Image | Name | Category | Level | Cost | Description | |
---|---|---|---|---|---|---|
Raids | Resorts | |||||
Hex Trap | Traps
|
1 | 0 | If foe ends movement on this structure's space and foe's HP ≤ 40, cancels foe's attack, Assist skill, etc. and ends that foe's action. (Magic traps cannot be disarmed by Disarm Trap skills.) | A trap that, when stepped on by a foe, ends that foe's action. | |
2 | 100 | If foe ends movement on this structure's space and foe's HP ≤ 45, cancels foe's attack, Assist skill, etc. and ends that foe's action. (Magic traps cannot be disarmed by Disarm Trap skills.) | ||||
3 | 300 | If foe ends movement on this structure's space and foe's HP ≤ 50, cancels foe's attack, Assist skill, etc. and ends that foe's action. (Magic traps cannot be disarmed by Disarm Trap skills.) | ||||
4 | 500 | If foe ends movement on this structure's space and foe's HP ≤ 55, cancels foe's attack, Assist skill, etc. and ends that foe's action. (Magic traps cannot be disarmed by Disarm Trap skills.) | ||||
5 | 700 | If foe ends movement on this structure's space and foe's HP ≤ 60, cancels foe's attack, Assist skill, etc. and ends that foe's action. (Magic traps cannot be disarmed by Disarm Trap skills.) | ||||
6 | 1,500 | If foe ends movement on this structure's space and foe's HP ≤ 65, cancels foe's attack, Assist skill, etc. and ends that foe's action. (Magic traps cannot be disarmed by Disarm Trap skills.) |
Notes[ | ]
- Hex Trap can end the foe's action.
- Hex Trap triggers after start-of-turn effects and is unaffected by False Start.
- Action ending effects from skills or After Start-of-Turn Skills Trigger, Action Ends Immediately can be neutralized by effects such as Firm Canto Curb.
- Hex Trap may also activate if a unit is moved into the trap by sources of unit movement.
- Skills such as Atk/Spd Link 4 and Spd/Def Snag 4 are not cancelled by Hex Trap, regardless of whether the targeting or targeted unit owns the skills.
- If multiple movements occur after combat, Hex Trap only activates after all unit movements have finished.
- Hex Trap will not activate if any member of the defending team lands on it.
- Hex Trap will have the HP trigger condition for it's effect be reduced by 10 HP if a member of the raiding party with skills such as Dark Perfume or Disarm Passives lands on it.
Availability[ | ]
This structure has been added with Version 6.4.0 ().
Gallery[ | ]
Spritesheet of (False) Hex Trap.
Visual representation when editing Aether Keep.
In other languages[ | ]
Language | Name |
---|---|
Japanese | 停止の魔法罠 |
German | Fluchfalle |
Spanish (Europe) | Trampa maldita |
Spanish (Latin America) | Trampa maldita |
French | Piège maudit |
Italian | Trappola malsana |
Traditional Chinese (Taiwan) | 停止的魔法陷阱 |
Portuguese | Armadilha maldita |