Langrisser Talents
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260 talents
| Name | Hero | Effect | At top star |
|---|---|---|---|
Bonds of Friendship | Matthew | When entering battle, if a friendly unit is within 2 blocks, 30% chance to increase ATK & DEF by 10%. | When entering battle, if a friendly unit is within 3 blocks, 100% chance to increase ATK & DEF by 20%. |
Tenacity | Grenier | When attacked, 50% chance to increase ATK & DEF by 5% after battle. Lasts 2 turns. Can be stacked up to 2 times. | When forced into battle, after battle there is a 100% chance to increase ATK & DEF by 10% for 2 turns up to a maximum of 3 stacks. |
Quip Master | Almeda | After taking action, deals 1 random debuff to 1 enemy within 3 blocks. Restores HP of a friendly unit with the least HP (not including this unit) (1x Almeda's INT). | After taking action, apply 1 random debuff to 4 enemies within 4 blocks. Also restores HP of ally with the least HP equal to 2.5x Almeda's INT. |
Gift | Chris | Damage dealt increases by 10%. After taking action, dispels 1 debuff from 1 friendly unit within 1 block (not including this unit) and adds 1 random buff. | Damage dealt increases by 20%. After taking action, dispels 1 debuff from 4 friendly units within 2 blocks (not including this unit) and adds 1 random buff. |
Epic Knight | Leon | With every 1 block moved, damage increases by 1%, DEF increases by 5%. Can move another 3 blocks again after attacking. | With every 1 block moved, damage increases by 4%, DEF increases by 20%. Can move another 3 blocks again after attacking. |
Lord's Will | Bernhardt | Upon entering battle, damage dealt +10%. All enemy units within 2 blocks suffer -5% ATK & DEF. | Upon entering battle, damage dealt +20%. All enemy units within 2 blocks suffer -15% ATK & DEF. |
Arcane Extension | Lana | When entering battle, MDamage increases by 10%. Range increases by 1 when casting skills. | When entering battle, MDamage increases by 30%. Range increases by 1 when casting skills. |
Ancient Evil | Bozel | Replaces INT with 1.5x MDEF. After dealing damage to an enemy, 50% chance to deal 1 random debuff. | Replaces INT with 1.5x MDEF. After dealing damage to an enemy, 100% chance to deal 1 random debuff. |
King's Will | Ledin | Damage taken decreases by 5%. When attacked with a melee attack with Hero's HP above 100%, attacks 2 times. | Damage taken decreases by 15%. When attacked with a melee attack with Hero's HP above 50%, attacks 2 times. |
Diversionary Tactics | Narm | When initiating battle, ATK increases by 5%. Decreases the target's Mobility by 3, and renders them unable to Guard. Lasts 1 turn. ([Cooldown Trigger] 3-turn cooldown.) | When initiating battle, ATK increases by 15%. Decreases the target's Mobility by 3, and renders them unable to Guard. Lasts 1 turn. ([Cooldown Trigger] 1-turn cooldown.) |
Brave's Will | Elwin | When attacking, damage increases by 10%. After battle, 40% chance to restore HP (30% of hero's damage dealt). | When attacking, damage dealt is increased by 30%. After battle, 100% chance to restore HP equal to 30% of hero's damage dealt. |
Gained Knowledge | Hein | After taking action, INT increases by 2% for 5 turns. Can be stacked up to 4 times. | After taking action, INT increases by 6% for 5 turns. Can be stacked up to 4 times. |
Wild Princess | Cherie | When there are no allies within 2 blocks, decreases all damage taken by 10%. After eliminating an enemy, can take action again 1 time. [Cooldown Trigger] 4-turn cooldown. | When there are no allies within 2 blocks, decreases all damage taken by 25%. After eliminating an enemy, can take action again 1 time. [Cooldown Trigger] 2-turn cooldown. |
Holy Sister | Liana | After taking action, dispels 1 debuff from allies within 1 block and heals for (1.5x own INT) HP. | After taking action, dispels 2 debuff from allies within 2 blocks and heals for (3x own INT) HP. |
Battlefield Mastery | Lance | When battling against Fliers and Cavalry, ATK & DEF increase by 10%. | When battling against Fliers and Cavalry, ATK & DEF increase by 30%. |
Raging Inferno | Egbert | When dealing damage, deals fixed damage once to the enemy (Damage = 1x own INT). | When dealing damage, deals fixed damage once to the enemy (Damage = 2x own INT). |
Queen's Gauntlet | Imelda | Unit damage increased by 10%. After taking action, casts [Iron Hand] on 1 friendly unit within 1 block (not including this unit): Hero's damage increases by 10%, loses 10% HP after battle. | Unit damage increased by 20%. After taking action, casts [Iron Hand] on 4 friendly units within 2 blocks (not including this unit): Hero's damage increases by 20%, but they lose 10% HP after battle. |
Naval Expert | Lester | During water battles, unit's ATK increases by 10%. | During water battles, unit's ATK increases by 30%. |
Demon Blood | Sonya | Each time an enemy unit is defeated, you can move another 3 blocks. At the same time, gain +10% ATK, INT, DEF, & MDEF for 3 turns, up to a maximum of 2 stacks. | Each time an enemy unit is defeated, you can move another 3 blocks. At the same time, gain 20% ATK, INT, DEF, & MDEF for 3 turns, up to a maximum of 2 stacks. |
Superhuman Bravery | Vargas | Physical damage reduction increases when unit has higher HP. Reduces damage by up to 15%. After receiving a fatal blow, hero will revive with 15% HP. This effect can be triggered 1 time during each battle. | Physical damage reduction increases when unit has higher HP. Reduces damage by up to 30%. After receiving a fatal blow, hero will revive with 30% HP. This effect can be triggered 1 time during each battle. |
Magic Master | Jessica | When Unit HP is 100%, INT increases by 5%. 15% INT is added to MDEF. | When Unit HP is 100%, INT increases by 15%. 40% INT is added to MDEF. |
Ferocious | Rohga | Crit increased by 10%, Crit Damage increases by 10%. | Crit increased by 20%, Crit Damage increases by 20%. |
Cautious Tactician | Scott | When entering battle with HP above 50%, damage taken is decreased by 15%. | When entering battle with HP above 50%, damage taken is decreased by 30%. |
Supreme Overlord | Altemuller | Before entering battle, ATK increases by 3%. Physical damage taken decreases by 2%. Lasts 4 turns. Can be stacked up to 4 times. | Before entering battle, ATK increases by 10%. Physical damage taken decreases by 5%. Lasts 4 turns. Can be stacked up to 4 times. |
Wind Protection | Luna | MDEF increased by 10%. Friendly units within 2 blocks take 15% less MDamage. | MDEF increased by 20%. Friendly units within 2 blocks take 30% less MDamage. |
Free Will | Dieharte | Crit chance increased by 10%. After eliminating an enemy, will trigger [Smoke]: All damage taken decreased by 30%. Lasts 1 turn. [Cooldown Trigger] 3-turn cooldown. | Crit chance increased by 30%. After eliminating an enemy, will trigger [Smoke]: All damage taken decreased by 30%. Lasts 1 turn. [Cooldown Trigger] 1-turn cooldown. |
Hide & Seek | Zerida | Crit chance increased by 10%. After taking action, if outside the [Danger Zone], enter Stealth: Crit and Crit Damage increased by 15%, damage taken decreased by 15%, and Mobility increased by 1. Lasts 1 turn. | Crit chance increased by 20%. After taking action, if outside the [Danger Zone], enter Stealth: Crit and Crit Damage increased by 30%, damage taken decreased by 30%, and Mobility increased by 4. Lasts 1 turn. |
Healing Light | Tiaris | After taking action, other friendly units within 2 blocks (not including this unit) gain [Restoration]: After battle, there is a 50% chance to recover HP equal to 3x Tiaris' INT. | After taking action, other friendly units within 2 blocks (not including this unit) gain [Restoration]: After battle, there is a 100% chance to recover HP equal to 3x Tiaris' INT. |
Magic Creation | Liffany | After taking action, casts Magic Bomb on 1 enemy within 3 blocks: After taking action, takes fixed damage equal to the caster's INT x2. | After taking action, casts Magic Bomb on 2 enemy within 3 blocks: After taking action, takes fixed damage equal to the caster's INT x4. |
Merciful Heart | Sophia | Grants buff when skills are cast on friendly units: Received Heal Effect +10%, DEF increases by 15%. Lasts 2 turns. | Grants buff when skills are cast on friendly units: Received Heal Effect +30%, DEF increases by 30%. Lasts 2 turns. |
Wise Veil | Emerick | When attacking, ATK +10%. When attacked, damage taken -10%. All enemies within 2 blocks suffer -1 Mobility and cannot Guard. | When attacking, ATK +20%. When attacked, damage taken -20%. All enemies within 2 blocks suffer -2 Mobility and cannot Guard. |
Sorrowful Choice | Freya | Chance of being critically hit reduced by 10%. Before entering battle, if HP is at 100%, deals damage to the enemy. Damage is equal to 2x Hero's DEF. | Chance of being critically hit reduced by 50%. Before entering battle, if HP is above 50%, deals damage to the enemy. Damage is equal to 2x Hero's DEF. |
Dual Wield | Kirikaze | Crit increased by 5%. After landing a critical hit in battle, restores HP equal to 15% of damage dealt, and grants a 50% chance to decrease skill cooldowns by 1 turn. | Crit increased by 15%. After landing a critical hit in battle, restores HP equal to 30% of damage dealt, and grants a 100% chance to decrease skill cooldowns by 1 turn. |
Analysis and Infiltration | Angelica | Before battle, your soldier class type becomes the same as the enemy's soldier class type. After taking action, restores 50% HP to your soldiers. | Before battle, your soldier class type becomes the same as the enemy's soldier class type. After taking action, restores 100% HP to your soldiers. |
Wolf's Nature | Silver Wolf | For every buff, ATK & DEF increase by 3%, at most by 9%. If attack critically hits, steals 1 buff from target. | For every buff, ATK & DEF increase by 7%, at most by 21%. If attack critically hits, steals 2 buffs from target. |
Sacred Beast Sanctuary | Jugler | All accessible landforms are regarded as "Plains" when moving. Damage taken by the hero is reduced by 1% depending on soldiers' missing HP. Heals other friendly units after taking damage. (Recovered HP is equal to 10% of Jugler's Unit HP.) | All accessible landforms are regarded as "Plains" when moving. Damage taken by the hero is reduced by 3% depending on soldiers' missing HP. Heals other friendly units after taking damage. (Recovered HP is equal to 30% of Jugler's Unit HP.) |
Moonlit Oath | Gerold & Layla | Layla's damage is not reduced in melee battles. Ranged attacks heal allies for 50% of the sum of Gerold & Layla's ATK & INT and dispel one debuff. Melee attacks heal this unit for 10% of the damage dealt and grant debuff immunity. Lasts 1 turn. | Layla's damage is not reduced in melee battles. Ranged attacks heal allies for 150% of the sum of Gerold & Layla's ATK & INT and dispel one debuff. Melee attacks heal this unit for 30% of the damage dealt and grant debuff immunity. Lasts 1 turn. |
Morph | Feraquea | After initiating battle, hero's class type will be transformed into the same class type as the enemy hero. If unit transformation occurs on this turn, you are granted 1 more action and ATK is increased by 5% for 1 turn. [Cooldown Trigger] This effect can be triggered again after 4 turns. | After initiating battle, hero's class type will be transformed into the same class type as the enemy hero. If unit transformation occurs on this turn, you are granted 1 more action and ATK is increased by 25% for 1 turn. [Cooldown Trigger] This effect can be triggered again after 2 turns. |
Origins of Light | Lewin | Before attacking, unit's ATK & DEF increase by 5%. Lasts 1 turn. 50% chance to restore 30% HP after battle. | Before attacking, unit's ATK & DEF increase by 15%. Lasts 1 turn. 100% chance to restore 30% HP after battle. |
Naval Instructor | Pierre | During water battles, ATK & DEF increase by 5%. When ending your turn in water, restores 20% HP. | During water battles, ATK & DEF increase by 15%. When ending your turn in water, restores 40% HP. |
Piercing Shots | Dios | Before attacking, 50% chance to reduce enemy's DEF by 20%. Lasts 1 turn. | Before attacking, 100% chance to reduce enemy's DEF by 30%. Lasts 1 turn. |
Extra Blessings | Anna | Unit HP increases by 10%. When casting a skill on a friendly unit, this skill grants 1 extra random buff. | Unit HP increases by 20%. When casting a skill on a friendly unit, this skill grants 1 extra random buff. |
Knight's Faith | Laird | When initiating battle with 80% HP or higher, ATK & DEF increase by 10%. | When initiating battle with 80% HP or higher, ATK & DEF increase by 30%. |
Cautious Defender | Keith | When attacked, physical damage taken is reduced by 15%. | When attacked, physical damage taken is reduced by 30%. |
Love Support | Leticia | When entering battle, if a friendly unit is within 2 blocks, ATK & DEF increase by 5%. After taking action, Mobility of 1 friendly unit within 1 block (not including this unit) increases by 1. Lasts 1 turn. | When entering battle, if a friendly unit is within 2 blocks, ATK & DEF increase by 15%. After taking action, Mobility of 4 friendly units within 2 blocks (not including this unit) increases by 1. Lasts 1 turn. |
Old But Tough | Aaron | Damage taken decreases when Unit HP is low. Damage taken decreased up to 20%. | Damage taken decreases when Unit HP is low. Damage taken decreased up to 40%. |
Strong Support | Varna | After taking action, grants a buff on friendly units within 2 blocks: AoE skill damage increases by 10%. Lasts 1 turn. | After taking action, grants a buff on friendly units within 2 blocks: AoE skill damage increases by 20%. Lasts 1 turn. |
Magic Lineage | Shelfaniel | INT is increased up to 10% based on the unit's current HP. Whenever a skill is used to deal damage, the cooldown of this skill is reduced by 1. | INT is increased up to 20% based on the unit's current HP. Whenever a skill is used to deal damage, the cooldown of this skill is reduced by 3. |
Battle Goddess | Angelina | When on terrain with defensive effects, all damage taken is reduced by 10%. On all other terrain, ATK is increased by 10%. | When on terrain with defensive effects, all damage taken is reduced by 20%. On all other terrain, ATK is increased by 20%. |
Untarnished | Lanford | Increases all stats of all friendly units within 2 blocks (excluding HP) by 5%. (This effect doesn't stack with Command.) | Increases all stats of all friendly units within 2 blocks (excluding HP) by 15%. (This effect doesn't stack with Command.) |
Blood Queen | Listell | INT is replaced with 1.5x your MDEF. Unit ignores the class disadvantage. After dealing damage, inflicts "Curse of Wounding" on the target for 1 turn: Whenever you receive healing, take 20% of healing as damage instead. | INT is replaced with 1.5x your MDEF. Unit ignores the class disadvantage. After dealing damage, inflicts "Curse of Wounding" on the target for 1 turn: Whenever you receive healing, take 50% of healing as damage instead. |
United Will | Landius | After taking action, if there is an ally within 1 block, ATK increases by 10% and 5% of ATK is added to DEF & MDEF. Lasts 1 turn. When hit by a ranged attack, reduces damage taken by 10% and launches a counterattack within 2 blocks. | After taking action, if there is an ally within 3 blocks, ATK increases by 20% and 15% of ATK is added to DEF & MDEF. Lasts 1 turn. When hit by a ranged attack, reduces damage taken by 20% and launches a counterattack within 2 blocks. |
Arcane Vessel | Rachel | Increases damage dealt by 10%. After actively dealing damage, dispels 1 debuff from all allies within 2 blocks and heals for 150% of Rachel's INT. | Increases damage dealt by 30%. After actively dealing damage, dispels 2 debuffs from all allies within 3 blocks and heals for 300% of Rachel's INT. |
Tactical Genius | Wiler | Range increases by 1 when using Support skills. All soldier stats increase by 5%. When Wiler dies, he dispels 2 debuffs from all allies within 3 blocks and grants them "Desperate Prayer": Before battle, restores HP equal to 5x Wiler's INT. Lasts 1 turn. | Range increases by 2 when using support skills. All soldier stats increased by 20%. When Wiler dies, he dispels 2 debuffs from all friendly units within 5 blocks and grants them "Desperate Prayer": Before battle, restores HP equal to 5x Wiler's INT. Lasts 3 turn. |
Brave March | Serena | When unit HP is at or above 90%, all damage taken is reduced by 15%. Takes all attacks directed at allies within 1 block who have lost all their soldiers. | When unit HP is at or above 60%, all damage taken is reduced by 30%. Takes all attacks directed at allies within 3 blocks who have lost all their soldiers. |
Dark Will | Gizarof | Increases HP by 10%. After actively dealing damage to an enemy, if Gizarof summons a "Construct" to the battlefield, a random "Renovation" of the "Construct" is carried out 1 time. When hero dies, summons a "Construct" and applies random "Renovation" 2 times to it. | Increases HP by 20%. After actively dealing damage to an enemy, if Gizarof summons a "Construct" to the battlefield, a random "Renovation" of the "Construct" is carried out 1 time. When hero dies, summons a "Construct" and applies random "Renovation" 5 times to it. |
Solitary Will | Sigma | When actively attacking, ATK increases by 5%. If you haven't attacked this round and you are on defense-increasing terrain, you can take 1 additional action. At the same time, obtain the Snipe status: Unit range increased by 1. Cannot move. Lasts for 1 turn. ([Cooldown Trigger] This effect cannot be dispelled and can only trigger again after 4 rounds.) | When actively attacking, ATK increases by 15%. If you haven't attacked this round and you are on defense-increasing terrain, you can take 1 additional action. At the same time, obtain the Snipe status: Unit range increased by +2. Cannot move. Lasts for 1 turn. ([Cooldown Trigger] This effect cannot be dispelled and can only trigger again after 2 rounds.) |
Sacred Tree's Sigh | Lambda | When an ally is within 2 blocks, INT increases by 5%. When casting an AoE skill, skill span +1. When casting a skill in a line, skill range +1. In addition, AoE skill damage is increased by 5%. | When an ally is within 2 blocks, INT increases by 15%. When casting an AoE skill, skill span +1. When casting a skill in a line, skill range +1. In addition, AoE skill damage is increased by 15%. |
Newcomer! Amphibious Warrior! | Alfred | For every 1 block moved, gain 1% to all stats except for HP. (Up to 5% max.) When passing through "Water", "Swamp" or "Depths", gain a chance to mitigate 1 block of Mobility Reduction. | For every 1 block moved, gain 5% to all stats except for HP. (Up to 25% max.) When passing through "Water", "Swamp" or "Depths", gain a chance to mitigate 5 blocks of Mobility Reduction. |
Otherworldly Force | Rainforce | Each time you deal damage to an enemy, gain Otherworldly Force: All stats except for HP +1%. Can be stacked up to 7 times. After taking action, if you have 7 stacks of Otherworldly Force, you can take 1 extra action. After taking this action, you are teleported next to the nearest ally and all Otherworldly Force effects are removed from you. | Each time you deal damage to an enemy, gain Otherworldly Force: All stats except for HP 4%. Can be stacked up to 7 times. After taking action, if you have 7 stacks of Otherworldly Force, you can take 1 extra action. After taking this action, you are teleported next to the nearest ally and all Otherworldly Force effects are removed from you. |
Paragon of Elegance | Brenda | When fighting an enemy unit that has a lower or equal percentage of HP to yours, damage is increased by 10%. After the number of times you've attacked and been forced into battle reaches 5 times, after taking action, you can take an additional action and will start counting toward this effect again after this action. | When fighting an enemy unit that has a lower or equal percentage of HP to yours, damage is increased by 30%. After the number of times you've attacked and been forced into battle reaches 3 times, after taking action, you can take an additional action and will start counting toward this effect again after this action. |
