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A turn consists of a player phase and an enemy phase.

A defense map requires at least one unit to survive within a set amount of turns.

A turn limit map requires routing all enemies within a set amount of turns.

The speed score of Tempest Trials becomes higher the lower amount of turns is used to complete the Tempest Trials.

Some skills operate based on the turn number, such as Quickened Pulse Quickened Pulse or Icon Class Red Sword Falchion.

Sources of effects operate based on a specific turn number[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Arcane Eclipse
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and neutralizes penalties to unit's Atk during combat.
Ascending Blade
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and after combat, grants Special cooldown count-1.
Breath of Blight
Neutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit = number of foes within 3 spaces × 5. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Desert-Tiger Axe
At the start of turn 1, grants Special cooldown count-1 to unit and allies with HP < unit's HP. At start of turn, grants Atk/Spd+6, "neutralizes unit's penalties during combat," and【Null Panic】 to unit and allies with HP < unit’s HP for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat.

【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.)
Dryblade Lance
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value × 10, + 20).
Enticing Dose
Accelerates Special trigger (cooldown count-1).

At start of turn and after unit acts (if Canto triggers, after Canto), inflicts Atk/Def-7 and 【Sabotage】on foes within 3 rows or 3 columns centered on unit through their next actions.

If unit is transformed or unit's HP ≥ 25% at start of combat, deals damage to foe = 25% of foe's max HP as combat begins (activates only when unit can attack in combat; only highest value applied; does not stack with other "deals X damage as combat begins" effects; effects that reduce damage during combat do not apply; will not reduce foe's HP below 1; excluding certain foes, such as Røkkr).

If unit is transformed or unit's HP ≥ 25% at start of combat, inflicts penalty on foe's Atk/Def = 6 + 20% of unit's Def at start of combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), deals damage = 30% of foe's max HP (excluding area-of-effect Specials; excluding certain foes, such as Røkkr), and reduces damage from foe's attacks by X during combat (excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by an additional X (excluding area-of-effect Specials; X = total damage dealt to foe; min 10; max 20).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Frost Breath
Grants Res+3. At start of turn or when Play is used, inflicts Atk/Spd/Def/Res-4 on closest foe within 4 spaces of unit through their next action. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Grandscratcher+
At the start of turn 1, grants Special cooldown count-1 to ally with the highest Atk. (If that ally does not have a Special skill, this skill has no effect.)
Grandscratcher
Groom's Wing
Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Imhullu
Grants Res+3. At the start of turn 3, deals 5 damage to non-magic foes within 5 columns centered on unit, and inflicts status on those foes preventing counterattacks through their next actions.
It's Curtains...+
At the start of turn 1, grants Special cooldown count-2.
It's Curtains...
Magic Rabbits
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2. Unit can move to a space within 2 spaces of any ally within 2 spaces. If unit initiates combat or is within 2 spaces of an ally, grants Atk+4, Spd+6, and bonus to unit's Atk = unit's max Special cooldown count value × 3 during combat.
Missiletainn
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit).
Moonlight Stone
Accelerates Special trigger (cooldown count-1). At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per unit's attack and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduces damage dealt to unit by 8 when foe's attack triggers unit's Special. (Excludes Miracle.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Niðavellir Lots
Grants Atk+3. Enables【Canto (2)】during turns 1 through 4. At the start of turn 4, grants Special cooldown count-3 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Ouch Pouch+
At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Ouch Pouch
At the start of turn 1, grants Special cooldown count-2. After combat, if unit attacked, inflicts Def/Res-5 on foes within 2 spaces of target through their next actions.
Quick Dagger+
At the start of turn 1, grants Special cooldown count-2 to unit.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Quick Dagger
At the start of turn 1, grants Special cooldown count-2 to unit.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Sandglass Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At the start of turn 1, grants Special cooldown count-2. At start of turn, if unit is within 2 spaces of an ally, grants the following to unit and infantry and armored allies within 2 spaces: "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "unit can move 1 extra space (does not stack)" for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and also, when Special triggers, deals damage = X% of unit's Spd (X = unit's max Special cooldown count value × 10, + 10).
Skadi
Effective against flying foes.
Grants Spd+3. At the start of turn 3, deals 10 damage to foes within 3 columns centered on unit, and converts bonuses on those foes into penalties through their next actions.
Staff of the Saint
Foe cannot counterattack. At start of turn, grants Def/Res+6 to allies within 2 spaces of unit for 1 turn and inflicts【False Start】on foes in cardinal directions of unit with Res < unit’s Res. (If False Start is inflicted at the same time that start-of-turn effects trigger for the opponent, effects other than healing, damage, or Divine Vein will trigger simultaneously.)

【False Start】
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
Studied Forblaze
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 during combat and disables unit's and foe's skills that change attack priority.
Tome of Luxuries
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn. After start-of-turn skills trigger, if unit's HP ≥ 25%, grants any【Bonus】effects active on unit (including stat bonuses; excluding "unit can move 1 extra space" and【Pathfinder】) to allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = 15% of unit's Res (including when dealing damage with a Special triggered before combat).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
True-Love Roses
Accelerates Special trigger (cooldown count-1). At start of turn 1, grants Special cooldown count-1 to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and deals damage = 10% of unit's Res.
Wild Tiger Fang
Grants Atk+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces of unit through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit and neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat.

At start of turn 2, turn 4, and all later turns, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, but after combat, if unit attacked, deals 5 damage to unit.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

List of Refined Weapons

Weapon Refined Description
Imhullu
Grants Res+3. At the start of turn 3, deals 7 damage to non-magic foes within 5 columns centered on unit and inflicts status on those foes preventing counterattacks through their next actions. If unit initiates combat or unit is not adjacent to an ally, grants Atk/Spd+5 to unit during combat.
Staff of the Saint
Foe cannot counterattack.

At start of turn, grants Def/Res+6 and 【Bonus Doubler】to unit and allies within 2 spaces of unit for 1 turn.

At start of turn, inflicts Atk/Res-7 and 【False Start】on foes in cardinal directions with Res < unit's Res through their next actions (if False Start is inflicted at the same time that start-of-turn effects trigger for the opponent, effects other than healing, damage, or Divine Vein will trigger simultaneously).

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials; calculates damage from staff after combat damage is added).

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【False Start】
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

List of Skill Refined Weapons

Icon Weapon Refined Description
Quickened Pulse W Dark Excalibur
At the start of turn 1, grants Special cooldown count-2.
Primordial Breath W Primordial Breath
At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%, and restores 7 HP to unit after combat.
Quickened Pulse W Scarlet Sword
At the start of turn 1, grants Special cooldown count-2.
Sokkvabekkr W Sökkvabekkr
Accelerates Special trigger (cooldown count-1).
At the start of turn 1, grants Special cooldown count-2 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 30% during combat.

List of Assists

None, currently.

List of Specials

Special Description
Brutal Shell
At the start of turn 1, grants Special cooldown count-3 to unit. Treats foe's Def/Res as if reduced by 50% when Special triggers.
Life Unending II
At the start of turn 1, grants Special cooldown count-5 to unit.

When Special triggers, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.

Reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat).

After combat, if unit's Special triggered, restores 99 HP (neutralizes the effects of【Deep Wounds】and will not trigger again for 2 turns after triggering).

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Life Unending
At the start of turn 1, grants Special cooldown count-5. When Special triggers, if unit's HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. After combat, if unit's Special triggered, restores 99 HP. (Once per map.)
Njörun's Zeal II
At the start of turn 1, grants Special cooldown count-1. If unit initiates combat and Special is triggered, grants unit another action after combat. (Activates after combat where Special is triggered. Once per turn.) When Special triggers, inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action.
Radiant Aether II
At the start of turn 1, grants Special cooldown count-2 to unit. Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = 50% of damage dealt.
Seiðr Shell
At the start of turn 1, grants Special cooldown count-3 to unit. Boosts damage by 15 and calculates damage using the lower of foe's Def or Res.
Seiðr Shell+
At the start of turn 1 and start of turn 4, grants Special cooldown count-3 to unit. Boosts damage by 20 and calculates damage using the lower of foe's Def or Res.

List of Passives

List of A Passives

None, currently.

List of B Passives

Icon Passive Description
Buffer 4 Buffer 4
At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 5 (max 50%).
Hardy Fighter 1 Hardy Fighter 1
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation.
Hardy Fighter 2 Hardy Fighter 2
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation.
Hardy Fighter 3 Hardy Fighter 3
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation.
Pure Dragon Wall Pure Dragon Wall
If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5.

If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by the following percentage: if it is unit's first combat initiated by unit or first combat initiated by foe in player phase or enemy phase, percentage = difference between stats × 6 (max 60%); otherwise, percentage = difference between stats × 4 (max 40%).

Inflicts Atk/Def/Res-5 on foe, deals damage = X% of unit's Res (if it is unit's first combat initiated by unit or first combat initiated by foe in player phase or enemy phase, X = 30; otherwise, X = 20; including from area-of-effect Specials; excluding Røkkr area-of-effect Specials), reduces damage from foe's attacks by X% of unit's Res (including from area-of-effect Specials; excluding Røkkr area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe (cannot exceed the foe's maximum Special cooldown) and grants Special cooldown count-1 to unit before foe's first attack during combat.

At start of turn and after combat, if dragon or beast ally is on player team or if unit is within 2 spaces of an ally, restores 10 HP to unit.
Pure Storm Pure Storm
At start of turn and after unit acts (if Canto triggers, after Canto), inflicts Atk/Def-7, 【Exposure】, and【Sabotage】on closest foes and foes within 2 spaces of those foes through their next actions.

If target has entered combat aside from this combat on the current turn and unit initiates combat, target cannot trigger their Special during combat.

If unit initiates combat or the number of allies adjacent to unit ≤ 1, inflicts Atk/Def-5 on foe, deals damage = 20% of unit's Def (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

If unit initiates combat and number of allies adjacent to unit ≤ 1 after combat, grants another action to unit (once per turn; if a skill effect moves unit after combat, this effect occurs based on unit's final placement after that movement).

【Exposure】
Foe's attacks deal +10 damage.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
S Drink S Drink
At the start of turn 1, restores 99 HP and grants Special cooldown count-1.
Shield Pulse 1 Shield Pulse 1
At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1.
Shield Pulse 2 Shield Pulse 2
At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers.
Shield Pulse 3 Shield Pulse 3
At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers.
True Dragon Wall True Dragon Wall
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 6 (max 60%) for this unit's first combat in player phase and enemy phase and percentage = difference between stats × 4 (max 40%) for this unit's second combat or later. If dragon or beast ally is on your team (excluding unit), restores 7 HP to unit at start of turn and after combat.

List of C Passives

Icon Passive Description
Infantry Pulse 1 Infantry Pulse 1
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.)
Infantry Pulse 2 Infantry Pulse 2
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.)
Infantry Pulse 3 Infantry Pulse 3
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.)
Ostias Pulse Ostia's Pulse
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.
Upheaval Upheaval
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 same column as unit. (Does not affect structures that cannot be destroyed.)
Upheaval Plus Upheaval+
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.
Woeful Upheaval Woeful Upheaval
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, × 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.

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

List of Attuned Skills

None, currently.

List of Sacred Seals

Icon Passive Description
Quickened Pulse Quickened Pulse
At the start of turn 1, grants Special cooldown count-1.

List of Emblem Effects

None, currently.

List of Captain Skills

None, currently.

List of Status Effects

Icon Status Effect Description
Status Effect False Start False Start
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

List of Items

None, currently.

List of Structures

Icon Structure Level Description
Structure Bolt Tower Bolt Tower (D) 13
At the start of turn 3, deals 58 damage to foes within 7 rows and 3 columns centered on structure.
Bolt Tower (O)
At the start of turn 3, deals 58 damage to foes within 3 columns centered on structure.

Sources of effects that operate indefinitely based on multiple of turns[ | ]

List of Weapons

List of Unrefined Weapons

Weapon Description
Adult (Armored)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Adult (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Adult (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Adult (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Aerial Longsword
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Null Follow-Up】, and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants bonus to Atk/Spd/Def/Res = 5 + 10% of unit's Spd at start of combat, reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).

【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.
Agnea's Arrow
Grants Spd+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) on odd-numbered turns, and neutralizes unit's penalties to Atk/Spd on even-numbered turns.
Aid+
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Aid
At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.)
Arcane Nihility
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and Atk/Spd/Def/Res+X to unit, inflicts Atk/Spd/Def/Res-X on foe (X = current bonus on each of foe's stats; calculates each stat bonus and penalty independently), and deals damage = 15% of unit's Spd during combat (including when dealing damage with a Special triggered before combat), and also, 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. At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Arcane Tempest
Accelerates Special trigger (cooldown count-1).

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 25% of foe's Atk at start of combat, - 4; min 5, max 14), reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, 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.

Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Arcane Truthfire
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants Atk+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 initiates combat with HP ≥ 25% and unit has an area-of-effect Special equipped, grants Special cooldown count-1 to unit before Special triggers before combat.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (min 5, max 14), deals damage = 15% of unit's Atk (including when dealing damage with an area-of-effect Special), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also if unit's attack can trigger unit's Special (excluding area-of-effect Specials), grants Special cooldown count-1 to unit before unit's first attack during combat.
Arcane Þrima
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, inflicts Atk/Def-6 on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts Atk/Spd/Def/Res-X on foe (X = highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, and also, 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.
Arch-Sage Tome
Accelerates Special trigger (cooldown count-1). At start of turn, grants Atk/Spd/Def/Res+6 and 【Assign Decoy】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 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = 5 + highest bonus on each stat between allies within 3 spaces of unit (calculates each stat bonus independently), and if unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

【Assign Decoy】
If foe's Range = unit's Range and foe initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit (that turn only; triggers only if unit is not equipped with a skill that can trigger the Savior effect).

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Ardent Durandal
Grants Atk+3. At start of turn, grants 【Bonus Doubler】 to ally with the highest Atk.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Ardent Service+
At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Ardent Service
Argent Aura
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Atk/Spd/Def/Res-5 and 【Stall】on foes on the enemy team with the lowest Spd and any foes within 2 spaces of those foes. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+6 to unit during combat.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Asclepius
Grants Res+3. Calculates damage from staff like other weapons. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 and status preventing counterattacks on that foe through its next action. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit and deals damage = total penalties on foe during combat. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.)
Aversa's Night
Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-3 on that foe and bonuses on that foe become penalties through its next action.
Baked Treats
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 and 【Sabotage】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Bat Fang
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Berserk Armads
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Berserker Axe
Accelerates Special trigger (cooldown count-1).

At start of turn, for unit and allies within 2 spaces of unit, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), unit makes a guaranteed follow-up attack, deals damage = damage dealt to unit (max 30; excluding area-of-effect Specials), and deals damage = 15% of unit's Atk during combat (excluding area-of-effect Specials).
Bewitching Tome
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). If unit initiates combat or foe's Range = 2, as combat begins, deals damage to foe = X% of foe's Atk (if unit has weapon-triangle advantage or unit's Spd > foe's Spd, X = 40; otherwise, X = 20; effects that reduce damage during combat do not apply; will not reduce foe's HP below 1). If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, and reduces damage from foe's first attack by 30% during combat, and restores 7 HP to unit after combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Black Yule Lance
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% and unit initiates combat, applies【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 15 - number of adjacent allies × 2; min 6), grants Special cooldown count-Y to unit before unit's first attack (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if foe is in a space where allied 【Divine Vein (Flame)】is applied, then the value is treated as 3), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = 100 - number of allies adjacent to unit × 30 during combat, and also, if unit has weapon-triangle advantage or if foe is in a space where allied【Divine Vein (Flame)】is applied, neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat.

【Divine Vein (Flame)】
Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
Blade of Favors
Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, if any foes are within 3 rows or 3 columns centered on unit, inflicts Atk/Spd/Def-6 on those foes through their next actions and grants Atk/Spd/Def+6 to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, inflicts penalty on foe's Atk/Spd/Def during combat = 5 + any current penalty on each of those stats (example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19 during combat; calculates each stat penalty independently) and reduces damage from foe's first attack during combat by 40%.
Blade of Sands
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Spd/Res+6,【Bonus Doubler】, and【Null Panic】to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【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.)
Blade Royale
Grants Spd+3. 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 for 1 turn: "neutralizes penalties on unit during combat." If unit initiates combat, unit attacks twice. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).

Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Blárlion+
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Blárlion
Blue Yule Axe
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and【Null Follow-Up】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 5 + 15% of unit's Spd at start of combat) and grants Special cooldown count-Y to unit before unit's first attack during combat (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if number of【Bonus】effects active on unit, excluding stat bonuses, ≥ 4, then the value is treated as 3), and restores 7 HP to unit after combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【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.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Bow of Repose
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of turn, if unit's HP = 100% and unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit. At start of combat, if unit's HP ≤ 99%, grants Atk/Spd/Def/Res+5 to unit and inflicts Spd/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiates combat × 2, + 3; max 11), and also, the following effects will occur based on that number of spaces: if ≥ 1 space, reduces damage from foe's first attack during combat by 30%; if ≥ 2, also neutralizes effects that prevent unit's follow-up attacks during combat and effects that inflict "Special cooldown charge -X" on unit during combat.
Bow of Twelve
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat, or if unit's HP ≥ 75% at start of combat and foe uses magic or staff, grants Atk/Spd/Def/Res+5 to unit during combat, and also, if unit’s HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Brazen Cat Fang
Grants Spd+3. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Breaker Bow
Accelerates Special trigger (cooldown count-1).
Effective against beast and flying foes.
Enables【Canto (1)】.

Unit can move to a space within 2 spaces of any ally within 2 spaces.

At start of combat, if unit's HP ≥ 25%, neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.), grants Atk/Spd/Def/Res+5 to unit, and grants Atk/Spd+X × 6 to unit during combat (X = the number of allies with Atk ≥ 55 within 3 rows or 3 columns centered on unit + the number of allies with Spd ≥ 40 in the same area; max 3), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-A to unit before unit's first attack and grants Special cooldown count-B to unit before unit's first follow-up attack during combat (A = X + 1; max = unit's Special cooldown count value at start of combat; B = X + 1 - unit's Special cooldown count value at start of combat; min 0).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Breaker Lance
Grants Atk+3. At start of turn, inflicts Atk/Def-6 and【Panic】on foe on the enemy team with the highest Atk+Def total and foes within 2 spaces of that foe through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.

【Panic】
Converts bonuses on target into penalties through its next action.
Breath of Flame
Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Breath of Fog
Effective against dragon foes. At start of odd-numbered turns, restores 10 HP. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Bride's Fang
Accelerates Special trigger (cooldown count-1).
At start of combat, if foe's HP ≥ 75%, inflicts Atk/Spd/Def-5 on foe during combat, and if Special triggers before or during combat and unit attacked, grants Special cooldown count-1 after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Bright-Shell Egg
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 on nearest foes within 5 spaces of unit through their next actions. If【Bonus】is active on unit or【Penalty】 is active on foe, inflicts Spd/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 6, "neutralizes effects that prevent unit's follow-up attacks," and if ≥ 18, "foe cannot counterattack." (Example: if unit has +6 bonus to Atk/Spd and foe has an -6 penalty to Atk/Spd, the calculated total will be 24.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Brightmare Horn
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of combat, if unit's HP ≥ 25% while transformed, neutralizes effects that prevent unit's follow-up attacks during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Brightwind Fans
Enables【Canto (Dist.; Max 3)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 20% of unit's Spd at start of combat), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit initiates combat, reduces damage from foe's first attack by 50% during combat, and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat).
Effect:【Dagger 7】

【Canto (Dist.; Max 3)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Brilliant Starlight
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Def/Res+6 and "reduces damage from area-of-effect Specials by 80% (excluding Røkkr area-of-effect Specials)" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, neutralizes bonuses to foe's Atk/Res during combat, neutralizes effects that prevent unit's counterattacks, and restores 7 HP to unit after combat.
Bunny Fang
Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP ≤ 75%, grants Special cooldown count-2.
Effect:【Beast (Cavalry)】

【Beast (Cavalry)】
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Býleistr
At start of odd-numbered turns, grants Atk/Spd/Def/Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Celestial Globe
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Null Follow-Up】to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead.)

【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.
Child's Compass
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, grants bonus to unit's Atk/Spd = number of【Bonus】effects active on unit × 4 (excluding stat bonuses; max 16), and also, if unit deals damage to foe using a Special (excluding area-of-effect Specials), reduces damage from foe's next attack by 50% (once per combat; resets at end of combat; triggers even if 0 damage is dealt).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Closing Florets
Enables【Canto (Rem. +1)】.
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants the following effect to unit and target allies (if support partner is on player team, targets any support partner within 2 spaces of unit; otherwise, targets ally with the highest Spd within 2 spaces of unit): if Special cooldown count is at its maximum value, grants Special cooldown count-2; if Special cooldown count is at its maximum value - 1, grants Special cooldown count-1.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res during combat = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage by 20% of unit's Spd (excluding area-of-effect Specials).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can move 1 extra space (that turn only; does not stack).

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Corsair Cleaver
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, grants Atk/Def+6 and "unit can move to a space adjacent to any ally within 2 spaces" to unit and allies within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Covert Cat Fang
Grants Def+3. If unit is within 2 spaces of an ally, grants Atk/Def+3 to unit and allies within 2 spaces of unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Coyote's Lance
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, grants Atk/Spd+6 and the following effect to unit and cavalry allies within 3 spaces of unit for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat, reduces damage from foe's first attack by 40%, and deals damage = number of spaces from start position to end position of whoever initiated combat × 3 (max: 9). (Except when dealing damage with area-of-effect Specials.)
Crimean Scepter
Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). 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 for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit and grants bonus to unit's Atk/Spd = highest respective Atk/Spd bonuses among unit and allies within 2 spaces × 1.5 (calculates each stat bonus independently).
Crossbones Claw
Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts Spd/Def-6 on foe and neutralizes effects that prevent unit's follow-up attacks during combat.

If unit is not adjacent to an ally and unit initiates combat while transformed, unit can make a follow-up attack before foe can counterattack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space (that turn only; does not stack). If unit transforms, grants Atk+2.
Crow's Crystal
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants "unit cannot be slowed by terrain (does not apply to impassable terrain),"【Desperation】, and 【Dominance】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and neutralizes effects that prevent unit's follow-up attacks.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."

【Dominance】
Unit deals additional damage = total penalties on foe for 1 turn.
Cute Paper Crane
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X (X = unit's max Special cooldown count value × 2, + 5), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 25% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Dark Aura
At start of turn, if adjacent allies use sword, axe, lance, dragonstone, or beast damage, grants Atk+6 to those allies for 1 turn.
Dead-Crow Tome
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants Special cooldown count-1 to unit and grants Atk/Spd+6 and【Desperation】to unit and allies within 2 spaces of unit for 1 turn, and also, if unit's HP = 100% at start of turn, grants additional Special cooldown count-1 to unit.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit's HP = 100% at start of combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Dead-Wolf Blade
Grants Spd+3.

At start of turn, if unit's HP ≥ 25%, grants 【Foe Penalty Doubler】to unit and allies within 2 spaces of unit and inflicts Spd/Def-7 on closest foes and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

【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.
Deer's Heart
Enables【Canto (Rem.; Min 1)】.
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.

After Canto (including cases where action is ended due to Canto Control), if unit entered combat on the current turn, grants another action to unit, and re-enables Canto (once per turn; does not trigger when affected by effects of traps in Aether Raids during Canto).

At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and【Preempt Pulse】 to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat + 5, neutralizes foe's bonuses to Spd/Def, deals +X × 5 damage (X = number of Bonus effects active on unit, excluding stat bonuses + number of Penalty effects active on foe, excluding stat penalties; max 5; excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and restores 7 HP to unit after combat.

【Canto (Rem.; Min 1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn (min. 1; if unit used a movement skill that warped them, unit can move 1 space(s)). (Once per turn. Only highest value applied. Does not stack.)

【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.

