their next actions.
If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.)
【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
300 9.5
Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat. 300 9.0
Grants Atk/Spd/Def/Res+2+X to ally Mythic Heroes during combat in turns 1 through 5 (X = turn number). (Excludes unit.)
(Effect only active if team includes three or fewer Mythic Heroes, including unit.)
300 9.0
For each foe within 4 spaces of unit, unit can move to any of the nearest spaces adjacent to that foe (unless space is impassible terrain). Inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit during combat. If unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 300 9.9
If the number of Mythic Hero allies on team ≤ 3 (including unit), grants Atk/Spd/Def/Res+X (X = turn number + 3; max 8) and "reduces damage from attacks (excluding area-of-effect Specials) by 30%" to Mythic Hero allies (excluding unit) during their combat. Grants Atk/Spd/Def/Res+4 and Special cooldown charge +1 (only highest value applied; does not stack) per attack to allies within 3 rows or 3 columns centered on unit during their combat. If there is a Mythic Hero ally on your team (excluding unit), or if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+5 to unit, reduces damage from attacks during combat by 30% (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 300 9.5
At start of turn, grants Atk/Res+6 and【Null Panic】to allies within 2 spaces for 1 turn. At start of turn, if 3 or more allies are within 2 spaces, grants Atk/Res+6 and【Null Panic】to unit for 1 turn.
【Null Panic】Neutralizes penalties (Panic) for 1 turn. (Even though the effect is neutralized, the Panic status remains and is treated as a Penalty status.)
300 9.0
At start of turn, grants Def/Res+6 to unit and allies for one turn, and also, if any unit or ally's Special cooldown count is at its maximum value, grants them Special cooldown count-1. All effects granted only if the number of that unit or ally's movement type on the current team is ≤ 2. 300 9
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Atk/Spd/Def/Res+4 during combat.
【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.
300 9.5
Grants Atk/Def+4 and the effect "if unit's Atk > foe's Res during combat, unit's first attack deals damage = 30% of unit's Atk minus foe's Res" to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Atk > foe's Res during combat, unit's first attack deals damage = 30% of unit's Atk minus foe's Res. 300
Grants Special cooldown charge +1 per attack during combat to unit and allies within 2 spaces. (Only highest value applied. Does not stack.) 300 9.0
At the start of turn 1, deals 10 damage to all foes, and if defending in Aether Raids during Anima season, destroys nearest offensive structure. (Does not affect structures that cannot be destroyed.) At start of combat, if unit's Atk > foe's Atk, or if foe's HP < 100%, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 9.5
At start of turn, if unit is within 3 spaces of allies other than dragon or beast allies, grants Atk/Spd+6 to unit and those allies for 1 turn. If 2 or more allies on your current team other than dragon or beast allies have total bonuses ≥ 10 (excluding unit), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 300 9.0
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6, "foe cannot make a follow-up attack," and 【Warp Bubble】 to unit for one turn.
【Warp Bubble】
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
If unit is within 2 spaces of any allies, grants Def/Res+4 and the following effect to unit and those allies during combat: "If unit's HP ≥ 75% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)" 300 9.5
At start of turn, if unit is within 2 spaces of any allies from a different title than unit, grants 【Resonance: Blades】 and 【Resonance: Shields】 to unit and all allies within 2 spaces of unit, and also, if unit or any of those allies has their Special cooldown count at its maximum value, grants Special cooldown count -1 to them. 300 9.5
At the start of turn, if unit is within 2 spaces, of an ally grants Atk/Spd+6 and 【Null Follow-Up】 to unit for 1 turn and unit can move one extra space. (That turn only. Does not stack.) 300 9.5
At the start of turn 1, deals 7 damage to all foes. Reduces damage from foe's first attack during combat by percentage = difference between Unit's Atk and foe's Atk (min. 0) + difference between foe's max HP and foe's current HP at start of combat, x 3 (max. 30). If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit. 300 9.5
At start of turn, if a dragon or beast ally is deployed, grants Atk/Spd/Def+6, 【Null Panic】, and 【Canto (1)】 to unit and ally with the highest Atk (excluding unit) for 1 turn. 300 9.5
At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts -7 on the corresponding stat of those foes and foes within 2 spaces of those foes through their next actions. At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts 【Panic】 on those foes. 300 9.5
Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = number of allies within 2 spaces of unit x 40; max 80%), grants unit Atk/Spd/Def/Res+4 during combat, and reduces damage from foe's first attack by X% (X = number of allies within 2 spaces of unit x 20; max 40%). 300 9.5
At start of turn, inflicts 【Undefended】 and 【Feud】 on foes within 3 columns or 3 rows centered on unit. At start of turn, if a foe is within 3 columns or 3 rows centered on unit, neutralizes any 【Penalty】 (excluding penalties inflicted at start of turn) and grants 【Dodge】 to unit.
【Undefended】
Unit cannot be protected by Savior through their next action.
【Feud】
Disables all ally skills (excluding unit's) during combat through unit's next action.
300 9.5
On odd-numbered turns, after foes' start-of-turn skills trigger, foe the closest foes in cardinal directions of unit, if unit's Res ≥ foe's Res+X (X = distance from unit to foe x 3), that foe's action ends immediately. 300 9.5
Enables 【Canto (2)】.
At start of turn, unit can move 1 extra space (that turn only; does not stack). After start-of-turn skills trigger, if 【Stall】 is active on unit, neutralizes the "unit can move 1 extra space" effect of this skill. Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces of unit during combat.