Crimzonian Zeal | Virash | Physical damage increases as Unit HP decreases. Damage can increase by up to 20%. This unit won't die when taking fatal damage and will instead gain [The Immortal] effect, preventing them from dying when taking fatal damage. When this buff expires, the hero will die at the end of that turn. This buff lasts 1 turn. This Unflinching effect only triggers 3 times per battle. (This effect cannot be dispelled and ignores immunity.) | Physical damage increases as Unit HP decreases. Damage can increase by up to 50%. This unit won't die when taking fatal damage and will instead gain [The Immortal] effect, preventing them from dying when taking fatal damage. When this buff expires, the hero will die at the end of that turn. This buff lasts 3 turns. This Unflinching effect only triggers 6 times per battle. (This effect cannot be dispelled and ignores immunity.) |
Wandering Princess | Clarett | When attacking, damage is increased by 5%, and damage taken decreases by 5%. After taking action, adds any remaining mobility to yourself, up to a maximum of 2 blocks. | When attacking, damage is increased by 20%, and damage taken decreases by 20%. After taking action, adds any remaining mobility to yourself, up to a maximum of 5 blocks. |
Shadow Comet | Omega | When fighting an enemy unit that is at or above 100% HP, ATK and Crit Chance are increased by 10%. After defeating an enemy unit, you teleport back to the pre-attack position and can move 1 additional block. | When fighting an enemy unit that is at or above 70% HP, ATK and Crit Chance are increased by 20%. After defeating an enemy unit, you teleport back to the pre-attack position and can move 3 additional block. |
Bright Maiden | Estelle | Takes all physical attacks for adjacent friendly units. After actively dealing damage, the following effects will be gained: Increases ATK & DEF by 5%. Increases Guard range to 2 blocks for 2 turns. After taking action, increases the damage dealt by 1 friendly unit (not including this unit) within a 1-block range by 10% for 2 turns. | Takes all physical attacks for adjacent friendly units. After actively dealing damage, the following effects will be gained: Increases ATK & DEF by 15%. Increases Guard range to 2 blocks for 2 turns. After taking action, increases the damage dealt by 4 friendly units (not including this unit) within a 3-block range by 10% for 2 turns. |
Dark Initiate | Joshua | Crit chance increased by 10%. After dealing a critical hit, deals fixed damage to the enemy. (Damage is equal to x1 Hero ATK.) | Crit chance increased by 20%. After dealing a critical hit, deals fixed damage to the enemy. (Damage is equal to x2 Hero ATK.) |
Angel of Death | Renne | When entering battle with an enemy with a debuff, INT, DEF, and MDEF increase by 5%. After dealing damage to an enemy, afflicts them with 1 random debuff. | When entering battle with an enemy with a debuff, INT, DEF, and MDEF increase by 15%. After dealing damage to an enemy, afflicts them with 2 random debuff. |
Asura Sword | Leonhardt | When there are no allies within 3 blocks, all stats are increased by 10%, except for HP. If you deal damage to 2 or more enemies in one attack, you recover 20% of Max HP and you are granted 1 more action. ([Cooldown Trigger] This act again effect can only trigger again after 4 turns.) | When there are no allies within 1 blocks, all stats are increased by 20%, except for HP. If you deal damage to 2 or more enemies in one attack, you recover 50% of Max HP and you are granted 1 more action. ([Cooldown Trigger] This act again effect can only trigger again after 2 turns.) |
Amber Love | Olivier | When Unit HP is at 100%, ATK increases by 10%. After taking action, damage taken by 1 ally within 1 block is reduced by 10%. This effect lasts 2 turns. | When Unit HP is at 100%, ATK increases by 30%. After taking action, damage taken by 5 allies within 3 blocks is reduced by 10%. This effect lasts 2 turns. |
White Wings | Klose | Healing effects increased by 10%. After taking action, 1 ally within 1 block obtains 1 random immunity effect for 1 round. | Healing effects increased by 30%. After taking action, 4 allies within 2 blocks can obtain 1 random immunity effect for 2 round. |
The Forest of No Return | Deedlit | After taking action, grants +2% INT & DEF (max 6%) for every 1 block moved this round. Lasts 1 turn. After taking action, if this unit is in the [Danger Zone] and has not dealt any damage, it can act again. ([Cooldown Trigger] This act again effect can only trigger again after 4 turns.) | After taking action, grants +8% INT & DEF (max 24%) for every 1 block moved this round. Lasts 1 turn. After taking action, if this unit is in the [Danger Zone] and has not dealt any damage, it can act again. ([Cooldown Trigger] This act again effect can only trigger again after 2 turns.) |
The Black Knight | Ashram | For every 1 block moved, ATK increases by 1% (up to 5%), and DEF increases by 5% (up to 25%). Before entering battle, if your ATK is higher than the enemy's, you will attack the enemy first. | For every 1 block moved, ATK increases by 4% (up to 20%), and DEF increases by 20% (up to 100%). Before entering battle, if your ATK is higher than the enemy's, you will attack the enemy first. |
Errant Knight | Parn | After taking damage, gain the [Rapid Advance] effect: Gain 1% ATK & SKILL and 1 Mobility for 2 turns. Can stack up to 2 times. When you have a Mobility increase buff, damage dealt is increased by 10%. | After taking damage, gain the [Rapid Advance] effect: Gain +3% ATK & SKILL and 1 Mobility for 2 turns. Can stack up to 3 times. When you have a Mobility increase buff, damage dealt is increased by 20%. |
Visitor from the Dark Kingdom | Pirotess | When Unit HP is below 100%, ATK and SKILL increase by 10%. Before entering battle, if your SKILL is higher than the enemy's, you inflict 1 strong debuff. | When Unit HP is below 100%, ATK and SKILL increase by 30%. Before entering battle, if your SKILL is higher than the enemy's, you inflict 1 strong debuff. |
Reiken-Arataka | Sakura Shinguji | After you kill an enemy, all stats apart from HP are increased by 5%. Stacks up to 4 times. (Cannot be dispelled.) Before battle, if your SKILL is higher than the enemy's, you can attack first. | After you kill an enemy, all stats apart from HP are increased by 10%. This effect can stack up to 4 times. (Cannot be dispelled.) Before battle, if your SKILL is higher than the enemy's, you can attack first. |
Gorgeous Solo | Sumire Kanzaki | When using normal attacks, hero range increases by 1. Every time a soldier is damaged, gain +1% ATK and SKILL. | When using normal attacks, hero range increases by 1. Every time a soldier is damaged, gain 4% ATK and SKILL. |
Lovely Heart | Iris | After taking action, other friendly units within a 2-block radius gain Dream Kiss: After taking action, restores HP equal to 1x Iris's INT. Lasts 2 turns. | After taking action, other friendly units within a 2-block radius gain Dream Kiss: After taking action, restores HP equal to 3x Iris's INT. Lasts 2 turns. |
Partner Power | Yusuke Urameshi | When a friendly unit is within 2 blocks, ATK & DEF increase by 5%. When an allied unit dies, restores 15% HP and gains [Anger]: All stats, except for HP, increase by 10%, Mobility increases by 1, and unit range increases by 1. Lasts 1 turn. (This effect cannot be dispelled.) | When a friendly unit is within 2 blocks, ATK & DEF increase by 15%. When an allied unit dies, restores 30% HP and gains [Anger]: All stats, except for HP, increase by 10%, Mobility increases by 1, and unit range increases by 1. Lasts 3 turn. (This effect cannot be dispelled.) |
Jagan Eye | Hiei | When attacking and entering battle, ATK & Crit Chance +7%. Before battle, reduces 1 random enemy stat by 15% for 1 turn. When attacked by an AoE skill, if you are positioned on the edge of the skill span, take no damage this time. (This effect can only trigger once per battle.) | When attacking and entering battle, ATK & Crit Chance 15%. Before battle, reduces 1 random enemy stat by 30% for 1 turn. When attacked by an AoE skill, if you are positioned on the edge of the skill span, take no damage this time. (This effect can only trigger twice per battle.) |
Plant Manipulation | Kurama | If you are positioned in "Forest", "Mountain", "Grassland", "Cave", or "Water", INT & MDEF increase by 10%, and at end of turn gain a 40% chance to reduce the cooldown of all skills by 1. | If you are positioned in "Forest", "Mountain", "Grassland", "Cave", or "Water", INT & MDEF increase by 20%, and at end of turn gain a 100% chance to reduce the cooldown of all skills by 1. |
Body Manipulation | Toguro Bros. | After taking action, gain [Body Boost]: ATK & SKILL increase by 0.5%. Can stack up to 15 times. This effect can be obtained both before initiating battle, and after killing an enemy. | After taking action, gain [Body Boost]: ATK & SKILL increase by 2%. Can stack up to 15 times. This effect can be obtained both before initiating battle, and after killing an enemy. |
Love is Justice | Kazuma Kuwabara | After taking action, if there is a "female" allied unit or an allied unit named "Yusuke Urameshi" within 1 block of you, physical damage received is reduced by 10% for 1 turn. After battle, if HP is less than 20%, recover 30% HP. | After taking action, if there is a "female" allied unit or an allied unit named "Yusuke Urameshi" within 3 block of you, physical damage received is reduced by 30% for 1 turn. After battle, if HP is less than 40%, recover 30% HP. |
Sword Realm | Betty | AoE damage taken is decreased by 10%. When a friendly unit within a 2-block radius is attacked by an enemy, deals fixed damage to the attacker equal to Betty's ATK 1x (this effect ignores immunity), and has a 10% chance to apply 1 random debuff, then increase your ATK & MDEF by 10% for 2 turns. | AoE damage taken is decreased by 30%. When a friendly unit within a 3-block radius is attacked by an enemy, deals fixed damage to the attacker equal to Betty's ATK 1x (this effect ignores immunity), and has a 30% chance to apply 1 random debuff, then increase your ATK & MDEF by 20% for 2 turns. |
Forest Spring | Alustriel | With every 1 block moved, damage dealt and crit chance are increased by 1%. (Up to a max of 5%.) When passing through defensive terrain, gain a chance to mitigate 1 blocks of Mobility Reduction. | With every 1 block moved, damage dealt and crit chance are increased by 4%. (Up to a max of 20%) When passing through defensive terrain, gain a chance to mitigate 4 blocks of Mobility Reduction. |
Eternal Legend | Yulia | When unit HP is at or above 95%, gain the effect: Damage increased by 10% and unable to be killed by deadly damage (triggers a max of 1 time per battle). Each time this unit enters battle, it has a 40% chance to restore HP equal to 30% of damage dealt after entering battle. | When unit HP is at or above 70%, gain the effect: Damage increased by 30% and unable to be killed by deadly damage (triggers a max of 3 time per battle). Each time this unit enters battle, it has a 100% chance to restore HP equal to 30% of damage dealt after entering battle. |
Divine Inheritance | Emilia | The higher Unit HP is, the more magic damage is reduced. Reduces up to 15% magic damage. Whenever taking fatal damage, unit does not die and is healed for 15% of Max HP. This effect only triggers 1 time per battle. | The higher Unit HP is, the more magic damage is reduced. Reduces up to 30% magic damage. Whenever taking fatal damage, unit does not die and is healed for 30% of Max HP. This effect only triggers 1 time per battle. |
Avatar of the Goddess | Young Jessica | Damage increases as you get further from your target. Damage is increased by 2% for every 1 block. If you stand in place this turn, after taking action, you gain 1 mobility for 1 turn. | Damage increases as you get further from your target. Damage is increased by 8% for every 1 block. If you stand in place this turn, after taking action, you gain +2 mobility for 1 turn. |
Kingdom Defender | Knight of Mystery | For every 1 block moved, damage +1% (up to 5% max), and MDEF +5% (up to 25% max). When you have moved 35 blocks, all skill cooldowns are reset at the end of the turn. | For every 1 block moved, damage 4% (up to 20% max), and MDEF 20% (up to 100% max). When you have moved 20 blocks, all skill cooldowns are reset at the end of the turn. |
Holy Protection | Aka | When a unit on the battlefield dies, you summon 1 [Wolf Soul] adjacent to your location. This Wolf Soul possesses stats inherited from the leader of the defeated unit. These stats cannot surpass 150% of Aka's corresponding stats. ([Cooldown Trigger] This effect can be triggered again after 3 turns. Only 1 [Wolf Soul] can exist at any one time, and if it is killed, it will not trigger the summoning effect.) When a Wolf Soul dies, 10% of its stats (excluding HP) are granted to Aka, and Aka is healed for 10% of the Wolf Soul's Max HP. | When a unit on the battlefield dies, you summon 1 [Wolf Soul] adjacent to your location. This Wolf Soul possesses stats inherited from the leader of the defeated unit. These stats cannot surpass 150% of Aka's corresponding stats. ([Cooldown Trigger] This effect can be triggered again after 1turns. Only 1 [Wolf Soul] can exist at any one time, and if it is killed, it will not trigger the summoning effect.) When a Wolf Soul dies, 20% of its stats (excluding HP) are granted to Aka, and Aka is healed for 20% of the Wolf Soul's Max HP. |
Lone Hero | Oliver | All stats (excluding HP) increase by 5%. For every 1 friendly unit within 2 blocks of you, all stats (excluding HP) are reduced by 5%. (Max 5%.) Before you enter a battle, if your SKILL is higher than an enemy's, you can steal 1 buff. | All stats (excluding HP) increase by 25%. For every 1 friendly unit within 2 blocks of you, all stats (excluding HP) are reduced by 5%. (Max 25%.) Before you enter a battle, if your SKILL is higher than an enemy's, you can steal 1 buff. |
Princess | Melania | When a friendly unit is within 2 blocks of you, INT and MDEF are increased by 10%. When other heroes Guard Melania, they are healed for HP equal to Melania's INT x3. | When a friendly unit is within 2 blocks of you, INT and MDEF are increased by 20%. When other heroes Guard Melania, they are healed for HP equal to Melania's INT x3. |
Floating Petals | Ilucia | When in Water, this unit's movement type becomes [Aquatic]. It takes 10% reduced physical damage and does not die when receiving fatal damage, recovering 10% HP instead. This effect only triggers 1 time per battle. After being forced into battle, the enemy's terrain is treated as Water for 2 turns. If the enemy is already in Water, there is a 20% chance that the enemy will be unable to take action for 1 turn. | When in Water, this unit's movement type becomes [Aquatic]. It takes 20% reduced physical damage and does not die when receiving fatal damage, recovering 20% HP instead. This effect only triggers 1 time per battle. After being forced into battle, the enemy's terrain is treated as Water for 2 turns. If the enemy is already in Water, there is a 50% chance that the enemy will be unable to take action for 1 turn. |
Wings of Destruction | Vincent | AoE damage increases by 2% (up to 10%) for every block moved. Upon death, deals 0.3x AoE damage to all enemies within a 3-block radius of self. | AoE damage increases by 6% (up to 30%) for every block moved. Upon death, deals 0.3x AoE damage to all enemies within a 3-block radius of self. |
Shattered Flame | Clotaire | 10% of INT is added to ATK. After dealing damage to an enemy unit, applies Shattered Flame: When taking damage from Clotaire, DEF and MDEF are decreased by 10%, chance to be critically hit is increased by 10%, and they cannot trigger effects that block fatal damage for 2 turns. (The "cannot resist fatal damage" effect is only effective in PVP modes) | 20% of INT is added to ATK. After dealing damage to an enemy unit, applies Shattered Flame: When taking damage from Clotaire, DEF and MDEF are decreased by 20%, chance to be critically hit is increased by 20%, and they cannot trigger effects that block fatal damage for 2 turns. (The "cannot resist fatal damage" effect is only effective in PVP modes.) |
Crystal Queen | Rozenciel | AoE damage taken decreased by 10%. When casting skills on friendly units, dispels 1 debuff and applies 1 additional stack of [Crystal Barrier]: Immune to the next 1 debuff. Can be stacked up to 5 times. Cannot be dispelled. All friendly units within 1 block restore HP equal to Rozenciel's INT x1 and gain 1 stack of [Crystal Barrier] after taking action. | AoE damage taken decreased by 25%. When casting skills on friendly units, dispels 1 debuff and applies 3 additional stacks of [Crystal Barrier]: Immune to the next 1 debuff. Can be stacked up to 5 times. Cannot be dispelled. All friendly units within 3 blocks restore HP equal to Rozenciel's INT x2.5 and gain 1 stack of [Crystal Barrier] after taking action. |
Ironwall Knight | Helena | For every 1 block moved, damage dealt increases by 1% (up to 5%). When there are no allies within 2 blocks, DEF increases by 10%. After taking action, all the blocks passed this turn gain the [Ironwall] effect for 1 turn: When enemy player heroes move to this block, after taking action, they have a 50% chance to be afflicted with a random equipment skill nullification effect (excluding Max HP effects). Lasts 2 turns. When the target is not a player hero, the effect is replaced by "random stat reduced by 25% for 1 turn". When traversing terrain with a friendly [Ironwall] effect, Mobility is not consumed (not effective when Moving Again). When moving, ignores obstruction from enemies. | For every 1 block moved, damage dealt increases by 4% (up to 20%). When there are no allies within 2 blocks, DEF increases by 25%. After taking action, all blocks passed this turn gain the [Ironwall] effect for 1 turn: When enemy player heroes move to this block, after taking action, they have a 100% chance to be afflicted with a random equipment skill nullification effect (excluding Max HP effects). Lasts 2 turns. When the target is not a player hero, the effect is replaced by "random stat reduced by 25% for 1 turn". When traversing terrain with a friendly [Ironwall] effect, Mobility is not consumed (not effective when Moving Again). When moving, ignores obstruction from enemies. |
Guardian of the World | Sage of the Trees | When a friendly unit is within 1 block, INT increases by 10%. Unit is not affected by melee damage penalty. When hero dies, dispels all debuffs from allies within a 3-block radius. Also affects all blocks hit with the [Dazzling Light] effect for 4 rounds: When enemy units with [Flying] or [Cavalry] movement types, or enemies who treat all passable terrain as Plains move onto this block, When a single enemy unit moves to this block, they consume 1 additional point of Mobility. When friendly units with [Infantry] or [Aquatic] movement types move onto this block, after attacking, they can move another 2 blocks. | When a friendly unit is within 3 block, INT increases by 20%. Unit is not affected by melee damage penalty. When hero dies, dispels all debuffs from allies within a 5-block radius. Also affects all blocks hit with the [Dazzling Light] effect for 4 rounds: When enemy units with [Flying] or [Cavalry] movement types, or enemies who treat all passable terrain as Plains move onto this block, When a single enemy unit moves to this block, they consume 1 additional point of Mobility. When friendly units with [Infantry] or [Aquatic] movement types move onto this block, after attacking, they can move another 2 blocks. |