【Preempt Pulse】
Grants Special cooldown count-1 to unit before unit's first attack during combat.
Delivering Antler
Grants Def+3.

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 and【Bonus Doubler】to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 2 spaces of an ally, and if unit and allies within 2 spaces of unit have bonuses to Atk/Spd/Def/Res after start-of-turn skills trigger, grants an additional +3 to each corresponding stat for unit and those allies for 1 turn (max 10; calculates each stat bonus independently).

If unit initiates combat or if unit is within 2 spaces of an ally, inflicts penalty on foe's Atk/Def = 6 + 20% of unit's Def at start of combat, neutralizes foe's bonuses to Atk/Def, neutralizes unit's penalties to Atk/Def, unit makes a guaranteed follow-up attack, and unit deals +X damage during combat (X = highest total bonuses among unit and allies within 3 spaces of unit; excluding area-of-effect Specials).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and also, inflicts penalty Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Demonic Tome
Effective against dragon and beast foes. Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat.
Desert-Tiger Axe
At the start of turn 1, grants Special cooldown count-1 to unit and allies with HP < unit's HP. At start of turn, grants Atk/Spd+6, "neutralizes unit's penalties during combat," and【Null Panic】 to unit and allies with HP < unit’s HP for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat.

【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.)
Devoted Cup+
At start of turn, inflicts Spd/Res-7 and 【Discord】on closest foes and foes within 2 spaces of those foes through their next actions.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and unit deals +X × 5 damage during combat (X = total number of【Bonus】effects active on unit, excluding stat bonuses, and【Penalty】 effects active on foe, excluding stat penalties; max 5; excluding area-of-effect Specials).

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Devoted Cup
Dignified Bow
Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Diplomacy Staff
Calculates damage from staff like other weapons. At start of turn, grants Atk/Def/Res+6 and the following status to unit's support partner (if any): "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of turn, if at least one ally has been defeated, grants Special cooldown count-2 and the following status to unit's support partner (if any): "Foe cannot make a follow-up attack."
Divine Whimsy
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts【Exposure】and 【Stall】on foes on the enemy team with the lowest Spd and any foes within 2 spaces of those foes through their next actions, and also, if unit is within 2 spaces of an ally, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit and inflicts Atk-6 on foe during combat.

【Exposure】
Foe's attacks deal +10 damage.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Divine Yewfelle
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Incited】, and the following status to unit and allies within 2 spaces for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd = 6 + 20% of unit's Spd at start of combat, unit deals +X damage (X = total number of 【Bonus】effects active on unit, excluding stat bonuses, and【Penalty】effects active on foe, excluding stat penalties, × 5; max 25; excluding area-of-effect Specials), grants Special cooldown count-2 to unit before unit's first follow-up attack, and disables skills of all foes excluding foe in combat 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).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Dosing Fang
Accelerates Special trigger (cooldown count-1).
At start of player phase or enemy phase, inflicts Atk/Def-7 and【Sabotage】on foes within 3 rows or 3 columns centered on unit through their next actions. At start of combat, if unit's HP ≥ 25%, deals 8 damage to foe as combat begins (only highest value applied; does not stack with other "deals X damage as combat begins" effects; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 20% of unit's Def at start of combat + 6), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), deals damage = 30% of foe's max HP (excluding area-of-effect Specials), and reduces damage from foe's attacks by Y, and also, if foe's attack triggers foe's Special, reduces damage by an additional Y (Y = total damage dealt to foe; max 20; excluding area-of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Doubler Bow+
Effective against flying foes.

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
Doubler Bow
Doubler Lance+
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
Doubler Lance
Doubler Sword+
Doubler Sword
Dream Horn
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 50% of highest total bonuses among unit and allies within 3 spaces of unit +6), unit makes a guaranteed follow-up attack during combat, and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Drifting Grace+
At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Drifting Grace
Dusk Rifle
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.

At start of player phase or enemy phase, grants the following effects to unit and allies within 2 spaces of unit for 1 turn: Res+6, 【Bonus Doubler】, and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)."

After start-of-turn effects trigger on enemy phase, for unit and allies within 2 spaces of unit, converts penalties into bonuses and neutralizes two【Penalty】effects (does not apply to Penalty effects that are applied at the same time; neutralizes the first applicable Penalty effects on unit's list of active effects).

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), deals damage = 20% of unit's Res (excluding area-of-effect Specials), unit makes a guaranteed follow-up attack, and grants Special cooldown count-1 to unit before unit's first attack during combat.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Dvergr Wayfinder
Accelerates Special trigger (cooldown count-1).

Enables【Canto (Dist. +2; Max 5)】 during turns 1 through 4.

During turns 1 through 4, for allies within 3 rows or 3 columns centered on unit, grants Atk/Spd+4, and also, if ally's attack can trigger ally's Special, grants Special cooldown count-1 to ally before their first attack during their combat.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 rows or 3 columns centered on unit × 3 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding when dealing damage with an area-of-effect Special).

【Canto (Dist. +2; Max 5)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +2. (Max 5.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Eagle's Heart
Enables【Canto (Rem. +1; Min 2)】.
Accelerates Special trigger (cooldown count-1).

After Canto, if unit entered combat on the current turn, grants another action to unit, and re-enables Canto (once per turn; does not trigger when affected by effects of traps in Aether Raids during Canto).

If unit initiates combat or the number of allies adjacent to unit ≤ 1, inflicts penalty on foe's Atk/Def = 20% of unit's Def at start of combat + 6, unit deals +X × 5 damage (X = number of Bonus effects active on unit, excluding stat bonuses + number of Penalty effects active on foe, excluding stat penalties; max 5; excluding area-of-effect Specials), and reduces damage from foe's attacks by X × 3 during combat (excluding area-of-effect Specials), and also, reduces damage by an additional X × 3 when foe's attack triggers foe's Special (excluding area-of-effect Specials), grants Special cooldown count-1 to unit before unit's first attack during combat, and restores 7 HP to unit after combat.

【Canto (Rem. +1; Min 2)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1 (min 2; if unit used a movement skill that warped them, unit can move 2 space(s)). (Once per turn. Only highest value applied. Does not stack.)
Ebon Bölverk
Accelerates Special trigger (cooldown count-1).
At start of turn, if unit is within 2 spaces of 2 or more allies, grants【Null Follow-Up】and Special cooldown charge +1 per attack during combat to unit for 1 turn. (Only highest value applied. Does not stack.) If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and restores 7 HP to unit after combat.

【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.
Ebon-Pirate Claw
Grants Res+3. At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Def/Res-7 on that foe through their next actions.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Res+5 to unit during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Eckesachs
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.
Elena's Staff
Grants Res+3. Foe cannot counterattack. At start of turn, inflicts Atk/Spd-7 on nearest foes within 4 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions.
Enclosing Claw
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, inflicts penalty on foe's Atk/Spd/Def during combat = number of foes within 3 columns or 3 rows centered on unit × 3 (max: 9), neutralizes effects that inflict "Special cooldown charge -X" on unit, and also, if the number of foes within 3 columns or 3 rows centered on unit ≥ 2, neutralizes effects that guarantee foe's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Enticing Dose
Accelerates Special trigger (cooldown count-1).

At start of turn and after unit acts (if Canto triggers, after Canto), inflicts Atk/Def-7 and 【Sabotage】on foes within 3 rows or 3 columns centered on unit through their next actions.

If unit is transformed or unit's HP ≥ 25% at start of combat, deals damage to foe = 25% of foe's max HP as combat begins (activates only when unit can attack in combat; only highest value applied; does not stack with other "deals X damage as combat begins" effects; effects that reduce damage during combat do not apply; will not reduce foe's HP below 1; excluding certain foes, such as Røkkr).

If unit is transformed or unit's HP ≥ 25% at start of combat, inflicts penalty on foe's Atk/Def = 6 + 20% of unit's Def at start of combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), deals damage = 30% of foe's max HP (excluding area-of-effect Specials; excluding certain foes, such as Røkkr), and reduces damage from foe's attacks by X during combat (excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by an additional X (excluding area-of-effect Specials; X = total damage dealt to foe; min 10; max 20).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Ereshkigal
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants Atk+6 and【Essence Drain】to unit and allies within 2 spaces of unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe, inflicts penalty on foe's Atk/Res = 20% of unit's Res at start of combat, deals damage = number of【Bonus】effects active on unit × 5 (excluding stat bonuses; max 25; excluding area-of-effect Specials), and reduces damage by value = number of 【Bonus】effects active on unit × 3 (excluding stat bonuses; max 15; excluding area-of-effect Specials), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack during combat (X = number of【Bonus】effects active on unit; excluding stat bonuses; max 3).

【Essence Drain】
After combat, if unit attacked, grants any 【Bonus】effects active on target and foes within 2 spaces of target to unit and allies with the Essence Drain effect, and neutralizes any【Bonus】active on target and foes within 2 spaces of target (excluding Bonus effects being granted at the same time). After combat, if foe was defeated in combat, restores 10 HP to unit and allies with the Essence Drain effect.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Eternal Breath
At start of turn, if an ally is within 2 spaces of unit, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces for 1 turn. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Exalt's Tactics
Accelerates Special trigger (cooldown count-1).

If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit and if there is no【Divine Vein (Ice)】 currently applied by unit or allies, applies 【Divine Vein (Ice)】to spaces 2 spaces away from target after movement for 1 turn (excludes spaces occupied by a foe, destructible terrain other than【Divine Vein (Ice)】, and warp spaces in Rival Domains).

After unit acts (if Canto triggers, after Canto), or at start of enemy phase when defending in Aether Raids, if there is no【Divine Vein (Ice)】 currently applied by unit or allies, applies 【Divine Vein (Ice)】to spaces 2 spaces away from unit for 1 turn (excludes spaces occupied by a foe, destructible terrain, and warp spaces in Rival Domains).

At start of combat, if unit's HP ≥ 25%, inflicts penalty on foe's Atk/Spd/Res = 5 + number of allies within 3 rows or 3 columns centered on unit × 3 (max 14), neutralizes penalties on unit, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).

【Divine Vein (Ice)】
Applies the following status on space: Foes treat space as impassable terrain while status is active, but status is destructible (with 1 HP). Allies can move into and occupy space. If any allies occupy spaces with Divine Vein (Ice) applied, attacks targeting those spaces will hit the ally over destroying the Divine Vein (Ice). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain. Does not trigger in Pawns of Loki.)
Faded Paper Fan
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, reduces foe's Spd/Res during combat by 20% of unit's Spd at start of combat, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat, and also, if it is unit's first combat initiated by unit or first combat initiated by foe that turn, reduces damage from foe's first attack by 70% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit initiates combat or unit is within 2 spaces of an ally, after combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions.
Falchion
Effective against dragon foes. At the start of every third turn, restores 10 HP.
Falchion
Effective against dragons. At the start of every third turn, unit recovers 10 HP.
Falchion
Effective against dragon foes. At the start of every third turn, restores 10 HP.
Fang of Closure
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat. Unit's first attack during combat deals damage = X% of unit's Spd (X = the number of foes within 3 spaces × 10; max 30%). Reduces damage from foe's first attack during combat by X% (X = the number of foes within 3 spaces × 20; max 60%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Fang of Finality
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, deals damage = X% of unit's Spd (X = the number of foes within 3 spaces of target, including target, × 10) during combat (Excluding area-of-effect Specials; max 30%.), and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = the number of foes within 3 spaces of target, including target, × 20 (max 60%). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Farmer's Tool+
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
Farmer's Tool
Fell Candelabra
Grants Atk+3. At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts -6 on those foes' corresponding stat through their next action.
Fellowship Blade
Accelerates Special trigger (cooldown count-1).

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Def/Res+6,【Bulwark】, and【Null Panic】to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, inflicts penalty on foe's Atk/Def = 20% of unit's Def at start of combat + 6, unit deals +X damage (X = highest total bonuses among unit and allies within 2 spaces of unit; excluding area-of-effect Specials), reduces damage from foe's attacks by 50% of X (excluding area-of-effect Specials), and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

【Bulwark】
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills).

Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills).

【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.)
Fensalir
At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions.
Fiery Bolganone
Grants Res+3. At start of turn, if unit is within 4 spaces of a foe, grants【Dominance】 to unit and inflicts Atk/Res-6 on nearest foes through their next actions. If unit initiates combat or is not adjacent to an ally, grants Atk/Res+6 to unit during combat.

【Dominance】
Unit deals additional damage = total penalties on foe for 1 turn.
Fiery Fang
Grants Def+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+6 to unit during combat, inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat, and foe cannot make a follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Fledgling (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Florid Cane+
Enables【Canto (Rem. +1)】.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Florid Cane
Florid Knife+
Enables【Canto (1)】.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
Effect:【Dagger 7】

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Florid Knife
Enables【Canto (1)】.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
Effect:【Dagger 5】

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Flower Hauteclere
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, unit can move 1 extra space (that turn only; does not stack) and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat.
Fólkvangr
At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn.
Forager Naginata
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Def/Res+6 and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit and allies within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants an additional Atk/Spd/Def/Res+X to unit (X = number of allies within 3 spaces of unit × 3, + 1; max 10; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 10), and reduces damage from foe's first attack by X during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when unit deals damage to foe during combat, restores X HP to unit (triggers even if 0 damage is dealt).
Forblaze
At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
Fortune Bow+
Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.
Fortune Bow
Foxkit Fang
Grants Res+3. At start of combat, if unit's Res > foe's Res, and if foe uses sword, lance, axe, dragonstone, or beast damage, grants bonus to Atk/Spd/Def/Res = 50% of difference between stats. (Maximum bonus of +8 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Frelian Lance
Accelerates Special trigger (cooldown count-1). At start of turn, grants "neutralizes 'effective against flying' bonuses" to flying allies within 2 spaces of unit for 1 turn. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk+6 to unit, inflicts Atk-6 on foe, inflicts penalty on foe's Atk/Def = 20% of unit's Def at start of combat, and reduces damage from foe's first attack by 40% during combat.
Fresh Bouquet+
At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Fresh Bouquet
Frost Breath
Grants Res+3. At start of turn or when Play is used, inflicts Atk/Spd/Def/Res-4 on closest foe within 4 spaces of unit through their next action. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Fujin-Raijin Yumi
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit has weapon-triangle advantage or unit's Spd > foe's Spd, foe cannot counterattack.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Full Rabbit Fang
Enables【Canto (Rem. +1)】.
Effective against cavalry foes. Grants Spd+3.

At start of turn, if number of adjacent allies other than beast or dragon allies ≤ 1, or if unit's conditions for transforming are met, grants Special cooldown count-1 to unit.

If number of adjacent allies other than beast or dragon allies ≤ 1, or if unit is transformed, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit × 3 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and after combat, if unit's HP ≤ 90%, grants Special cooldown count-2 to unit.

At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above + 1 (If unit used a movement skill that warps them, the remainder is 0). (Once per turn. Only highest value applied. Does not stack.)
Gainful Bow+
Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants【Null Follow-Up】 and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit and【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

【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.

【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.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Gainful Bow
Gainful Dagger+
At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】and【Null Panic】 to unit.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit and【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

Effect:【Dagger 7】

【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.

【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.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Gainful Dagger
At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】and【Null Panic】 to unit.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit and【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

Effect:【Dagger 5】

【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.

【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.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Geishun+
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Geishun
Gentle Fell Egg
Accelerates Special trigger (cooldown count-1). Grants HP+5, Atk/Res+6.

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants "reduces damage from area-of-effect Specials by 80% (excluding Røkkr area-of-effect Specials)," 【Resonance: Blades】, and【Resonance: Shields】 to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Res = 20% of unit's Res at start of combat, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and unit makes a guaranteed follow-up attack during combat, and also, if unit's Res ≥ foe's Res+10, unit attacks twice during combat.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Gjallarbrú
Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal directions, inflicts【Isolation】on foe.

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Gloom Breath
At start of turn, inflicts Atk/Spd-7 on foes within 2 spaces through their next actions. After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Goddess Temari
Accelerates Special trigger (cooldown count-1). On turn 2 onward, enables Canto (1). At start of turn, if unit's HP ≥ 25%, grants Atk/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and the following effects to unit during combat: Atk/Spd/Def/Res+X (X = turn number × 2, max 8); on turn 3 onward, unit deals +Y damage (Y = highest total bonuses among unit and allies within 2 spaces of unit; excluding area-of-effect Specials); on turn 4 onward, if unit initiates combat and unit's Res ≥ foe's Res+5, unit attacks twice (if【Time's Gate】is active on unit or if【Time's Grip】is active on target or on foes within 2 spaces of target, turn number is treated as a minimum of 4).

【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).

【Time's Grip】
Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
Göndul
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk = X and Spd/Def/Res = 50% of X (X = highest total bonuses among unit and allies within 3 spaces of unit), and reduces damage from foe's first attack by 30% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes) during combat, and restores 7 HP to unit after combat.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Grimleal Text
Grants Res+3. At start of turn, inflicts Def/Res-6,【Panic】, and【Discord】on foes within 3 rows or 3 columns centered on unit with Res < unit's Res through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, unit makes a guaranteed follow-up attack, and unit deals +X damage (X = total number of【Penalty】 effects active on foe and any foe within 2 spaces of foe, excluding stat penalties, × 4; excluding area-of-effect Specials).

【Panic】
Converts bonuses on target into penalties through its next action.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Gronnlantern+
At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat.
Gronnlantern
Groom's Wing
Grants Res+3. At start of turn 1, grants Special cooldown count-1 to unit's support partner (if any).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Guardian Fang
Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Guide's Hourglass
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Dodge】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat. If unit is within 2 spaces of any allies, grants Atk/Spd/Def/Res+4 to those allies during combat.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Gusty War Bow
Accelerates Special trigger (cooldown count-1). Effective against beast and flying foes. At start of turn, if unit is within 3 spaces of an ally and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by X% during combat (if in combat against a beast foe, or a cavalry or flying foe with Range = 2, X = 60; otherwise, X = 30), and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +7 damage during combat (except when dealing damage with area-of-effect Specials).
Hatchling (Flier)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hawk King Claw
Grants Atk+3. If foe's HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Heavy War Axe
Grants Def+3. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6, 【Bonus Doubler】, and "foe cannot make a follow-up attack" to unit for 1 turn. At start of turn, grants Atk/Def+6,【Bonus Doubler】, and "foe cannot make a follow-up attack" 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 initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def (excluding area-of-effect Specials), and reduces damage from attacks by 30% during combat (excluding area-of-effect Specials).

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Heired Forseti
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit for 1 turn and grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, reduces damage from foe's first attack during combat by 30%, and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value × 10, + 20).
Heired Gungnir
Neutralizes "effective against flying" bonuses. Grants Def+3. At start of turn, if unit's HP ≥ 25%, grants Atk/Def+6 and【Charge】 to unit and flying allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and deals damage = 15% of unit's Def (excluding area-of-effect Specials) during combat.

【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.)
Heralding Horn
Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also grants the following effects based on the number of allies within 3 spaces: if ≥ 1 ally, if unit has weapon-triangle advantage or if foe initiates combat, unit attacks twice; and if ≥ 2 allies, reduces damage from foe's first attack during combat by 40%; and if ≥ 3 allies, foe cannot make a follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Heron Wing
Grants Spd+3. At start of turn, restores 7 HP to allies within 2 spaces of unit. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hidden Blade
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Sabotage】, and【Discord】on closest foes and any foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat + 6, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and grants Special cooldown count-1 before unit's first attack and Special cooldown count-1 to unit before unit's first follow-up attack during combat.

Effect:【Dagger 7】

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Hikami
Grants Spd+3. At start of turn, inflicts Atk/Spd/Def/Res-4 on nearest foes within 4 spaces through their next actions.
Hippity-Hop Axe
Accelerates Special trigger (cooldown count-1). Grants Atk/Spd/Def/Res+4 and "reduces damage from foe's attacks by X%" (if unit's HP = 100% at start of combat, X = unit's HP value at start of combat; if not, X = 50% of unit's HP value at start of combat; max 60; excluding area-of-effect Specials) to allies within 2 spaces of unit during their combat, and also, if the damage reduction effect of this skill is triggered, deals 1 damage to unit after combat (deals 1 damage even if damage reduction effect is neutralized). At start of turn, if unit is within 2 spaces of an ally, restores 7 HP to unit and allies within 2 spaces of unit. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+Y to unit (Y = number of allies within 3 spaces of unit × 3, + 5; max 14; if unit is within 3 spaces of a dragon ally, Y = 14), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces damage from foe's first attack by Z% during combat (Z = unit's HP at start of combat; max 60; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Holytide Tyrfing
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1).
If unit or foe initiates combat after moving to a different space, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = X × 10% of foe's Def (X = number of spaces from start position to end position of whoever initiated combat, max 4; excluding area-of-effect Specials), and also, if unit's HP ≥ 25% at start of combat, unit’s HP > 1, 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.)

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Honorable Blade
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+6 to unit during combat.

Effect:【Dagger 7】

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Horn of Harvest
Accelerates Special trigger (cooldown count-1).
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills).

For allies within 2 spaces of unit, restores X HP to those allies as their combat begins (triggers after effects that deal damage as combat begins), and reduces the effect of【Deep Wounds】by 50% during combat. (If target's Def > foe's Def, X = 20% of target's max HP + difference between stats × 4; otherwise, X = 20% of target's max HP; max 40% of target's max HP + damage dealt to unit as combat begins; only highest value applied; does not stack.)

If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts penalty on foe's Atk/Def during combat = 6 + number of allies within 3 spaces of unit × 3 (max 15), reduces the effect of【Deep Wounds】by 50% during combat, deals damage = 20% of unit's Def (including when dealing damage with a Special triggered before combat), reduces damage from foe's attacks by 20% of unit's Def (including when taking damage with a Special triggered before combat), and restores X HP to unit as unit's combat begins (triggers after effects that deal damage as combat begins).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Horn of Opening
Accelerates Special trigger (cooldown count-1).

If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies, unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Horn of the Land
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X during combat (X = unit's max Special cooldown count value × 2, + 5), grants Special cooldown charge +1 per attack (only highest value applied; does not stack), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Hoshido's Breath
Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range.

At start of turn, if unit's HP ≥ 25% and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit × 3, + 5 (max 14), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). If unit's HP ≥ 25% at start of combat and if unit's Special cooldown count value is at its maximum after combat, grants Special cooldown count-1 to unit after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Hrímfaxi
Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. (Example: if unit has +7 bonus to Atk, grants Atk+12, for a net bonus of Atk+19.) Calculates each stat bonus independently.
Effect:【Pathfinder】

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Hrist
Grants Spd+3. At start of turn, if unit's HP = 100% and unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit. If unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat and reduces damage from foe's first attack by 30%.
Huginn's Egg
Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Res through its next action.
Hungry Cat Fang
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit × 3 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials) during combat.

If unit's HP ≥ 25% at start of combat and unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Hurricane Dagger
Grants bonus to unit's Atk = total bonuses on foe during combat. At start of combat, if foe's HP ≥ 75% or 【Bonus】 is active on foe, grants Atk/Spd+5 to unit during combat.
Effect:【Dagger 7】

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Iago's Tome
Grants Res+3. At start of odd-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is not adjacent to another foe, inflicts Atk/Spd-4 and【Guard】on that foe. At start of even-numbered turns, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Def/Res-4 and【Panic】on that foe.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Panic】
Converts bonuses on target into penalties through its next action.
Ice-Tribe Axe
Accelerates Special trigger (cooldown count-1).
Calculates damage using the lower of foe's Def or Res.

If unit is on a team with unit's support partner, at start of turn, grants "neutralizes 'effective against dragons' bonuses" to support partners within 3 spaces of unit for 1 turn. If unit is not on a team with unit's support partner, at start of turn, grants "neutralizes 'effective against dragons' bonuses" to ally with the highest Res among allies within 3 spaces of unit for 1 turn.

For allies within 3 spaces of unit with "neutralizes 'effective against dragons' bonuses" active, grants Spd/Res+5, neutralizes penalties to Spd/Res, and neutralizes effects that prevent those allies' counterattacks during their combat.