300 9.5
At start of turn, if a dragon or beast ally is deployed, grants Atk/Spd/Def+6,【Bonus Doubler】, and 【Null Panic】 to unit and ally with the highest Atk (excluding unit) for 1 turn. 300 9.5
At start of turn, if unit is within 2 spaces of an ally, grants "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit and allies within 2 spaces of unit for 1 turn and grants 【Charge】 to unit and flying allies within 2 spaces of unit for 1 turn. Inflicts Spd/Def/Res-5 on infantry, armored, and cavalry foes within 3 rows or 3 columns centered on unit during combat. 300 9.5
Restores 7 HP to allies within 3 spaces of unit after combat. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and restores 7 HP to unit after combat. 300 9.5
At start of player phase or enemy phase, if unit is within 2 spaces of an ally, neutralizes any 【Penalty】 that takes effect on unit or allies within 2 spaces of unit at this time. At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and 【Resonance: Shields】 to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 300 9.5
At start of turn, if unit is within 2 spaces of an ally, grants 【Rally Spectrum】 to unit and allies within 2 spaces of unit. Unit can move to a space adjacent to an ally with 【Rally Spectrum】 that is within 5 spaces of unit. If unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+3 to unit during combat.
【Rally Spectrum】
Grants Atk/Spd/Def/Res+5 to unit during combat and if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack during combat (X = 1 if unit can trigger the "unit attacks twice" effect or if unit's maximum Special cooldown count is reduced (Special trigger is accelerates); otherwise, X = 2). (That turn only.)
300 9.5
Allies within 2 spaces of unit can move to any space within 2 spaces of unit. Inflicts Atk/Spd/Def/Res-4 on foes within 4 spaces of unit during combat. At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】 to unit and allies within 2 spaces of unit. 300 9.5
If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat, and also, if unit's Res ≥ foe's Res+5, reduces damage from attacks during combat by 30% (excluding area-of-effect Specials), and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). For allies within 2 spaces of unit, grants Atk/Res+4 to ally during their combat, and also, if this unit's Res ≥ ally's foe's Res+5 at start of combat, reduces damage from attacks by 30% during ally's combat (excluding area-of-effect Specials), and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during ally's combat (cannot exceed foe's maximum Special cooldown). 300 9.5
At start of turn, if unit is within 2 spaces of an ally, grants "unit can move 1 extra space (does not stack)" and【Canto (1)】to unit for 1 turn, and also grants the following effect to unit based on the value of unit's Special cooldown count: if at its maximum value, grants Special cooldown count-2; if at its maximum value - 1, grants Special cooldown count-1. 300 9.5
After unit acts (if Canto triggers, then after unit acts and again after unit moves with Canto), applies 【Divine Vein (Green)】 to unit's space and spaces within 2 spaces of unit for 1 turn. Restores 7 HP to allies within 2 spaces of unit after combat. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and restores 7 HP to unit after combat.
【Divine Vein (Green)】
Applies the following effects on space for foes: Foe cannot warp from this space or into this space (does not affect units with Pass skills or warp effects from structures like camps and fortresses in Rival Domains). Inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
300 9.5
After foes' start-of-turn skills trigger, for the closest foes in cardinal directions of unit, if unit's Res ≥ foe's Res+X (X = distance from unit to foe × 3, - 5), and if【Time's Grip】is not active on foe, that foe's action ends immediately and inflicts【Time's Grip】 on foe. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, unit makes a guaranteed follow-up attack, and reduces damage from foe's first attack by 30% during combat.
【Time's Grip】
Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
300 9.5
After unit acts (if Canto triggers, after Canto), applies 【Divine Vein (Stone)】 to spaces within 5 rows and 5 columns centered on unit for 1 turn. Grants Atk/Spd/Def/Res+4 to allies within 5 rows and 5 columns centered on unit and neutralizes effects that inflict "Special cooldown charge -X" on those allies during combat. If there is an ally within 5 rows and 5 columns centered on unit, grants Atk/Spd/Def/Res+4 to unit, reduces damage from attacks by 30% (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 300 9.5
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and 【Warp Bubble】 to unit for 1 turn. At start of turn, grants Def/Res+6 and 【Warp Bubble】 to any support partner within 2 spaces of unit or, if unit is not on a team with unit's support partner, to ally with the highest Def within 2 spaces of unit for 1 turn. If unit is within 2 spaces of an ally, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit. If unit triggers Savior, grants Atk/Def/Res+4 during combat. 300 9.5
At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6, 【Canto (1)】, and the following status to unit and allies within 3 spaces of unit for 1 turn: "neutralizes penalties on unit during combat." At start of turn, if unit's HP ≥ 25%, grants Spd/Res-6, 【Panic】, and 【Discord】 on closest foes and any foe within 3 spaces of those foes through their next actions. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 300 9.5
At start of player phase or enemy phase, if any foes in cardinal directions of unit have Res less than unit's Res+5, inflicts 【Gravity】 on those foes.
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res less than unit's Res+5, inflicts 【Ploy】 and 【Exposure】 on those foes through their next actions.
After start-of-turn effects trigger on player phase or enemy phase, if any foes within 3 rows or 3 columns have ≥ 3 Bonus effects active, excluding stat bonuses, neutralizes those effects (excludes Bonus effects being applied at the same time).
If foe has any Penalty effects active, grants Atk/Res+5 to unit during combat.
300 9.5

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