Eternal Loneliness | Shilinka | After taking action, if there is no allied unit within a 2-block radius, damage is increased by 10% and damage taken is reduced by 10% for 1 turn. When not in the [Slumber] state, fatal damage will not result in death, but instead restore HP to 90% and then activate [Slumber]: Cannot take action. Restores 20% of HP after this effect ends. Lasts 3 turns. (This effect cannot be dispelled. Ignores immunity. Only triggers 1 time per battle.) | After taking action, if there is no allied unit within a 2-block radius, damage is increased by 20% and damage taken is reduced by 20% for 1 turn. When not in the [Slumber] state, fatal damage will not result in death, but instead restore HP to 90% and then activate [Slumber]: Cannot take action. Restores 50% of HP after this effect ends. Lasts 1 turn. (This effect cannot be dispelled. Ignores immunity. Only triggers 1 time per battle.) |
Indestructible Amethyst | Alpha | Increases damage dealt by 5%. ATK and DEF are increased by 5% when fighting against units with a class disadvantage. At the start of each battle, gains either Amethyst Cover: "Magic damage taken is reduced by 20%," or Amethyst Shield: "Physical damage taken is reduced by 20%." Amethyst Cover and Amethyst Shield cannot exist simultaneously. They also ignore immunity and cannot be dispelled, and are switched at the start of turn. | Increases damage dealt by 15%. ATK and DEF are increased by 15% when fighting against units with a class disadvantage. At the start of each battle, gains either Amethyst Cover: "Magic damage taken is reduced by 40%," or Amethyst Shield: "Physical damage taken is reduced by 40%." Amethyst Cover and Amethyst Shield cannot exist simultaneously. They also ignore immunity and cannot be dispelled, and are switched at the start of turn. |
Power of Vines | Mu | If allies are on [Forest] or [Grassland] terrain, ATK & INT increase by 5%. After taking action, restores HP equal to 1.5x Mu's INT. If enemies are on the terrains above, after taking action, they have a 40% chance to gain 1 random debuff effect. (This effect doesn't stack with Command skills of the same type.) | If allies are on [Forest] or [Grassland] terrain, ATK & INT increase by 15%. After taking action, restores HP equal to 3x Mu's INT. If enemies are on the terrains above, after taking action, they have a 100% chance to gain 1 random debuff effect. (This effect doesn't stack with Command skills of the same type.) |
Alhazard Vessel | Epsilon | When entering battle, Crit and Crit Damage increase by 10%. Soldiers can engage in active ranged attacks along with the hero. If unit has a [Fusion Power] special effect, skill range increases by 1 and Mobility increases by 1. | When entering battle, Crit and Crit Damage increase by 25%. Soldiers can engage in active ranged attacks along with the hero. If unit has a [Fusion Power] special effect, skill range increases by 2 and Mobility increases by 2. |
The Evil God Descends | Evil God Kreuger | For every debuff each enemy unit has, this unit gains a 1% damage bonus (up to 6%). After dealing damage to an enemy, has a 50% chance to convert 1 buff into 1 debuff randomly. | For every debuff each enemy unit has, this unit gains a 5% damage bonus (up to 30%). After dealing damage to an enemy, has a 100% chance to convert 1 buff into 1 debuff randomly. |
Financial Family | Sissi White | All soldier stats, excluding HP, increased by 10%. At the start of each turn, gain 1 [War Coin], stacking up to 10 times. Before the end of the action phase, cast one extra summon skill ([Summon Mercenary - Lancer], [Summon Mercenary - Infantry], [Summon Mercenary - Cavalry]). [Cooldown Trigger] Summon skills have a 2-turn cooldown. | All soldier stats, excluding HP, increased by 20%. At the start of each turn, gain 2 [War Coin], stacking up to 10 times. Before the end of the action phase, cast one extra summon skill ([Summon Mercenary - Lancer], [Summon Mercenary - Infantry], [Summon Mercenary - Cavalry]). [Cooldown Trigger] Summon skills have a 2-turn cooldown. |
Fearless Will | Ares | Increases all stats, excluding HP, by 2% for every 1 enemy within a 1-ring range (up to a maximum of 8%). When moving, ignores obstruction from enemy units. Before dealing damage and after taking action, each time you pass through 1 enemy this turn, you gain 1 [Sweep Formation] effect: Crit increased by 5%. Can be stacked up to 5 times. If a critical hit is triggered this turn, clears all previously-obtained Sweep Formation effects after taking action. | Increases all stats, excluding HP, by 5% for every 1 enemy within a 3-ring range (up to a maximum of 20%). When moving, ignores obstruction from enemy units. Before dealing damage and after taking action, each time you pass through 1 enemy this turn, you gain 1 [Sweep Formation] effect: Crit increased by 8%. Can be stacked up to 5 times. If a critical hit is triggered this turn, clears all previously-obtained Sweep Formation effects after taking action. |
Super Maid | Maiya | When an enemy unit is within 2 blocks, INT increases by 5%. Before actively dealing damage to enemies, gain a 50% chance to dispel 1 of the enemy's buffs and increase the damage they take by 5%. Lasts 1 turn. After taking action, dispels 1 debuff from an ally within 2 blocks. | When an enemy unit is within 3 blocks, INT increases by 15%. Before actively dealing damage to enemies, gain a 100% chance to dispel 1 of the enemy's buffs and increase the damage they take by 20%. Lasts 1 turn. After taking action, dispels 1 debuff from an ally within 3 blocks. |
Vagrant Strategist | Towa | Buffs received from allies last 1 extra turn. For each 1 buff the unit has, ATK & DEF are increased by 1%. (Up to 5%.) | Buffs received from allies last 1 extra turn. For each 1 buff the unit has, ATK & DEF are increased by 4%. (Up to 20%.) |
Light of Judgment | Light of Genesis | Upon entering battle, damage dealt increases by 5%. Whenever using a skill to deal damage, skill cooldowns are decreased. This decrease is equal to the number of affected enemies by the current skill. Can decrease cooldowns by up to 3 turns. Before entering battle and after taking action, gain [Majestic Light]: INT increased by 5%. Can be stacked up to 2 times. Cannot be dispelled. For every 2 stacks of [Majestic Light], unit range is increased by 1. | Upon entering battle, damage dealt increases by 15%. Whenever using a skill to deal damage, skill cooldowns are decreased. This decrease is equal to the number of affected enemies by the current skill. Can decrease cooldowns by up to 3 turns. Before entering battle and after taking action, gain [Majestic Light]: INT increased by 5%. Can be stacked up to 4 times. Cannot be dispelled. For every 2 stacks of [Majestic Light], unit range is increased by 1. |
Crown of Righteousness | Mariel | When initiating battle with HP above 50%, damage taken decreases by 10% and ATK increases by 10%. At the start of each battle, gain [Commandment]: Healing increased by 50%. All damage taken reduced by 25%, and damage dealt reduced by 50%. After actively attacking, lose the [Commandment] effect and can act again. | When initiating battle with HP above 50%, damage taken decreases by 30% and ATK increases by 20%. At the start of each battle, gain [Commandment]: Healing increased by 50%. All damage taken reduced by 25%, and damage dealt reduced by 50%. After actively attacking, lose the [Commandment] effect and can act again. |
Glorious Faith | Rozalia | When entering battle with HP above 50%, ATK & DEF increase by 5%. Before entering battle, or after taking action, when there are enemies within a 2-ring range, obtain [Faith]: Damage dealt is increased by 2% and damage taken is reduced by 2%. Can be stacked up to 3 times. (This effect cannot be dispelled.) | When entering battle with HP above 50%, ATK & DEF increase by 20%. Before entering battle, or after taking action, when there are enemies within a 2-ring range, obtain [Faith]: Damage dealt is increased by 5% and damage taken is reduced by 5%. Can be stacked up to 3 times. (This effect cannot be dispelled.) |
Magic Tailor | Noemi | When Noemi has less than 3 debuffs, INT is increased by 5%. After taking action for the first time and when this hero dies, applies [Magic Garments] to all friendly units: When unit HP is below 80%, the next instance of damage you take is reduced by 20%. (This effect cannot be dispelled.) | When Noemi has less than 3 debuffs, INT is increased by 15%. After taking action for the first time and when this hero dies, applies [Magic Garments] to all friendly units: When unit HP is below 80%, the next instance of damage you take is reduced by 50%. (This effect cannot be dispelled.) |
King's Coercion | Autokrato IV | When entering battle, all stats, excluding HP, are increased by 10%. Reduces damage dealt by all enemies within 3 blocks. For every 1 block the enemy has moved, damage dealt is reduced by 1%. (Up to 5%). | When entering battle, all stats, excluding HP, are increased by 20%. Reduces damage dealt by all enemies within 3 blocks. For every 1 block the enemy has moved, damage dealt is reduced by 4%. (Up to 20%). |
Golem Sorceress | Lucretia | The higher Unit HP is, the more damage Lucretia's unit deals. Damage increases by up to 18%. At the start of each battle, Lucretia summons an [Arcane Golem] nearby. If any of her summoned [Arcane Golems] are within 3 blocks, when taking fatal damage, Lucretia won't die and will be restored to 5% HP. Can be triggered 1 time only each battle. | The higher Unit HP is, the more damage Lucretia's unit deals. Damage increases by up to 30%. At the start of each battle, Lucretia summons an [Arcane Golem] nearby. If any of her summoned [Arcane Golems] are within 3 blocks, when taking fatal damage, Lucretia won't die and will be restored to 20% HP. Can be triggered 1 time only each battle. |
Imperial Conquest | Florentia | When Unit HP is at 100%, soldier stats, excluding HP, increase by 10%. At the start of every battle, you gain 2 [Battle Strategies]. After taking action, if you have a Fusion Power buff, you gain 2 [Battle Strategies]. You can stack up to 10 Battle Strategies. Before the end of your turn, after taking action, can additionally cast a Battle Strategy skill once ([Rush] Increases target unit's Mobility, [Sudden Strike] Allows the target unit to act again, or [Battle Support] Restores HP to the target unit's soldiers.) | When Unit HP is at 100%, soldier stats, excluding HP, increase by 25%. At the start of every battle, you gain 5 [Battle Strategies]. After taking action, if you have a Fusion Power buff, you gain 2 [Battle Strategies]. You can stack up to 10 Battle Strategies. Before the end of your turn, after taking action, can additionally cast a Battle Strategy skill once ([Rush] Increases target unit's Mobility, [Sudden Strike] Allows the target unit to act again, or [Battle Support] Restores HP to the target unit's soldiers.) |
Silent Wing | Tsubame | For every 1 enemy within 1 block, ATK and SKILL increase by 2% (up to 6%). After taking action, if no damage has been dealt or received, and there are no enemies within a 2-ring range, gain [Hidden Shadow]: Cannot be targeted by enemy normal attacks and skills. (Cannot be dispelled. After dealing or receiving damage, or if an enemy is 1 block adjacent to you, this effect is canceled.) (After Hidden Shadow is triggered by your talent, you need to wait 4 turns before it can be triggered again.) | For every 1 enemy within 3 blocks, ATK and SKILL increase by 8% (up to 24%). After taking action, if no damage has been dealt or received, and there are no enemies within a 2-ring range, gain [Hidden Shadow]: Cannot be targeted by enemy normal attacks and skills. (Cannot be dispelled. After dealing or receiving damage, or if an enemy is 1 block adjacent to you, this effect is canceled.) (After Hidden Shadow is triggered by your talent, you need to wait 2 turns before it can be triggered again.) |
Bloody Revenge | Hilda | When taking fatal damage, instead of dying, 20% of HP is restored. This effect can only be triggered 1 time. When you have 2 or more buffs, all damage taken is reduced by 10%, and 5% of ATK is added to DEF and MDEF. When 1 friendly unit within 2 blocks is forced into battle, the attacker is unable to trigger critical hits. ([Cooldown Trigger] This effect can be triggered again after 3 turns.) | When taking fatal damage, instead of dying, 50% of HP is restored. This effect can only be triggered 1 time. When you have 2 or more buffs, all damage taken is reduced by 25%, and 15% of ATK is added to DEF and MDEF. When 1 friendly unit within 3 blocks is forced into battle, the attacker is unable to trigger critical hits. ([Cooldown Trigger] This effect can be triggered again after 1 turn.) |
Mechanical Commander | Werner Dime | After taking action, 2 other friendly units within 1 block gain 1 Mobility and [Guerilla]: When passing through defensive terrain, unit gains a chance to mitigate 1 block of Mobility Reduction. Lasts 1 turn. | After taking action, 4 other friendly units within 3 block gain 1 Mobility and [Guerilla]: When passing through defensive terrain, unit gains a chance to mitigate 1 block of Mobility Reduction.Lasts 1 turn. |
Whispers of the Lady Knight | Christiane | Damage taken reduced by 15%. Gains 5 stacks of [Effulgence] at the start of each battle: Damage taken increased by 2%. Cannot be dispelled. If this unit has 2 or less stacks of [Effulgence], when taking fatal damage, instead of dying, 20% of HP is restored. This effect can only be triggered once per battle. After taking action, if this unit has lost all stacks of [Effulgence], it gains "Attacks before the enemy when counterattacking, and deals 20% increased damage" and gains a Whispers effect. Cannot be dispelled and ignores immunity. | Damage taken reduced by 25%. Gains 2 stacks of [Effulgence] at the start of each battle: Damage taken increased by 2%. Cannot be dispelled. If this unit has 2 or less stacks of [Effulgence], when taking fatal damage, instead of dying, 50% of HP is restored. This effect can only be triggered once per battle. After taking action, if this unit has lost all stacks of [Effulgence], it gains "Attacks before the enemy when counterattacking, and deals 20% increased damage" and gains a Whispers effect. Cannot be dispelled and ignores immunity. |
Might of the Demon God | Licorice | Healing increased by 10%. AoE skills grant affected blocks the [Breath of Life] effect for 1 round: When friendly units move to this block, 1 debuff is removed from them after taking action and they are healed. The amount healed is equal to Licorice's INT x1. | Healing increased by 20%. AoE skills grant affected blocks the [Breath of Life] effect for 2 rounds: When friendly units move to this block, 1 debuff is removed from them after taking action and they are healed. The amount healed is equal to Licorice's INT x1. |
Dark Enchantress | Patsyr | When battling against a non-female hero, the INT increases by 15% and damage taken is reduced by 15%. When actively attacking and dealing damage, afflicts the target with [Fatigue]. [Fatigue] increases chance to be critically hit by 20% for 3 turns. Can be stacked. At 2 stacks, it will be replaced by [Hypnosis] after the unit takes action. [Hypnosis] makes the unit unable to take action and increases their chance to be critically hit by 50% for 1 turn. (The [Hypnosis] effect will be removed after the unit takes damage 1 time. It can be applied 1 time again after 3 turns.) | When battling against a non-female hero, the INT increases by 30% and damage taken is reduced by 30%. When actively attacking and dealing damage, afflicts the target with [Fatigue]. [Fatigue] increases chance to be critically hit by 20% for 3 turns. Can be stacked. At 2 stacks, it will be replaced by [Hypnosis] after the unit takes action. [Hypnosis] makes the unit unable to take action and increases their chance to be critically hit by 50% for 1 turn. (The [Hypnosis] effect will be removed after the unit takes damage 1 time. It can be applied 1 time again after 3 turns.) |
Vengeful Dragon's Seal | Renata | If any friendly unit is attacked by an enemy within a 1-ring range, you gain 1 Mobility. Lasts 1 turn. The attacker is afflicted with [Dragon Seal]: When attacked by Renata, you cannot be Guarded, damage taken is increased by 20%, the "act again" effects and "silenced passive skills" cannot be triggered. Lasts 2 turns. | If any friendly unit is attacked by an enemy within a 1-ring range, you gain +2 Mobility. Lasts 1 turn. The attacker is afflicted with [Dragon Seal]: When attacked by Renata, you cannot be Guarded, damage taken is increased by 40%, the "act again" effects and "silenced passive skills" cannot be triggered. Lasts 2 turns. |
Demon Ring of Time | Gustav | After using skills, INT and MDEF are increased by 4% (can be stacked 2 times and cannot be dispelled). After being attacked by an enemy and taking damage, the attacker has a 50% chance of obtaining "Increases the cooldown of 1 random skill by 1 at the end of the action"(can be stacked, lasts for 1 turn). Allies within 2 blocks have a 50% chance to reduce the cooldown of this skill by 1 after using a damaging skill and after entering a battle. | After using skills, INT and MDEF are increased by 10% (can be stacked 2 times and cannot be dispelled). After being attacked by an enemy and taking damage, the attacker has a 100% chance of obtaining "Increases the cooldown of 1 random skill by 1 at the end of the action"(can be stacked, lasts for 1 turn). Allies within 2 blocks have a 100% chance to reduce the cooldown of this skill by 1 after using a damaging skill and after entering a battle. |
Magic Armor | Michelle | Increases ATK and DEF by 10% if you have 3 or more Buffs. Applies 1 stack of [Searing Flame] after dealing damage to the enemy: Increases AoE Damage taken by 4% (Can be stacked. Lasts 3 turns. Cannot be dispelled). At 3 stacks of [Searing Flame], deals [Fixed Damage] to allies within 1-ring range, equal to 30% of their remaining HP respectively and lost all [Searing Flame]. | Increases ATK and DEF by 20% if you have 1 or more Buffs. Applies 1 stack of [Searing Flame] after dealing damage to the enemy: Increases AoE Damage taken by 4% (Can be stacked. Lasts 3 turns. Cannot be dispelled). At 3 stacks of [Searing Flame], deals [Fixed Damage] to allies within 1-ring range, equal to 30% of their remaining HP respectively and lost all [Searing Flame]. |
Intelligence Analysis | Altina | After taking action, reduces the DEF or MDEF (whichever is highest) of 1 enemy unit within a 2-block range by 10%. Lasts 1 turn. Increases the DEF or MDEF (whichever is lower) of 2 friendly units within a 1-block range by 10%. Lasts 1 turn. | After taking action, reduces the DEF or MDEF (whichever is highest) of 3 enemies unit within a 4-block range by 10%. Lasts 1 turn. Increases the DEF or MDEF (whichever is lower) of 4 friendly units within a 3-block range by 10%. Lasts 1 turn. |
Steel Maiden | Arianrhod | When Unit HP is higher than 70%, damage taken is decreased by 5%. After taking damage or at the end of the turn, if in the Danger Zone, gain the following effect: ATK increased by 2%, damage increased by 2%, damage taken reduced by 2%, and Mobility increased by 1. Can be stacked up to 3 times. After taking action, if this unit's HP is below 50%, it can take 1 additional action. ([Cooldown Trigger] This act again effect can only trigger again after 4 turns.) | When Unit HP is higher than 70%, damage taken is decreased by 15%. After taking damage or at the end of the turn, if in the Danger Zone, gain the following effect: ATK increased by 5%, damage increased by 5%, damage taken reduced by 5%, and Mobility increased by 1. Can be stacked up to 3 times. After taking action, if this unit's HP is below 70%, it can take 1 additional action. ([Cooldown Trigger] This act again effect can only trigger again after 2 turns.) |