If unit initiates combat, or if there is an ally within 3 spaces of unit with "neutralizes 'effective against dragons' bonuses" active, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Icebound Tome
Accelerates Special trigger (cooldown count-1). If unit is on a team with unit's support partner, unit can move to a space within 2 spaces of any support partner within 3 spaces of unit. If unit is not on a team with their support partner, at start of turn, unit can move 1 extra space (that turn only; does not stack). If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+X to unit during combat (X = 25% of foe's Atk at start of combat - 4; max 14, min 5), neutralizes effects that inflict "Special cooldown charge -X" on unit, reduces damage from attacks during combat by percentage = 20 + number of spaces from start position to end position of whoever initiated combat (max 5) × 10 (excluding area-of-effect Specials), and if unit deals damage with follow-up attack, restores 7 HP to unit (triggers even if 0 damage is dealt).
Icy Maltet
At start of turn, if unit has been enhanced using Dragonflowers ten or more times, grants Atk/Def+6 for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +5, max; zero times grants +4), and also, if unit has been enhanced using Dragonflowers five or more times, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Icy Ravager
Accelerates Special trigger (cooldown count-1).

At start of turn, and at start of enemy phase (except for in Summoner Duels), if Special cooldown count is at its maximum value, grants Special cooldown count-1.

If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts penalty on foe's Atk/Def = 20% of unit's Def at start of combat + 6, unit deals +X damage (X = total value of the number of foes defeated by unit's team on the current turn and the number of foes that have already performed an action, × 3, + 10; max 19; for "current turn," player phase and enemy phase are counted separately; excluding area-of-effect Specials), reduces damage from foe's attacks by X (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, and if unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Ilian Frost Blade
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants【Triangle Attack】and【Canto (1)】 to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of times Dragonflowers have been used on unit × 2 (max 15), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).

【Triangle Attack】
If unit initiates combat and 2 or more allies (excluding unit) with Triangle Attack are within 2 spaces of unit, unit attacks twice. (That turn only. Does not stack.)

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Ilian Merc Lance
Accelerates Special trigger (cooldown count-1). At start of turn, if number of allies adjacent to unit ≤ 2, grants【Dodge】and "neutralizes foe's bonuses during combat" to unit and support partners within 2 spaces of unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = 15% of foe's Atk, including when dealing damage with a Special triggered before combat.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Illuminating Horn
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def (excluding area- of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Incipit Kvasir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Spd/Res = 15% of unit's Spd at start of combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if it is unit's first combat initiated by unit or first combat initiated by foe that turn, reduces damage from foe's first attack by 70% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit's HP ≥ 25% at start of combat, after combat, if unit attacked, inflicts【Panic】 on target and foes within 2 spaces of target.

【Panic】
Converts bonuses on target into penalties through its next action.
Inner Wellspring
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】to unit for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and if Special triggers before or during combat, grants Special cooldown count-1 after combat.

【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.
Inseverable Spear
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants the following effects to unit and allies within 2 spaces of unit for 1 turn: "unit can move to a space adjacent to an ally within 2 spaces" and【Dual Strike】. If unit initiates combat or 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.)

【Dual Strike】
If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)
Inspirited Spear
Accelerates Special trigger (cooldown count-1). At start of turn, if any foe is within 3 rows or 3 columns centered on unit, grants Spd/Def+6 to unit and allies within 2 spaces of unit for 1 turn. At start of enemy phase, for foes within 3 rows or 3 columns centered on unit, inflicts 【Guard】on foe, and also, if foe's attack can trigger foe's Special, foe's Special cooldown count ≤ 1, and foe's Def < unit's Def, inflicts Special cooldown count+1 on foe (cannot exceed foe's maximum Special cooldown). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def-X on foe during combat (X = 15% of unit's Def at start of combat), deals damage = 40% of unit's Def when Special triggers (excluding area-of-effect Specials), and restores 7 HP to unit after combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Inveterate Axe
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action.
Jehanna Dagger+
If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7.

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Dodge】, and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills). Resets at end of combat.

Effect:【Dagger 7】

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Jehanna Dagger
If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7.

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Dodge】, and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills). Resets at end of combat.

Effect:【Dagger 5】

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Jehanna Lance+
If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7.

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Dodge】, and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills). Resets at end of combat.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Jehanna Lance
Joyous Lantern+
At start of turn, grants Def/Res+5 to ally with the highest Atk for 1 turn. (Excludes unit.)
Joyous Lantern
At start of turn, grants Def/Res+3 to ally with the highest Atk for 1 turn. (Excludes unit.)
Joyous Tome
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 3 spaces of an ally, restores 7 HP to unit and allies within 3 spaces of unit. Restores 7 HP to allies within 3 spaces of unit after their combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = number of allies with HP ≥ 50% within 3 spaces of unit × 15 (max 45%). If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = number of allies with HP ≥ 50% within 3 spaces of unit × 5 (excluding area-of-effect Specials; max 15), and restores 7 HP after combat.
Juicy Bucketful+
At start of turn, if unit's HP ≥ 25%, grants Atk+6 and "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals +X damage (X = number of【Bonus】 effects active on unit and foe, excluding stat bonuses, × 5; max 25; excluding area-of-effect Specials).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Juicy Bucketful
Kabura Ya+
Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Kabura Ya
Keen Rabbit Fang
Accelerates Special trigger (cooldown count-1). Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack by 40%, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Kia Staff
Calculates damage from staff like other weapons. At start of turn, if【Penalty】is active on any allies within 4 spaces of unit (excluding unit), grants Atk/Spd+6 to ally with the lowest HP among them for 1 turn and neutralizes any【Penalty】on that ally (excluding penalties inflicted at start of turn). (If【Penalty】is not active on any ally within 4 spaces of unit, targets ally with the lowest HP among them instead.)

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Kindling Taiko
Accelerates Special trigger (cooldown count-1). At start of turn, grants【Canto (1)】to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and also, if unit initiates combat against a blue, green, or colorless foe, grants bonus to unit's Atk during combat = 20% of unit's Atk at start of combat and inflicts penalty on foe's Atk during combat = 20% of foe's Atk at start of combat.
Effect:【Dagger 7】

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Kitsune Fang
Grants Def+3. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Körmt
Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and inflicts penalty on foe's Atk/Spd/Def/Res during combat based on the number of the following conditions that apply × 3 (max: 9):
  - An ally is within 3 spaces of unit.
  - Another foe is within 2 spaces of target.
  - A【Bonus】is active on unit.
  - A【Penalty】is active on foe.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Kumade+
At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Def through its next action.
Kumade
At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Def through its next action.
Kvasir
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if it is unit's first combat initiated by unit or first combat initiated by foe that turn, reduces damage from foe's first attacks by 70% during combat ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). If unit's HP ≥ 25% at start of combat, after combat, if unit attacked, inflicts【Panic】on target and foes within 2 spaces of target.

【Panic】
Converts bonuses on target into penalties through its next action.
Lady's Bow
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Desperation】, and 【Preempt Pulse】to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd = 6 + 20% of unit's Spd at start of combat, deals +7 damage (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and also, if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."

【Preempt Pulse】
Grants Special cooldown count-1 to unit before unit's first attack during combat.

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
Lance of Grado
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6, "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)," and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 spaces of unit × 3 (max 14), neutralizes unit's penalties, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat.
Large War Axe
Grants Atk+3. Grants Atk/Spd+10 to unit, neutralizes unit's penalties to Atk/Spd, and unit's first attack deals damage = 15% of unit's Atk during combat on odd-numbered turns. Grants Atk/Spd+5 to unit during combat on even-numbered turns.
Libération
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants【Charge】to unit and support partners within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and inflicts Spd/Def-X on foe during combat (X = number of distinct game titles among allies within 3 spaces of unit × 4, + 4; max 12), and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4; max 40%).

【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.)
Light of Etruria
Grants Res+3.

At start of player phase or enemy phase, grants Spd/Res+6 and【Hexblade】to unit and allies within 2 spaces of unit for 1 turn, and also, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Spd-7,【Guard】, and 【Exposure】on those foes through their next actions.

If foe initiates combat, inflicts penalty on foe's Atk/Spd during combat = 6 + 20% of unit's Res at start of combat, and also, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0).

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Exposure】
Foe's attacks deal +10 damage.
Lightburst Tome
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd/Def+6 and "unit cannot be slowed by terrain (does not apply to impassable terrain)" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, and if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack during combat. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-X on foe during combat (X = 16, - foe's max Special cooldown count value × 2; min 8; if foe does not have a Special skill, X = 8). At start of combat, if unit's HP ≥ 25%, reduces damage from foe's first attack by 30% and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat), and restores 7 HP to unit after combat.
Lion King Fang
Grants Atk+3. If foe initiates combat, grants Atk/Spd/Def/Res+4 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Lion's Heart
Enables【Canto (Rem. +1; Min 2)】.
Accelerates Special trigger (cooldown count-1).

After Canto, if unit entered combat on the current turn, grants another action to unit, and re-enables Canto (once per turn; does not trigger when affected by effects of traps in Aether Raids during Canto).

At start of turn, if unit is within 2 spaces of an ally, grants "unit can move 1 extra space" to unit (that turn only; does not stack), and grants the following statuses on unit and allies within 2 spaces of unit for 1 turn: "neutralizes penalties on unit during combat" and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)."

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat + 5, unit deals +X × 5 damage (X = number of Bonus effects active on unit, excluding stat bonuses + number of Penalty effects active on foe, excluding stat penalties; max 5; excluding area-of-effect Specials), and reduces damage from foe's first attack by X × 3 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, reduces damage by an additional X × 3 when foe's attack triggers foe's Special (excluding area-of-effect Specials), and restores 7 HP to unit after combat.

【Canto (Rem. +1; Min 2)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1 (min 2; if unit used a movement skill that warped them, unit can move 2 space(s)). (Once per turn. Only highest value applied. Does not stack.)
Lofty Leaflet
Enables【Canto (Unit 3×3)】.

Grants Spd+3. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+6 to unit during combat, deals damage = 15% of unit's Spd, and also, if foe has bonuses, grants bonus to unit's Atk/Spd/Def/Res and inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats. Calculates each stat bonus and penalty independently.

【Canto (Unit 3×3)】
After an attack, Assist skill, or structure destruction, unit can move to a space within 3 rows and 3 columns centered on unit.

(Once per turn. Cannot attack or assist. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Granted movement treated as Warp movement.)
Lone-Wolf Blade
Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 25% at start of turn, grants the following effect to unit at start of turn, or if unit's HP ≥ 25% at start of combat, grants the following effect to unit after combat: if unit's Special cooldown count is at its maximum value, grants Special cooldown count-2 to unit; if unit's Special cooldown count is at its maximum value - 1, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%, and also, if unit is not adjacent to an ally, inflicts Atk/Spd/Def-5 on foe during combat.
Love of Nerþuz
Accelerates Special trigger (cooldown count-1).

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

Grants the following effects to allies within 3 rows or 3 columns centered on unit, and if unit's HP ≥ 25% at start of combat, to unit: when that unit or ally's Special triggers during combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = that unit or ally's max Special cooldown count value × 30, + 10 (max 100%; excluding area-of-effect Specials), and also, if that unit or ally's max Special cooldown count value ≥ 3 and their attack can trigger their Special, grants Special cooldown count-1 to that unit or ally before their first attack during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Luminous Grace+
At start of turn, restores 10 HP. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.
Luminous Grace
Magical Lantern+
At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat.
Magical Lantern
Majestic Glitnir
Enables【Canto (Dist. +1; Max 4)】.
Accelerates Special trigger (cooldown count-1).

At start of turn, if there is an ally within 3 rows or 3 columns centered on unit, grants Def/Res+6 to unit for 1 turn and unit can move 1 extra space (that turn only; does not stack), and also, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1.

If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, grants Def/Res+X to unit, inflicts Def/Res-X on foe (X = 5 + number of allies within 3 rows or 3 columns centered on unit × 3; max 14), deals damage = 10% of unit's Def (excluding area-of-effect Specials), and reduces damage from foe's attacks by 10% of unit's Def during combat (excluding area-of-effect Specials), and also, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).

If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, after combat, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1.

【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (Max 4.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Master's Tactics
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants 【Grand Strategy】to unit and allies within 2 spaces for 1 turn, inflicts Atk/Spd/Def/Res-4 on unit through its next action, and inflicts -6 on the highest and second highest stat values between Atk, Spd, Def, and Res for each ally within 2 spaces through their next actions (subtract 15 from Atk when comparing). At start of turn, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-3 on closest foes and foes within 3 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-5 on foe during combat and foe cannot make a follow-up attack.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
Mercurius
Grants Atk+3. At start of turn, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit and sword, lance, axe, bow, dagger, or beast allies within 2 spaces for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.)
Muninn's Egg
Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Res-5 on foe on the enemy team with the lowest Spd through its next action.
Mystic War Staff
Grants Atk+3. Calculates damage from staff like other weapons. At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit and unit makes a guaranteed follow-up attack during combat.
Nabata Beacon+
At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Desperation】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 10% of unit's Atk (excluding area-of-effect Specials).

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Nabata Beacon
Nabata Lance+
At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Hexblade】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 10% of unit's Atk (excluding area-of-effect Specials).

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Nabata Lance
Nectar Horn
Accelerates Special trigger (cooldown count-1).

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/Def-7,【Discord】,【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 those foes through their next actions.

If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-6 on foe, inflicts penalty on foe's Atk/Def = 20% of unit's Res at start of combat, reduces damage from foe's attacks by 20% of unit's Res (excluding area-of-effect Specials), neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
New Foxkit Fang
Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
New Year Fang
Accelerates Special trigger (cooldown count-1).

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Def/Res+6,【Hexblade】, and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit and allies within 2 spaces of unit for 1 turn.

If unit is transformed or unit's HP ≥ 25% at start of combat, deals damage to foe = 25% of foe's max HP as combat begins (activates only when unit can attack in combat; only highest value applied; does not stack with other "deals X damage as combat begins" effects; effects that reduce damage during combat do not apply; will not reduce foe's HP below 1; excluding certain foes, such as Røkkr).

If unit is transformed or unit's HP ≥ 25% at start of combat, inflicts penalty on foe's Atk/Def = 6 + 20% of unit's Def at start of combat, any "reduces damage by X%" effect that can be triggered only once per combat by unit's equipped Special skill can be triggered up to twice per combat (excludes boosted Special effects from engaging; only highest value applied; does not stack), deals damage = 30% of foe's max HP (excluding area-of-effect Specials; excluding certain foes, such as Røkkr), and reduces damage from foe's attacks by X during combat (X = total damage dealt to foe; min 10; max 20; excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by an additional X (excluding area-of-effect Specials).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
New Year Talon
Accelerates Special trigger (cooldown count-1).

At start of player phase or enemy phase, inflicts Spd/Def-7,【Exposure】, and 【Sabotage】on foes that are within 2 spaces of another foe through their next actions.

If unit is transformed or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat + 5, unit deals +X damage (X = number of Bonus effects, excluding stat bonuses, and number of Penalty effects, excluding stat penalties, active on foe and foes within 2 spaces of that foe × 3; excluding area-of-effect Specials), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown count-1 to unit before unit's first attack during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space (that turn only; does not stack) and grants Atk+2 to unit.

【Exposure】
Foe's attacks deal +10 damage.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
New Year Treats
Accelerates Special trigger (cooldown count-1).

If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by an ally with the【Divine Nectar】effect active (excluding unit), grants Atk/Res+6 and 【Charge】to unit and that ally for 1 turn and grants Special cooldown count-1 to unit and that ally (once per turn).

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Def/Res = 20% of unit's Res at start of combat + 5, deals damage = 20% of unit's Res (including when dealing damage with an area-of-effect Special), neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Divine Nectar】
Neutralizes【Deep Wounds】during combat.

Restores 20 HP to unit as unit's combat begins (triggers after effects that deal damage as combat begins; only highest value applied; does not stack). If it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces damage from foe's attacks by 10 during combat (excluding area-of-effect Specials).

【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.)

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Niðavellir Ballista
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.

Enables【Canto (Dist. +1; Max 4)】
during turns 1 through 4.

At the start of turns 1 through 4, grants Special cooldown count-3 to unit, grants Special cooldown count-1 to allies within 2 spaces of unit (excluding unit), and grants 【Hexblade】to unit and allies within 2 spaces of unit.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, unit deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces damage from foe's first attack by 30% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (Max 4.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Niðavellir Lots
Grants Atk+3. Enables【Canto (2)】during turns 1 through 4. At the start of turn 4, grants Special cooldown count-3 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Nightmare Horn
Grants Spd+3. Unit can counterattack regardless of foe's range. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Nova
Enables【Canto (Ally 5)】. Grants Atk+3.

If unit initiates combat, unit attacks twice.

For each foe within 5 spaces of unit, unit can move to any of the nearest spaces that are two spaces away from that foe (unless space is impassable terrain).

At start of turn, inflicts Atk/Res-7 and 【Sabotage】on closest foes and any foes within 2 spaces of those foes through their next actions.

If either unit or foe has an active【Bonus】 or【Penalty】effect, grants bonus to unit's Atk/Res during combat = 20% of unit's Res at start of combat + 6.

【Canto (Ally 5)】
After an attack, Assist skill, or structure destruction, unit can move to a space adjacent to any ally within 5 spaces.

(Once per turn. Cannot attack or assist. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Granted movement treated as Warp movement.)

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Obscurité
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6,【Resonance: Blades】, and【Resonance: Shields】to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Óðr of Creation
Accelerates Special trigger (cooldown count-1).

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants【Empathy】 and "unit can move to a space adjacent to any ally within 2 spaces" to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), neutralizes unit's penalties, deals +X damage (X = number of【Bonus】effects active on unit and foe, excluding stat bonuses, × 5; max 25; excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Empathy】
Grants bonus to unit's Atk/Spd/Def/Res = number of types of【Bonus】effects, excluding stat bonuses, and【Penalty】effects, excluding stat penalties, active on player team and enemy team during combat (max 7).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Opposing Stones
Accelerates Special trigger (cooldown count-1).
Effective against dragon foes. Neutralizes "effective against armored" bonuses. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. Unit can counterattack regardless of foe's range.

Reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 80%.

Grants weapon-triangle advantage against colorless foes and inflicts weapon-triangle disadvantage on colorless foes during combat.

At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts penalty on foe's Atk/Def/Res = 5 + number of allies within 3 spaces of unit × 3 (max 14; if unit triggers Savior, value is treated as 14), and reduces damage from foe's attacks by 20% of unit's Res during combat (excluding area-of-effect Specials), and after combat, restores 7 HP to unit, and also, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

Grants Atk/Def/Res+4 to allies within 3 spaces during combat and restores 7 HP to those allies after their combat.
Ovoid Staff+
At start of turn, restores 7 HP to unit and adjacent allies.
Ovoid Staff
At start of turn, restores 5 HP to unit and adjacent allies.
Packleader Tome
Grants Spd+3. At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-6 and【Panic】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-X on foe during combat (X = any current penalty on each of those stats + 5; example: if foe has -7 penalty to Atk, inflicts Atk-12, for a net penalty of Atk-19; calculates each stat penalty independently), and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat.

【Panic】
Converts bonuses on target into penalties through its next action.
Partnership Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of turn, inflicts【Discord】and【Panic】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Spd/Def-X on foe during combat (X = number of【Bonus】and【Penalty】 effects active on foe × 4; max 16; excludes stat bonuses and stat penalties), and also, if any【Bonus】or【Penalty】is active on foe, neutralizes "Special cooldown charge -X" effects on unit and effects that prevent unit's follow-up attacks during combat.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.

【Panic】
Converts bonuses on target into penalties through its next action.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Payday Pouch
Grants Spd+3. If number of Bonus effects active on unit (excluding stat bonuses) ≥ 3, enables Canto (2). At start of turn, grants the following effects to unit based on the number of allies within 2 spaces of unit: if ≥ 1, grants 【Null Follow-Up】; if ≥ 2, grants【Hexblade】. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat, - 8; min 0, max 10) during combat, and also, if number of Bonus effects active on unit (excluding stat bonuses) ≥ 3, reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (example: a foe with a "reduces damage by 45%" skill would reduce damage by 23% instead).

【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.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Penitent Lance
Grants Def+3. At start of turn, if unit's HP ≥ 25%, grants【Hexblade】and【Null Panic】 to unit and allies within 3 spaces of unit. At start of combat, if unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, inflicts penalty to foe's Atk/Def = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 6 (max 12), and if number of【Bonus】effects active on unit excluding stat bonuses ≥ 3, reduces damage from foe's first attack by X% during combat (if foe can make a follow-up attack, X = 80; otherwise, X = 40; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【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.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Petaldream Horn
Accelerates Special trigger (cooldown count-1).

For foes within 3 rows or 3 columns centered on unit, inflicts Atk/Spd/Def/Res-5 and Special cooldown charge -1 on those foes per attack during combat (only highest value applied; does not stack), and also, if those foes have bonuses, inflicts a penalty on those foes' Atk/Spd/Def/Res and grants a bonus to foes' combat targets' Atk/Spd/Def/Res during combat = current bonus on each of that foe's stats (calculates each stat bonus and penalty independently).

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3 (max 9), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by 20% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and also, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Petrify
Grants Res+3. At start of turns 1 through 5, inflicts Atk/Spd-7 and【Gravity】on foe on the enemy team with the lowest specified stat (see below).

(Specified stats: Turn 1 = HP, Turn 2 = Atk, Turn 3 = Spd, Turn 4 = Def, Turn 5 = Res.)

【Gravity】
Restricts target's movement to 1 space through its next action.
Playful Pinwheel
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】and【Null Panic】to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd during combat = number of Bonus effects active on unit and Penalty effects active on foe (excluding stat bonuses and stat penalties) × 2, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack and Special cooldown count-Y to unit before unit's first follow-up attack during combat (X = number of Bonus effects active on unit, excluding stat bonuses; max = unit's Special cooldown count value at start of combat; Y = number of Bonus effects active on unit (excluding stat bonuses) - unit's Special cooldown count value at start of combat; min: 0). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

【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.

【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.)
Plegian War Axe
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "foe cannot make a follow-up attack" to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and unit makes a guaranteed follow-up attack during combat.
Polished Fang
Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+6 to unit during combat, and also, if unit's Def > foe's Def, grants Special cooldown charge +1 per foe's attack (only highest value applied; does not stack) and deals +5 damage per unit's attack, including when dealing damage with a Special triggered before combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Praise-Piner Axe
Effective against flying foes. Grants Def+3. Calculates damage using the lower of foe's Def or Res.

At start of turn, if unit's HP ≥ 25%, grants Def/Res+6 and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn.

If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts penalty on foe's Atk/Def/Res = 5 + 15% of unit's Def at start of combat and reduces damage from foe's attacks by 15% of unit's Def during combat (excluding area-of-effect Specials), and also, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0).

If foe initiates combat or foe's HP ≥ 75% at start of combat, restores 7 HP to unit after combat.
Prince's Lance
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1).

If unit initiates combat or if unit is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = 25% of foe's Atk at start of combat - 4 (min 5; max 14), inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats × 2 (example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7; calculates each stat penalty independently), and reduces damage from foe's attacks by 40% (excluding area-of-effect Specials), and also, if unit deals damage to foe using a Special during combat, restores a percentage of unit's max HP = 10 + unit's max Special cooldown count value × 20 (max 100%; triggers even if 0 damage is dealt).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Pumpkin Stem+
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).
Pumpkin Stem
Pure-Wing Spear
Accelerates Special trigger (cooldown count-1). Effective against armored and cavalry foes. 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 for 1 turn: "unit can move to a space adjacent to any ally within 2 spaces." If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = number of allies within 3 spaces of unit × 3, + 5 (max 14), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from attacks by 30% (excluding area-of-effect Specials), and also, if unit deals damage to foe during combat, restores X HP to unit (if foe is armored or cavalry, X = 14; otherwise, X = 7; triggers even if 0 damage is dealt).
Quieting Antler
Enables【Canto (2)】.
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 and【Bonus Doubler】to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 2 spaces of an ally, and if unit and allies within 2 spaces of unit have bonuses to Atk/Spd/Def/Res after start-of-turn skills trigger, grants an additional +3 to each corresponding stat for unit and those allies for 1 turn (calculates each stat bonus independently; max 10).

