Imbued Koma | |
---|---|
Weapon type | |
Might | 14 |
Range | 2 |
Required | Shine |
SP | 400 |
Exclusive? | Yes |
String ID | SID_神宿りの独楽
|
Description | Accelerates Special trigger (cooldown count-1). At start of combat, if Special is ready, grants Atk/Spd/Def/Res+5 during combat and foe cannot make a follow-up attack. |
Effects[ | ]
Effects | Targets | Conditions |
---|---|---|
Base weapon | ||
Permanent effects | ||
Accelerates Special trigger | Unit | — |
Combat effects | ||
Atk/Spd/Def/Res+5 | Unit | Special is ready at start of combat |
Prevent follow-up | Foe | |
Refined weapon | ||
Permanent effects | ||
Accelerates Special trigger | Unit | — |
Combat effects | ||
Atk/Spd/Def/Res+5 | Unit | Special is ready at start of combat |
Prevent follow-up | Foe | |
Reduces damage by X% X = 20% of Unit's Def | Unit | |
Skill refine effects | ||
Combat effects | ||
Atk/Spd/Def/Res+4 | Unit | Unit is within 3 spaces of an Ally |
Special cooldown charge -1 | ||
Reduces the effect of Deep Wounds by 50% | ||
Boosts damage by X% X = 15% of Unit's Def per Unit's offensive Special |
Notes[ | ]
- The stat increase that can be applied by Imbued Koma is considered a temporary buff.
- Imbued Koma can prevent the foe from making a standard follow-up attack.
- As a general rule, if a unit is both prevented from making, and guaranteed to make a standard follow-up attack, the effects cancel out, and the Spd difference is used (including effects that alter the Spd difference such as Frozen).
- Imbued Koma will not prevent a unit with a "unit attacks twice" effect from performing the 2 consecutive attacks, but the the unit will not be able to perform a standard follow-up attack.
- Imbued Koma will not prevent the additional follow-up attack of Potent Follow effects.
- Effects such as Mag. Null Follow or Null Follow-Up will neutralize the follow-up preventing effect of Imbued Koma.
Upgrades[ | ]
Type | Stats | Description [Collapse]
|
Cost | |
---|---|---|---|---|
— | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Special is ready, grants Atk/Spd/Def/Res+5 to unit, foe cannot make a follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials) during combat. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), reduces the effect of【Deep Wounds】on unit by 50% during combat, and also, when Special triggers, unit deals damage = 15% of unit's Def. |
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Special is ready, grants Atk/Spd/Def/Res+5 to unit, foe cannot make a follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials) during combat. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), reduces the effect of【Deep Wounds】on unit by 50% during combat, and also, when Special triggers, unit deals damage = 15% of unit's Def. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
400 SP, 500, 200 | |
+2 HP, +1 Mt | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Special is ready, grants Atk/Spd/Def/Res+5 to unit, foe cannot make a follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials) during combat. | 400 SP, 500, 200 | ||
+2 HP, +2 Spd | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Special is ready, grants Atk/Spd/Def/Res+5 to unit, foe cannot make a follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials) during combat. | 400 SP, 500, 200 | ||
+2 HP, +3 Def | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Special is ready, grants Atk/Spd/Def/Res+5 to unit, foe cannot make a follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials) during combat. | 400 SP, 500, 200 | ||
+2 HP, +3 Res | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's Special is ready, grants Atk/Spd/Def/Res+5 to unit, foe cannot make a follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials) during combat. | 400 SP, 500, 200 |
Notes[ | ]
- The damage-reduction effect is calculated after offensive Specials and damage boosting effects such as Arcane Lúin and Dominance.
- If a skill such as Miracle or Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- "Reduces damage by X%" effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Special "reduces damage by X%" effects cannot be neutralized or reduced by effects such as Share Spoils or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- The "Special cooldown charge -X" effect will stack with the "Special cooldown charge +X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If used alongside another source of "Special cooldown charge -X", only the higher of the two charge reductions will apply.
- This means that if a unit has two "Special cooldown charge -1" effects from two different sources, the battle will play out as if only one "Special cooldown charge -1" effect is active.
- Skills such as Spd/Def Tempo 4 and Whirling Grace will neutralize effects that inflict "Special cooldown charge -X" on its user.
- The 【Deep Wounds】 reduction effect only applies to HP recovery during combat.
- The 【Deep Wounds】 reduction effect applies to the Deep Wounds status effect and the "Foe cannot recover HP during or after combat." effect of skills such as Fatal Smoke 4 and Incurable+.
- The 【Deep Wounds】 reduction effect also works for other HP recovery effects during combat, even for effects from allies such as Breath of Life 4.
- The damage boosting effect of Imbued Koma ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage-reduction effects such as Gust, Atk/Spd Excel, and Dodge.
- A foe equipped with Embla's Ward, Múspellflame, Niðavellir Axiom, Gold Perfection, or Nine-Realm Pact will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- For more information, see Damage calculation.
List of owners[ | ]
Unit | Skill chain | |||
---|---|---|---|---|
Light 5 | Ellight 5 | Shine 5 | Imbued Koma 5 |
In other languages[ | ]
Language | Name |
---|---|
Japanese | 神宿りの独楽 |
German | Mächtiger Kreisel |
Spanish (Europe) | Koma totémica |
Spanish (Latin America) | Koma totémica |
French | Koma divin |
Italian | Koma divina |
Traditional Chinese (Taiwan) | 神宿陀螺 |
Portuguese | Koma imbuído |