Ashen Chevalier | Rean | After using this skill, restores 20% HP, and all stats, excluding HP, are increased by 1%. Can be stacked up to 5 times. When friendly units die, the cooldowns of all of skills are reduced by 1 turn. Enters [Ogre] status: Damage increased by 30%, damage taken reduced by 30%, Mobility increased by 1. After dealing damage to an enemy unit, afflicts them with 1 random debuff. Lasts 2 turns. If already in [Ogre] form, this effect prolongs [Ogre] form by 2 turns instead. After [Ogre] form ends, cannot use active skills for 2 turns. (If more than 2 friendly units have died, [Ogre] form becomes permanent. This effect ignores immunity and cannot be dispelled.) | After using this skill, restores 20% HP, and all stats, excluding HP, are increased by 4%. Can be stacked up to 5 times. When friendly units die, the cooldowns of all of skills are reduced by 1 turn. Enters [Ogre] status: Damage increased by 30%, damage taken reduced by 30%, Mobility increased by 1. After dealing damage to an enemy unit, afflicts them with 1 random debuff. Lasts 2 turns. If already in [Ogre] form, this effect prolongs [Ogre] form by 2 turns instead. After [Ogre] form ends, cannot use active skills for 2 turns. (If more than 2 friendly units have died, [Ogre] form becomes permanent. This effect ignores immunity and cannot be dispelled.) |
Overlord | Ainz Ooal Gown | INT increases with Unit's HP, up to a maximum of 5%. After taking action, you gain 1 random buff effect. Lasts 1 turn. | INT increases with Unit's HP, up to a maximum of 15%. After taking action, you gain 2 random buff effect. Lasts 1 turn. |
Overseer of the Guardians | Albedo | When a friendly unit is within 2 blocks, damage taken is reduced by 10%. Takes all attacks for friendly units within 1-ring range. Before being forced into battle, replaces ATK with 1.6x DEF, and increases damage dealt by 50%. | When a friendly unit is within 2 blocks, damage taken is reduced by 25%. Takes all attacks for friendly units within 1-ring range. Before being forced into battle, replaces ATK with 1.6x DEF, and increases damage dealt by 75%. |
Vermilion Nova | Shalltear | When Unit HP is at 100%, ATK increases by 10% and Mobility increases by 1. After taking action, gain [Physical Barrier]: The first time you take physical damage, damage taken is reduced by 50% (after blocking damage, this effect cannot be obtained for another 3 turns). When initiating battle through a melee attack, Unit HP is restored after battle, equal to 10% of unit's damage dealt. | When Unit HP is at 100%, ATK increases by 20% and Mobility increases by 2. After taking action, gain [Physical Barrier]: The first time you take physical damage, damage taken is reduced by 70% (after blocking damage, this effect cannot be obtained for another 3 turns). When initiating battle through a melee attack, Unit HP is restored after battle, equal to 30% of unit's damage dealt. |
Divine Dragon's Might | Wataru Ikusabe | For every 1 friendly unit on the battlefield, increases ATK & DEF by 2% (up to 10%). At the start of each turn, restores 20% of Unit HP. When HP is 100% and you're forced into battle through a ranged attack, reduces damage taken by 15% and counterattacks ranged attacks within 2 blocks. | For every 1 friendly unit on the battlefield, increases ATK & DEF by 6% (up to 30%). At the start of each turn, restores 60% of Unit HP. When HP is 100% and you're forced into battle through a ranged attack, reduces damage taken by 30% and counterattacks ranged attacks within 2 blocks. |
Ninjutsu - Shadow Step | Himiko Shinobibe | Increases Crit & Crit Damage by 15%, meanwhile after actively attacking and dealing damage to an enemy unit, has a 50% chance to apply 1 random Ninjutsu effect that lasts 1 turn. (Cannot be dispelled. Ignores immunity.) Before being forced into battle, renders the units of both sides unable to attack, meanwhile teleports yourself to the nearest friendly unit after battle. ([Cooldown Trigger] This effect has a 4-turn cooldown.) | Increases Crit & Crit Damage by 30%, meanwhile after actively attacking and dealing damage to an enemy unit, has a 100% chance to apply 1 random Ninjutsu effect that lasts 1 turn. (Cannot be dispelled. Ignores immunity.) Before being forced into battle, renders the units of both sides unable to attack, meanwhile teleports yourself to the nearest friendly unit after battle. ([Cooldown Trigger] This effect has a 3-turn cooldown.) |
Secret Skill - Wild Ox | Shibaraku Tsurugibe | When taking fatal damage, instead of dying, 10% of HP is restored. (Only triggers 1 time per battle.) After triggering Unflinching, gains [Battle-scarred], increasing Mobility by 1, damage dealt after initiating battle by 10% and DEF after being forced into battle by 15%. This effect can be stacked up to 2 times. Cannot be dispelled. Ignores immunity. | When taking fatal damage, instead of dying, 30% of HP is restored. (Only triggers 2 time per battle.) After triggering Unflinching, gains [Battle-scarred], increasing Mobility by 1, damage dealt after initiating battle by 10% and DEF after being forced into battle by 15%. This effect can be stacked up to 2 times. Cannot be dispelled. Ignores immunity. |
Righteousness of Wildfire | Ryo Sanada | ATK & DEF increase by 10%. When initiating battle and taking fatal damage, instead of dying, Unit HP is restored to HP before this battle. (Can be triggered up to 1 time per battle.) Before initiating a battle or after taking action, if within the [Danger Zone], gain Arms of Wildfire: Damage increased by 5%. Physical damage taken reduced by 10%. Mobility +1. Immune to all debuffs. Lasts for 3 turns. Cannot be dispelled. Ignores immunity. [Cooldown Trigger] You must wait for 6 turns to gain 1 Arms of Wildfire. | ATK & DEF increase by 25%. When initiating battle and taking fatal damage, instead of dying, Unit HP is restored to HP before this battle. (Can be triggered up to 3 times per battle.) Before initiating a battle or after taking action, if within the [Danger Zone], gain Arms of Wildfire: Damage increased by 15%. Physical damage taken reduced by 30%. Mobility +1. Immune to all debuffs. Lasts for 3 turns. Cannot be dispelled. Ignores immunity. [Cooldown Trigger] You must wait for 5 turns to gain 1 Arms of Wildfire. |
Stardust Glow | Kayura | After initiating battle, ignores 10% of enemy MDEF, Crit and Crit Damage increase by 10%. After taking AoE damage, heals you and the friendly unit with the lowest HP for an amount equal to 1.5x Kayura's INT. | After initiating battle, ignores 20% of enemy MDEF, Crit and Crit Damage increase by 20%. After taking AoE damage, heals you and the friendly unit with the lowest HP for an amount equal to 3x Kayura's INT. |
Wisdom of Strata | Toma Hashiba | ATK increases by 5%. Before actively dealing damage to the enemy, inflicts passive skill silence for 1 turn. After taking action, if there are no friendly units within 1 block, you gain "Arms of Strata": ATK increased by 5%, Unit Range +1. Immune to all debuffs. Lasts for 3 turns. Cannot be dispelled. Ignores immunity. [Cooldown Trigger] You must wait for 6 turns to gain 1 Arms of Strata. | ATK increases by 15%. Before actively dealing damage to the enemy, inflicts passive skill silence for 1 turn. After taking action, if there are no friendly units within 1 block, you gain "Arms of Strata": ATK increased by 15%, Unit Range +1. Immune to all debuffs. Lasts for 3 turns. Cannot be dispelled. Ignores immunity. [Cooldown Trigger] You must wait for 5 turns to gain 1 Arms of Strata. |
Soul of the Samurai | Gintoki Sakata | When 1 allied unit is attacked, gains 1 stack of [Soul of the Samurai]: ATK increases by 3% and damage taken decreases by 3% for 4 turns. Stackable up to 4 times. Cannot be dispelled. Upon reaching 4 stacks of [Soul of the Samurai], enters [Shiroyasha] state: Mobility increases by 2, in-battle damage dealt increases by 30%, and the unit attacks before the enemy. When an allied unit dies, they gain 4 stacks of [Soul of the Samurai]. If they have already taken action this turn, they can take action again. ([Shiroyasha] state cannot be dispelled and ignores immunity, and the act again effect can only trigger once per turn.) | When 1 allied unit is attacked, gains 1 stack of [Soul of the Samurai]: ATK increases by 8% and damage taken decreases by 8% for 4 turns. Stackable up to 4 times. Cannot be dispelled. Upon reaching 4 stacks of [Soul of the Samurai], enters [Shiroyasha] state: Mobility increases by 2, in-battle damage dealt increases by 30%, and the unit attacks before the enemy. When an allied unit dies, they gain 4 stacks of [Soul of the Samurai]. If they have already taken action this turn, they can take action again. ([Shiroyasha] state cannot be dispelled and ignores immunity, and the act again effect can only trigger once per turn.) |
Blood of the Yato | Kagura | When entering battle, ATK & DEF increase by 10%. After actively attacking, gains [Hungry]: Stackable up to 7 times. Upon reaching 5 stacks, enters [So Hungry] state: Hero Mobility -1, and unit attacks after the enemy when entering battle. Has a 100% chance to gain [Hungry] after taking action. ([Hungry] and [So Hungry] cannot be dispelled and ignore immunity.) | When entering battle, ATK & DEF increase by 30%. After actively attacking, gains [Hungry]: Stackable up to 7 times. Upon reaching 5 stacks, enters [So Hungry] state: Hero Mobility -1, and unit attacks after the enemy when entering battle. Has a 50% chance to gain [Hungry] after taking action. ([Hungry] and [So Hungry] cannot be dispelled and ignore immunity.) |
Roastmaster | Shinpachi Shimura | After taking action, applies 1 random debuff to 1 enemy within 2 blocks. Before battle, applies 3 random debuffs to the enemy. If the enemy has 5 or more debuffs, they become Irritable, causing them to deal 10% increased damage and take 20% increased damage for this battle. | After taking action, applies 3 random debuff to 1 enemy within 4 blocks. Before battle, applies 3 random debuffs to the enemy. If the enemy has 5 or more debuffs, they become Irritable, increase damage they deal by 10% and damage they take by 20% for this battle. |
Azure Realm | Selvaria | Crit chance & Crit Damage increase by 15%. Enemies within 2 blocks take fixed damage equal to 0.5x Selvaria's ATK once, if they are at 100% HP after taking action. | Crit Chance & Crit Damage increase by 30%. Enemies within 5 blocks take fixed damage equal to 1.5x Selvaria's ATK once, if they are at 100% HP after taking action. |
Force Scout | Alicia | ATK increases by 10%. When moving, can pass through enemy units, and all passable terrain is considered as Plains. When passing through units and the surrounding 1 block, gains a chance to mitigate 2 blocks of Mobility Reduction. For every 1 enemy unit passed through this turn, before using an AoE skill or entering battle, gain [Intelligence Report]: Damage dealt increases by 8%, and damage taken decreases by 20%. Stackable. Lasts 1 turn. Cannot be dispelled (stacks up to 2 times). [Trigger cooldown] This effect can only trigger again after 4 turns. | ATK increases by 20%. When moving, can pass through enemy units, and all passable terrain is considered as Plains. When passing through units and the surrounding 1 block, gains a chance to mitigate 3 blocks of Mobility Reduction. For every 1 enemy unit passed through this turn, before using an AoE skill or entering battle, gain [Intelligence Report]: Damage dealt increases by 8%, and damage taken decreases by 20%. Stackable. Lasts 1 turn. Cannot be dispelled (stacks up to 2 times). [Trigger cooldown] This effect can only trigger again after 2 turns. |
Marching in Line | Isara | When Unit HP is equal to or above 80%, physical damage taken decreases by 10%. When you're attacked by a straight-line AoE skill, allies behind take 30% reduced damage. | When Unit HP is equal to or above 80%, physical damage taken decreases by 30%. When you're attacked by a straight-line AoE skill, allies behind take 80% reduced damage. |
Blood Moon | King of the Red Moon | AoE Damage Dealt +5%. After dealing AoE damage, for every 1 enemy hit, restore 5% of HP and additionally deal fixed damage equal to INT x0.2 1 time to all targets hit and all the other enemies within 1 block of them. | AoE Damage Dealt +15%. After dealing AoE damage, for every 1 enemy hit, restore 15% HP and additionally deal fixed damage equal to INT x0.5 1 time to all targets hit and all the other enemies within 1 block of them. |
Skyrender | Suzette | Crit chance and damage dealt to targets in Suzette's line of sight increased by 5%. When actively attacking and dealing critical damage, deals fixed damage to the target and all enemies 1 block adjacent to the target equal to 0.5x ATK once. Each target can only be hit once by this effect. | Crit chance and damage dealt to targets in Suzette's line of sight increased by 15%. When actively attacking and dealing critical damage, deals fixed damage to the target and all enemies 1 block adjacent to the target equal to 1.5x ATK once. Each target can only be hit once by this effect. |
Force of Annihilation | The Transcender | After using a skill, INT, DEF, and MDEF are increased by 4%. Can be stacked up to 3 times. Cannot be dispelled. Before entering battle, if HP is equal to or greater than 100%, normal attacks hit twice. | After using a skill, INT, DEF, and MDEF are increased by 7%. Can be stacked up to 3 times. Cannot be dispelled. Before entering battle, if HP is equal to or greater than 70%, normal attacks hit twice. |
Blades of Resolve | Werner | When entering battle, ATK & Crit chance increase by 10%. If you have not attacked this turn, you can choose to enter a battle Stance for 1 turn after taking action. Cannot be dispelled. Ignores immunity: Strike Stance: Mobility +1 and Skill Range +2. Damage increases by 20%. Ignores Guard. Riposte Stance: Mobility +1. When there are no friendly units within 2 blocks, unit takes 35% reduced damage, counterattack damage is increased by 50%, and can counter ranged attacks. After being attacked and taking damage, restores 35% of HP and ignores Guard for 1 turn. | When entering battle, ATK & Crit chance increase by 20%. If you have not attacked this turn, you can choose to enter a battle Stance for 1 turn after taking action. Cannot be dispelled. Ignores immunity: Strike Stance: Mobility +1 and Skill Range +2. Damage increases by 20%. Ignores Guard. Riposte Stance: Mobility +1. When there are no friendly units within 2 blocks, unit takes 35% reduced damage, counterattack damage is increased by 50%, and can counter ranged attacks. After being attacked and taking damage, restores 35% of HP and ignores Guard for 1 turn. |
Mana Rhythm | Mariandel | Gains 1 [Mana Energy] for each unit within a 2-block range (aside from the caster) that uses an active skill. [Mana Energy]: INT & Skill damage increase by 2%, stacks up to 4 times. Cannot be dispelled. Ignores immunity. When the caster has [Mana Energy], if they have used an active skill this turn, all stacks of [Mana Energy] are consumed after taking action and all friendly units within 2 blocks are healed for 1.5x the caster's INT. | Gains 1 [Mana Energy] for each unit within a 4-block range (aside from the caster) that uses an active skill. [Mana Energy]: INT & Skill damage increase by 5%, stacks up to 4 times. Cannot be dispelled. Ignores immunity. When the caster has [Mana Energy], if they have used an active skill this turn, all stacks of [Mana Energy] are consumed after taking action and all friendly units within 4 blocks are healed for 3x the caster's INT. |
Climactic Bond | Wehttam | Upon entering battle, ATK, DEF, and damage dealt increase by 5%. After taking action, the duration of all debuffs is reduced by 1 extra turn. When an enemy dies, 1 other random enemy gains [Despair]: Passive skills are nullified, and Wehttam's attacks cannot be Guarded against. Lasts 2 turns. | Upon entering battle, ATK, DEF, and damage dealt increase by 15%. After taking action, the duration of all debuffs is reduced by 1 extra turn. When an enemy dies, 3 other random enemies gain [Despair]: Passive skills are nullified, and Wehttam's attacks cannot be Guarded against. Lasts 2 turns. |
Wild Spirit | Lisa | When in the Forest, Grassland, and Desert, ATK increases by 5% and the unit HP is restored by 10% at the end of the action. Choose one from the following 3 Forms (Ignores Immunity and cannot be dispelled). Bear Form: Increases Heal Effect by 30%, increases DEF and MDEF by 15%ATK, and the unit will not be effected by the Melee Damage reduction effect. Wolf Form: Changes unit Movement Type to Terrain Master, Mobility +1 and increase Crit rate by +15%. [Rabbit Form]: Restores allies' HP (within 2 blocks) of 1.5x ATK after taking action (cannot be dispelled). (Please wait for 5 turns before selecting another form.) | When in Forest, Grassland or Desert, ATK increases by 25% and the unit's HP is restored by 25% after taking action. Before the end of action, you can choose one of the following three forms (ignores immunity and cannot be dispelled): Bear Form: Increases healing effects received by 30%, adds 15% of ATK to DEF & MDEF, and the unit is not affected by melee damage reduction effects. Wolf Form: Changes unit movement type to Terrain Master, increases Mobility by 1 and increases crit chance by 15%. Rabbit Form: After taking action, heals other allied units within 2 blocks by an amount equal to 1.5x the hero's ATK. (After choosing a form, you must wait 5 turns before choosing another one.) |
Ode to Flame | Elma | All friendly units within a 3-block range receive 8% increased healing. After taking action, you can summon a [Light Flame]. (Can only trigger once per battle.) (Light Flame inherits 100% of Elma's stats at the time of summoning.) | All friendly units within a 3-block range receive 20% increased healing. After taking action, you can summon a [Light Flame]. (Can only trigger once per battle.) (Light Flame inherits 120% of Elma's stats at the time of summoning.) |
Soul Hunter | Kertesz | Choose 1 additional skill to use before you finish taking action: [Soul Depiction] Casts [Soul Seal] on 1 non-summoned enemy: Damage dealt to Kertesz is reduced by 20%. Lasts 2 turns. (Cannot be dispelled. Ignores immunity.) Also increases INT by 20% when fighting units of the same hero class type. [Fragmented Soul] Deals AoE damage to 1 enemy with [Soul Seal]. When this skill kills an enemy, summons a Painting Puppet. When Kertesz dies, he summons a Painting Puppet. | Choose 1 additional skill to use before you finish taking action: [Soul Depiction] Casts [Soul Seal] on 1 non-summoned enemy: Damage dealt to Kertesz is reduced by 20%. Lasts 2 turns. (Cannot be dispelled. Ignores immunity.) Also increases INT by 40% when fighting an enemy hero of the same unit type. [Fragmented Soul] Deals AoE damage to 1 enemy with [Soul Seal]. When this skill kills an enemy, summons a Painting Puppet. When Kertesz dies, he summons a Painting Puppet. |
The Elysium Strategy | Emperor Lovina | For every 1 unit within a 1-ring range, damage dealt is increased by 4% (up to 20%). Before end of action, you can deploy 2 other allied units, after which you gain +1 Mobility for 1 turn. (Deployment has a 4 turn cooldown.) | For every 1 unit within a 3-ring range, damage dealt is increased by 7% (up to 35%). Before end of action, you can deploy 2 other allied units, after which you gain +3 Mobility for 1 turn. (Deployment has a 4 turn cooldown.) |