If unit initiates combat or if unit is within 2 spaces of an ally, inflicts penalty on foe's Atk/Def = 6 + 20% of unit's Def at start of combat, unit deals +X damage (X = highest total bonuses among unit and allies within 3 spaces of unit; excluding area-of-effect Specials), and reduces damage from foe's attacks by 50% of X (excluding area-of-effect Specials).

At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).
(Once per turn. Only highest value applied. Does not stack.)

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Quieting Branch
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, inflicts Def/Res-7, Panic, and【Sabotage】 on closest foes and any foe within 2 spaces of those foes through their next actions, and inflicts【Assign Decoy】and status preventing counterattacks on foes with the lowest Def with Range = 1 and foes with the lowest Def with Range = 2 among closest foes and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts penalty on foe's Atk/Def = 20% of unit's Res at start of combat + 6, grants Special cooldown count-2 to unit before foe's first attack, and reduces damage from foe's attacks by 20% of unit's Res during combat (excluding area-of-effect Specials), and also, if foe's attack triggers foe's Special, reduces damage from foe's attacks by 20% of unit's Res during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Assign Decoy】
If foe's Range = unit's Range and foe initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit (that turn only; triggers only if unit is not equipped with a skill that can trigger the Savior effect).

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.
Quieting Claw
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Exposure】, and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on nearest foe and foes within 2 spaces of them through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def-X on foe (X = number of foes within 2 spaces of target with Bonuses or Penalties active on them, excluding target, × 3, + 4; max 10), deals Y damage (Y = total number of Bonuses and Penalties active on foe and any foe within 2 spaces of foe, excluding stat bonuses and stat penalties, x 3; excluding when dealing damage with an area-of-effect Special), reduces damage from attacks by 40%, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space (that turn only; does not stack) and grants Atk+2 to unit.

【Exposure】
Foe's attacks deal +10 damage.
Rampart Bow
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.

At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Exposure】, and【Deep Wounds】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), neutralizes unit's penalties, deals +X damage (X = number of foes within 3 spaces of target, including target, × 8; max 32; excluding area-of-effect Specials), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Exposure】
Foe's attacks deal +10 damage.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Rapid-Crier Bow
Effective against flying foes. Grants Spd+3. At start of turn, grants Atk/Spd+6 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.) If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat and grants bonus to unit's Atk during combat = total Atk+Spd bonuses on ally with the highest total Atk+Spd bonuses within 3 spaces.
Rapport Wand+
At start of turn, grants Atk/Def+5 to ally with the highest Spd for 1 turn. (Excludes unit.)
Rapport Wand
At start of turn, grants Atk/Def+3 to ally with the highest Spd for 1 turn. (Excludes unit.)
Rauðrlantern+
At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit during combat.
Rauðrlantern
Rauðrlion+
At start of turn, grants Atk+6 to adjacent allies for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.
Rauðrlion
Ravager
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Special cooldown charge -1 per attack on foe and Atk/Def-6 on foe during combat (only highest value applied; does not stack), and also, if unit is transformed, grants Special cooldown charge +1 per attack to unit during combat (only highest value applied; does not stack). If unit's HP ≥ 25% at start of combat and foe initiates combat, reduces damage from foe's follow-up attack by 80% during combat ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if foe initiates combat, unit can counterattack regardless of foe's range.
Raven King Beak
Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Raydream Horn
Grants Atk+3. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Red-Fist Blades
Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice).

At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6,【Incited】, and "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.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

Effect:【Dagger 7】

【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).

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Refreshed Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Spd+5 to unit, inflicts Spd-5 on foe during combat, and then, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and also, if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Renewed Fang
Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of support partner, inflicts Atk/Spd-6 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) Grants Special cooldown charge +1 per attack to support partners within 2 spaces. (Only highest value applied. Does not stack.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Repair
Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). At start of turn, neutralizes any【Penalty】on unit and allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 20 HP to those units. Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and unit makes a guaranteed follow-up attack.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Resolved Fang
Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Def+5 to unit, inflicts Def-5 on foe during combat, and then, if unit's Def > foe's Def, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Rite of Souls
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts【Guard】on foes within 3 rows or 3 columns centered on unit with Res < unit's Res. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Res (including when dealing damage with a Special triggered before combat), and foe cannot make a follow-up attack.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Royal Hatari Fang
Enables【Canto (Rem. +1)】while transformed.

Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Sabertooth Fang
Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces of unit and target through their next actions after movement. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Salvage
Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). Foe cannot counterattack.

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Salvage】, and the following status to unit and allies within 2 spaces of unit for 1 turn: "unit can move to a space adjacent to any ally within 2 spaces."

For allies with the【Salvage】effect active, when Canto triggers, if ally is within 6 spaces of unit, ally can move to a space within 2 spaces of unit, even if that movement exceeds the Canto distance limit.

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat + 6, deals damage = 15% of foe's Atk (excluding area-of-effect Specials; calculates damage from staff after combat damage is added), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Salvage】
Enables【Canto (2)】.

When【Canto Control】is applied to unit, if unit's Range = 1, unit can move 2 spaces with Canto instead of 1 space, and if unit's Range = 2, unit can move 1 space with Canto instead of 0 spaces.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【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.
Sandglass Bow
Accelerates Special trigger (cooldown count-1). Effective against flying foes. At the start of turn 1, grants Special cooldown count-2. At start of turn, if unit is within 2 spaces of an ally, grants the following to unit and infantry and armored allies within 2 spaces: "unit cannot be slowed by terrain (does not apply to impassable terrain)" and "unit can move 1 extra space (does not stack)" for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and also, when Special triggers, deals damage = X% of unit's Spd (X = unit's max Special cooldown count value × 10, + 10).
Scroll of Curses
Accelerates Special trigger (cooldown count-1).
Enables【Canto (Dist.; Max 3)】.

At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6,【Anathema】, and the following status to unit and allies within 2 spaces for 1 turn: "Grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)."

If unit initiates combat, unit attacks twice, and unit can make a follow-up attack before foe can counterattack.

If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd during combat = 6 + 20% of unit's Spd at start of combat.

【Canto (Dist.; Max 3)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Anathema】
Inflicts Spd/Def/Res-4 on foes within 3 spaces of unit during combat.
Scroll of Teas
Accelerates Special trigger (cooldown count-1).
Unit attacks twice (even if foe initiates combat, unit attacks twice).

Unit can move to any space within 2 spaces of an ally within 2 spaces of unit.

At start of enemy phase, restores 10 HP to unit and allies within 3 spaces of unit.

After start-of-turn effects trigger on enemy phase, for unit and allies within 3 spaces of unit, neutralizes stat penalties and two【Penalty】 effects (does not apply to Penalty effects that are applied at the same time; neutralizes the first applicable Penalty effects on unit's list of active effects).

Grants Spd/Res+4 to allies within 3 spaces of unit during their combat and restores 10 HP to those allies after their combat.

If unit initiates combat or is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat + 5, deals damage = 6 × number of allies with HP ≥ 50% during combat (max 18; excluding area-of-effect Specials), and restores 10 HP to unit after combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Sea Tambourine+
At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit and allies within 2 spaces of unit for 1 turn.

At start of combat, if unit's HP ≥ 25% and it is an even-numbered turn, grants Atk/Spd+5 to unit during combat. At start of combat, if unit's HP ≥ 25% and it is an odd-numbered turn, grants Atk/Spd+11 to unit during combat.

At start of combat, if unit's HP ≥ 25% and unit's Spd ≥ foe's Spd - 5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.
Sea Tambourine
Seafoam Splitter
Accelerates Special trigger (cooldown count-1). At start of turn, if number of allies adjacent to unit ≤ 2, grants "unit can move 1 extra space" to unit (that turn only; does not stack). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat.
Seaside Parasol+
At start of turn, inflicts【Guard】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of【Bonus】and【Penalty】 effects active on foe × 4; max 16; excludes stat bonuses and stat penalties).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Seaside Parasol
Seiðr
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants the following effect to unit and allies within 2 spaces of unit for 1 turn: "Foe cannot make a follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and unit deals damage = 20% of unit's Res (including when dealing damage with a Special triggered before combat).
Shadow Breath
Grants Atk+3. At start of turn, grants Atk/Res+6 and【En Garde】to unit and allies within 2 spaces of unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Res-6 on foe during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【En Garde】
Neutralizes damage outside of combat (from skills like Poison Strike, structures like Bolt Tower, etc.) except damage dealt by area-of-effect Specials.
Sharp War Sword
Accelerates Special trigger (cooldown count-1). If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +10. At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】and【Dodge】to unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.

【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.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Shellpoint Lance+
At start of turn, if unit is within 3 spaces of an ally, grants Def+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
Shellpoint Lance
Sieglinde
At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Siegmund
Silent Power
Grants Spd+3. Unit can move to a space within 2 spaces of support partner. At start of turn, if unit is within 3 spaces of support partner, grants【Null Follow-Up】to unit and that ally for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【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.
Silent Yule Knife
Enables【Canto (Dist.; Max 3)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd = 9 - number of allies adjacent to unit × 2 (min 0), neutralizes effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit initiates combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = X × 30 and reduces damage from foe's first attack by percentage = X × 30 during combat (X = number of spaces from start position to end position of whoever initiated combat, max 3; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 3; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

【Canto (Dist.; Max 3)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Silver of Dawn
Effective against armored and cavalry foes.
Accelerates Special trigger (cooldown count-1).
Allies within 2 spaces of unit can move to any space within 2 spaces of unit.

At start of enemy phase, restores 10 HP to unit and allies within 2 spaces of unit.

After start-of-turn effects trigger on enemy phase, converts penalties on unit and allies within 2 spaces of unit into bonuses, and also, neutralizes two【Penalty】effects on unit, excluding stat penalties (does not apply to Penalty effects that are applied at the same time; neutralizes the first applicable Penalty effects on unit's list of active effects).

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe, inflicts penalty on foe's Atk/Res during combat = 20% of unit's Res at start of combat, neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.), and unit deals +X damage during combat (X = number of allies within 3 rows or 3 columns centered on unit × 5; max 15; excluding area-of-effect Specials).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Sinmara
Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces.
Sisterly Axe
Accelerates Special trigger (cooldown count-1).

If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7.

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and【Dodge】to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit × 3 (max 14), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials) during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt).

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Sisterly War Axe
Accelerates Special trigger (cooldown count-1). At start of odd-numbered turns, grants Special cooldown count-2. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value × 10, + 20). If unit initiates combat or is within 2 spaces of an ally, and if unit's Special triggers (excluding area-of-effect Specials), disables non-Special effects that "reduce damage by X%" and prevents foe's Specials that are triggered by unit's attack.
Sky-Hopper Egg
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6,【Charge】, and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit, allies within 2 spaces of unit, and allies in a support-partner pair on player's team (excluding with unit) for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and an additional bonus to unit's Atk/Spd = number of allies granted【Charge】(excluding unit) × 4 (max 8), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【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.)
Sky-Pirate Claw
Accelerates Special trigger (cooldown count-1).
If unit is not adjacent to an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and unit makes a guaranteed follow-up attack.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Soothing Scent
Enables【Canto (Ally 2)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, foe cannot counterattack. If unit's HP ≥ 25% at start of combat and unit attacks, after combat, deals 10 damage to target and foes within 2 spaces of target.

【Canto (Ally 2)】
After an attack, Assist skill, or structure destruction, unit can move to a space adjacent to any ally within 2 spaces.

(Once per turn. Cannot attack or assist. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Granted movement treated as Warp movement.)
Sparkling Fang
Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack (only highest value applied; does not stack) and deals +5 damage to foe per unit's attack, including when dealing damage with a Special triggered before combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Spear
Grants Atk+3. Unit can counterattack regardless of foe's range.

At start of turn, if unit's HP ≥ 25%, grants the following effects to unit and allies within 2 spaces of unit for 1 turn: Atk/Def+6, "neutralizes 'effective against flying' bonuses," and "neutralizes foe's bonuses during combat."

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), deals damage = 10% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's attacks by 10% of unit's Atk during combat (excluding area-of-effect Specials).
Springing Spear
Enables【Canto (Rem. +1; Min 2)】.
Grants Res+3.

At start of turn, grants【Canto (1)】 to allies within 2 spaces of unit for 1 turn.

For allies within 3 rows or 3 columns centered on unit, grants Atk/Def/Res+5, ally deals +10 damage (excluding area-of-effect Specials), and grants Special cooldown count-1 to ally before ally's first attack during their combat.

If there is an ally within 3 rows or 3 columns centered on unit, inflicts penalty on foe's Atk/Def = 20% of unit's Res at start of combat + 6, unit deals +10 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by 10 (excluding area-of-effect Specials), and foe cannot make a follow-up attack during combat.

【Canto (Rem. +1; Min 2)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1 (min 2; if unit used a movement skill that warped them, unit can move 2 space(s)).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s). (Once per turn. Only highest value applied. Does not stack.)
Spy's Shuriken
Accelerates Special trigger (cooldown count-1). If unit initiates combat, unit attacks twice. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat. If a Rally Assist skill is used by unit or targets unit, grants【Null Follow-Up】to unit and target or targeting ally and inflicts【Exposure】on foes in cardinal directions of unit and target or targeting ally through their next actions. If a Rally Assist skill is used by unit, grants another action to unit. (Additional action granted once per turn only.)
Effect:【Dagger 7】

【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.

【Exposure】
Foe's attacks deal +10 damage.

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Staff of Rausten
Calculates damage from staff like other weapons. At start of turn, inflicts Res-6 and status preventing counterattacks on closest foes within 5 spaces of unit through their next actions. If unit initiates combat, grants Atk/Spd+6 during combat.
Staff of the Saint
Foe cannot counterattack. At start of turn, grants Def/Res+6 to allies within 2 spaces of unit for 1 turn and inflicts【False Start】on foes in cardinal directions of unit with Res < unit’s Res. (If False Start is inflicted at the same time that start-of-turn effects trigger for the opponent, effects other than healing, damage, or Divine Vein will trigger simultaneously.)

【False Start】
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
Staff of Twelve+
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Staff of Twelve
At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.)
Staff of Yngvi
Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1).
Foe cannot counterattack.

Unit can move to a space adjacent to any ally within 5 spaces.

If a Rally or movement Assist skill is used by unit, grants【Empathy】,【Canto (1)】, and the following status to unit and target ally for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack."

If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Res = 6 + 20% of unit's Res at start of combat, deals damage = 20% of unit's Res (excluding area-of-effect Specials; damage from staff is calculated after combat damage is added), and grants Special cooldown count-1 to unit before unit's first attack during combat.

【Empathy】
Grants bonus to unit's Atk/Spd/Def/Res = number of types of【Bonus】effects, excluding stat bonuses, and【Penalty】effects, excluding stat penalties, active on player team and enemy team during combat (max 7).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s). (Once per turn. Only highest value applied. Does not stack.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Stall-Game Bow+
Effective against flying foes.

At start of turn, if unit's HP ≥ 25%, grants Atk+6 and "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals +X damage (X = number of【Bonus】 effects active on unit and foe, excluding stat bonuses, × 5; max 25; excluding area-of-effect Specials).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Stall-Game Bow
Stone of Delights
Accelerates Special trigger (cooldown count-1).
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

At start of turn, grants Special cooldown count-1 to unit and to any ally with max HP < unit's max HP.

If unit is within 3 spaces of an ally, inflicts penalty on foe's Atk/Def/Res = 5 + number of allies within 3 spaces of unit × 3 (max 14; if unit triggers Savior, value is treated as 14), unit deals +X damage, and reduces damage from foe's attacks by X during combat (X = unit's max HP - foe's HP at start of combat; max 16; min 8; including when dealing damage with a Special triggered before combat, in which case X is calculated using HP before Special triggers), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack (cannot exceed the foe's maximum Special cooldown).

If unit is within 3 spaces of an ally, and unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat.
Summertime Axe
Enables【Canto (Rem. +1)】.
Accelerates Special trigger (cooldown count-1).
Grants Atk/Spd/Def/Res+5.

At start of turn, if unit's HP ≥ 25%, grants Spd/Def/Res+6, "neutralizes 'effective against flying' bonuses," and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit for 1 turn.

At start of combat, if unit's HP ≥ 25% grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, neutralizes effects that inflict "Special cooldown charge -X" on unit, unit deals +X × 5 damage (max 30; excluding area-of-effect Specials), and reduces damage from foe's attacks by X × 3 during combat (max 18; excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage further by X × 3 (max 18; excluding area-of-effect Specials; X = number of【Bonus】effects active on unit and foe, excluding stat bonuses).

At start of combat, if unit's HP ≥ 25%, restores 7 HP to unit after combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Sunlight+
At start of turn, inflicts【Guard】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and inflicts Res-X on foe during combat (X = number of【Bonus】and【Penalty】 effects active on foe × 4; max 16; excludes stat bonuses and stat penalties).

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Sunlight
Supreme Thökk
Enables【Canto (1)】.

Calculates damage from staff like other weapons. Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). At start of turn, if unit's HP ≥ 25%, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+X to unit (X = 6 + 20% of unit's Res at start of combat), unit makes a guaranteed follow-up attack, and unit deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Swirling Lance
Accelerates Special trigger (cooldown count-1).

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Spd/Def+6, "increases Spd difference necessary for foe to make a follow-up attack by 10 during combat," and【Null Panic】to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit × 3, + 5 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【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.)
Swirling Scimitar
Accelerates Special trigger (cooldown count-1).

If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7.

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Dodge】, and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res based on the number of times unit has been enhanced using Dragonflowers (one or more times grants +14, zero times grants +10), grants Special cooldown count-2 to unit before foe's first attack, and reduces damage from foe's first attack by 25% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills). Resets at end of combat.

If unit is within 3 spaces of an ally, restores 7 HP to unit after combat.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Sword of Isaach
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6,【Potent Follow】, and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Spd at start of combat, and also, if【Potent Follow X%】has triggered and X ≤ 99, then X = 100, unit deals +Y × 5 damage (Y = number of Bonus effects active on unit, excluding stat bonuses + number of Penalty effects active on foe, excluding stat penalties; max 5; excluding area-of-effect Specials), and reduces damage from foe's first attack by Y × 3 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when foe's attack triggers foe's Special, reduces damage by Y × 3 (excluding area-of-effect Specials).

At start of combat, if unit's HP ≥ 25%, restores 7 HP to unit after combat.

【Potent Follow】
If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).

【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
Taguel Fang
Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+3 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Teatime's Edge
Enables【Canto (Dist. +1; Max 4)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat - 2; min 6; max 16), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (max 4.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Temari+
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 7】

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Temari
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.
Effect:【Dagger 5】

【Dagger 5】
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Tender Vessel
Enables【Canto (1)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, deals damage to foe = X% of foe's Atk as combat begins (if unit has weapon-triangle advantage or if unit's Res > foe's Res, X = 40; otherwise, X = 20; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1), grants Atk/Def/Res+5 to unit during combat, grants bonus to unit's Atk/Def/Res during combat = 20% of unit's Res at start of combat, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
The Inexhaustible
Enables【Canto (Dist.; Max 3)】.
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
Unit attacks twice (even if foe initiates combat, unit attacks twice).

If unit initiates combat or【Bonus】is active on unit, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Canto (Dist.; Max 3)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Thief
Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). At start of turn, grants the【Bonus】effects active on the foe with the most【Bonus】effects active (excluding stat bonuses) to unit and allies within 2 spaces for 1 turn, and neutralizes【Bonus】effects active on that foe (excluding bonuses granted at the start of the same turn). Inflicts Atk/Spd/Def/Res-4 on foes within 3 columns or 3 rows centered on unit during combat. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and deals damage = number of【Bonus】effects active on unit, excluding stat bonuses, × 5 (max 20; excluding area-of-effect Specials).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Thökk
Calculates damage from staff like other weapons.
At start of turn, if foe's HP ≤ unit's HP-3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action.
Thunderer Tome
Accelerates Special trigger (cooldown count-1). At the start of turns 1 through 3 or if unit's HP < 100% at start of turn, grants Special cooldown count-1 to unit. During turns 1-3, or if unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.
Tiger-Eye Axe
At start of turn, if unit's HP ≥ 25%, inflicts Atk/Def-7 and【Discord】on closest foes and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 30% during combat, and unit's next attack deals damage = 30% of foe's attack damage prior to reductions (resets at end of combat; only highest value applied; does not stack).

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Tome of Luxuries
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-2 to unit. At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" to unit for 1 turn. After start-of-turn skills trigger, if unit's HP ≥ 25%, grants any【Bonus】effects active on unit (including stat bonuses; excluding "unit can move 1 extra space" and【Pathfinder】) to allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = 15% of unit's Res (including when dealing damage with a Special triggered before combat).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Tome of Reason
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. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat.
Tome of Reglay
Grants Atk+3. At start of turn, grants Special cooldown count-1 to any magic allies within two spaces of unit (including unit) that has their Special cooldown count at its maximum value. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat.
Tome of Thoron
At start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Total War Tome
Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Atk/Spd/Def/Res-5, 【Sabotage】, and【Stall】on closest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-5 on foe during combat and unit makes a guaranteed follow-up attack, and also, if a stat penalty is active on any foe within 2 spaces of target, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Tri-Path Splitter
Enables【Canto (Dist. +1; Max 4)】.

Grants Spd+3. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6, 【Null Follow-Up】, and【Null Panic】 to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat.

【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (Max 4.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【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.

【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.)
Trident+
At start of turn, if unit is within 3 spaces of an ally, grants Atk+6 to unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Def+5 to unit during combat.
Trident
Tropical Conch+
At start of turn, if unit's HP ≥ 25%, grants Atk/Def+6 to unit and allies within 2 spaces of unit for 1 turn.

At start of combat, if unit's HP ≥ 25% and it is an even-numbered turn, grants Atk/Def+5 to unit during combat. At start of combat, if unit's HP ≥ 25% and it is an odd-numbered turn, grants Atk/Def+11 to unit during combat.

At start of combat, if unit's HP ≥ 25% and unit's Def ≥ foe's Def - 5, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Tropical Conch
True-Love Roses
Accelerates Special trigger (cooldown count-1). At start of turn 1, grants Special cooldown count-1 to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+6 to unit during combat, and deals damage = 10% of unit's Res.
Twin-Crest Power
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.
United Bouquet
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit for 1 turn and unit can move 1 extra space (that turn only; does not stack). At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials), and also, when unit deals damage to foe during combat, restores X HP to unit (X = number of spaces from start position to end position of whoever initiated combat × 3; max 12; triggers even if 0 damage is dealt).
Unyielding Oar
Enables【Canto (Rem. +1)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if【Bonus】is active on foe or if unit's Spd ≥ foe's Spd+10, unit attacks twice.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Valflame
At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Vassal-Saint Steel
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25% and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflicts Spd/Def-X on foe (X = 11 - foe's max Special cooldown count value × 2; min 3; if foe does not have a Special skill, penalty = 3), and reduces damage from foe's first attack by 40% during combat, and also, if unit's Spd ≥ foe's Spd+5, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit's HP ≥ 25% at start of combat and unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat.
Veðrfölnir's Edge
Accelerates Special trigger (cooldown count-1).

At start of turn, if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd+6 and【Null Follow-Up】to unit and allies within 3 rows or 3 columns centered on unit for 1 turn.

If unit initiates combat or if there is an ally within 3 rows or 3 columns centered on unit, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 rows or 3 columns centered on unit × 3 (max 14), neutralizes unit's penalties, neutralizes effects that inflict "Special cooldown charge -X" on unit, unit deals +X damage, and reduces damage from foe's first attack by 50% of X during combat (X = highest total bonuses among unit and allies within 3 rows or 3 columns centered on unit; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when foe's attack triggers foe's Special, reduces Special damage by 50% of X (excluding area-of-effect Specials).

【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.
Wagasa+
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Wagasa
Wargod's Tome
At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Wary Rabbit Fang
Grants Spd+3. Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Spd at start of combat, and also, after combat, if unit's HP ≤ 90%, grants Special cooldown count-2. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Wedding-Bell Axe
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants "unit can move to a space adjacent to an ally within 2 spaces" and【Triangle Attack】to unit and allies within 2 spaces. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat.

【Triangle Attack】
If unit initiates combat and 2 or more allies (excluding unit) with Triangle Attack are within 2 spaces of unit, unit attacks twice. (That turn only. Does not stack.)
Weirding Tome
Grants Spd+3. At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Whelp (Armored)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Whelp (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Whelp (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Whitewind Bow+
Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants【Null Follow-Up】 and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit and 【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

【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.

【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.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Whitewind Bow
Wild Tiger Fang
Grants Atk+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces of unit through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit and neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat.

At start of turn 2, turn 4, and all later turns, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, but after combat, if unit attacked, deals 5 damage to unit.
Wildflower Edge
Enables【Canto (Rem. +1)】.
Accelerates Special trigger (cooldown count-1).

If unit has entered combat during the current turn, allies within 5 spaces of unit can move to a space within 2 spaces of unit.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by X% during combat (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 80; otherwise, X = 40; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

If unit initiates combat, deals 10 damage to target and foes within 2 spaces of target after combat, and inflicts【Share Spoils】on target through its next action.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above + 1 (If unit used a movement skill that warps them, the remainder is 0). (Once per turn. Only highest value applied. Does not stack.)

【Share Spoils】
Inflicts Atk/Spd/Def/Res-5 on unit during combat and neutralizes "reduces damage by X%" effects from unit's non-Special skills (excluding area-of-effect Specials). If foe initiates combat and if unit is defeated in combat, grants another action to that foe after combat (this effect has priority over other similar effects, including Time Is Light; in such cases, these other similar effects are treated as not having triggered).
Wind Genesis
Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and【Desperation】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and inflicts penalty on foe's Spd/Res during combat = 11 - foe's max Special cooldown count value × 2. (Minimum penalty of 3. If foe does not have a Special skill, penalty = 3.)

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Wind Tribe Club+
At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit and【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5).

【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.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Wind Tribe Club
Wind's Brand
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Wintery Arts
Accelerates Special trigger (cooldown count-1).
Unit attacks twice (even if foe initiates combat, unit attacks twice).

At start of turn, if unit is within 2 spaces of an ally, grants【Divinely Inspiring】to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Spd/Def/Res = number of distinct game titles among allies within 3 spaces of unit × 3 + 4 (max 10), unit deals +X damage (X = 5 × the total of the number of distinct game titles among allies, excluding unit, and the number of engaged allies, excluding unit; max 15; excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【Divinely Inspiring】
Grants bonus to unit's Atk/Spd/Def/Res = X × 3 (X = number of allies with the Divinely Inspiring effect within 3 spaces of unit, excluding unit; max 2), grants Special cooldown count-X to unit before foe's first attack, and when unit deals damage to foe during combat, restores X × 4 HP to unit during combat.
Wolf Queen Fang
Accelerates Special trigger (cooldown count-1).
During combat, boosts unit's Atk/Spd by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants special cooldown count-2 to unit and unit's support partner (if any). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Wolfskin Fang
Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
World-Tree Tail
Enables【Canto (2)】.

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 9, - 3 × number of allies with HP ≤ 40%; min 0), grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Worldly Lance
Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Def-X on foe (X = 20% of unit's Def at start of combat + 6), unit makes a guaranteed follow-up attack, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
Yearling (Arm.)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.
Yearling (Cavalry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Yearling (Infantry)
At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.
Ylisse Ninja Bow
Accelerates Special trigger (cooldown count-1).
Effective against flying foes. Unit attacks twice (even if foe initiates combat, unit attacks twice).

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat + 5, unit deals +X × 5 damage (max 25; X = number of【Bonus】effects active on unit, excluding stat bonuses + number of【Penalty】effects active on foe, excluding stat penalties; excluding area-of-effect Specials), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit after first Special trigger per combat (excluding area-of-effect Specials).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

List of Refined Weapons

Weapon Refined Description
Apotheosis Spear
Grants Spd+3. Unit can move to any space within 2 spaces of an ally within 2 spaces of unit.

At start of turn, grants the following effects to unit and allies within 2 spaces of unit based on the number of allies within 2 spaces of unit: if ≥ 1, grants【Canto (1)】for 1 turn; if ≥ 2, grants【Dodge】.

If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 and Def/Res+4 to unit during combat and restores 7 HP to unit after combat.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Ardent Durandal
Grants Atk+3. At start of turn, grants 【Bonus Doubler】to unit and ally with the highest Atk (excluding unit). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Astral Breath
Grants Spd+3. Unit can move to a space within 2 spaces of support partner. At start of turn, if unit is within 3 spaces of support partner, grants Spd/Def/Res+6 and【Dodge】to unit and any support partner within 3 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat and restores 7 HP to unit after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Aura
At start of turn, grants Atk+6 to adjacent magic and staff allies for 1 turn.
Aversa's Night
Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-4 on that foe and bonuses on that foe become penalties through its next action. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-4 on foe during combat.
Book of Dreams
Grants Atk+3. At start of turn, inflicts Atk/Spd/Res-5 on closest foes within 5 spaces and any foe within 2 spaces of those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Brazen Cat Fang
Grants Spd+3. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and deals +10 damage when Special triggers. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Bride's Fang
Accelerates Special trigger (cooldown count-1).
At start of turn, grants Special cooldown count-1. If unit initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def-5 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if Special triggers before or during combat, grants Special cooldown count-2 after combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Bunny Fang
Grants Spd+3. Effective against cavalry foes. If unit is not adjacent to an ally or unit's HP ≤ 90% at start of combat, grants Atk/Spd+5 to unit during combat. After combat, if unit's HP ≤ 90%, grants Special cooldown count-2. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Býleistr
At start of turn, if unit is within 4 spaces of a foe or if it is an odd-numbered turn, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.) If it is an odd-numbered turn or if foe's HP ≥ 75% at start of combat, grants Atk+5 to unit and inflicts Atk-5 on foe during combat.
Covert Cat Fang
Grants Def+3. If unit initiates combat or is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat. Grants Atk/Def+4 to allies within 3 spaces during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Dracofalchion
Effective against dragon foes. Grants Atk+3. At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit during combat.
Ebon Bölverk
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Null Follow-Up】, and "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.

At start of turn, if the number of allies within 2 spaces of unit ≥ 2, grants "unit can move 1 extra space" to unit (that turn only; does not stack).

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and deals +X × 5 damage during combat (X = number of【Bonus】effects active on unit and foe, excluding stat bonuses; max 5; excluding area-of-effect Specials), and restores 7 HP to unit after combat.

【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.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Eckesachs
At start of turn, inflicts Def-6 on foes (excluding dragons) within 2 spaces through their next actions.
Failnaught
Accelerates Special trigger (cooldown count-1). Effective against flying foes.

At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Guard】, and【Sabotage】 on closest foes and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Falchion
Effective against dragon foes. At start of odd-numbered turns, restores 10 HP.
Falchion
Falchion
Foxkit Fang
Grants Res+3. At start of combat, if unit's Res > foe's Res, grants Atk/Spd/Def/Res+4 to unit during combat and also grants bonus to Atk/Spd/Def/Res to unit during combat = 80% of difference between stats at start of combat (min: 0, max: 8). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Gjallarbrú
Calculates damage from staff like other weapons. At start of turn, if foe's HP ≤ unit's HP-1 and foe is in cardinal directions, inflicts【Isolation】 on foe.

【Isolation】
Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Grima's Truth
Grants Def+3. At start of turn, inflicts Atk/Spd/Res-5 on nearest foes within 4 spaces through their next actions and grants Atk/Spd/Res+5 to unit for 1 turn.
Guardian Fang
Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+5 to unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Hawk King Claw
Grants Atk+3. If unit is transformed or foe's HP ≥ 75% at start of combat, grants Atk/Def+5 to unit during combat and unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Hikami
Grants Spd+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on nearest foes within 4 spaces of unit through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-4 on foe during combat.
Horn of Opening
Accelerates Special trigger (cooldown count-1).

If unit is within 3 spaces of an ally, grants Atk+6 and Spd+5 to unit, inflicts Atk-6 on foe, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and reduces damage from foe's attacks by X% of unit's Def during combat (X = number of allies within 3 spaces of unit × 10; max 30; excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage further by X% of unit's Def (excluding area-of-effect Specials).

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Hrímfaxi
Grants Spd+3 and【Pathfinder】.

At start of turn, if unit's HP ≥ 25%, grants 【Incited】to allies within 2 spaces of unit (excludes unit).

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd/Def/Res = highest bonus on each stat between unit and allies within 2 spaces of unit (calculates each stat bonus independently).

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)

【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).
Huginn's Egg
Grants Res+3. At start of turn, if any foes have the highest Atk or Spd on the enemy team, inflicts -7 on those foes' corresponding stat through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.
Iago's Tome
Grants Res+3. At start of odd-numbered turns, if any foe's HP < unit's HP and that foe is not adjacent to another foe, inflicts Atk/Spd-6 and【Guard】on that foe through its next action. At start of even-numbered turns, if any foe's HP < unit's HP and that foe is adjacent to another foe, inflicts Def/Res-6 and【Panic】on that foe through its next action. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Panic】
Converts bonuses on target into penalties through its next action.
Inner Wellspring
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】to unit for 1 turn, and also, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by 20% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if Special triggers before or during combat, grants Special cooldown count-1 after combat.

【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.
Kia Staff
Calculates damage from staff like other weapons.

At start of turn, if unit is within 3 spaces of an ally, grants Atk/Spd+6 and【Hexblade】to unit and allies within 3 spaces of unit for 1 turn, and neutralizes any【Penalty】effects on unit and allies within 3 spaces of unit (excluding penalties inflicted at start of turn).

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, deals damage = 15% of foe's Atk (excluding area-of-effect Specials; if the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Kitsune Fang
Grants Def+3. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat. Grants allies within 2 spaces bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Levin Dagger
Grants Res+3. At start of turn, inflicts Spd/Res-7 and【Guard】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. If【Bonus】is active on unit or if【Penalty】is active on foe, grants Atk/Spd/Def/Res+4 to unit and deals damage = 20% of unit's Res during combat (including when dealing damage with an area-of-effect Special).
Effect:【Dagger 7】

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Lion King Fang
Grants Atk+3. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. If foe initiates combat, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) and foe's follow-up attack by 70% ("follow-up attack" normally means only the second strike; for effects that grant "unit attacks twice," it means the third and fourth strikes). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.
Mercurius
Grants Atk+3. At start of turn, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+6 to unit and allies within 2 spaces of unit for 1 turn (bonus granted to unit even if no allies are within 2 spaces.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat.
Muninn's Egg
Grants Res+3. At start of turn, if any foes have the highest Atk or Res on the enemy team, inflicts -7 on those foes' corresponding stat through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Res+4 during combat.
New Foxkit Fang
Accelerates Special trigger (cooldown count-1). If unit's Res > foe's Res, deals damage = 70% of difference between stats (max +7 damage) and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Nightmare Horn
Grants Spd+3. Unit can counterattack regardless of foe's range. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit during combat. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-X on foe during combat (X = number of spaces from start position to end position of whoever initiated combat + 3; max 6), and also, if X ≥ 5, reduces damage from foe's first attack by 30% during combat.
Obsidian Lance
Grants Def+3.
Enables【Canto (2)】.

At start of combat, if foe's HP ≥ 75% or if number of allies adjacent to unit ≤ 1, inflicts Atk/Def-6 on foe, unit makes a guaranteed follow-up attack, and reduces damage from foe's attacks by 20% of unit's Def during combat (excluding area-of-effect Specials).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Petrify
Grants Res+3. At start of turns 1 through 5, inflicts【Gravity】on foe on the enemy team with the lowest specified stat (see below), and also, inflicts Atk/Spd-7 and【Sabotage】 on that foe and foes within 2 spaces of that foe through their next actions.

(Specified stats: Turn 1 = HP, Turn 2 = Atk, Turn 3 = Spd, Turn 4 = Def, Turn 5 = Res.)

If unit initiates combat or the number of allies adjacent to unit ≤ 1, grants Atk/Spd/Def/Res+5 to unit and unit makes a guaranteed follow-up attack during combat.

【Gravity】
Restricts target's movement to 1 space through its next action.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Raven King Beak
Grants Spd+3. If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit during combat and deals damage = 15% of unit's Spd.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Resolved Fang
Grants Def+3.

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Def/Res+5 to unit, inflicts Def-5 on foe, deals damage = 20% of unit's Def (including when dealing damage with a Special triggered before combat), unit makes a guaranteed follow-up attack, and neutralizes unit's penalties to Atk/Def during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Sabertooth Fang
Grants Def+3. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit and target through their next actions after movement. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+5 to unit during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.
Sieglinde
At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Siegmund
Skinfaxi
Grants Spd+3 and【Pathfinder】. At start of turn, grants【Pathfinder】to unit's support partner for 1 turn (if more than one support partner is present, effect is not granted). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res during combat = current penalty on each of those stats × 2 (example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12; calculates each stat bonus independently).

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Sky-Pirate Claw
Accelerates Special trigger (cooldown count-1).

If number of adjacent allies other than beast or dragon allies ≤ 1, or if unit is transformed, grants Atk/Spd+5 to unit and inflicts Atk-5 on foe, unit makes a guaranteed follow-up attack, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space (that turn only; does not stack) and grants Atk+2 to unit.
Staff of the Saint
Foe cannot counterattack.

At start of turn, grants Def/Res+6 and 【Bonus Doubler】to unit and allies within 2 spaces of unit for 1 turn.

At start of turn, inflicts Atk/Res-7 and 【False Start】on foes in cardinal directions with Res < unit's Res through their next actions (if False Start is inflicted at the same time that start-of-turn effects trigger for the opponent, effects other than healing, damage, or Divine Vein will trigger simultaneously).

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials; calculates damage from staff after combat damage is added).

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【False Start】
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
Studied Forblaze
Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat and disables unit's and foe's skills that change attack priority.
Taguel Fang
Effective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit during combat, and also, if foe is not a beast or dragon foe, grants an additional Atk/Spd/Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Thökk
Calculates damage from staff like other weapons.

At start of turn, inflicts Atk-7 and【Stall】on sword, lance, axe, dragonstone, and beast foes with HP < unit's HP in cardinal directions through their next actions.

At start of turn, inflicts Res-7 and【Gravity】
on bow, dagger, magic, and staff foes with HP < unit's HP in cardinal directions through their next actions.

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.

【Gravity】
Restricts target's movement to 1 space through its next action.
Thunderbrand
Grants Spd+3.

At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and【Treachery】to unit and allies within 2 spaces of unit for 1 turn.

At start of combat, if foe's HP ≥ 50%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe's next attack.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.
Valflame
At start of turn, inflicts Atk/Res-5 on foes within 3 columns or 3 rows centered on unit through their next actions.
Wargod's Tome
Weirding Tome
Grants Spd+3. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd/Res-5 on that foe through its next action.
Wolf Berg
Grants Def+3. At start of turn, if unit is within 4 spaces of a foe, grants Atk/Spd/Def/Res+6 for 1 turn. If unit initiates combat or unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Wolf Queen Fang
Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75% or unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if both conditions are met, inflicts Atk/Def-5 on foe during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Wolfpup Fang
Grants Spd+3. At the start of turn 1, grants Special cooldown count-2 to unit and unit's support partner (if any). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.
Wolfskin Fang
Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

List of Skill Refined Weapons

Icon Weapon Refined Description
Aerial Longsword W Aerial Longsword
Enables【Canto (2)】.

Unit can move to a space within 2 spaces of any ally within 2 spaces.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Chill Def W Argent Bow
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Aureola W Aureola
At start of turn, if unit is within 2 spaces of an ally, grants Spd/Res+6 and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn.

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that inflict "Special cooldown charge -X" on unit, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
Auto-Lofnheidr W Auto-Lofnheiðr
At start of turn, if unit's HP ≥ 25%, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and【Incited】to unit and allies within 2 spaces of unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants Atk/Def/Res+5 to unit, inflicts penalty on foe's Atk/Def = current bonus on each of foe's stats × 2 (calculates each stat penalty independently), and deals damage = 20% of unit's Def during combat (excluding area-of-effect Specials).

【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).
Bereft Lance W Bereft Lance
At start of turn, if unit's HP ≥ 25%, inflicts Atk/Def-7 and【Exposure】on closest foes and any foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and unit makes a guaranteed follow-up attack during combat, and restores 7 HP to unit after combat.

【Exposure】
Foe's attacks deal +10 damage.
Blood Tome W Blood Tome
At start of turn, grants【Cancel Affinity】to unit. At start of turn, inflicts Atk/Res-7 and 【Triangle Adept】on closest foes within 5 spaces of unit and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk+5 to unit, inflicts Atk-5 on foe, unit makes a guaranteed follow-up attack, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

【Cancel Affinity】
If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills for 1 turn.

【Triangle Adept】
If unit has weapon-triangle advantage, boosts Atk by 20% through its next action, and if unit has weapon-triangle disadvantage, reduces Atk by 20% through its next action.
Bow of Frelia W Bow of Frelia
At start of turn, grants Special cooldown count-1.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that inflict "Special cooldown charge -X" on unit and disables skills of all foes excluding foe in combat during combat.
Brides Fang W Bride's Fang
Enables【Canto (Rem. +1)】while transformed.

At start of turn, if unit's transform conditions are met, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" to unit for 1 turn and unit can move 1 extra space (that turn only; does not stack). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-4 on foe during combat, restores 7 HP to unit after combat, and also, when unit's Special triggers (excluding area-of-effect Specials), neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Brutal Breath W Brutal Breath
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6,【Dodge】, and "neutralizes foe's bonuses during combat" to unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Caduceus Staff W Caduceus Staff
Allies within 2 spaces of unit can move to any space within 2 spaces of unit.

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 and "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.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and unit makes a guaranteed follow-up attack during combat.
Panic Ploy W Cherche's Axe
At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
Constant Dagger W Constant Dagger
At start of turn, inflicts Spd/Def-6 and【Discord】on closest foes within 5 spaces and any foe within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 and Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and after combat, if unit initiated combat and attacked, deals 7 damage to target and foes within 2 spaces of target.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Cunning Bow W Cunning Bow
At start of turn, if any foes are within 3 columns or 3 rows centered on unit, inflicts Def-7 on those foes through their next actions, and grants Atk+6 to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, grants additional bonus to unit's Atk during combat = current bonus on unit's Atk, and inflicts penalty on foe's Def during combat = current penalty on foe's Def.
Daniel-Made Bow W Daniel-Made Bow
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Hexblade】, and "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. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def+5 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Dark Monograph W Dark Monograph
At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7,【Panic】, and【Deep Wounds】 on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-5 on foe, neutralizes unit's penalties to Atk/Spd/Res, and unit makes guaranteed follow-up attack during combat.

【Panic】
Converts bonuses on target into penalties through its next action.

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Dark Spikes Tau W Dark Spikes Τ
Accelerates Special trigger (cooldown count-1).
At start of turn, grants the following status to unit for 1 turn and deals 1 damage to unit: "Unit can move to a space adjacent to any ally within 2 spaces." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Wrath W Devil Axe
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Res Tactic W Draconic Poleax
At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Dragoon Axe W Dragoon Axe
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 for 1 turn: "Grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)." If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Eagles Egg W Eagle's Egg
Enables【Canto (1)】.

At start of turn, inflicts Def/Res-6 and【Exposure】 on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, and if【Penalty】is active on foe, foe cannot counterattack.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Exposure】
Foe's attacks deal +10 damage.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Elenas Staff W Elena's Staff
At start of turn, inflicts【Panic】on nearest foes within 4 spaces through their next actions. After combat, if unit attacked, inflicts【Panic】on target and foes within 2 spaces of target through their next actions.

【Panic】
Converts bonuses on target into penalties through its next action.
Exotic Fruit Juice W Exotic Fruit Juice
At start of turn, if unit is within 5 spaces of a foe, grants Atk/Spd+6 and【Hexblade】to unit and allies within 2 spaces for 1 turn.

At start of turn, inflicts Spd/Res-7 and status preventing counterattacks on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions.

If unit initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Spd/Res-5 on foe, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Feather Sword W Feather Sword
Enables【Canto (2)】.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, grants bonus to unit's Atk/Spd = number of allies within 3 spaces × 3 (max 6), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Fimbulvetr Morn W Fimbulvetr Morn
At start of turn, if unit's HP ≥ 25%, grants Atk/Res+6,【Essence Drain】, and 【Bonus Doubler】to unit and target allies for 1 turn (if support partner is on player team, targets any support partner within 2 spaces of unit; otherwise, targets ally with the highest Atk within 2 spaces of unit).

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, unit makes a guaranteed follow-up attack, and restores 7 HP to unit after combat.

【Essence Drain】
After combat, if unit attacked, grants any 【Bonus】effects active on target and foes within 2 spaces of target to unit and allies with the Essence Drain effect, and neutralizes any【Bonus】active on target and foes within 2 spaces of target (excluding Bonus effects being granted at the same time). After combat, if foe was defeated in combat, restores 10 HP to unit and allies with the Essence Drain effect.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Flame Battleaxe W Flame Battleaxe
At start of turn, inflicts Atk-7 and【Sabotage】 on foes within 3 rows or 3 columns centered on unit through their next actions. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Frostfire Breath W Frostfire Breath
Enables【Canto (2)】.

At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6,【Bonus Doubler】, and 【Null Panic】to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s). (Once per turn. Only highest value applied. Does not stack.)

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn.
Gate-Anchor Axe W Gate-Anchor Axe
At start of turn, if unit's HP ≥ 25%, inflicts Atk/Def-7 and【Feud】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Def/Res+5 to unit, inflicts Def/Res-5 on foe, and deals damage = 20% of unit's Def during combat (excluding area-of-effect Specials), and also, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).

【Feud】
Disables all ally skills (excluding unit's) during combat through unit's next action.
Grafcalibur W Grafcalibur
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-7 and【Sabotage】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 10% of unit's Spd at start of combat + 5 and grants Special cooldown count-2 to unit before unit's first follow-up attack during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Grim Brokkr W Grim Brokkr
At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7,【Sabotage】,and【Schism】 on closest foes and any foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts penalty on foe's Atk/Spd/Res during combat = 5 + number of foes within 3 spaces of target (including target), reduces damage from foe's attacks by X during combat, and also, when foe's attack triggers foe's Special, reduces damage by X (X = 3 × the total of the number of Bonus effects active on unit and the number of Penalty effects active on foe, excluding stat bonuses and stat penalties; max 12; excluding area-of-effect Specials).

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Schism】
Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using numbers of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized.
Hallowed Tyrfing W Hallowed Tyrfing
Enables【Canto (Rem. +1)】.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of whoever initiated combat (max 4), deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Hyperion Lance W Hyperion Lance
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, unit makes a guaranteed follow-up attack, and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (if it is unit's first combat initiated by unit or first combat initiated by foe that turn, X = 40; otherwise, X = 20).
Iagos Tome W Iago's Tome
At start of odd-numbered turns, grants Def/Res+6, "foe cannot make a follow-up attack," and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn. At start of even-numbered turns, grants Atk/Spd+6, "if unit initiates combat, unit makes a guaranteed follow-up attack," and【Hexblade】to unit and allies within 2 spaces of unit for 1 turn. If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Even Atk Wave W Iris's Tome
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.)
Jokers Wild W Jokers Wild
At start of player phase or enemy phase, grants Atk/Spd/Def/Res+6,【Hexblade】, and【Null Panic】to allies within 3 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 and reduces damage from foe's first attack by 20% of the greater of unit's Def or Res during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown).