Inner Demon | Saintess of the Ark | INT increases with unit's HP, up to a maximum of 10%. After actively dealing damage to an enemy, 50% chance of afflicting them with 1 strong debuff. After taking damage from an attack, 50% chance of afflicting the attacker with 1 debuff. | INT increases with unit's HP, up to a maximum of 20%. After actively dealing damage to an enemy, 100% chance of afflicting them with 1 strong debuff. After taking damage from an attack, 100% chance of afflicting the attacker with 1 debuff. |
Twin Moons of the Star Ocean | Archon of the Moon | All stats, excluding HP, increase by 12% when in water. If the [Displaced] effect is triggered for the enemy this turn, then this unit can take 1 additional action and gains "this unit regards its current terrain as water" and "Mobility +2". Lasts 2 turns. [Cooldown Trigger] This effect can only trigger again after 4 turns. | All stats, excluding HP, increase by 25% when in water. If the [Displaced] effect is triggered for the enemy this turn, then this unit can take 1 additional action and gains "this unit regards its current terrain as water" and "Mobility +2". Lasts 2 turns. [Cooldown Trigger] This effect can only trigger again after 2 turns. |
Ironblood Formation | Ironblood Commander | Damage Dealt increases by 10%. Before the end of the action, this unit can also use one formation skill: Power Attack Formation: If there are 2 allied units within a 1 block diagonal line of the caster, then the caster and these 2 allies gain [Power Attack]: Soldier ATK +25%, and allied units with Base Mobility of less than 5 gain bonus Mobility (amount is equal to 5 minus the unit's Base Mobility). Lasts 3 turns. Endurance Formation: 3 allied units on a 3 blocks straight line recover 70% of Soldier HP and they, along with the caster, gain [Endure]: Soldier DEF & MDEF increase by 15% and they are immune to displacement. Lasts 3 turns. (Power Attack and Endure cannot be dispelled from the caster and cannot stack. Formation skills have a cooldown duration of 4 turns.) | Damage Dealt increases by 30%. Before the end of the action, this unit can also use one formation skill: Power Attack Formation: If there are 2 allied units within a 1 block diagonal line of the caster, then the caster and these 2 allies gain [Power Attack]: Soldier ATK +25%, and allied units with Base Mobility of less than 5 gain bonus Mobility (amount is equal to 5 minus the unit's Base Mobility). Lasts 3 turns. Endurance Formation: 3 allied units on a 3 blocks straight line recover 70% of Soldier HP and they, along with the caster, gain [Endure]: Soldier DEF & MDEF increase by 15% and they are immune to displacement. Lasts 3 turns. (Power Attack and Endure cannot be dispelled from the caster and cannot stack. Formation skills have a cooldown duration of 2 turns.) |
Twin Elements of the Venerable One | Azusa | ATK increases by 10% and replaces INT with 1x of ATK. At the start of battle, gains [Twin Elemental Protection]: Mobility +3. Before being forced into battle, if the enemy's ATK is lower than their INT, then this attack by the enemy hero deals physical damage; otherwise, it deals magic damage. This effect is lost upon being attacked once. When the hero enters battle using a physical skill, they gain [Hard]. When entering battle using a magic skill, they gain [Soft]. After taking action, if the hero has both [Hard] and [Soft], then both are consumed and the hero restores 50% of HP and gains [Twin Elemental Protection]. (Hard, Soft, and Twin Elemental Protection ignore immunity and cannot be dispelled.) | ATK increases by 20% and replaces INT with 1x of ATK. At the start of battle, gains [Twin Elemental Protection]: Mobility +3. Before being forced into battle, if the enemy's ATK is lower than their INT, then this attack by the enemy hero deals physical damage; otherwise, it deals magic damage. This effect is lost upon being attacked once. When the hero enters battle using a physical skill, they gain [Hard]. When entering battle using a magic skill, they gain [Soft]. After taking action, if the hero has both [Hard] and [Soft], then both are consumed and the hero restores 100% of HP and gains [Twin Elemental Protection]. (Hard, Soft, and Twin Elemental Protection ignore immunity and cannot be dispelled.) |
Dragon Rebirth | Oboro | When initiating battle, damage dealt increases by 10%. If this hero has no soldiers, then the enemy's soldier damage is reduced by 90% before entering battle, and this hero gains a [Shield] after taking action which can block damage equal to 25% of the hero's Max HP. Cannot be dispelled. When the hero dies, they deal 0.25x AoE damage to the damage-dealer and permanently increases their damage taken by 20%. Cannot be dispelled. | When initiating battle, damage dealt increases by 20%. If this hero has no soldiers, then the enemy's soldier damage is reduced by 90% before entering battle, and this hero gains a [Shield] after taking action which can block damage equal to 25% of the hero's Max HP. Cannot be dispelled. When the hero dies, they deal 0.5x AoE damage to the damage-dealer and permanently increases their damage taken by 20%. Cannot be dispelled. |
Antigravity Engine | Caroline | DEF increases by 5%. ATK increases by 1% for every 1 block moved (up to 5%). After attacking and dealing damage, Mobility buffs for all enemies within a 1-ring range are converted to Mobility debuffs for 1 turn. | DEF increases by 20%. ATK increases by 4% for every 1 block moved (up to 20%). After attacking and dealing damage, Mobility buffs for all enemies within a 2-ring range are converted to Mobility debuffs for 1 turn. |
Ace Trick | Kaguya | When a friendly unit is within 1 block, INT increases by 10%. At the start of the turn, randomly generates 2 of the terrain effects [Boar], [Deer], and [Butterflies] that last 1 turn within a 2-ring range: When an allied unit moves here, it gains 1 random buff after taking action, and Kaguya gains the corresponding terrain effect. ([Boar], [Deer], and [Butterflies] ignore immunity, cannot be dispelled, and can stack up to 3 times.) | When a friendly unit is within 3 blocks, INT increases by 20%. At the start of the turn, randomly generates 4 of the terrain effects [Boar], [Deer], and [Butterflies] that last 1 turn within a 2-ring range: When an allied unit moves here, it gains 1 random buff after taking action, and Kaguya gains the corresponding terrain effect. ([Boar], [Deer], and [Butterflies] ignore immunity, cannot be dispelled, and can stack up to 3 times.) |
Sand Ballad | Ashemar | After taking action, the target ally gains [Dance Partner] and the hero gains [Command]: All stats, excluding HP, increase by 5% for both units, and both gain stun immunity. Upon reaching Intimate Dance (when the two units are adjacent), DEF & MDEF increase by a further 2%. When forced into battle, the heroes take 15% reduced physical damage. Upon reaching Hand-in-hand Dance (when the units are within 1 block from each other diagonally), ATK & INT increase by a further 2%. Upon reaching Ring Dance (when positioned within 3 blocks non-linearly), the units can move an additional 2 blocks after dealing damage. This effect lasts 4 turns. (The Dance Partner effect is unique; Dance Partner designation can only trigger again after 3 turns. Dance Partner and Command effects cannot be dispelled and ignore immunity. The stat increase effect from the Command skill cannot stack with that of other Command skills of the same type). | After taking action, the target ally gains [Dance Partner] and the hero gains [Command]: All stats, excluding HP, increase by 15% for both units, and both gain stun immunity. Upon reaching Intimate Dance (when the two units are adjacent), DEF & MDEF increase by a further 5%. When forced into battle, the heroes take 15% reduced physical damage. Upon reaching Hand-in-hand Dance (when the units are within 1 block from each other diagonally), ATK & INT increase by a further 5%. Upon reaching Ring Dance (when positioned within 3 blocks non-linearly), the units can move an additional 2 blocks after dealing damage. This effect lasts 4 turns. (The Dance Partner effect is unique; Dance Partner designation can only trigger again after 3 turns. Dance Partner and Command effects cannot be dispelled and ignore immunity. The stat increase effect from the Command skill cannot stack with that of other Command skills of the same type). |
Dune Hunt | Lostham | When there is an enemy within 2 blocks, ATK, DEF & SKILL increase by 10%, and the unit's attacks are not affected by melee damage reduction. The hero can move an additional 2 blocks after attacking, and can also cast [Claw] once after taking action: When used on defensive terrain or a unit, applies the [Displacement] effect: Pulls you to the target side. (This displacement effect ignores immunity. When displacing, the caster's movement method is regarded as "Flying"). ([Cooldown Trigger] Can only trigger again after 4 turns.) | When there is an enemy within 3 blocks, ATK, DEF & SKILL increase by 20%, and the unit's attacks are not affected by melee damage reduction. The hero can move an additional 2 blocks after attacking, and can also cast [Claw] once after taking action: When used on defensive terrain or a unit, applies the [Displacement] effect: Pulls you to the target side. (This displacement effect ignores immunity. When displacing, the caster's movement method is regarded as "Flying"). ([Cooldown Trigger] Can only trigger again after 2 turns.) |
Lone Avenger | Wandering Duelist | When an ally dies, the unit recovers 20% HP and permanently applies [Chains of Vengeance] to the damage source: Takes 15% increased damage from Wandering Duelist. Ignores immunity and cannot be dispelled. After initiating battle by attacking an enemy, deals [fixed damage] equal to 0.1x this instance of damage dealt to all other enemies with [Chains of Vengeance] (up to 4x ATK). Ignores immunity. | When an ally dies, the unit recovers 50% HP and permanently applies [Chains of Vengeance] to the damage source: Takes 30% increased damage from Wandering Duelist. Ignores immunity and cannot be dispelled. After initiating battle by attacking an enemy, deals [fixed damage] equal to 0.2x this instance of damage dealt to all other enemies with [Chains of Vengeance] (up to 4x ATK). Ignores immunity. |
Blood Hunt | Julian | Increases crit chance by 10%. Damage dealt is increased by 15% when battling against unit with less than 90% HP, and recover HP equal to 15% of damage dealt in this battle after the battle. For every 1 enemy unit on the battlefield with HP below 100%, gains +1 Mobility (up to 3). | Increases crit chance by 30%. Damage dealt is increased by 40% when battling against unit with less than 90% HP, and recover HP equal to 30% of damage dealt in this battle after the battle. For every 1 enemy unit on the battlefield with HP below 100%, gains +3 Mobility (up to 6). |
Self-Appointed Hero | Ricky | ATK increases by 15%. After taking action, the hero can choose a defense direction, and they gain an effect that, when attacked from the direction of defense, reduces physical damage taken by 10% and then restores HP equal to 1x ATK after taking damage. Lasts 3 turns. Cannot be dispelled. Also gains +2 Mobility for 3 turns. (Choosing a direction has a 2-turn trigger cooldown.) | ATK increases by 30%. After taking action, the hero can choose a defense direction, and they gain an effect that, when attacked from the direction of defense, reduces physical damage taken by 30% and then restores HP equal to 1.5x ATK after taking damage. Lasts 3 turns. Cannot be dispelled. Also gains +2 Mobility for 3 turns. (Choosing a direction has a 2-turn trigger cooldown.) |
Adaptation | McClaine | When in water, ATK & DEF increase by 12%. AoE skills apply the [Stream] special effect to all affected blocks for 1 turn: When this unit and the enemy are on [Stream], the current terrain is regarded as "water". When non-Flier or non-Aquatic enemy units move here, they consume 1 additional Mobility. | When in water, ATK & DEF increase by 25%. AoE skills apply the [Stream] special effect to all affected blocks for 2 turn: When this unit and the enemy are on [Stream], the current terrain is regarded as "water". When non-Flier or non-Aquatic enemy units move here, they consume 1 additional Mobility. |
Mirror Shield Dazzle | Lightbringer | Damage taken decreased by 10%. After taking action, gains 1 stack of [Mirror Light]: INT increases by 2%. When a buff is dispelled from this unit, [Mirror Light] is prioritized. Stackable up to 5 times. When taking fatal damage, instead of dying, 20% of HP is restored, and the unit gains 3 stacks of [Mirror Light]. This effect can only be triggered 1 time. | Damage taken decreased by 25%. After taking action, gains 3 stack of [Mirror Light]: INT increases by 2%. When a buff is dispelled from this unit, [Mirror Light] is prioritized. Stackable up to 5 times. When taking fatal damage, instead of dying, 50% of HP is restored, and the unit gains 5 stacks of [Mirror Light]. This effect can only be triggered 1 time. |
Otherworldly Space | Adankelmo | Damage dealt increases by 15%. After taking action, applies a pair of [Portal] terrain effects to 2 designated blocks: If an allied unit ends their turn on one portal, they are teleported to the other one. All enemies within 3 blocks of the portal receive 1 random debuff after taking action. Portals last 3 turns. (Each allied unit can only be teleported 1 time per turn.) (After casting [Portal], it can only be cast again after 5 turns. [Portal] has high terrain coverage priority.) When an allied [Portal] exists on the field, unit has +2 range. | Damage dealt increases by 30%. After taking action, applies a pair of [Portal] terrain effects to 2 designated blocks: If an allied unit ends their turn on one portal, they are teleported to the other one. All enemies within 3 blocks of the portal receive 1 random debuff after taking action. Portals last 3 turns. (Each allied unit can only be teleported 1 time per turn.) (After casting [Portal], it can only be cast again after 3 turns. [Portal] has high terrain coverage priority.) When an allied [Portal] exists on the field, unit has +2 range. |
Soul-drain Blade | Sword of Light & Shadow | Units ignore class disadvantage and deal 10% increased damage when entering battle. At the start of battle, gains [Blade Soul Power]: ATK increases by 10%, gains Mobility +2. Also, upon taking deadly damage, instead of dying, consumes this effect and restores 20% HP (this HP restoration is reduced by 50% with each trigger). [Blade Soul Power] Ignores immunity and cannot be dispelled. Cannot be stacked. When an enemy dies, a [Soul Scrap] is generated at their location. After taking action, Sword of Light & Shadow consumes 1 allied [Soul Scrap] within a 1-ring range to recharge [Blade Soul Power]. ([Soul Scrap] Priority is given to the terrain with a higher level) | Units ignore class disadvantage and deal 30% increased damage when entering battle. At the start of battle, gains [Blade Soul Power]: ATK increases by 10%, gains Mobility +2. Also, upon taking deadly damage, instead of dying, consumes this effect and restores 50% HP (this HP restoration is reduced by 50% with each trigger). [Blade Soul Power] Ignores immunity and cannot be dispelled. Cannot be stacked. When an enemy dies, a [Soul Scrap] is generated at their location. After taking action, Sword of Light & Shadow consumes 1 allied [Soul Scrap] within a 1-ring range to recharge [Blade Soul Power]. ([Soul Scrap] Priority is given to the terrain with a higher level) |
Smart Awakening | Girl in the Shell | The higher the unit's HP is, the more damage it deals (up to a maximum of 18%). After taking action, gains [Machine Learning]: INT +5% and Unit Range +1 (stackable up to 2 times. Cannot be dispelled.) | The higher the unit's HP is, the more damage it deals (up to a maximum of 30%). After taking action, gains [Machine Learning]: INT +5% and Unit Range +1 (stackable up to 2 times. Cannot be dispelled.) |
Call of the Abyss | Leo Beck | Unit Range +1. When HP is greater than 70%, damage dealt increases by 10%. Whenever an allied unit initiates battle, after battle, if the enemy's HP is below 15%, they deal fixed damage to them by an amount equal to 1x Leo Beck's INT. | Unit Range +2. When HP is greater than 70%, damage dealt increases by 25%. Whenever an allied unit initiates battle, after battle, if the enemy unit's HP is below 15%, they deal fixed damage to them by an amount equal to 2x Leo Beck's INT. |
Bloodseeking Spinner | Theon | Crit & crit damage increase by 12%. After dealing damage to an enemy, applies 1 stack of [Fracture]: After taking action, takes [fixed damage] that ignores immunity by an amount equal to 0.5x the caster's ATK. Stacks up to 5 times. Lasts 2 turns. When casting a straight-line skill, applies the [Spinner] terrain effect to the farthest block for 2 turns: If the enemies are within a 1-ring range of [Spinner] after taking action, they will take [fixed damage] equal to 1x Theon's ATK once. ([Spinner] has high terrain coverage priority). After taking action, if there is [Spinner] on the battlefield, you can choose a direction to pull back all [Spinners], dealing 0.1x AoE damage to all enemies in their path. This damage is reduced by 40% for each enemy in succession (3 turns cooldown). | Crit & crit damage increase by 25%. After dealing damage to an enemy, applies 1 stack of [Fracture]: After taking action, takes [fixed damage] that ignores immunity by an amount equal to 0.5x the caster's ATK. Stacks up to 5 times. Lasts 2 turns. When casting a straight-line skill, applies the [Spinner] terrain effect to the farthest block for 2 turns: If the enemies are within a 1-ring range of [Spinner] after taking action, they will take [fixed damage] equal to 1x Theon's ATK once. ([Spinner] has high terrain coverage priority). After taking action, if there is [Spinner] on the battlefield, you can choose a direction to pull back all [Spinners], dealing 0.15x AoE damage to all enemies in their path. This damage is reduced by 40% for each enemy in succession (1 turn cooldown). |
Ancestral Shield | Polyal | For every 1 unit within a 1-ring range, ATK & DEF increase by 3% (up to 15%). When an AoE skill deals damage to 3 or more enemies, reduce their DEF by 10% for 2 turns and gain [Immunity] and [Reinforcements] for 1 turn. | For every 1 unit within a 3-ring range, ATK & DEF increase by 6% (up to 30%). When an AoE skill deals damage to 2 or more enemies, reduce their DEF by 20% for 2 turns and gain [Immunity] and [Reinforcements] for 2 turns. |
Commandment of Glory | Lugner | For every 1 allied unit within 3 blocks, healing effects increase by 2%, up to 10%. At the start of battle, enacts the first Commandment on the enemy. After taking action, choose a [Commandment] to enact on the enemy. When triggered for the enemy, they receive 2 stacks of [Sins]: Cannot be dispelled and ignores immunity. Stacks up to 7 times. If the enemy has 4 or more stacks of [Sins], they take 5% increased damage and have 5% reduced ATK & INT. If they have 7 stacks of [Sins], their active skills are silenced for 1 turn after taking action. (This effect cannot work simultaneously with other Command skills.) If the enemy does not gain [Sins] this turn, they will lose 1 stack. If they do not gain [Sins] for 2 turns in a row, they will lose all stacks. | For every 1 allied unit within 3 blocks, healing effects increase by 5%, up to 25%. At the start of battle, enacts the first Commandment on the enemy. After taking action, choose a [Commandment] to enact on the enemy. When triggered for the enemy, they receive 2 stacks of [Sins]: Cannot be dispelled and ignores immunity. Stacks up to 7 times. If the enemy has 4 or more stacks of [Sins], they take 15% increased damage and have 15% reduced ATK & INT. If they have 7 stacks of [Sins], their active skills are silenced for 1 turn after taking action. (This effect cannot work simultaneously with other Command skills.) If the enemy does not gain [Sins] this turn, they will lose 1 stack. If they do not gain [Sins] for 2 turns in a row, they will lose all stacks. |