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【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.)
Joyful Vows W Joyful Vows
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【Sabotage】on those foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Res+5 to unit and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Laevatein W Laevatein
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 to unit for 1 turn. At start of turn, if unit is within 2 spaces of unit's support partner (if any), grants Atk/Def+6 to unit's support partner for 1 turn. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+5 to unit during combat.
Larceis Edge W Larcei's Edge
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, deals damage = 15% of unit's Spd during combat (excluding area-of-effect Specials), and also, after combat, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.
Loptous W Loptous
At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-5 on that foe through its next action. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat.
Lucky Bow W Lucky Bow
At start of turn, if unit is within 2 spaces of an ally, neutralizes any【Penalty】on unit and allies within 2 spaces of unit (excluding penalties inflicted at start of turn), and restores 10 HP to unit and those allies. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Luin W Lúin
Enables【Canto (2)】.

Inflicts Spd/Def-5 on foes within 3 rows or 3 columns centered on unit, neutralizes those foes' bonuses to Spd/Def, and those foes suffer guaranteed follow-up attacks during combat.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, neutralizes effects that inflict "Special cooldown charge -X" on unit, and grants Special cooldown count-1 to unit before unit's first attack during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Masking Axe W Masking Axe
If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat. At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn.
Mirage Feather W Mirage Feather
Enables【Canto (2)】.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat, and also, if unit initiates combat after an ally has already acted, grants an additional Atk/Spd+5 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Mirage Rod W Mirage Rod
At start of turn, inflicts Atk/Res-6 and【Sabotage】on foes within 3 columns or 3 rows centered on unit through their next actions. If foe initiates combat or if foe's HP ≥ 75% at start of combat, inflicts Atk/Res-5 on foe during combat, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and restores 7 HP to unit after combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Muninns Egg W Muninn's Egg
At start of turn, restores 7 HP to unit and allies within 2 spaces of unit.

If unit initiates combat, or if unit is within 2 spaces of an ally, grants Atk/Spd/Res+4 to unit during combat.
Nightmare Horn W Nightmare Horn
Enables【Canto (Rem. +1)】.

Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Oracles Breath W Oracle's Breath
At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and the following status to unit and allies within 2 spaces for 1 turn: "Grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat and grants bonus to unit's Atk/Spd/Def/Res during combat = highest bonus on allies within 2 spaces of unit. Calculates each stat bonus independently.
Persecution Bow W Persecution Bow
At start of turn, if unit is within 2 spaces of an ally, deals 1 damage to unit and allies within 2 spaces of unit and grants Special cooldown count-1 to unit. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+X to unit (X = damage dealt to unit as of start of combat × 2, + 5; max 15) and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
Prayer Wheel W Prayer Wheel
At start of turn, grants Spd+6 to allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 and the following status to unit during combat: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%."
Punishment Staff W Punishment Staff
At start of turn, if unit is within 2 spaces of an ally, grants Atk+6 and【Cancel Affinity】to unit and allies within 2 spaces of unit.

【Cancel Affinity】
If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills for 1 turn.
Reeses Tome W Reese's Tome
At start of turn, inflicts Spd/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Reginleif W Reginleif
If【Bonus】is active on unit, enables 【Canto (Rem. +1)】.
At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, and if【Bonus】is active on unit, foe cannot make a follow-up attack.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Saintly Seraphim W Saintly Seraphim
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 for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat.
Sanngridr W Sanngriðr
At start of turn, inflicts Def/Res-7 on foes within 3 columns or 3 rows centered on unit through their next actions. If unit initiates combat, grants Atk/Spd+6 to unit during combat.
Shamshir W Shamshir
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat.
Spd Tactic W Silverbrand
At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Sky-Pirate Claw W Sky-Pirate Claw
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Exposure】, and【Frozen】 on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Exposure】
Foe's attacks deal +10 damage.

【Frozen】
Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:

Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats × 2; otherwise, X = 10). (For example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills.)
Sparking Tome W Sparking Tome
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Res-5 on foe, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Starpoint Lance W Starpoint Lance
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an armored ally, an infantry ally with Range = 1, or a flying ally with Range = 1, grants Atk/Spd+6, "unit can move 1 extra space (that turn only; does not stack),"【Canto (1)】, and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit and those allies for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and unit deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Summer Strikers W Summer Strikers
At start of turn, for unit and allies within 2 spaces of unit, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Survivalist Bow W Survivalist Bow
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7 and【Sabotage】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, neutralizes unit's penalties to Atk/Spd, and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
All Tactic W Tactical Bolt
At start of turn, grants Atk/Spd/Def/Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Tactical Gale
Talregan Axe W Talregan Axe
Enables【Canto (Rem. +1)】.

At start of turn, if unit is within 3 spaces of an ally with Range = 1, grants Atk/Spd+6, "unit can move 1 extra space (that turn only, does not stack)," and【Null Follow-Up】to unit and allies with Range = 1 within 3 spaces of unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above + 1 (If unit used a movement skill that warps them, the remainder is 0). (Once per turn. Only highest value applied. Does not stack.)

【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.
Thokk W Thökk
At start of turn, inflicts【Guard】on foes on the enemy team with the lowest Spd and any foes within 1 space of those foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+4 during combat.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Tome of Storms W Tome of Storms
Enables【Canto (1)】.

At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-7 and【Exposure】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and deals damage = 20% of unit's Spd (excluding area-of-effect Specials).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Exposure】
Foe's attacks deal +10 damage.
Twin Star Axe W Twin Star Axe
Enables【Canto (2)】.

At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6, "neutralizes foe's bonuses during combat," and【Null Panic】 to unit and allies within 2 spaces of unit for 1 turn.

If unit is within 3 spaces of an ally, grants Atk+6 to unit, inflicts Atk-6 on foe, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【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.)
Vedrfolnirs Egg W Veðrfölnir's Egg
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 for 1 turn: "unit can move to a space adjacent to any ally within 2 spaces." If unit is within 3 spaces of an ally, grants Atk/Spd+5 to unit during combat.
Sabotage Atk W Veteran Lance
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
War-God Mjolnir W War-God Mjölnir
Enables【Canto (2)】.

At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit, inflicts Atk-6 on foe, and reduces damage from foe's attacks by 15% of unit's Atk during combat (excluding area-of-effect Specials), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat), and also, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Whitedown Spear W Whitedown Spear
If unit is within 3 spaces of a flying ally, enables【Canto (Rem. +1)】.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat and deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and also, if the number of flying allies within 3 spaces of unit ≥ 2, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Winds of Silesse W Winds of Silesse
At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6,【Desperation】, and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Wing-Lifted Spear W Wing-Lifted Spear
Accelerates Special trigger (cooldown count-1).

At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following statuses to unit and allies within 2 spaces of unit for 1 turn: "neutralizes unit's penalties during combat" and "grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)."

If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = number of allies within 3 spaces of unit × 2, + 5 (max 11) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
Wolf Berg W Wolf Berg
At start of turn, inflicts Atk/Def-7 on foes within 4 spaces for 1 turn and inflicts status on those foes preventing counterattacks through their next actions.

At start of combat, if foe's HP ≥ 75%, inflicts Atk/Def-5 on foe during combat.
Wolf Queen Fang W Wolf Queen Fang
Enables【Canto (Rem. +1)】while transformed.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 during combat, and also, when unit deals damage (even 0 damage) to foe during combat, restores 7 HP to unit.

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Wolfpup Fang W Wolfpup Fang
At start of turn, if unit is within 3 spaces of support partner, grants Atk/Spd+6 and "neutralizes foe's bonuses during combat" to unit and any support partner within 3 spaces of unit for 1 turn. If unit is transformed or foe's HP ≥ 75% at start of combat, grants Atk/Spd+5 to unit during combat.

List of Assists

None, currently.

List of Specials

Special Description
Bond Blast
Boosts Special damage by 50% of unit's Spd when Special triggers.

At start of turn, if unit is not on a team with unit's support partner, grants【Bonded】to allies with the highest Atk within 2 spaces of unit.

If unit is on a team with their support partner or if an ally has an active【Bonded】effect, for unit, support partner, and any allies with an active【Bonded】effect, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills during combat (excluding area-of-effect Specials).

If unit is within 3 spaces of a support partner or an ally with an active【Bonded】effect, and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).

【Bonded】
Grants a status that can trigger certain skill effects to unit for 1 turn.
Chivalric Aura
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. Boosts Special damage by 25% of unit's Atk. After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and all allies can move 1 extra space (that turn only; does not stack; bonus granted to allies even if unit's HP reaches 0).
Holy-Knight Aura
At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) Boosts Special damage by 25% of unit's Atk. After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and all allies can move 1 extra space. (That turn only. Does not stack. Bonus granted to allies even if unit's HP reaches 0.)
Holy-Knight II
At start of turn, grants "unit can move 1 extra space (that turn only; does not stack)" and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit for 1 turn. Boosts Special damage by 30% of unit's Atk.

After combat, if unit's Special triggered, grants Atk/Def+6, "unit can move 1 extra space (that turn only; does not stack)," and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit and all allies for 1 turn (bonus granted to allies even if unit's HP reaches 0).
Makings of a King
Boosts damage by 30% of unit's Def + Def【Great Talent】when Special triggers.

Reduces damage from attacks during combat by percentage = 40, - 10 × current Special cooldown count value.

At start of turn, grants Atk/Def/Res 【Great Talent】+2 to unit and Atk/Def/Res 【Great Talent】+1 to allies within 3 rows or 3 columns centered on unit.

After combat, if unit's Special triggered, grants Atk/Def/Res【Great Talent】+4 to unit and Atk/Def/Res【Great Talent】+2 to allies within 3 rows or 3 columns centered on unit.

(This skill grants max of【Great Talent】+20 for unit and 【Great Talent】+10 for allies.)

【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).
Shining Emblem
At start of turn, if unit is within 2 spaces of an ally, grants unit Atk/Spd/Def/Res+6 for 1 turn and grants allies within 2 spaces of unit Atk+6 for 1 turn. Boosts Special damage by 35% of unit's Spd. After combat, if unit's Special triggered, grants Atk/Spd/Def/Res+6 to unit and all allies for 1 turn. (Bonus granted to allies even if unit's HP reaches 0.)
Sublime Heaven II
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

Boosts Special damage by 30% of unit's Atk. If in combat against a dragon foe or beast foe, boosts Special damage by 60% instead of 30%.

When Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills.
Supreme Astra
Boosts Special damage by 40% of unit's Spd. At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. After unit's Special triggers, grants Special cooldown count-1 to unit (once per turn).
Warp Ragnarok
Boosts Special damage by 25% of unit's Atk.

Unit can move through foes' spaces. For each foe within 6 spaces of unit, unit can move to the nearest spaces that are 2 spaces away from that foe (unless space is impassable terrain).

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

List of Passives

List of A Passives

Icon Passive Description
Atk Spd Hexblade Atk/Spd Hexblade
At start of turn, if unit is within 2 spaces of a magic ally, grants【Hexblade】to unit for 1 turn. If【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Atk Spd Mastery Atk/Spd Mastery
If unit has entered combat during the current turn, enables【Canto (2)】.

At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+7 to unit during combat, and also, if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, grants Atk/Spd+4 to unit during combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Beyond Witchery Beyond Witchery
Grants Atk/Spd/Def/Res+8 to unit. At start of turn, grants Special cooldown count-X to unit and deals X damage to unit (on turn 1, X = 2; otherwise, X = 1). Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
Defiant Atk 1 Defiant Atk 1
At start of turn, if unit's HP ≤ 50%, grants Atk+3 for 1 turn.
Defiant Atk 2 Defiant Atk 2
At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn.
Defiant Atk 3 Defiant Atk 3
At start of turn, if unit's HP ≤ 50%, grants Atk+7 for 1 turn.
Defiant Def 1 Defiant Def 1
At start of turn, if unit's HP ≤ 50%, grants Def+3 for 1 turn.
Defiant Def 2 Defiant Def 2
At start of turn, if unit's HP ≤ 50%, grants Def+5 for 1 turn.
Defiant Def 3 Defiant Def 3
At start of turn, if unit's HP ≤ 50%, grants Def+7 for 1 turn.
Defiant Res 1 Defiant Res 1
At start of turn, if unit's HP ≤ 50%, grants Res+3 for 1 turn.
Defiant Res 2 Defiant Res 2
At start of turn, if unit's HP ≤ 50%, grants Res+5 for 1 turn.
Defiant Res 3 Defiant Res 3
At start of turn, if unit's HP ≤ 50%, grants Res+7 for 1 turn.
Defiant Spd 1 Defiant Spd 1
At start of turn, if unit's HP ≤ 50%, grants Spd+3 for 1 turn.
Defiant Spd 2 Defiant Spd 2
At start of turn, if unit's HP ≤ 50%, grants Spd+5 for 1 turn.
Defiant Spd 3 Defiant Spd 3
At start of turn, if unit's HP ≤ 50%, grants Spd+7 for 1 turn.
Divine Toxin Divine Toxin
If unit can transform, transformation effects gain "if unit is within 2 spaces of a beast or dragon ally, or if number of adjacent allies other than beast or dragon allies ≤ 2" as a trigger condition (in addition to existing conditions).

If defending in Aether Raids, at the start of enemy turn 1, if conditions for transforming are met, unit transforms.

At start of player phase or enemy phase, grants【Dosage】to unit and allies within 2 spaces of unit for 1 turn.

If unit is transformed or if foe initiates combat, grants Atk/Def/Res+10 to unit, neutralizes foe's bonuses to Atk/Def, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Dosage】
Grants Atk/Spd/Def/Res+5 to unit during combat and restores 10 HP to unit after combat.

When a foe triggers both "grants the【Bonus】effects active on foe" and "neutralizes any【Bonus】active on foe" effects from skills such as Essence Drain on unit with this status active, prevents those effects on unit and other targets and neutralizes any【Bonus】effects active on that foe (does not neutralize【Bonus】effects applied at the same time).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Gray Illusion Gray Illusion
If unit initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Def/Res+9 to unit during combat, and if unit's Res > foe's Res, foe cannot counterattack. If unit initiates combat, after combat, inflicts the following status on foes with the highest Spd within 3 spaces of target foe (excluding target) through their next actions: "after start-of-turn skills trigger, action ends immediately" (for foes who have not yet taken an action in Summoner Duels, instead of inflicting this effect, ends their action immediately).
Mastermind Mastermind
At start of turn, deals 1 damage to unit. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+9 to unit during combat and deals damage = X + Y (X = 80% of highest total bonuses among unit and allies within 2 spaces of unit; Y = 80% of highest total penalties among target and foes within 2 spaces of target; excluding area-of-effect Specials).
Spd Res Hexblade Spd/Res Hexblade
At start of turn, if unit is within 2 spaces of a magic ally, grants【Hexblade】to unit. If【Bonus】is active on unit, grants Spd/Res+7 to unit during combat.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

List of B Passives

Icon Passive Description
According to Plan According to Plan
At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and【Canto (1)】to unit and allies within 2 spaces of unit for 1 turn and inflicts【Hush Spectrum】and【Panic】on closest foes and any foe within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-5 on foe, unit deals +X × 5 damage (max 25; excluding area-of-effect Specials), and reduces damage from foe's first attack by X × 3 (max 15) during combat (X = number of Bonus effects active on unit, excluding stat bonuses + number of Penalty effects active on foe, excluding stat penalties; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).
(Once per turn. Only highest value applied. Does not stack.)

【Hush Spectrum】
Inflicts Atk/Spd/Def/Res-5 on unit during combat. If unit's attack can trigger unit's Special, inflicts Special cooldown count+1 on unit before unit's first attack during combat (cannot exceed the unit's maximum Special cooldown). If unit's maximum Special cooldown count is reduced (Special trigger is accelerated) and if foe's attack can trigger foe's Special, grants Special cooldown count-1 to foe before unit's first attack during combat.

【Panic】
Converts bonuses on target into penalties through its next action.
A R Far Resound A/R Far Resound
Enables【Canto (Rem.; Min 1)】.

Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1).

Inflicts Atk/Res-4 on foe, unit deals damage = unit's HP at start of combat - current HP, × 2 (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, × 10 during combat (max 60%, min 30%; excluding area-of-effect Specials).

【Canto (Rem.; Min 1)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn (min. 1; if unit used a movement skill that warped them, unit can move 1 space(s)).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Barbarity Barbarity
At start of combat, if foe's HP ≥ 25%, inflicts Atk/Spd/Def-4 on foe during combat, deals damage = 25% of unit's Atk (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, after combat, grants【Vantage】and【Dodge】 to unit and inflicts Atk/Spd/Def/Res-6 on target and foes within 3 spaces of target through their next actions.

【Vantage】
If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Bestial Agility Bestial Agility
Enables【Canto (Rem. +1; Min 2)】while transformed.

If unit is transformed or unit's HP ≥ 25% at start of combat, inflicts Spd/Def-4 on foe and deals damage = 20% of the greater of unit's Spd or Def (excluding area-of-effect Specials), and also, 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.

【Canto (Rem. +1; Min 2)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1 (min 2; if unit used a movement skill that warped them, unit can move 2 space(s)).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Bestial Assault Bestial Assault
Enables【Canto (Rem. +1; Min 2)】while transformed.

If unit is transformed or unit's HP ≥ 25% at start of combat, inflicts Spd/Def-4 on foe, deals damage = 20% of the greater of unit's Spd or Def (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Canto (Rem. +1; Min 2)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1 (min 2; if unit used a movement skill that warped them, unit can move 2 space(s)).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Brutal Ferocity Brutal Ferocity
Effect:【Pathfinder】

At start of turn, and after unit acts (if Canto triggers, after Canto), inflicts Atk/Def-7 and 【Gravity】on foes in cardinal directions of unit with HP < unit's max HP through their next actions.

If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts penalty on foe's Atk/Def = 5 + unit's max HP - foe's HP at start of combat (min 8, max 18), unit makes a guaranteed follow-up attack, neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)

【Gravity】
Restricts target's movement to 1 space through its next action.
Chill Atk 1 Chill Atk 1
At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.
Chill Atk 2 Chill Atk 2
At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action.
Chill Atk 3 Chill Atk 3
At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Chill Atk Def 1 Chill Atk/Def 1
At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action.
Chill Atk Def 2 Chill Atk/Def 2
At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action.
Chill Atk Res 1 Chill Atk/Res 1
At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action.
Chill Atk Res 2 Chill Atk/Res 2
At start of turn, inflicts Atk/Res-5 on foe on the enemy team with the highest Atk+Res total through its next action.
Chill Atk Res 3 Chill Atk/Res 3
At start of turn, inflicts Atk/Res-6 on foe on the enemy team with the highest Atk+Res total and foes within 2 spaces of that foe through their next actions.
Chill Atk Spd 1 Chill Atk/Spd 1
At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Atk+Spd total through its next action.
Chill Atk Spd 2 Chill Atk/Spd 2
At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Atk+Spd total through its next action.
Chill Def 1 Chill Def 1
At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Chill Def 2 Chill Def 2
At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action.
Chill Def 3 Chill Def 3
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Chill Def Res 1 Chill Def/Res 1
At start of turn, inflicts Def/Res-3 on foe on the enemy team with the highest Def+Res total through its next action.
Chill Def Res 2 Chill Def/Res 2
At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action.
Chill Def Res 3 Chill Def/Res 3
At start of turn, inflicts Def/Res-6 on foe on the enemy team with the highest Def+Res total and foes within 2 spaces of that foe through their next actions.
Chill Res 1 Chill Res 1
At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.
Chill Res 2 Chill Res 2
At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.
Chill Res 3 Chill Res 3
At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
Chill Spd 1 Chill Spd 1
At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action.
Chill Spd 2 Chill Spd 2
At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action.
Chill Spd 3 Chill Spd 3
At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Chill Spd Def 1 Chill Spd/Def 1
At start of turn, inflicts Spd/Def-3 on foe on the enemy team with the highest Spd+Def total through its next action.
Chill Spd Def 2 Chill Spd/Def 2
At start of turn, inflicts Spd/Def-5 on foe on the enemy team with the highest Spd+Def total through its next action.
Chill Spd Res 1 Chill Spd/Res 1
At start of turn, inflicts Spd/Res-3 on foe on the enemy team with the highest Spd+Res total through its next action.
Chill Spd Res 2 Chill Spd/Res 2
At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action.
Chill Spd Res 3 Chill Spd/Res 3
At start of turn, inflicts Spd/Res-6 on foes on the enemy team with the highest Spd+Res total and foes within 2 spaces of those foes through their next actions.
Chilling Seal Chilling Seal
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited.)
Chilling Seal II Chilling Seal II
At start of turn, inflicts Atk/Spd/Def/Res-7 on foes on the enemy team with the lowest Def through their next actions and inflicts Atk/Res-7 on foes within 2 spaces of foes on the enemy team with the lowest Def through their next actions.
Chivalry Chivalry
Enables【Canto (Rem. +1)】.

At start of combat, if foe's HP ≥ 50%, inflicts Atk/Spd/Def-5 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = 50% of foe's HP at start of combat. (Example: if foe's HP = 75%, damage is reduced by 37%.)

【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.

The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Chivalry II Chivalry II
Enables【Canto (Rem. +1; Min 2)】.

Reduces damage from attacks during combat and from area-of-effect Specials by 50% (excluding Røkkr area-of-effect Specials).

Inflicts Atk/Spd/Def-5 on foe, deals damage = X% of unit's Atk (excluding area-of-effect Specials), reduces damage from foe's attacks by X% of unit's Atk (excluding area-of-effect Specials; if foe's HP ≥ 50% at start of combat, X = 25; otherwise, X = 15), and grants Special cooldown count-Y to unit before unit's first attack during combat (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if foe's HP ≥ 75% at start of combat, however, value is treated as 3).

【Canto (Rem. +1; Min 2)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1 (min 2; if unit used a movement skill that warped them, unit can move 2 space(s)).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Dark Perfume Dark Perfume
At start of turn, grants Special cooldown count-1 to unit, inflicts【Undefended】and status preventing counterattacks on closest foes through their next actions, and inflicts status preventing counterattacks on foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, deals damage = 20% of unit's Spd (including when dealing damage with an area-of-effect Special), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP.

【Undefended】
Unit cannot be protected by Savior through their next action.
Dazzling Discord Dazzling Discord
At start of turn, for the closest foes within 5 spaces of unit and foes within 2 spaces of those foes, if any foe's Res < unit's Res, inflicts 【Discord】on that foe. Inflicts Atk/Res-4 on foe during combat and foe cannot counterattack.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Even Pulse Tie 1 Even Pulse Tie 1
At start of even-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 2 Even Pulse Tie 2
At start of even-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Even Pulse Tie 3 Even Pulse Tie 3
At start of even-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Freezing Seal Freezing Seal
At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Res through its next action.
Freezing Seal II Freezing Seal II
At start of turn, inflicts Atk/Def-7 and 【Guard】 on foes on the enemy team with the lowest Res and any foe within 2 spaces of those foes through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Guard Bearing 4 Guard Bearing 4
Inflicts Spd/Def-4 on foe during combat. Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (during unit's first combat initiated by foe each turn, X = 60; otherwise, X = 30).
Heavenly Wings Heavenly Wings
Enables【Canto (Dist. +1; Max 4)】.

At start of combat, if unit's HP ≥ 25%, inflicts penalty to foe's Atk/Spd/Def = 5 + number of spaces from start position to end position of whoever initiated combat × 3 (max 14), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and grants Special cooldown count-1 to unit before unit's first attack during combat.

【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (Max 4.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Ice Princes Seal Ice Prince's Seal
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Def-7,【Frozen】, and【Guard】on closest foes and foes within 2 spaces of those foes through their next actions.

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def during combat (excluding area-of-effect Specials).

【Frozen】
Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:

Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats × 2; otherwise, X = 10). (For example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills.)

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Killing Intent Plus Killing Intent+
At start of turn, inflicts【Exposure】on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≤ 99% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【Exposure】
Foe's attacks deal +10 damage.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Odd Pulse Tie 1 Odd Pulse Tie 1
At start of odd-numbered turns, if any foe's HP+5 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 2 Odd Pulse Tie 2
At start of odd-numbered turns, if any foe's HP+3 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Odd Pulse Tie 3 Odd Pulse Tie 3
At start of odd-numbered turns, if any foe's HP+1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count+2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown.)
Prescience II Prescience II
At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts【Sabotage】and【Panic】on those foes and inflicts -7 on the corresponding stat of those foes and foes within 2 spaces of those foes through their next actions.

Inflicts Atk/Spd/Res-5 on foe, inflicts penalty on foe's Spd/Res = highest total penalties among target and foes within 2 spaces of target, reduces damage from foe's attacks by 30% (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

【Panic】
Converts bonuses on target into penalties through its next action.
Pure Dragon Wall Pure Dragon Wall
If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5.

If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by the following percentage: if it is unit's first combat initiated by unit or first combat initiated by foe in player phase or enemy phase, percentage = difference between stats × 6 (max 60%); otherwise, percentage = difference between stats × 4 (max 40%).

Inflicts Atk/Def/Res-5 on foe, deals damage = X% of unit's Res (if it is unit's first combat initiated by unit or first combat initiated by foe in player phase or enemy phase, X = 30; otherwise, X = 20; including from area-of-effect Specials; excluding Røkkr area-of-effect Specials), reduces damage from foe's attacks by X% of unit's Res (including from area-of-effect Specials; excluding Røkkr area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe (cannot exceed the foe's maximum Special cooldown) and grants Special cooldown count-1 to unit before foe's first attack during combat.

At start of turn and after combat, if dragon or beast ally is on player team or if unit is within 2 spaces of an ally, restores 10 HP to unit.
Pure Storm Pure Storm
At start of turn and after unit acts (if Canto triggers, after Canto), inflicts Atk/Def-7, 【Exposure】, and【Sabotage】on closest foes and foes within 2 spaces of those foes through their next actions.

If target has entered combat aside from this combat on the current turn and unit initiates combat, target cannot trigger their Special during combat.

If unit initiates combat or the number of allies adjacent to unit ≤ 1, inflicts Atk/Def-5 on foe, deals damage = 20% of unit's Def (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

If unit initiates combat and number of allies adjacent to unit ≤ 1 after combat, grants another action to unit (once per turn; if a skill effect moves unit after combat, this effect occurs based on unit's final placement after that movement).

【Exposure】
Foe's attacks deal +10 damage.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Raging Tempest Raging Tempest
At start of turn, if unit's HP = 100% or if any foe is within 3 columns or 3 rows centered on unit, grants "unit can move 1 extra space (that turn only; does not stack)" and【Charge】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, inflicts Atk/Def-5 on foe during combat, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and if unit initiates combat, grants another action to unit after combat (once per turn; if a skill effect moves unit after combat, this effect occurs based on unit's final placement after that movement).

【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.)
Recover Ring Recover Ring
At start of turn, restores 10 HP.
(Skill cannot be inherited.)
Renewal 1 Renewal 1
At the start of every fourth turn, restores 10 HP.
Renewal 2 Renewal 2
At the start of every third turn, restores 10 HP.
Renewal 3 Renewal 3
At start of odd-numbered turns, restores 10 HP.
Ruler of Nihility Ruler of Nihility
At start of turn, inflicts Atk/Def-7,【Discord】, and status preventing counterattacks on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≥ 75% or 【Penalty】is active on foe, inflicts Atk/Def-5 on foe during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack during combat.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Sabotage A D 3 Sabotage A/D 3
At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Def-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Atk/Def-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently).
Sabotage A R 3 Sabotage A/R 3
At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Atk/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently).
Sabotage Atk 1 Sabotage Atk 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action.
Sabotage Atk 2 Sabotage Atk 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action.
Sabotage Atk 3 Sabotage Atk 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Sabotage Def 1 Sabotage Def 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action.
Sabotage Def 2 Sabotage Def 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action.
Sabotage Def 3 Sabotage Def 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action.
Sabotage Res 1 Sabotage Res 1
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action.
Sabotage Res 2 Sabotage Res 2
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action.
Sabotage Res 3 Sabotage Res 3
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action.
Sabotage Spd 1 Sabotage Spd 1
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action.
Sabotage Spd 2 Sabotage Spd 2
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action.
Sabotage Spd 3 Sabotage Spd 3
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action.
Sabotage S R 3 Sabotage S/R 3
At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Spd/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Spd/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently).
Soaring Wings Soaring Wings
Enables【Canto (1)】.

Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-X on foe during combat (X = 4 + number of spaces from start position to end position of whoever initiates combat; max 8).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Speedtaker 1 Speedtaker 1
At start of turn, grants Spd【Great Talent】+1 to unit.

After combat, if unit attacked, grants Spd【Great Talent】+1 to unit.

Deals damage = 5% of unit's Spd during combat (excluding area-of-effect Specials).

(This skill grants max of【Great Talent】+5.)

【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).
Speedtaker 2 Speedtaker 2
At start of turn, grants Spd【Great Talent】+1 to unit.

After combat, if unit attacked, grants Spd【Great Talent】+2 to unit.

Deals damage = 10% of unit's Spd during combat (excluding area-of-effect Specials).

(This skill grants max of【Great Talent】+10.)

【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).
Speedtaker 3 Speedtaker 3
At start of turn, grants Spd【Great Talent】+1 to unit.

After combat, if unit attacked, grants Spd【Great Talent】+3 to unit.

Deals damage = 15% of unit's Spd during combat (excluding area-of-effect Specials).

(This skill grants max of【Great Talent】+15.)

【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).
Speedtaker 4 Speedtaker 4
At start of turn, grants Spd【Great Talent】+1 to unit.

After combat, if unit attacked, grants Spd【Great Talent】+4 to unit.

Inflicts Spd/Def-4 on foe, unit deals damage = 20% of unit's Spd (excluding area-of-effect Specials), neutralizes unit's penalties to Spd, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

(This skill grants max of【Great Talent】+20.)

【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).
Spoil Rotten Spoil Rotten
At start of turn, if unit's HP ≥ 25%, inflicts Spd/Res-7 and【Sabotage】on closest foes and any foe within 2 spaces of those foes through their next actions and grants "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Res-5 on foe, neutralizes effects that prevent unit's follow-up attacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Sudden Panic 1 Sudden Panic 1
At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sudden Panic 2 Sudden Panic 2
At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Sudden Panic 3 Sudden Panic 3
At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
Twin-Sky Wing Twin-Sky Wing
At start of turn, grants【Pathfinder】to unit's support partner for 1 turn. (If more than one support partner is present, effect is not granted.) At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Effect:【Pathfinder】

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Under the Sun Under the Sun
Enables【Canto (2)】.

At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe, neutralizes effects that inflict "Special cooldown charge -X" on unit, unit deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's first attack by 25% of unit's Spd during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat), and restores 7 HP to unit after combat.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Vedrfolnirs Wing Veðrfölnir's Wing
Effect:【Pathfinder】

At start of turn, if unit is on a team with only 1 support partner, grants【Pathfinder】to support partner for 1 turn.

At start of turn, if unit is not on a team with support partner and if there is only 1 ally who has the highest Def, grants【Pathfinder】to that ally for 1 turn.

At start of combat, if unit's HP ≥ 25%, inflicts penalty on foe's Atk/Spd/Def = 5 + current bonus on each of foe's stats × 2 (calculates each stat penalty independently; example: if foe has a +7 bonus to Atk, inflicts Atk-19, for a net penalty of Atk-12), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat.

【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Wrath 1 Wrath 1
At start of turn, if unit's HP ≤ 25% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wrath 2 Wrath 2
At start of turn, if unit's HP ≤ 50% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Wrath 3 Wrath 3
At start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Yunes Protection Yune's Protection
At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts【Exposure】and【Discord】on those foes and inflicts -7 on the corresponding stat of those foes and foes within 2 spaces of those foes through their next actions.

If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Res-5 on foe, inflicts penalty on foe's Atk/Res = highest penalty on each stat between target and foes within 2 spaces of target, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Exposure】
Foe's attacks deal +10 damage.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Yunes Whispers Yune's Whispers
At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action.

List of C Passives

Icon Passive Description
Absolute Closure Absolute Closure
At start of turn, inflicts【Undefended】and 【Feud】on foes within 3 columns or 3 rows centered on unit through their next actions. At start of turn, if any foe is within 3 columns or 3 rows centered on unit, grants【Dodge】to unit and neutralizes any【Penalty】 (excluding penalties inflicted at start of turn). If unit transforms, grants Atk/Spd/Def/Res+4 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

【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.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Air Orders 1 Air Orders 1
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."
Air Orders 2 Air Orders 2
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."
Air Orders 3 Air Orders 3
At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces."
Air Orders 4 Air Orders 4
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6,【Charge】, and the following status to unit and flying allies within 2 spaces for 1 turn: "unit can move to a space adjacent to any ally within 2 spaces."

【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.)
Alarm Atk Def Alarm Atk/Def
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.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Alarm Atk Spd Alarm Atk/Spd
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.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Alarm Def Res Alarm Def/Res
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.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Alarm Spd Def Alarm Spd/Def
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.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Armor March 1 Armor March 1
At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Armor March 2 Armor March 2
At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Armor March 3 Armor March 3
At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)
Armored Stride 1 Armored Stride 1
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.)
Armored Stride 2 Armored Stride 2
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.)
Armored Stride 3 Armored Stride 3
At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
A S Incite Hone A/S Incite Hone
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and【Incited】to unit and allies within 2 spaces of unit for 1 turn.

Grants bonus to unit's Atk/Spd during combat = number of allies on the map with the【Incited】 effect + 2 (excluding unit; max 5).

【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).
A S Rein Snap A/S Rein Snap
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, to infantry allies with Range = 1 within 2 spaces of unit, and to armored allies within 2 spaces of unit. (That turn only; does not stack; effect triggers only if unit has no Sing or Dance skill.)
Assault Rush Assault Rush
At start of turn, if unit's HP = 100% or any foe is within 3 columns or 3 rows centered on unit, grants Atk+6, "unit can move 1 extra space (that turn only, does not stack)," and【Charge】 to unit for 1 turn.

If unit initiates combat, grants Atk+5 to unit and grants Special cooldown count-1 to unit before unit's first attack during combat.

【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.)
Assault Troop 1 Assault Troop 1
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.)
Assault Troop 2 Assault Troop 2
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.)
Assault Troop 3 Assault Troop 3
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.)
Atk Opening 1 Atk Opening 1
At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.)
Atk Opening 2 Atk Opening 2
At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.)
Atk Opening 3 Atk Opening 3
At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.)
Atk Ploy 1 Atk Ploy 1
At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Atk Ploy 2 Atk Ploy 2
At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Atk Ploy 3 Atk Ploy 3
At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Atk Tactic 1 Atk Tactic 1
At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Atk Tactic 2 Atk Tactic 2
At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Atk Tactic 3 Atk Tactic 3
At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Atk Def Gap 1 Atk/Def Gap 1
At start of turn, grants Atk/Def+1 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Atk Def Gap 2 Atk/Def Gap 2
At start of turn, grants Atk/Def+3 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Atk Def Gap 3 Atk/Def Gap 3
At start of turn, grants Atk/Def+5 to ally with the highest Atk+Def total for 1 turn. (Excludes unit.)
Atk Def Menace Atk/Def Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Def-6 on nearest foes through their next actions and grants Atk/Def+6 to unit for 1 turn.
Atk Def Oath 1 Atk/Def Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.
Atk Def Oath 2 Atk/Def Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Atk Def Oath 3 Atk/Def Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.
Atk Def Oath 4 Atk/Def Oath 4
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.
Atk Res Gap 1 Atk/Res Gap 1
At start of turn, grants Atk/Res+1 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Atk Res Gap 2 Atk/Res Gap 2
At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Atk Res Gap 3 Atk/Res Gap 3
At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
Atk Res Menace Atk/Res Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Res-6 on nearest foes through their next actions and grants Atk/Res+6 to unit for 1 turn.
Atk Res Oath 1 Atk/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn.
Atk Res Oath 2 Atk/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Atk Res Oath 3 Atk/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.
Atk Res Oath 4 Atk/Res Oath 4
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.
Atk Res Ploy 3 Atk/Res Ploy 3
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.

【Exposure】
Foe's attacks deal +10 damage.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
Atk Spd Gap 1 Atk/Spd Gap 1
At start of turn, grants Atk/Spd+1 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Atk Spd Gap 2 Atk/Spd Gap 2
At start of turn, grants Atk/Spd+3 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Atk Spd Gap 3 Atk/Spd Gap 3
At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Atk Spd Menace Atk/Spd Menace
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.
Atk Spd Oath 1 Atk/Spd Oath 1
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.
Atk Spd Oath 2 Atk/Spd Oath 2
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Atk Spd Oath 3 Atk/Spd Oath 3
At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.
Atk Spd Oath 4 Atk/Spd Oath 4
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.
Atk Spd Pledge Atk/Spd Pledge
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.
Atk Spd Ploy 3 Atk/Spd Ploy 3
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.

【Exposure】
Foe's attacks deal +10 damage.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
Beast Threaten Beast Threaten
At start of turn, inflicts Def-7 and【Panic】 on foes within 3 rows or 3 columns centered on unit through their next actions.

At start of turn, if any foe is within 3 rows or 3 columns centered on unit, grants Atk+6 to unit for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

【Panic】
Converts bonuses on target into penalties through its next action.
Brutal Tempest Brutal Tempest
Enables【Canto (Dist. +1; Max 4)】.

At start of turn, unit can move 1 extra space (that turn only; does not stack).

Grants bonus to unit's Atk/Spd/Def/Res during combat = number of spaces from start position to end position of whoever initiated combat (max 3).

【Canto (Dist. +1; Max 4)】
After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (Max 4.)

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Chaos Named Chaos Named
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.)
Chaos Named Plus Chaos Named+
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.

【Panic】
Converts bonuses on target into penalties through its next action.
Connected World Connected World
If unit can transform, transformation effects gain "if unit is within 2 spaces of any allies from a different title than unit" as a trigger condition (in addition to existing conditions).

If defending in Aether Raids, at the start of enemy turn 1, if conditions for transforming are met, unit transforms.

At start of turn, and at start of enemy phase (except for in Summoner Duels), if unit is within 3 spaces of any allies from a different title than unit, grants Atk/Def+6,【Resonance: Blades】, 【Resonance: Shields】, and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit and allies within 3 spaces of unit for 1 turn, and also, for unit and allies within 3 spaces of unit, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

If unit is within 3 spaces of an ally, grants Atk/Def/Res+5 to unit and reduces damage from foe's attacks by 40% during combat (excluding area-of-effect Specials), and also, if unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat.

For allies within 3 spaces of unit, if Special cooldown count is at its maximum value after combat, grants Special cooldown count-1.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Darkling Dragon Darkling Dragon
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.

【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.)

【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Darkling Guardian Darkling Guardian
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.)
Def Opening 1 Def Opening 1
At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.)
Def Opening 2 Def Opening 2
At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.)
Def Opening 3 Def Opening 3
At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.)
Def Ploy 1 Def Ploy 1
At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Def Ploy 2 Def Ploy 2
At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Def Ploy 3 Def Ploy 3
At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Def Tactic 1 Def Tactic 1
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.
Def Tactic 2 Def Tactic 2
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.
Def Tactic 3 Def Tactic 3
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.
Def Res Gap 1 Def/Res Gap 1
At start of turn, grants Def/Res+1 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Def Res Gap 2 Def/Res Gap 2
At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Def Res Gap 3 Def/Res Gap 3
At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Def Res Menace Def/Res Menace
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.
Def Res Oath 1 Def/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Def/Res+3 to unit for 1 turn.
Def Res Oath 2 Def/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Def/Res+4 to unit for 1 turn.
Def Res Oath 3 Def/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn.
Def Res Oath 4 Def/Res Oath 4
At start of turn, if unit is within 2 spaces of an ally, grants Def/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 Def/Res+3 to unit during combat.
Def Res Pledge Def/Res Pledge
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.
Def Res Ploy 3 Def/Res Ploy 3
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.

【Exposure】
Foe's attacks deal +10 damage.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
Divine Deceit Divine Deceit
At start of player phase or enemy phase, if any foes in cardinal directions of unit have Res < 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 < 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.

【Gravity】
Restricts target's movement to 1 space through its next action.

【Ploy】
Neutralizes Bonus Doubler, Treachery, and【Grand Strategy】effects active on unit during combat through unit's next action.

【Exposure】
Foe's attacks deal +10 damage.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
Divine Fang Divine Fang
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn.
Divine Fang Plus Divine Fang+
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."
Divine Nectar Divine Nectar
At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants 【Divine Nectar】to unit and allies within 2 spaces of unit for 1 turn.

If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by an ally with the【Divine Nectar】effect active (excluding unit), grants another action to that ally (once per turn; if another effect that grants action to unit has been activated at the same time, this effect is also considered to have been triggered).

If unit is within 3 spaces of an ally, inflicts Atk/Def-5 on foe and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

【Divine Nectar】
Neutralizes【Deep Wounds】during combat.

Restores 20 HP to unit as unit's combat begins (triggers after effects that deal damage as combat begins; only highest value applied; does not stack). If it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces damage from foe's attacks by 10 during combat (excluding area-of-effect Specials).

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Divine Talon Divine Talon
At start of turn, neutralizes any【Penalty】 effects on unit and allies within 2 spaces of unit (excluding penalties inflicted at the start of the same turn), and deals 1 damage to unit and allies within 2 spaces of unit.

At start of turn, grants "unit can move 1 extra space" to dragon, beast, infantry, and armored allies within 2 spaces of unit (that turn only; does not stack).

If unit is transformed or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces damage from foe's attacks by X during combat (X = number of spaces from start position to end position of whoever initiated combat × 4; max 12), and also, when foe's attack triggers foe's Special, reduces damage by X (excluding area-of-effect Specials).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Dream Deliverer Dream Deliverer
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).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Endless Tempest Endless Tempest
At start of turn, unit can move 1 extra space (that turn only; does not stack).

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of whoever initiated combat (max 3) and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Even Atk Wave 1 Even Atk Wave 1
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.)
Even Atk Wave 2 Even Atk Wave 2
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.)
Even Atk Wave 3 Even Atk Wave 3
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.)
Even Atk Wave N Even Atk Wave N
At start of turn, grants Atk+6 to unit and allies within 2 spaces of unit for 1 turn.

If unit's Atk ≥ foe's Atk-5, unit deals +5 damage during combat (excluding area-of-effect Specials), and also, when unit deals damage to foe during combat, restores 5 HP to unit (triggers even if 0 damage is dealt).

If it is an even-numbered turn, grants Atk+6 to unit during combat.
Even Def Wave 1 Even Def Wave 1
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.)
Even Def Wave 2 Even Def Wave 2
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.)
Even Def Wave 3 Even Def Wave 3
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.)
Even Recovery 1 Even Recovery 1
At start of even-numbered turns, restores 5 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Even Recovery 2 Even Recovery 2
At start of even-numbered turns, restores 10 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Even Recovery 3 Even Recovery 3
At start of even-numbered turns, restores 20 HP to allies within 2 spaces of unit and neutralizes any【Penalty】on those allies (excluding penalties inflicted at start of turn).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Even Res Wave 1 Even Res Wave 1
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.)
Even Res Wave 2 Even Res Wave 2
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.)
Even Res Wave 3 Even Res Wave 3
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.)
Even Res Wave D Even Res Wave D
At start of turn, grants Res+6 to unit and allies within 2 spaces of unit for 1 turn.

If unit's Res ≥ foe's Res+5 and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown).

If it is an even-numbered turn, grants Res+6 to unit during combat.
Even Spd Wave 1 Even Spd Wave 1
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.)
Even Spd Wave 2 Even Spd Wave 2
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.)
Even Spd Wave 3 Even Spd Wave 3
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.)
Even Tempest 1 Even Tempest 1
At start of even-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)
Even Tempest 2 Even Tempest 2
At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)
Even Tempest 3 Even Tempest 3
At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)
Faith in Humanity Faith in Humanity
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.
Fanged Ties Fanged Ties
At start of turn, if unit is within 2 spaces of an ally, grants "unit can move 1 extra space (that turn only, 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.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
Fetters of Dromi Fetters of Dromi
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.

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Fortify Armor Fortify Armor
At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn.
Fortify Beasts Fortify Beasts
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn.
Fortify Cavalry Fortify Cavalry
At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn.
Fortify Def 1 Fortify Def 1
At start of turn, grants Def+2 to adjacent allies for 1 turn.
Fortify Def 2 Fortify Def 2
At start of turn, grants Def+3 to adjacent allies for 1 turn.
Fortify Def 3 Fortify Def 3
At start of turn, grants Def+4 to adjacent allies for 1 turn.
Fortify Def 4 Fortify Def 4
At start of turn, grants Def+7 to adjacent allies for 1 turn.
Fortify Dragons Fortify Dragons
At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn.
Fortify Fliers Fortify Fliers
At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn.
Fortify Res 1 Fortify Res 1
At start of turn, grants Res+2 to adjacent allies for 1 turn.
Fortify Res 2 Fortify Res 2
At start of turn, grants Res+3 to adjacent allies for 1 turn.
Fortify Res 3 Fortify Res 3
At start of turn, grants Res+4 to adjacent allies for 1 turn.
Fortify Res 4 Fortify Res 4
At start of turn, grants Res+7 to adjacent allies for 1 turn.
Future-Focused Future-Focused
On odd-numbered turns, 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), that foe's action ends immediately.
Glittering Anima Glittering Anima
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%, inflicts 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.

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Panic】
Converts bonuses on target into penalties through its next action.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Goddess Bearer Goddess Bearer
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.
Goddess Bearer II Goddess Bearer II
At start of turn, if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd+7,【Null Follow-Up】, and "unit can move to a space adjacent to any ally within 2 spaces" to unit for 1 turn.

If there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+4 to unit and grants Special cooldown count-1 to unit before unit's first attack during combat, 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).

【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.
Ground Orders 1 Ground Orders 1
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."
Ground Orders 2 Ground Orders 2
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."
Ground Orders 3 Ground Orders 3
At start of turn, 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."
Heart of Crimea Heart of Crimea
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.

【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.
Heir to Light Heir to Light
At 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 1 extra space. (That turn only. Does not stack.)

【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.
Hone Armor Hone Armor
At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn.
Hone Atk 1 Hone Atk 1
At start of turn, grants Atk+2 to adjacent allies for 1 turn.
Hone Atk 2 Hone Atk 2
At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Hone Atk 3 Hone Atk 3
At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Hone Atk 4 Hone Atk 4
At start of turn, grants Atk+7 to adjacent allies for 1 turn.
Hone Beasts Hone Beasts
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn.
Hone Cavalry Hone Cavalry
At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn.
Hone Dragons Hone Dragons
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.
Hone Fliers Hone Fliers
At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn.
Hone Spd 1 Hone Spd 1
At start of turn, grants Spd+2 to adjacent allies for 1 turn.
Hone Spd 2 Hone Spd 2
At start of turn, grants Spd+3 to adjacent allies for 1 turn.
Hone Spd 3 Hone Spd 3
At start of turn, grants Spd+4 to adjacent allies for 1 turn.
Hone Spd 4 Hone Spd 4
At start of turn, grants Spd+7 to adjacent allies for 1 turn.
Human Virtue Human Virtue
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.
Human Virtue II Human Virtue II
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).
Inborn Idealism Inborn Idealism
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.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【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.)
Incite Atk Res Incite Atk/Res
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).
Incite Atk Spd Incite Atk/Spd
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).
Incite Spd Def Incite Spd/Def
At start of turn, if number of allies adjacent to unit ≤ 2, grants Spd/Def+6 and【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Spd/Def+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).
Inf. Null Follow 1 Inf. Null Follow 1
At start of turn, if unit's HP ≥ 50%, grants 【Null Follow-Up】to adjacent infantry allies.