Snowfield Frost | Grenshiel | When fighting with units whose Mobility is not greater than the caster, ATK & DEF increased by 12%. After taking action, if in the [Danger Zone], gains [Snow Guard]: Immune to all debuffs, and when attacked and forced into battle, gains "[Command]: Reduces the Mobility of all enemies within 1 block by 2 for 1 turn." Can block damage up to 12% of Max HP. Cannot be dispelled. ([Trigger Cooldown] Once the shield disappears, it can only be regained after 2 turns.) | When fighting with units whose Mobility is not greater than the caster, ATK & DEF increased by 25%. After taking action, if in the [Danger Zone], gains [Snow Guard]: Immune to all debuffs, and when attacked and forced into battle, gains "[Command]: Reduces the Mobility of all enemies within 1block by 2 for 1 turn." Can block damage up to 25% of Max HP. Cannot be dispelled. ([Trigger Cooldown] Once the shield disappears, it can only be regained after 1 turn.) |
AI Buddies | Joa & Conny | ATK and Crit are increased by 10%. At the start of each battle, Conny summons a [Penumbra Shadow - Joa] next to the caster, which inherits 80% of Conny's stats. | ATK and Crit are increased by 20%. At the start of each battle, Conny summons a [Penumbra Shadow - Joa] next to the caster, which inherits 110% of Conny's stats. |
Tempered Resolve | Elaine | ATK & SKILL +10%. After taking action, gains 1 [Heroism] for each instance of damage dealt (including fixed damage) this turn. If this unit didn't attack, remaining Mobility is converted into [Heroism]: "Damage dealt increases by 1% when entering battle. Ignores immunity and cannot be dispelled. Stackable up to 10 times." After taking action, if this unit attacked this turn and has 10 stacks of [Heroism], it recovers 20% of HP and gains Act Again. All [Heroism] is consumed after taking action. (Can trigger once per turn.) | ATK & SKILL +20%. After taking action, gains 1 [Heroism] for each instance of damage dealt (including fixed damage) this turn. If this unit didn't attack, remaining Mobility is converted into [Heroism]: "Damage dealt increases by 3% when entering battle. Ignores immunity and cannot be dispelled. Stackable up to 7 times." After taking action, if this unit attacked this turn and has 7 stacks of [Heroism], it recovers 50% of HP and gains Act Again . All [Heroism] is consumed after taking action. (Can trigger once per turn.) |
Shattering Fist | Van | After dealing damage, applies [Chained Strikes] to the enemy for 2 turns, stackable up to 3 times. Each time the enemy receives [Chained Strikes], the duration of [Chained Strikes] is refreshed. When entering battle, for each stack of [Chained Strikes] that the enemy has, all stats, excluding HP, increase by 4%, and after battle, it recovers HP equal to 4% of damage dealt. | After dealing damage, applies [Chained Strikes] to the enemy for 2 turns, stackable up to 3 times. Each time the enemy receives [Chained Strikes], the duration of [Chained Strikes] is refreshed. When entering battle, for each stack of [Chained Strikes] that the enemy has, all stats, excluding HP, increase by 10%, and after battle, it recovers HP equal to 10% of damage dealt. |
Genesis Orbment | Agnes | If this unit has 3 or more buffs, INT & DEF increase by 10%. After actively dealing damage, heals 1 allied unit with the lowest HP for 1x caster's INT. Other allied units within 5 blocks do not die from fatal damage and gain [Near Death]: Mobility -2, damage dealt decreased by 50%, and cannot use active skills for 2 turns. Ignores immunity and cannot be dispelled. (Can only trigger up to once per battle, once per unit.) | If this unit has 2 or more buffs, INT & DEF increase by 20%. After actively dealing damage, heals 2 allied units with the lowest HP for 2.5x caster's INT. Other allied units within 5 blocks do not die from fatal damage and gain [Near Death]: Mobility -2, damage dealt decreased by 50%, and cannot use active skills for 2 turns. Ignores immunity and cannot be dispelled. (Can only trigger up to twice per battle, once per unit.) |
Advent of Chaos | Awakened One | Damage dealt increases by 15% and Unit Range increases by 1. After taking action, applies [Spellbound] to two selected enemies: Healing applied and received both decrease by 30%. When moving further than 2 blocks, each additional block consumes 1 additional Mobility. Lasts 2 turns. Cannot be dispelled. ([Trigger Cooldown] This effect can be triggered again after 3 turns.) Upon death, places a [Dimensional Gate] at the current spot. At the start of the next turn, summons 1 doppelganger from another dimension. All stats of the doppelganger, excluding HP, are reduced by 30%. Vanishes after 3 turns. If a doppelganger kills an enemy, it recovers all HP and awakens again as the Awakened One. (This effect can be triggered once per battle.) | Damage dealt increases by 30% and Unit Range increases by 2. After taking action, applies [Spellbound] to two selected enemies: Healing applied and received both decrease by 30%. When moving further than 2 blocks, each additional block consumes 1 additional Mobility. Lasts 2 turns. Cannot be dispelled. ([Trigger Cooldown] This effect can be triggered again after 2 turns.) Upon death, places a [Dimensional Gate] at the current spot. At the start of the next turn, summons 1 doppelganger from another dimension. All stats of the doppelganger, excluding HP, are reduced by 30%. Vanishes after 3 turns. If a doppelganger kills an enemy, it recovers all HP and awakens again as the Awakened One. (This effect can be triggered once per battle.) |
Spiritual Force | Amadeus | ATK & DEF increase as Unit HP decreases, increasing by up to 25%. After using a straight-line AoE skill, inflicts a [Displacement] effect on the enemy: Repels all targets 1 block. After taking action, for each time damage is dealt this turn (including fixed damage), gains 1 stack of [Sacred Tree Armor]: Can block damage equal to 5% of Max HP. Stackable up to 3 times. Cannot be dispelled. | ATK & DEF increase as Unit HP decreases, increasing by up to 40%. After using a straight-line AoE skill, inflicts a [Displacement] effect on the enemy: Repels all targets 1 block. After taking action, for each time damage is dealt this turn (including fixed damage), gains 1 stack of [Sacred Tree Armor]: Can block damage equal to 8% of Max HP. Stackable up to 4 times. Cannot be dispelled. |
Snow Minstrel | Sagani | If there is another allied unit within 2 blocks, damage dealt increases by 15%. After actively dealing damage to an enemy, reduces their Mobility by 1 to 2 at random and renders them unable to Guard for 1 turn. | If there is another allied unit within 3 blocks, damage dealt increases by 30%. After actively dealing damage to an enemy, reduces their Mobility by 1 to 2 at random and renders them unable to Guard for 2 turns. |
Divine Strings | Kirika | ATK increases by 10%. After taking action, if no attack was made, converts 1x of remaining Mobility into increased Range when using a damage-dealing skill (including straight-line skills) for 2 turns. Cannot be dispelled. Stackable up to 8 times. When stacking, the turn duration is restored to max. | ATK increases by 20%. After taking action, if no attack was made, converts 2x of remaining Mobility into increased Range when using a damage-dealing skill (including straight-line skills) for 2 turns. Cannot be dispelled. Stackable up to 8 times. When stacking, the turn duration is restored to max. |
Realm of Holy Illumination | Sonia | Takes 10% reduced damage if there is another allied unit within 2 blocks. Otherwise, deals 10% increased damage. When entering battle, the enemy will not attack first. When taking fatal damage, instead of dying, 20% of HP is restored. This effect can only be triggered once per battle. | Takes 25% reduced damage if there is another allied unit within 2 blocks. Otherwise, deals 25% increased damage. When entering battle, the enemy will not attack first. When taking fatal damage, instead of dying, 50% of HP is restored. This effect can only be triggered once per battle. |
Destruction and Repression | Excella | When fighting a unit with a lower HP percentage than this unit, ATK & DEF increase by 10%. After taking action, 20% chance to gain [Escalation]: "For the next active attack, hero crit chance increases by 100%. If this attack is a damage-dealing skill, that skill's cooldown is reduced by 2 turns". | When fighting a unit with a lower HP percentage than this unit, ATK & DEF increase by 20%. After taking action, 50% chance to gain [Escalation]: "For the next active attack, hero crit chance increases by 100%. If this attack is a damage-dealing skill, that skill's cooldown is reduced by 2 turns". |
Sonata of the Depths | Nymph | When this unit has a buff, INT increases by 10%. At the start of battle, applies [Fantasy Bubble] to allies within 1 block: "The next instance of AoE damage taken is reduced by 15%. After taking action, 50% chance to gain 1 random buff (cannot be dispelled)." Every 3 times a skill is used thereafter, the [Fantasy Bubble] effect is applied after taking action. ([Fantasy Bubble] lasts 3 turns, cannot be dispelled, and is removed after taking AoE damage once.) | When this unit has a buff, INT increases by 25%. At the start of battle, applies [Fantasy Bubble] to allies within 2 blocks: "The next instance of AoE damage taken is reduced by 45%. After taking action, 50% chance to gain 1 random buff (cannot be dispelled)." Every 3 times a skill is used thereafter, the [Fantasy Bubble] effect is applied again after taking action. ([Fantasy Bubble] lasts 3 turns, cannot be dispelled, and is removed after taking AoE damage once.) |
Talons of Justice | Tatalia | When initiating battle, ATK & Crit Chance +10%. After battle, deals [fixed damage] once equal to 0.5x ATK, and also applies 1 random debuff, to the target and all enemies within 1 block diagonally. After taking action, can choose an enemy to apply [Evil Awareness]: When using a skill on an allied unit, applies 1 random debuffs. [Evil Awareness] ignores immunity, cannot be dispelled, and lasts 3 turns. This skill can trigger again after 3 turns. | When initiating battle, ATK & Crit Chance +20%. After battle, deals [fixed damage] once equal to 2x ATK, and also applies 1 random debuff, to the target and all enemies within 1 block diagonally. After taking action, can choose an enemy to apply [Evil Awareness]: When using a skill on an allied unit, applies 3 random debuffs. [Evil Awareness] ignores immunity, cannot be dispelled, and lasts 3 turns. This skill can trigger again after 3 turns. |
Primal Resonance | Tourmilque | INT increases by 5%. Starts with 2 [Perceptual] and 2 [Rational]. When [Perceptual] is greater than or equal to [Rational], gains Unit Range +1, and after actively attacking and dealing damage, restores HP equal to 1.5x INT for allies within 3 blocks. When [Rational] is greater than or equal to [Perceptual], gains Unit Range +1, and when initiating battle, deals fixed damage equal to 0.5x INT to the enemy once before battle. After an allied unit takes action, if they actively attacked on their turn, converts 1 [Rational] into [Perceptual]; otherwise, converts 1 [Perceptual] into [Rational]. ([Perceptual] and [Rational] cannot be dispelled, ignore immunity, and can stack a combined total of 4 times.) | INT increases by 20%. Starts with 2 [Perceptual] and 2 [Rational]. When [Perceptual] is greater than or equal to [Rational], gains Unit Range +1, and after actively attacking and dealing damage, restores HP equal to 3x INT for allies within 3 blocks. When [Rational] is greater than or equal to [Perceptual], gains Unit Range +1, and when initiating battle, deals fixed damage equal to 1.5x INT to the enemy once before battle. After an allied unit takes action, if they actively attacked on their turn, converts 1 [Rational] into [Perceptual]; otherwise, converts 1 [Perceptual] into [Rational]. ([Perceptual] and [Rational] cannot be dispelled, ignore immunity, and can stack a combined total of 4 times.) |
Defender of the Night | Elisse | Mobility is unaffected by terrain. DEF increases by 5%. ATK increases by 2% for every 1 block moved (up to 8%). Starts with 1 [Key of Protection]. After taking action, they can be consumed to place [Key of Protection] at the target location. After Elisse takes action, if she is on an allied [Key of Protection], the [Key of Protection] terrain effect is removed and she can move 4 additional blocks and attack again (this effect can only trigger once per turn, and any buffs on the caster do not lose their turn count)." [Key of Protection] lasts 2 turns, and can only be cast again after being removed. Allied [Key of Protection] cannot be placed within 3 blocks of each other. When a [Key of Protection] is placed on defensive terrain, it maintains higher terrain coverage priority. | Mobility is unaffected by terrain. DEF increases by 20%. ATK increases by 5% for every 1 block moved (up to 20%). Starts with 2 [Key of Protection]. After taking action, they can be consumed to place [Key of Protection] at up to 2 target locations. After Elisse takes action, if she is on an allied [Key of Protection], the [Key of Protection] terrain effect is removed and she can move 4 additional blocks and attack again (this effect can only trigger once per turn, and any buffs on the caster do not lose their turn count)." [Key of Protection] lasts 2 turns, and can only be cast again after being removed. Allied [Key of Protection] cannot be placed within 3 blocks of each other. When a [Key of Protection] is placed on defensive terrain, it maintains higher terrain coverage priority. |
Sword of Holy Radiance | Roland | INT increases by 10%. After using a skill and taking action, recovers 10% of Unit HP. At the start of battle, gains a different form depending on class type: If class type is [Holy], gains [Edge of Insight]: Adds 10% of INT to DEF. When initiating battle, before the battle, dispels 2 enemy buffs. If class type is [Mage], gains [Chastising Light]: When using a skill, gains Unit Range +2. After actively attacking and dealing damage, applies 2 random debuffs to the enemy. ([Edge of Insight] and [Chastising Light] ignore immunity and cannot be dispelled.) | INT increases by 20%. After using a skill and taking action, recovers 20% of Unit HP. At the start of battle, gains a different form depending on class type: If class type is [Holy], gains [Edge of Insight]: Adds 10% of INT to DEF. When initiating battle, before the battle, dispels 2 enemy buffs. If class type is [Mage], gains [Chastising Light]: When using a skill, gains Unit Range +2. After actively attacking and dealing damage, applies 2 random debuffs to the enemy. ([Edge of Insight] and [Chastising Light] ignore immunity and cannot be dispelled.) |
Stitch in Time | Precia | When entering battle, ATK & DEF increase by 10%. After taking action, can choose to use a skill. [Time Flux]: The duration of this unit's current buffs and debuffs decrease by 1 turn, and all skill cooldowns decrease by 1 turn [Chrono Break]: The duration of this unit's current buffs and debuffs do not decrease, and all skill cooldowns do not decrease. When casting [Chrono Break], if located in [Danger Zone], gains [Temporal Nexus]: "Does not die upon taking deadly damage, instead recovers 10% of HP". Cannot be dispelled and ignores immunity. Lasts 1 turn. ([Trigger Cooldown] The [Temporal Nexus] effect can be triggered again after 3 turns.) | When entering battle, ATK & DEF increase by 25%. After taking action, can choose to use a skill. [Time Flux]: The durations of this unit's current buffs and debuffs decrease by 1 turn, and all skill cooldowns decrease by 1 extra turn. [Chrono Break]: The durations of this unit's current buffs, debuffs, and all skill cooldowns do not decrease. When casting [Chrono Break], if this unit is located in the [Danger Zone], gains [Temporal Nexus]: "When this unit receives fatal damage, 50% of its Max HP is restored." Cannot be dispelled and ignores immunity. Lasts 1 turn. ([Trigger Cooldown] The [Temporal Nexus] effect can be triggered again after 3 turns.) |
Genius Sorceress | Lina | Unit Range +1. When this unit has a buff, damage dealt increases by 15%. After taking action or after an allied unit takes damage, has a 20% chance to gain [Wrath]: "Mobility +2. Hero's crit chance increases by 100% on the next active attack." Guaranteed to gain [Wrath] when an allied unit dies. ([Wrath] lasts 3 turns, cannot be dispelled, and is removed after taking effect once.) | Unit Range +2. When this unit has a buff, damage dealt increases by 30%. After taking action or after an allied unit takes damage, has a 40% chance to gain [Wrath]: "Mobility +2. Hero's crit chance increases by 100% on the next active attack." Guaranteed to gain [Wrath] when an allied unit dies. ([Wrath] lasts 3 turns, cannot be dispelled, and is removed after taking effect once.) |
Chimera Berserker | Zelgadis | Damage and DEF increase with Unit's HP, up to 12%. After taking action, can cast [Flow Break] on the chosen ally: "Dispels up to 3 debuffs from the target, restoring 10% of their HP for each debuff dispelled. When using this skill, applies 1 random buff and grants them immunity to stun, buff block, and Mobility reduction for 2 turns." ([Trigger Cooldown] Can only trigger again after 2 turns.) | Damage and DEF increase with Unit's HP, up to 25%. After taking action, can cast [Flow Break] on the chosen ally: "Dispels up to 3 debuffs from the target, restoring 10% of their HP for each debuff dispelled. When using this skill, applies 1 random buff and grants them immunity to stun, buff block, and Mobility reduction for 2 turns." ([Trigger Cooldown] Can only trigger again after 1 turn.) |
Warrior of Light | Gourry | For every 1 buff this unit has, ATK & DEF increase by 2% (up to 20%). Also gains the following effects according to the number of buffs: When at 5 buffs or more, after dealing damage with a skill, the skill's cooldown decreases by 2. When at 8 buffs or more, attacks first when initiating battle. When at 10 buffs or more, when initiating battle and taking deadly damage, recovers 30% of HP instead of dying. | For every 1 buff this unit has, ATK & DEF increase by 5% (up to 50%). Also gains the following effects according to the number of buffs: When at 5 buffs or more, after dealing damage with a skill, the skill's cooldown decreases by 2. When at 8 buffs or more, attacks first when initiating battle. When at 10 buffs or more, when initiating battle and taking deadly damage, recovers 30% of HP instead of dying. |
Source of Chaos | Apotheosis | Unit ignores class disadvantage. ATK is increased by 15%. After taking action, restores 10% of Unit HP and adds 5% of ATK to 1 other stat at random, excluding HP. Cannot be dispelled. After actively dealing damage to an enemy, has a 50% chance to inflict [Nightmare] or [Demoniac]. [Nightmare]: Loses control for 1 turn (In non-PvP modes, this effect is replaced with "reduces damage dealt by 30%"). [Demoniac] Hero class type becomes Demon. Lasts 1 turn. | Unit ignores class disadvantage. ATK is increased by 30%. After taking action, restores 20% of Unit HP and adds 10% of ATK to 1 other stat at random, excluding HP. Cannot be dispelled. After actively dealing damage to an enemy, has a 100% chance to inflict [Nightmare] or [Demoniac]. [Nightmare]: Loses control for 1 turn (In non-PvP modes, this effect is replaced with "reduces damage dealt by 30%"). [Demoniac] Hero class type becomes Demon. Lasts 1 turn. |
Trailblazer | Captain Mack | When there is an allied unit within 3 blocks, ATK increases by 15%. After taking action, can choose to apply a [Route Marker] to the target location: This terrain gains a [Command] effect. After friendly units within 2 blocks take action, they recover 15% of their HP. When non-flying friendly units pass through terrain in 2 surrounding blocks, they gain a chance to mitigate 1 block of Mobility Reduction for 1 turn. [Cooldown Trigger] Once triggered, this effect can only trigger again after 3 turns. | When there is an allied unit within 3 blocks, ATK increases by 30%. After taking action, can choose to apply a [Route Marker] to the target location: This terrain gains a [Command] effect. After friendly units within 2 blocks take action, they recover 15% of their HP. When non-flying friendly units pass through terrain in 2 surrounding blocks, they gain a chance to mitigate 1 block of Mobility Reduction for 1 turn. [Cooldown Trigger] Once triggered, this effect can only trigger again after 1 turn. |
Lost Islands Flow | Nemia | ATK increases by 15%. After taking action, choose 1 block and apply the [Mysterious Ocean Current] special terrain effect to it and the surrounding 1 block for 2 turns. [Mysterious Ocean Current]: After a unit takes action, if it is located on this terrain, the special effect is removed and it gains an effect based on whether it is an ally or enemy: When the unit is an ally, it recovers 15% HP and gains 1 random buff. When the unit is an enemy, it takes [fixed damage] equal to 15% of its Max HP and gains "regards the current terrain as Water" for 1 turn. ([Trigger Cooldown] The effects of applying [Mysterious Ocean Current] terrain can only trigger again after 1 turn.) When moving through allied [Mysterious Ocean Current] terrain, gains 2 blocks of Mobility reduction mitigation. | ATK increases by 30%. After taking action, choose 1 block and apply the [Mysterious Ocean Current] special terrain effect to it and the surrounding 2 blocks for 2 turns. [Mysterious Ocean Current]: After a unit takes action, if it is located on this terrain, the special effect is removed and it gains an effect based on whether it is an ally or enemy: When the unit is an ally, it recovers 15% HP and gains 1 random buff. When the unit is an enemy, it takes [fixed damage] equal to 15% of its Max HP and gains "regards the current terrain as Water" for 1 turn. ([Trigger Cooldown] The effects of applying [Mysterious Ocean Current] terrain can only trigger again after 1 turn.) When moving through allied [Mysterious Ocean Current] terrain, gains 2 blocks of Mobility reduction mitigation. |
Royal Devotion | Andriole | If there are no allied units within 1 block, ATK and DEF increase by 10%. Once per battle, after taking action, choose a non-summoned allied unit to grant [Oath of Loyalty], while this unit gains [Command]: "This unit and allied units with [Oath of Loyalty] gain a 5% increase to all stats excluding HP." When an allied unit with [Oath of Loyalty] eliminates an enemy or dies, this unit recovers 100% HP. If this unit already took action this turn, it can act again. When an allied unit with [Oath of Loyalty] dies, gains [Hostility]: "Movement ignores terrain restriction. When entering battle, attacks before the enemy and ignores 30% of their DEF." ([Oath of Loyalty], [Hostility], and Command effects cannot be dispelled and ignore immunity. The stat boost effect of Command skills cannot overlap. The Act Again effect can only trigger once per turn.) | If there are no allied units within 1 block, ATK and DEF increase by 20%. Once per battle, after taking action, choose a non-summoned allied unit to grant [Oath of Loyalty], while this unit gains [Command]: "This unit and allied units with [Oath of Loyalty] gain a 15% increase to all stats excluding HP." When an allied unit with [Oath of Loyalty] eliminates an enemy or dies, this unit recovers 100% HP. If this unit already took action this turn, it can act again. When an allied unit with [Oath of Loyalty] dies, gains [Hostility]: "Movement ignores terrain restriction. When entering battle, attacks before the enemy and ignores 30% of their DEF." ([Oath of Loyalty], [Hostility], and Command effects cannot be dispelled and ignore immunity. The stat boost effect of Command skills cannot overlap. The Act Again effect can only trigger once per turn.) |
Glory of the Kingdom | Eshean | ATK & DEF increased by 12%. At the start of the turn, if this unit's [Radiance] stacks have not reached the maximum, gains 1 stack of [Radiance]: "Deals 5% increased damage. Stacks up to 3 times. Cannot be dispelled. At the start of the turn, if this unit's [Radiance] stacks have reached the maximum, all stacks are removed and all current skill cooldowns are reduced by 3 turns. After taking action, can cast "Unified Defense" once. ([Revitalization] Restores HP to the caster; [Decree] Increases the target's offensive stats; [Dash] The target gains an Act Again effect.) | ATK & DEF increased by 25%. At the start of the turn, if this unit's [Radiance] stacks have not reached the maximum, gains 1 stack of [Radiance]: "Deals 10% increased damage. Stacks up to 3 times. Cannot be dispelled. At the start of the turn, if this unit's [Radiance] stacks have reached the maximum, all stacks are removed and all current skill cooldowns are reduced by 5 turns. After taking action, can cast "Unified Defense" once. ([Revitalization] Restores HP to the caster; [Decree] Increases the target's offensive stats; [Dash] The target gains an Act Again effect.) |
Shield of Primed Will | Hofmann | ATK & DEF increased by 15%. After taking action, this unit can choose to summon a [Shield of the Kingdom] (inherits Hofmann's class type and 60% of his stats at the time of summoning). If a self-summoned [Shield of the Kingdom] already exists on the battlefield, can choose to teleport it anywhere within 2 blocks. ([Trigger Cooldown] Can only trigger again after 4 turns.) | ATK & DEF increased by 30%. After taking action, this unit can choose to summon a [Shield of the Kingdom] (inherits Hofmann's class type and 90% of his stats at the time of summoning). If a self-summoned [Shield of the Kingdom] already exists on the battlefield, can choose to teleport it anywhere within 2 blocks. ([Trigger Cooldown] Can only trigger again after 2 turns.) |
Will of the True Dragon | Isolde | Increases ATK and DEF by 10%. Doubles when fighting against Dragons. After taking action, can choose to gain a type of "Will" ([Cooldown Trigger] This effect can only trigger again after 2 turns.): [Solitary Journey]: Ignores Guard when attacking. [Resistance]: Increases skill damage by 25%. [Sustenance]: Reduces skill cooldowns by 1 turn. When possessing all 3 types of "Will," damage dealt increases by 10%, and can Act Again after attacking. (These effects ignore immunity and cannot be dispelled. The Act Again effect can only trigger once per turn.) | Increases ATK and DEF by 25%. Doubles when fighting against Dragons. After taking action, can choose to gain a type of "Will" ([Cooldown Trigger] This effect can only trigger again after 2 turns.): [Solitary Journey]: Ignores Guard when attacking. [Resistance]: Increases skill damage by 25%. [Sustenance]: Reduces skill cooldowns by 1 turn. When possessing all 3 types of "Will," damage dealt increases by 25%, and can Act Again after attacking. (These effects ignore immunity and cannot be dispelled. The Act Again effect can only trigger once per turn.) |
Hope in a Wandering World | Jayce | Increases INT by 10%. After taking action, the block on which he is currently located gains [Arcane Traces]: This terrain possesses a [Command] effect, increasing the ATK and INT of allied units within 2 blocks by 10%, and reducing the MDEF of enemy units within 2 blocks by 10%. Lasts 2 turns. After attacking, can remove 1 plot of allied [Arcane Traces] terrain and teleport to it (cannot be used again in the same turn). ([Arcane Traces] has a high terrain level priority.) | Increases INT by 20%. After taking action, the block on which he is currently located gains [Arcane Traces]: This terrain possesses a [Command] effect, increasing the ATK and INT of allied units within 2 blocks by 10%, and reducing the MDEF of enemy units within 2 blocks by 10%. Lasts 2 turns. After attacking, can remove 1 plot of allied [Arcane Traces] terrain and teleport to it (cannot be used again in the same turn). ([Arcane Traces] has a high terrain level priority.) |
Eternal Crimson Flame | Patricia | Damage increases with Unit HP, up to a maximum of 15%. After actively dealing damage, applies [Soul-Burning Plague] to the enemy 3 times. Each application has a 40% chance of succeeding. ([Soul-Burning Plague]: "After taking action, takes fixed damage equal to 0.7x the caster's INT. When a debuff is dispelled from this unit, [Soul-Burning Plague] will be prioritized." Stacks up to 5 times. Lasts 2 turns.) | Damage increases with Unit HP, up to a maximum of 30%. After actively dealing damage, applies [Soul-Burning Plague] to the enemy 3 times. Each application has a 70% chance of succeeding. ([Soul-Burning Plague]: "After taking action, takes fixed damage equal to 0.7x the caster's INT. When a debuff is dispelled from this unit, [Soul-Burning Plague] will be prioritized." Stacks up to 5 times. Lasts 2 turns.) |
Will of the Wolf King | Gunn | Deals 15% increased damage. After battle, recovers HP equal to 15% of damage dealt. Begins with [Might of the Moon Wolf]: "Mobility +2. Does not die upon taking fatal damage, and instead recovers 20% HP, removes this effect, and gains [Lone Wolf's Revenge]: When initiating battle, this hero gains 1 additional attack, cannot be counterattacked, and reflect damage taken decreases by 100%. Cannot receive healing from other allies. After taking action, if this unit is not below 80% HP, this effect is removed and this unit gains [Might of the Moon Wolf]." Each time [Lone Wolf's Revenge] is removed, healing effects are reduced by 30%. Can be stacked. (These effects ignore immunity and cannot be dispelled.) | Deals 30% increased damage. After battle, recovers HP equal to 30% of damage dealt. Begins with [Might of the Moon Wolf]: "Mobility +2. Does not die upon taking fatal damage, and instead recovers 20% HP, removes this effect, and gains [Lone Wolf's Revenge]: When initiating battle, this hero gains 1 additional attack, cannot be counterattacked, and reflect damage taken decreases by 100%. Cannot receive healing from other allies. After taking action, if this unit is not below 80% HP, this effect is removed and this unit gains [Might of the Moon Wolf]." Each time [Lone Wolf's Revenge] is removed, healing effects are reduced by 30%. Can be stacked. (These effects ignore immunity and cannot be dispelled.) |
The Price of Salvation | Archanfel | Unit ignores class disadvantage. INT increases by 10%. Using a skill does not trigger a cooldown. Starts turn with 15 [Energy]. Casting requires [Energy] equal to the skill's cooldown. After taking action, can choose to enter the [Dormant] state: "Unable to attack, move, or use skills. Unit HP is reset on removal and gains 8 [Energy]." Lasts 1 turn. (These effects ignore immunity and cannot be dispelled.) | Unit ignores class disadvantage. INT increases by 20%. Using a skill does not trigger a cooldown. Starts turn with 15 [Energy]. Casting requires [Energy] equal to the skill's cooldown. After taking action, can choose to enter the [Dormant] state: "Unable to attack, move, or use skills. Unit HP is reset on removal and gains 15 [Energy]." Lasts 1 turn. (These effects ignore immunity and cannot be dispelled.) |
Aggressive Evolution | Sho Fukamachi | ATK & DEF increase by 10%. At the start of the turn, randomly gain 1 type of [Aggressive Evolution] effect not yet possessed. Cannot be dispelled. Lasts 2 turns. Utilizes the advantages of [Aggressive Evolution] to amplify it, making it a permanent effect. Upon triggering an upgrade, immediately gains an additional 1 type of [Aggressive Evolution] effect not yet possessed. | ATK & DEF increase by 25%. At the start of the turn, randomly gain 1 type of [Aggressive Evolution] effect not yet possessed. Cannot be dispelled. Lasts 2 turns. Utilizes the advantages of [Aggressive Evolution] to amplify it, making it a permanent effect. Upon triggering an upgrade, immediately gains an additional 1 type of [Aggressive Evolution] effect not yet possessed. |
Agito's Ambition | Agito Makishima | After taking action, gains 1 [Ambition]: ATK & DEF increase by 3%. Stacks up to 5 times. Lasts 3 turns. Upon killing an enemy, refreshes all [Ambition] to the maximum turn duration. When possessing 3 or more [Ambition], gains Mobility +2. When possessing 5 [Ambition], active attacks deal 20% more damage, and can move 3 blocks after attacking. | After taking action, gains 1 [Ambition]: ATK & DEF increase by 6%. Stacks up to 5 times. Lasts 3 turns. Upon killing an enemy, refreshes all [Ambition] to the maximum turn duration. When possessing 3 or more [Ambition], gains Mobility +2. When possessing 5 [Ambition], active attacks deal 20% more damage, and can move 3 blocks after attacking. |
Queen of the Frigid Abyss | Sovereign of the Ice Abyss | Deals 10% increased damage. Unit is not affected by melee damage reduction. After taking action, choose 2 allies to deal 0.1x AoE magic damage and apply [Chain Whip]: Offensive ability increases for 2 turns. Cannot be dispelled. ([Trigger Cooldown] This effect can be triggered again after 3 turns.) After dealing damage with an active attack, applies [Bone-Chilling Cold] to the enemy. Ignores immunity and cannot be dispelled. [Bone-Chilling Cold]: "If affected by this effect again during its duration, receive [Freeze]: When engaging in battle with the Sovereign of the Ice Abyss, all stats excluding HP decrease by 20%." Lasts 2 turns. When an enemy with [Bone-Chilling Cold] dies, all skill cooldowns are reduced by 2 turns. | Deals 25% increased damage. Unit is not affected by melee damage reduction. After taking action, choose 2 allies to deal 0.1x AoE magic damage and apply [Chain Whip]: Offensive ability increases for 2 turns. Cannot be dispelled. ([Trigger Cooldown] This effect can be triggered again after 2 turns.) After dealing damage with an active attack, applies [Bone-Chilling Cold] to the enemy. Ignores immunity and cannot be dispelled. [Bone-Chilling Cold]: "If affected by this effect again during its duration, receive [Freeze]: When engaging in battle with the Sovereign of the Ice Abyss, all stats excluding HP decrease by 20%." Lasts 2 turns. When an enemy with [Bone-Chilling Cold] dies, all skill cooldowns are reduced by 2 turns. |
The First King's Resolve | Tyrantel | Damage taken reduced by 10%. After taking action, applies [Seal of Supremacy] to the chosen enemy: "Attacks after the enemy in battle." Ignores immunity and cannot be dispelled. Lasts 3 turns. ([Trigger Cooldown] This effect can only trigger again after 2 turns.) When an enemy with [Seal of Supremacy] is within 3 blocks, its offensive and defensive stats are reduced by 10%. Upon death, manifests the martial spirit of past emperors—[Imperial Will]. [Imperial Will]: Can cast [Battle Echo] on 1 chosen non-summoned allied unit, causing it to inherit all of [Tyrantel]'s abilities and act immediately. (This effect can be triggered once per battle.) | Damage taken reduced by 25%. After taking action, applies [Seal of Supremacy] to the chosen enemy: "Attacks after the enemy in battle." Ignores immunity and cannot be dispelled. Lasts 3 turns. ([Trigger Cooldown] This effect can only trigger again after 2 turns.) When an enemy with [Seal of Supremacy] is within 3 blocks, its offensive and defensive stats are reduced by 20%. Upon death, manifests the martial spirit of past emperors—[Imperial Will]. [Imperial Will]: Can cast [Battle Echo] on 1 chosen non-summoned allied unit, causing it to inherit all of [Tyrantel]'s abilities and act immediately. (This effect can be triggered once per battle.) |
Dark Wings of Determination | Tabres | ATK & DEF increase by 10%. After actively dealing damage, applies 1 stack of [Shadow Feather] to the enemy. Lasts 3 turns. (Can stack up to 3 times and refreshes the target's [Dark Feather] turn duration each time it is applied.) If the enemy has 1 stack of [Shadow Feather], when fighting against Tabres, they take 20% increased damage. If the enemy has 2 stacks of [Shadow Feather], they can be selected as target by Tabres anywhere on the battlefield to use her skills. After selecting, Tabres teleports to an empty block adjacent to the target and casts the skill on them. If the enemy has 3 stacks of [Shadow Feather], they cannot counterattack when attacked by Tabres. | ATK & DEF increase by 25%. After actively dealing damage, applies 2 stacks of [Shadow Feather] to the enemy. Lasts 3 turns. (Can stack up to 3 times and refreshes the target's [Dark Feather] turn duration each time it is applied.) If the enemy has 1 stack of [Shadow Feather], when fighting against Tabres, they take 20% increased damage. If the enemy has 2 stacks of [Shadow Feather], they can be selected as target by Tabres anywhere on the battlefield to use her skills. After selecting, Tabres teleports to an empty block adjacent to the target and casts the skill on them. If the enemy has 3 stacks of [Shadow Feather], they cannot counterattack when attacked by Tabres. |
Shackles of Supreme Will | Ymir | When entering battle, damage dealt increases by 15%. Starts with [Radiance Shackles]: "Reduces damage taken by 15%. Immune to all debuffs. When immunity is triggered, gains [Raging Surge]: 'Increases Crit by 15%.' Can stack. Cannot be dispelled. After taking action, if possessing 4 or more stacks of [Raging Surge] and within the [Danger Zone], [Radiance Shackles] is removed, the turn count of buffs active on this unit will not decrease, and this unit can act again." Cannot be dispelled. When not possessing [Radiance Shackles] and entering battle, if the enemy's DEF is greater than or equal to its MDEF, this attack is regarded as magic damage. After taking action, all [Raging Surge] stacks are removed and this unit gains [Radiance Shackles]. | When entering battle, damage dealt increases by 30%. Starts with [Radiance Shackles]: "Reduces damage taken by 30%. Immune to all debuffs. When immunity is triggered, gains [Raging Surge]: 'Increases Crit by 15%.' Can stack. Cannot be dispelled. After taking action, if possessing 4 or more stacks of [Raging Surge] and within the [Danger Zone], [Radiance Shackles] is removed, the turn count of buffs active on this unit will not decrease, and this unit can act again." Cannot be dispelled. When not possessing [Radiance Shackles] and entering battle, if the enemy's DEF is greater than or equal to its MDEF, this attack is regarded as magic damage. After taking action, all [Raging Surge] stacks are removed and this unit gains [Radiance Shackles]. |
Alchemical Legacy | Celica | INT increased by 10%. After using a Heal or Assist skill, its cooldown is reduced by 1 extra turn. After taking action, can choose to replace the skill used this turn with one of 2 random skills. | INT increased by 20%. After using a Heal or Assist skill, its cooldown is reduced by 1 extra turn. After taking action, can choose to replace the skill used this turn with one of 3 random skills. |