【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.
Inf. Null Follow 2 Inf. Null Follow 2
At start of turn, grants【Null Follow-Up】 to adjacent infantry allies.

【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.
Inf. Null Follow 3 Inf. Null Follow 3
At start of turn, grants【Null Follow-Up】 to infantry allies within 2 spaces of unit.

【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.
Inf. Null Follow 4 Inf. Null Follow 4
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.

【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.
Inf. Spd Tactic Inf. Spd Tactic
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.

【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.
Infantry Pulse 4 Infantry Pulse 4
At start of turn, if unit's Special cooldown count 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.)
Joint Hone Atk Joint Hone Atk
At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.
Joint Hone Def Joint Hone Def
At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn.
Joint Hone Res Joint Hone Res
At start of turn, if unit is adjacent to an ally, grants Res+5 to unit and adjacent allies for 1 turn.
Joint Hone Spd Joint Hone Spd
At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn.
Milas Turnwheel Mila's Turnwheel
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 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.)
Nectars Magic Nectar's Magic
At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants 【Divine Nectar】to unit and allies within 2 spaces of unit for 1 turn.

If a Rally or movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by an ally with the【Divine Nectar】effect active (excluding unit), grants another action to that ally (once per turn; if another effect that grants action to ally has been activated at the same time, this effect is also considered to have been triggered).

If unit initiates combat and unit has an area-of-effect Special equipped, grants Special cooldown count-1 to unit before Special triggers before combat.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Def/Res+5 to unit during combat, and also, if unit's attack can trigger unit's Special (excluding area-of-effect Specials), grants Special cooldown count-1 to unit before unit's first attack during combat.

【Divine Nectar】
Neutralizes【Deep Wounds】during combat.

Restores 20 HP to unit as unit's combat begins (triggers after effects that deal damage as combat begins; only highest value applied; does not stack). If it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces damage from foe's attacks by 10 during combat (excluding area-of-effect Specials).

【Deep Wounds】
Unit's HP cannot be healed through its next action.
Odd Atk Wave 1 Odd Atk Wave 1
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.)
Odd Atk Wave 2 Odd Atk Wave 2
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.)
Odd Atk Wave 3 Odd Atk Wave 3
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.)
Odd Def Wave 1 Odd Def Wave 1
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.)
Odd Def Wave 2 Odd Def Wave 2
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.)
Odd Def Wave 3 Odd Def Wave 3
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.)
Odd Def Wave 4 Odd Def Wave 4
At start of turn, grants Def+6 to unit and allies within 2 spaces of unit for 1 turn.

If unit's Def ≥ foe's Def-5, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

If it is an odd-numbered turn, grants Def+6 to unit during combat.
Odd Recovery 1 Odd Recovery 1
At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 5 HP to those units.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Odd Recovery 2 Odd Recovery 2
At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 10 HP to those units.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Odd Recovery 3 Odd Recovery 3
At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit (excluding penalties inflicted at start of turn) and restores 20 HP to those units.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Odd Res Wave 1 Odd Res Wave 1
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.)
Odd Res Wave 2 Odd Res Wave 2
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.)
Odd Res Wave 3 Odd Res Wave 3
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.)
Odd Spd Wave 1 Odd Spd Wave 1
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.)
Odd Spd Wave 2 Odd Spd Wave 2
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.)
Odd Spd Wave 3 Odd Spd Wave 3
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.)
Odd Spd Wave 4 Odd Spd Wave 4
At start of turn, grants Spd+6 to unit and allies within 2 spaces of unit for 1 turn.

If unit's Spd ≥ foe's Spd-5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

If it is an odd-numbered turn, grants Spd+6 to unit during combat.
Odd Tempest 1 Odd Tempest 1
At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)
Odd Tempest 2 Odd Tempest 2
At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)
Odd Tempest 3 Odd Tempest 3
At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)
Opened Domain Opened Domain
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.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Orders Restraint Order's Restraint
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 of unit, 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.)
Orders Restraint Plus Order's Restraint+
At start of turn, grants Atk/Res+6, 【Null Panic】,【Null Follow-Up】, and【Hexblade】to allies within 3 spaces of unit for 1 turn, and also, if the number of allies within 3 spaces of unit ≥ 3, grants Atk/Res+6, 【Null Panic】,【Null Follow-Up】, and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit for 1 turn.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit during combat.

【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.)

【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.

【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Ostias Pulse II Ostia's Pulse II
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.
Panic Ploy 1 Panic Ploy 1
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-5 into penalties through their next actions.
Panic Ploy 2 Panic Ploy 2
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit's HP-3 into penalties through their next actions.
Panic Ploy 3 Panic Ploy 3
At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
Paranoia Paranoia
At start of turn, grants【Null Follow-Up】 to unit and grants【Paranoia】to unit and allies within 2 spaces of unit for 1 turn, and deals 1 damage to unit and those allies. At start of turn, if unit is within 5 spaces of a foe, inflicts【Penalty】effects active on unit on closest foes and any foe within 2 spaces of those foes, and neutralizes any【Penalty】 effects active on unit (excluding penalties inflicted at the start of the same turn).

At start of combat, if unit's HP ≤ 99%, grants Atk/Spd+5 to unit and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

【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.

【Paranoia】
At start of combat, if unit's HP ≤ 99%, grants Atk+5 to unit during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe's next attack.

At start of combat, if unit's HP ≤ 99%, if foe initiates combat, and if either that foe's Range = unit's Range or number of【Penalty】effects active on foe excluding stat penalties ≥ 3, unit can counterattack before foe's first attack (excluding when unit's Savior effect triggers).

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Pulse Up Blades Pulse Up: Blades
At start of turn, grants Atk/Spd+X to unit for 1 turn (X = turn number × 2; max 6) and grants Special cooldown count-1 to unit.
Pulse Up Ploy Pulse Up: Ploy
At start of turn, grants Special cooldown count-1.

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【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.

【Exposure】
Foe's attacks deal +10 damage.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
Rallying Cry Rallying Cry
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.

【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.)
Res Opening 1 Res Opening 1
At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.)
Res Opening 2 Res Opening 2
At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.)
Res Opening 3 Res Opening 3
At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.)
Res Ploy 1 Res Ploy 1
At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Res Ploy 2 Res Ploy 2
At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Res Ploy 3 Res Ploy 3
At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Res Tactic 1 Res Tactic 1
At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Res Tactic 2 Res Tactic 2
At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Res Tactic 3 Res Tactic 3
At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Rouse Atk Def 1 Rouse Atk/Def 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 to unit for 1 turn.
Rouse Atk Def 2 Rouse Atk/Def 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Rouse Atk Def 3 Rouse Atk/Def 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn.
Rouse Atk Def 4 Rouse Atk/Def 4
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.)
Rouse Atk Res 1 Rouse Atk/Res 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+2 to unit for 1 turn.
Rouse Atk Res 2 Rouse Atk/Res 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Rouse Atk Res 3 Rouse Atk/Res 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 to unit for 1 turn.
Rouse Atk Res 4 Rouse Atk/Res 4
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.)
Rouse Atk Spd 1 Rouse Atk/Spd 1
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn.
Rouse Atk Spd 2 Rouse Atk/Spd 2
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Rouse Atk Spd 3 Rouse Atk/Spd 3
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn.
Rouse Atk Spd 4 Rouse Atk/Spd 4
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.)
Rouse Def Res 1 Rouse Def/Res 1
At start of turn, if unit is not adjacent to an ally, grants Def/Res+2 to unit for 1 turn.
Rouse Def Res 2 Rouse Def/Res 2
At start of turn, if unit is not adjacent to an ally, grants Def/Res+4 to unit for 1 turn.
Rouse Def Res 3 Rouse Def/Res 3
At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn.
Rouse Spd Def 1 Rouse Spd/Def 1
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn.
Rouse Spd Def 2 Rouse Spd/Def 2
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.
Rouse Spd Def 3 Rouse Spd/Def 3
At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn.
Rouse Spd Def 4 Rouse Spd/Def 4
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.)
Rouse Spd Res 1 Rouse Spd/Res 1
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+2 to unit for 1 turn.
Rouse Spd Res 2 Rouse Spd/Res 2
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
Rouse Spd Res 3 Rouse Spd/Res 3
At start of turn, if unit is not adjacent to an ally, grants Spd/Res+6 to unit for 1 turn.
S D Rein Snap S/D Rein Snap
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.)
Severance Severance
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.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Solitary Dream Solitary Dream
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.)
Sparkling Boost Sparkling Boost
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Sparkling Boost Plus Sparkling Boost+
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.)
Spd Opening 1 Spd Opening 1
At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.)
Spd Opening 2 Spd Opening 2
At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.)
Spd Opening 3 Spd Opening 3
At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.)
Spd Ploy 1 Spd Ploy 1
At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Ploy 2 Spd Ploy 2
At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Ploy 3 Spd Ploy 3
At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions.
Spd Tactic 1 Spd Tactic 1
At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Spd Tactic 2 Spd Tactic 2
At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Spd Tactic 3 Spd Tactic 3
At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Spd Def Gap 1 Spd/Def Gap 1
At start of turn, grants Spd/Def+1 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)
Spd Def Gap 2 Spd/Def Gap 2
At start of turn, grants Spd/Def+3 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)
Spd Def Gap 3 Spd/Def Gap 3
At start of turn, grants Spd/Def+5 to ally with the highest Spd+Def total for 1 turn. (Excludes unit.)
Spd Def Menace Spd/Def Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Def-6 on nearest foes through their next actions and grants Spd/Def+6 to unit for 1 turn.
Spd Def Oath 1 Spd/Def Oath 1
At start of turn, if unit is adjacent to an ally, grants Spd/Def+3 to unit for 1 turn.
Spd Def Oath 2 Spd/Def Oath 2
At start of turn, if unit is adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.
Spd Def Oath 3 Spd/Def Oath 3
At start of turn, if unit is adjacent to an ally, grants Spd/Def+5 to unit for 1 turn.
Spd Res Gap 1 Spd/Res Gap 1
At start of turn, grants Spd/Res+1 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Spd Res Gap 2 Spd/Res Gap 2
At start of turn, grants Spd/Res+3 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Spd Res Gap 3 Spd/Res Gap 3
At start of turn, grants Spd/Res+5 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Spd Res Menace Spd/Res Menace
At start of turn, if unit is within 4 spaces of a foe, inflicts Spd/Res-6 on nearest foes through their next actions and grants Spd/Res+6 to unit for 1 turn.
Spd Res Oath 1 Spd/Res Oath 1
At start of turn, if unit is adjacent to an ally, grants Spd/Res+3 to unit for 1 turn.
Spd Res Oath 2 Spd/Res Oath 2
At start of turn, if unit is adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
Spd Res Oath 3 Spd/Res Oath 3
At start of turn, if unit is adjacent to an ally, grants Spd/Res+5 to unit for 1 turn.
Spd Res Ploy 3 Spd/Res Ploy 3
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 Spd/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.

【Exposure】
Foe's attacks deal +10 damage.

【Bonus Doubler】
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

【Treachery】
Unit deals additional damage = total bonuses on unit for 1 turn.

【Grand Strategy】
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.

Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
Stall Ploy 1 Stall Ploy 1
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.
Stall Ploy 2 Stall Ploy 2
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.
Stall Ploy 3 Stall Ploy 3
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.
Surtrs Menace Surtr's Menace
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.
Surtrs Portent Surtr's Portent
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.
Threat. Atk Def 1 Threat. Atk/Def 1
At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.
Threat. Atk Def 2 Threat. Atk/Def 2
At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.
Threat. Atk Def 3 Threat. Atk/Def 3
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.
Threat. Atk Res 1 Threat. Atk/Res 1
At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.
Threat. Atk Res 2 Threat. Atk/Res 2
At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.
Threat. Atk Res 3 Threat. Atk/Res 3
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.
Threat. Atk Spd 1 Threat. Atk/Spd 1
At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.
Threat. Atk Spd 2 Threat. Atk/Spd 2
At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.
Threat. Atk Spd 3 Threat. Atk/Spd 3
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.
Threat. Def Res 1 Threat. Def/Res 1
At start of turn, inflicts Def/Res-3 on foes within 2 spaces of unit through their next actions.
Threat. Def Res 2 Threat. Def/Res 2
At start of turn, inflicts Def/Res-4 on foes within 2 spaces of unit through their next actions.
Threat. Spd Def 1 Threat. Spd/Def 1
At start of turn, inflicts Spd/Def-3 on foes within 2 spaces through their next actions.
Threat. Spd Def 2 Threat. Spd/Def 2
At start of turn, inflicts Spd/Def-4 on foes within 2 spaces through their next actions.
Threat. Spd Res 1 Threat. Spd/Res 1
At start of turn, inflicts Spd/Res-3 on foes within 2 spaces through their next actions.
Threat. Spd Res 2 Threat. Spd/Res 2
At start of turn, inflicts Spd/Res-4 on foes within 2 spaces through their next actions.
Threaten Atk 1 Threaten Atk 1
At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions.
Threaten Atk 2 Threaten Atk 2
At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions.
Threaten Atk 3 Threaten Atk 3
At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions.
Threaten Def 1 Threaten Def 1
At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.
Threaten Def 2 Threaten Def 2
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.
Threaten Def 3 Threaten Def 3
At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions.
Threaten Res 1 Threaten Res 1
At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions.
Threaten Res 2 Threaten Res 2
At start of turn, inflicts Res-4 on foes within 2 spaces through their next actions.
Threaten Res 3 Threaten Res 3
At start of turn, inflicts Res-5 on foes within 2 spaces through their next actions.
Threaten Spd 1 Threaten Spd 1
At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions.
Threaten Spd 2 Threaten Spd 2
At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions.
Threaten Spd 3 Threaten Spd 3
At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions.
Time Pulse Edge Time Pulse Edge
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

Grants bonus to unit's Atk/Spd during combat = unit's maximum Special cooldown count value + 2, and also, if unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit.
Times Pulse 1 Time's Pulse 1
At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 2 Time's Pulse 2
At start of odd-numbered turns, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 3 Time's Pulse 3
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Times Pulse 4 Time's Pulse 4
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.
Tip the Scales Tip the Scales!
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 accelerated); otherwise, X = 2). (That turn only.)
Twinkling Anima Twinkling Anima
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%, inflicts Spd/Res-7,【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, neutralizes effects that inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Panic】
Converts bonuses on target into penalties through its next action.

【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
Vision of Arcadia Vision of Arcadia
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.
Vision of Arcadia II Vision of Arcadia II
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.

【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.)

【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)
With Everyone With Everyone!
At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.
With Everyone II With Everyone! II
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.

Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

List of Attuned Skills

Icon Passive Description
Atk Oath Echo Atk Oath Echo
At start of turn, if unit is within 2 spaces of an ally, grants Atk+6 and "unit can move to a space adjacent to any ally within 2 spaces" to unit for 1 turn.
Time Pulse Echo Time Pulse Echo
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.

List of Sacred Seals

Icon Passive Description
Armored Boots Armored Boots
At start of turn, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)

List of Emblem Effects

Icon Owners Emblem Effect
Sigurd Of the Holy War ES Sigurd: Of the Holy War
Boosts Special damage by number of spaces from start position to end position of whoever initiated combat (max 4) × 2.

Enables【Canto (X)】.
If unit's Range = 1, X = 3; otherwise, X = 2.

At start of turn, grants "unit can move 1 extra space" to unit for 1 turn (does not stack; excludes cavalry with Range = 2).

【Canto (X)】
After an attack, Assist skill, or structure destruction, unit can move X spaces
(once per turn; only highest value applied; does not stack).

List of Captain Skills

Icon Captain Skill Description
Flyting Talent Flyting Talent
At start of turns 2 through 5, grants 【Rally Spectrum】to captain for 1 turn.

【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 accelerated); otherwise, X = 2). (That turn only.)
Impregnable Impregnable
At start of turns 2-5, grants Assign Decoy to captain for 1 turn. (If foe's Range = unit's Range and foe initiates combat against an ally within 2 spaces of unit, triggers Savior on unit; triggers only if unit is not equipped with a skill that can trigger the Savior effect.)
Mass Confusion Mass Confusion
Grants Atk+5 to captain during combat. At start of turns 2-5, if any foe is adjacent to another foe, inflicts Atk/Def/Res-7 on that foe through its next action.
Piercing Cold Piercing Cold
At start of turns 2 through 5, if captain is within 6 spaces of a foe, inflicts Spd-7 and【Frozen】 on closest foes to captain and foes within 2 spaces of those foes.

【Frozen】
Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:

Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats × 2; otherwise, X = 10). (For example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills.)
Quick Draw Quick Draw
Attack first every turn (unless foe also has Quick Draw). At start of turns 2 and 4, reduces foe's number of actions by one.
Rallying Cry Captain Skill Rallying Cry
At start of turns 2-5, grants Atk/Spd/Def/Res+6 to captain and allies within 2 spaces of captain for 1 turn.
Secret Maneuver Secret Maneuver
During captain's combat, disables skills of all foes excluding foe in combat. At start of turns 2-5, grants Special cooldown count-1 to all allies.

List of Status Effects

Icon Status Effect Description
Status Effect False Start False Start
Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)

List of Duo Skills

Owners Duo Skill
Askr Renewed Gods Face FC
Askr: Renewed Gods
Grants Atk/Spd/Def/Res+6 to unit and allies within 2 spaces of unit for 1 turn, and grants Special cooldown count-1 to unit and those allies.

At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.
Kagero Bond Unwavering Face FC
Kagero: Bond Unwavering
Grants Special cooldown count-1 to unit. Grants "unit can move 1 extra space (that turn only; does not stack)" and "neutralizes foe's bonuses during combat" to unit for 1 turn.

Once used, Duo Skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.
Byleth Fell Stars Duo Face FC
Byleth: Fell Star's Duo
Grants【Desperation】to unit and allies within 2 spaces.

At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.

【Desperation】
Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Eirika Twin Refulgence Face FC
Eirika: Twin Refulgence
Grants【Dodge】to unit and allies within 3 rows and 3 columns centered on unit.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

【Dodge】
If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Sothis Bound-Spirit Duo Face FC
Sothis: Bound-Spirit Duo
Grants【Null Follow-Up】to unit and allies within 2 spaces. If unit or any ally within 2 spaces has their Special cooldown count at its maximum value, grants them Special cooldown count-1.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

【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.
Hilda Deers Two-Piece Face FC
Hilda: Deer's Two-Piece
Inflicts Atk-7 on foes within 3 columns or 3 rows centered on unit through their next actions and inflicts【Isolation】on them.

Once used, Duo Skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.

【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.)
Sigurd Destined Duo Face FC
Sigurd: Destined Duo
Moves allies adjacent to unit to opposite side of unit. If an ally cannot move to the target space (if another ally or foe is occupying the space) ally will not move.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.
Alear Gifted Dragons Face FC
Alear: Gifted Dragons
Neutralizes any【Penalty】effects on unit and allies within 3 spaces of unit, and grants the following to unit and those allies for 1 turn: "neutralizes foe's bonuses during combat" and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)."

Once used, Duo Skill cannot be activated again right away. At the start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Ymir Seasons of Life Face FC
Ymir: Seasons of Life
Neutralizes any【Penalty】on unit and allies within 2 spaces of unit and restores 20 HP to unit and those allies.

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Palla Sisterly Trio Face FC
Palla: Sisterly Trio
Unit and adjacent flying allies can move 1 extra space. (Unit can move 1 extra space even if adjacent ally is not a flying ally. That turn only. Does not stack.)

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.
Nina Shadowy Figures Face FC
Nina: Shadowy Figures
Unit can move 1 extra space. (That turn only. Does not stack.) If any foes are in cardinal directions of unit or【Penalty】is active on any foes, inflicts Atk/Spd/Def/Res-7 and【Panic】on those foes.

Once used, Duo Skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

【Panic】
Converts bonuses on target into penalties through its next action.

List of Harmonized Skills

Owners Harmonized Skill
Marisa Willful Blades Face FC
Marisa: Willful Blades
Grants "unit can move 1 extra space" to unit (that turn only; does not stack).

Grants【Resonance: Blades】and "unit cannot be slowed by terrain (does not apply to impassable terrain)" to unit and allies from the same titles as unit for 1 turn.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.
Mia Harmonic Blades Face FC
Mia: Harmonic Blades
Grants【Resonance: Blades】to unit and allies from the same titles as unit.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Blades】
Grants Atk/Spd+4 during combat for 1 turn.
Tiki Bridal Reflections Face FC
Tiki: Bridal Reflections
Grants【Resonance: Shields】, "neutralizes foe's bonuses during combat," and "neutralizes unit's penalties during combat" to unit and allies from the same titles as unit for 1 turn.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."
Veronica Harmonic Pirates Face FC
Veronica: Harmonic Pirates
Grants【Resonance: Shields】to unit and allies from the same titles as unit.

Once used, Harmonized Skill cannot be activated again right away. At start of every third turn, if Harmonized Skill has already been used, unit can use Harmonized Skill again.

【Resonance: Shields】
Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

List of Items

None, currently.

List of Structures

Icon Structure Level Description
Structure Armor School Armor School (D) 13
At start of turn, inflicts Atk/Spd/Def/Res-14 on armored foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Armor School (O)
Structure Bright Shrine Bright Shrine (D)
At start of turn, inflicts Atk/Spd-14 on foe on the enemy team with the highest Atk+Spd total through its next action.
Bright Shrine (O)
Structure Catapult Catapult (D)
At start of turn, destroys offensive structures within the same column as this structure if their level ≤ this structure's level. Note: Fortress (O) cannot be destroyed.
Catapult (O)
At start of turn, destroys defensive structures within the same column as this structure if their level ≤ this structure's level. Note: Fortress (D), traps, resources, and ornaments cannot be destroyed.
Structure Cavalry School Cavalry School (D)
At start of turn, inflicts Atk/Spd/Def/Res-14 on cavalry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Cavalry School (O)
Structure Dark Shrine Dark Shrine (D)
At start of turn, inflicts Def/Res-14 on foe on the enemy team with the highest Def+Res total through its next action.
Dark Shrine (O)
Structure Flier School Flier School (D)
At start of turn, inflicts Atk/Spd/Def/Res-14 on flying foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Flier School (O)
Structure Healing Tower Healing Tower (D)
At start of turn, restores 58 HP to allies within 5 rows and 5 columns centered on structure.
Healing Tower (O)
At start of turn, restores 58 HP to allies within 3 rows and 5 columns centered on structure.
Structure Infantry School Infantry School (D)
At start of turn, inflicts Atk/Spd/Def/Res-14 on infantry foes within 3 columns centered on structure through their next actions. Note: Only one school can be placed at a time.
Infantry School (O)
Structure Panic Manor Panic Manor (D)
At start of turn, if any foes are within 7 rows and 3 columns centered on structure and their HP ≤ 88, converts bonuses on those foes into penalties through their next actions.
Panic Manor (O)
At start of turn, if any foes are within 3 columns centered on structure and their HP ≤ 88, converts bonuses on those foes into penalties through their next actions.
Structure Safety Fence Safety Fence (O) 2
Until turn 2, after skill activation at start of defensive turn, if raiding party is outside the defensive team's range or is within 2 rows and 7 columns centered on a structure, defensive turn ends immediately.
Structure Tactics Room Tactics Room (D) 13
At start of turn, if any foes are within 7 rows and 3 columns centered on structure and their HP ≤ 88 and they use bow, dagger, magic, or staff, restricts those foes' movement to 1 space through their next actions.
Tactics Room (O)
At start of turn, if any foes are within the same column as structure and their HP ≤ 88 and they use bow, dagger, magic, or staff, restricts those foes' movement to 1 space through their next actions.

In other languages[ | ]

Language Name
Japanese ターン
German Zug
Spanish (Europe) Turno
Spanish (Latin America) Turno
French Tour
Italian Turno
Traditional Chinese (Taiwan) 回合
Portuguese Rodada
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