Inexorable Brand | Seraphina | Increases ATK and Crit by 10%. This unit's attacks are not affected by melee damage reduction. Ignores obstruction from enemy units when moving, and does not consume Mobility when moving through terrain occupied by units. Applies [Cunning Toxin] to enemies passed through: "Debuff duration is increased by 1 turn, and chance to be critically hit is increased by 20%. When this effect is applied again, its duration is refreshed and it upgrades to [Death's Erosion], inflicting an additional effect: After taking action, if the unit has at least 4 debuffs, it will immediately die (replaced with 'takes fixed damage equal to 5x the caster's ATK' in non-PvP modes)." ([Cunning Toxin] and [Death's Erosion] both ignore immunity and cannot be dispelled. Lasts 2 turns.) | Increases ATK and Crit by 25%. This unit's attacks are not affected by melee damage reduction. Ignores obstruction from enemy units when moving, and does not consume Mobility when moving through terrain occupied by units. Applies [Cunning Toxin] to enemies passed through: "Debuff duration is increased by 1 turn, and chance to be critically hit is increased by 20%. When this effect is applied again, its duration is refreshed and it upgrades to [Death's Erosion], inflicting an additional effect: After taking action, if the unit has at least 4 debuffs, it will immediately die (replaced with 'takes fixed damage equal to 5x the caster's ATK' in non-PvP modes)." ([Cunning Toxin] and [Death's Erosion] both ignore immunity and cannot be dispelled. Lasts 2 turns.) |
Heart of the Molder | Virelia | Deals 15% increased damage. After taking action, if no attack was made this turn, performs "Spell Preparation" to strengthen the next skill cast ([Eradicate] focuses damage, [Agglomerate] increases range, [Catalyze] reduces cooldown). Any buffs on the caster do not lose their turn count, and can move an additional 2 blocks and attack again. ([Trigger Cooldown] "Spell Preparation" can only trigger again after 3 turns.) Each time a different "Spell Preparation" effect from the last is performed, Unit Range +1 (up to +2). | Deals 30% increased damage. After taking action, if no attack was made this turn, performs "Spell Preparation" to strengthen the next skill cast ([Eradicate] focuses damage, [Agglomerate] increases range, [Catalyze] reduces cooldown). Any buffs on the caster do not lose their turn count, and can move an additional 2 blocks and attack again. ([Trigger Cooldown] "Spell Preparation" can only trigger again after 2 turns.) Each time a different "Spell Preparation" effect from the last is performed, Unit Range +1 (up to +2). |
Aurorean Pact | Brightsummoner | Healing effects increase by 10%. After healing an ally, dispels 1 debuff and applies 1 random buff. | Healing effects increase by 25%. After healing an ally, dispels 1 debuff and applies 1 random buff. |
Sword of Mercy | Zion | ATK increases by 10%. After taking action, if this unit has battled this turn and not eliminating the enemy, gains [Royal Fate]: "When initiating battle, damage dealt increases by 10% and attacks before the enemy." Lasts 2 turns. When initiating battle and dealing fatal damage, can choose to use Mercy on the enemy, causing them to be immobilized, unable to Guard, attack, or use skills on their next turn, and applies [Reluctant Battle]: "Damage dealt and healing received reduced by 30%." Ignores immunity. Cannot be dispelled. Lasts 2 turns. When using Mercy on the enemy, recovers 100% of Unit HP. | ATK increases by 25%. After taking action, if this unit has battled this turn and not eliminating the enemy, gains [Royal Fate]: "When initiating battle, damage dealt increases by 20% and attacks before the enemy." Lasts 2 turns. When initiating battle and dealing fatal damage, can choose to use Mercy on the enemy, causing them to be immobilized, unable to Guard, attack, or use skills on their next turn, and applies [Reluctant Battle]: "Damage dealt and healing received reduced by 30%." Ignores immunity. Cannot be dispelled. Lasts 2 turns. When using Mercy on the enemy, recovers 100% of Unit HP. |
Last Protection | Tiana | ATK and DEF increase by 10%. This unit's attacks are not affected by melee damage reduction. After taking action, choose a non-summoned allied unit to grant [Protect]. Cannot be dispelled and ignores immunity. When an allied unit with [Protect] is within 3 blocks and performs a normal attack or is attacked, this unit will enter battle instead and can perform a ranged attack. Both units gain a 5% increase to all stats (excluding HP) and will not die from fatal damage, and will return to its HP before this damage was taken. ([Cooldown Trigger] Unflinching effect can only trigger again after 4 turns. Command skill stat boost effects cannot stack with other Command skill effects of the same type.) | ATK and DEF increase by 25%. This unit's attacks are not affected by melee damage reduction. After taking action, choose a non-summoned allied unit to grant [Protect]. Cannot be dispelled and ignores immunity. When an allied unit with [Protect] is within 3 blocks and performs a normal attack or is attacked, this unit will enter battle instead and can perform a ranged attack. Both units gain a 15% increase to all stats (excluding HP) and will not die from fatal damage, and will return to its HP before this damage was taken. ([Cooldown Trigger] Unflinching effect can only trigger again after 2 turns. Command skill stat boost effects cannot stack with other Command skill effects of the same type.) |
Trooper Elite | Captain & Baby | AoE skill damage increases by 15%. Increases to 150% when battling enemies without soldiers. After actively attacking, gains 1 stack of [Passion for Battle]: "Mobility +1. ATK and DEF increased by 10%." Can stack up to 3 times. Cannot be dispelled. Lasts 2 turns. After taking action, if the number of [Passion for Battle] stacks has reached the limit, any buffs on the caster will not lose their turn count, and can act again once. ([Trigger Cooldown] This Act Again effect can only trigger again after 4 turns.) | AoE skill damage increases by 30%. Increases to 300% when battling enemies without soldiers. After actively attacking, gains 1 stack of [Passion for Battle]: "Mobility +1. ATK and DEF increased by 10%." Can stack up to 3 times. Cannot be dispelled. Lasts 2 turns. After taking action, if the number of [Passion for Battle] stacks has reached the limit, any buffs on the caster will not lose their turn count, and can act again once. ([Trigger Cooldown] This Act Again effect can only trigger again after 2 turns.) |
Evil Exterminator | Mack & Ginzu | ATK and Crit increase by 10%. Unit Range +1. Starts in [Walk Mode]: "Damage increased by 15%. Ignores Guard when entering battle." After taking action, for each 1 block of Mobility consumed this turn, Mobility increases by 1 on the next turn (up to +5, cannot be dispelled). If all Mobility is consumed this turn, enters [Sprint Mode]: "When initiating battle and failing to eliminate the enemy, can attack again but cannot move," otherwise enters [Walk Mode]. ([Walk Mode] and [Sprint Mode] cannot exist at the same time, and both ignore immunity and cannot be dispelled.) | ATK and Crit increase by 25%. Unit Range +1. Starts in [Walk Mode]: "Damage increased by 15%. Ignores Guard when entering battle." After taking action, for each 1 block of Mobility consumed this turn, Mobility increases by 1 on the next turn (up to +5, cannot be dispelled). If all Mobility is consumed this turn, enters [Sprint Mode]: "When initiating battle and failing to eliminate the enemy, can attack again but cannot move," otherwise enters [Walk Mode]. ([Walk Mode] and [Sprint Mode] cannot exist at the same time, and both ignore immunity and cannot be dispelled.) |
Prophecy of Fate | Enya | INT increases by 10%. After taking action, can choose to prophesy the first skill an allied unit will use on their next turn. Lasts 1 turn. When the prophesied skill deals damage, its cooldown is reduced by 5 turns. ([Trigger Cooldown] A prophecy can be made again after 4 turns. This prophecy effect is unique, ignores immunity, and cannot be dispelled.) When a prophecy is fulfilled, this unit gains [Augur]: "Unit range +1." Stacks up to 3 times. Cannot be dispelled. Upon reaching the maximum number of [Augur] stacks, the allied unit that fulfilled the prophecy gains an extra turn after taking action. | INT increases by 25%. After taking action, can choose to prophesy the first skill an allied unit will use on their next turn. Lasts 1 turn. When the prophesied skill deals damage, its cooldown is reduced by 5 turns. ([Trigger Cooldown] A prophecy can be made again after 2 turns. This prophecy effect is unique, ignores immunity, and cannot be dispelled.) When a prophecy is fulfilled, this unit gains [Augur]: "Unit range +1." Stacks up to 3 times. Cannot be dispelled. Upon reaching the maximum number of [Augur] stacks, the allied unit that fulfilled the prophecy gains an extra turn after taking action. |
Chapter of Fortune | Alia | Damage dealt increases by 15%. Initially has 3 types of "Fortune" effects: [Spiritual Fortune]: "After taking action, heals allies within 2 blocks for an amount equal to 1x the caster's INT." [Great Fortune]: "ATK +10%, INT +10%." [Good Fortune]: "After taking action, gains 1 random buff." A maximum of 3 "Fortune" effects can exist simultaneously. Cannot be dispelled. At start of turn, gains 1 random "Fortune." If possessing 2 or more of the same type of "Fortune," Unit Range +2. After taking action, if possessing 3 or more of the same type of "Fortune," refreshes the cooldowns of all damage skills. | Damage dealt increases by 30%. Initially has 3 types of "Fortune" effects: [Spiritual Fortune]: "After taking action, heals allies within 2 blocks for an amount equal to 1x the caster's INT." [Great Fortune]: "ATK +10%, INT +10%." [Good Fortune]: "After taking action, gains 1 random buff." A maximum of 3 "Fortune" effects can exist simultaneously. Cannot be dispelled. At start of turn, gains 1 random "Fortune." If possessing 2 or more of the same type of "Fortune," Unit Range +2. After taking action, if possessing 3 or more of the same type of "Fortune," refreshes the cooldowns of all damage skills. |
Shrine Maiden of Justice | Ilia | Damage dealt increases by 15%. After taking action, can summon an [Angel of Justice] at the current location: "After allied units within 3 blocks of the [Angel of Justice] entering battle, recover HP equal to 2x the caster's INT." If there is already a self-summoned [Angel of Justice] on the battlefield, it can be transported to the caster's current location. ([Cooldown Trigger] This effect can be triggered again after 2 turns.) Targets within the [Angel of Justice]'s range, are all considered within the range of this unit's skills, and ranged soldiers will also attack. After taking action, if this unit is within 1-ring range of the [Angel of Justice], gains 1 stack of [Spiritual Perception]: "[Angel of Justice] Range +2, INT increased by 5%, and damage skill cooldowns reduced by 1 turn (stacks up to 3 times, cannot be dispelled)." | Damage dealt increases by 30%. After taking action, can summon an [Angel of Justice] at the current location: "After allied units within 3 blocks of the [Angel of Justice] entering battle, recover HP equal to 2x the caster's INT." If there is already a self-summoned [Angel of Justice] on the battlefield, it can be transported to the caster's current location. ([Cooldown Trigger] This effect can be triggered again after 2 turns.) Targets within the [Angel of Justice]'s range, are all considered within the range of this unit's skills, and ranged soldiers will also attack. After taking action, if this unit is within 1-ring range of the [Angel of Justice], gains 1 stack of [Spiritual Perception]: "[Angel of Justice] Range +2, INT increased by 5%, and damage skill cooldowns reduced by 1 turn (stacks up to 5 times, cannot be dispelled)." |
Natural Resonance | Safreen | INT increases by 10%. Gains [Elemental Affinity]: For each ally with [Elemental Affinity], Unit Range +1 (up to a maximum of +3), and damage dealt increases by 10% (up to a maximum increase of 30%). After actively using a skill, summons 1 [Harmonic Spirit]. ([Harmonic Spirit] possesses [Elemental Affinity], inherits the skill used this time and 100% of current stats, and up to 2 can exist simultaneously.) If no damage was dealt after taking action, can actively retrieve 1 [Harmonic Spirit] and remove the cooldown of the skill it inherited. After retrieve, any buffs on the caster do not lose their turn count, and can attack again (cannot move and summon [Harmonic Spirits]). ([Trigger Cooldown] [Harmonic Spirits] can only be retrieved again after 2 turns.) | INT increases by 20%. Gains [Elemental Affinity]: For each ally with [Elemental Affinity], Unit Range +1 (up to a maximum of +3), and damage dealt increases by 10% (up to a maximum increase of 30%). After actively using a skill, summons 1 [Harmonic Spirit]. ([Harmonic Spirit] possesses [Elemental Affinity], inherits the skill used this time and 100% of current stats, and up to 2 can exist simultaneously.) If no damage was dealt after taking action, can actively retrieve 1 [Harmonic Spirit] and remove the cooldown of the skill it inherited. After retrieve, any buffs on the caster do not lose their turn count, and can attack again (cannot move and summon [Harmonic Spirits]). ([Trigger Cooldown] [Harmonic Spirits] can only be retrieved again after 1 turn.) |
Tidal Blade | Nornorin | Damage increases by 15%. When taking action in Water, recovers HP equal to 1x ATK, excess HP is converted to a [Shield] that cannot be dispelled (up to 25% of Max HP). After taking action, can choose any position within 5 blocks to cast [Wavecall]: Pushes enemies and caster within the farthest 3 blocks away in 3 straight lines by 2 blocks, and applies the [High Tide] special effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water. If this skill successfully triggers [Displacement], any buffs on the caster do not lose their turn count, and can attack again, but cannot move. ([Trigger Cooldown] Can only trigger again after 4 turns.) | Damage increases by 30%. When taking action in Water, recovers HP equal to 2.5x ATK, excess HP is converted to a [Shield] that cannot be dispelled (up to 25% of Max HP). After taking action, can choose any position within 5 blocks to cast [Wavecall]: Pushes enemies and caster within the farthest 3 blocks away in 3 straight lines by 2 blocks, and applies the [High Tide] special effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water. If this skill successfully triggers [Displacement], any buffs on the caster do not lose their turn count, and can attack again, but cannot move. ([Trigger Cooldown] Can only trigger again after 2 turns.) |
Endless Fury | Dragonslayer | Class disadvantage is reversed, and damage taken reduces by 15%. When any unit within 3 blocks dies, gains [Fury]: "Does not die upon taking fatal damage. The duration of this effect is reduced by 1 turn, Hero Max HP is reduced by 30%, and then Unit HP is restored to the amount before taking fatal damage. When an enemy ends its turn within 3 blocks, takes damage from this unit which cannot be Guarded." This effect lasts 2 turns and cannot be dispelled. When Unit HP percentage is not higher than the enemy's, restores HP equal to 30% of damage dealt after battle. Otherwise, attacks before the enemy. | Class disadvantage is reversed, and damage taken is reduced by 30%. When any unit within 3 blocks dies, gains [Fury]: "Does not die upon taking fatal damage. The duration of this effect is reduced by 1 turn, Hero Max HP is reduced by 15%, and then Unit HP is restored to the amount before taking fatal damage. When an enemy ends its turn within 3 blocks, takes damage from this unit which cannot be Guarded." This effect lasts 2 turns and cannot be dispelled. When Unit HP percentage is not higher than the enemy's, restores HP equal to 30% of damage dealt after battle. Otherwise, attacks before the enemy. |
Soulsight | Broken-winged Bird | ATK & Crit +10%. After taking action, applies [Gaze] to the nearest 1 enemy in a straight line: "After using a skill, gains 'Skill damage reduced by 15%' and [Penetrate]: 'Cannot be Guarded when attacked by Broken-winged Bird.' Lasts 2 turns." ([Penetrate] and [Gaze] ignore immunity, cannot be dispelled. And [Gaze] is removed at the start of the 2nd turn after being applied or when triggered.) | ATK & Crit +25%. After taking action, applies [Gaze] to the nearest 1 enemy in a straight line: "After using a skill, gains 'Skill damage reduced by 30%' and [Penetrate]: 'Cannot be Guarded when attacked by Broken-winged Bird.' Lasts 2 turns." ([Penetrate] and [Gaze] ignore immunity, cannot be dispelled. And [Gaze] is removed at the start of the 2nd turn after being applied or when triggered.) |
Book of the Box | Randele | Damage dealt increases by 15% and Unit Range +1. At the start of battle, gains 1 stack of [Chaos Excerpt]. After any unit takes action, if they have moved 3 or more blocks, this unit gains 1 stack of [Chaos Excerpt], up to a maximum of 5 stacks. After taking action, can choose to consume any stack of [Chaos Excerpt] to apply [Box Dream Descent] to an equal number of enemies: "After taking action, if moved 3 or more blocks during this turn, Mobility -2 on the next turn and the cooldown of the skill with the shortest cooldown +1." Cannot be dispelled. Lasts 1 turn. | Damage dealt increases by 30% and Unit Range +2. At the start of battle, gains 3 stacks of [Chaos Excerpt]. After any unit takes action, if they have moved 3 or more blocks, this unit gains 1 stack of [Chaos Excerpt], up to a maximum of 5 stacks. After taking action, can choose to consume any stack of [Chaos Excerpt] to apply [Box Dream Descent] to an equal number of enemies: "After taking action, if moved 3 or more blocks during this turn, Mobility -2 on the next turn and the cooldown of the skill with the shortest cooldown +1." Cannot be dispelled. Lasts 1 turn. |
Systema | Marie Rose | ATK and DEF increases by 10%. After using a skill to attack, applies a [Displacement] effect on the enemy: Pushes the target 3 blocks. If there are other units or unpassable terrain in the path, applies [Displacement] again: Bounce back with the remaining pushback blocks. For each unit affected by [Displacement], gains 1 stack of [Dance Step Preparation], which is removed at the start of the next turn. After taking action, consumes 1 stack of [Dance Step Preparation]. Any buffs on the caster will not lose their turn count, and this unit can move an additional 2 blocks and attack again. (If Act Again has already been triggered this turn, the number of [Dance Step Preparation] stacks consumed doubles for each trigger, up to 5 times per turn.) | ATK and DEF increases by 25%. After using a skill to attack, applies a [Displacement] effect on the enemy: Pushes the target 3 blocks. If there are other units or unpassable terrain in the path, applies [Displacement] again: Bounce back with the remaining pushback blocks. For each unit affected by [Displacement], gains 1 stack of [Dance Step Preparation], which is removed at the start of the next turn. After taking action, consumes 1 stack of [Dance Step Preparation]. Any buffs on the caster will not lose their turn count, and this unit can move an additional 3 blocks and attack again. (If Act Again has already been triggered this turn, the number of [Dance Step Preparation] stacks consumed doubles for each trigger, up to 5 times per turn.) |
Hiten-No-Mai | Nyotengu | ATK and DEF increases by 10%. After taking action, if on defensive terrain or if a skill was used this turn, recovers 15% of Unit HP and gains [Hiten-No-Mai]: "Mobility +2, ignores obstruction from enemy units when moving, and damage taken reduced by 50%. Loses this effect after taking damage in battle (After losing this effect in this way, it can only be regained after 1 turn)." Lasts 2 turns. Cannot be dispelled. | ATK and DEF increases by 25%. After taking action, if on defensive terrain or if a skill was used this turn, recovers 30% of Unit HP and gains [Hiten-No-Mai]: "Mobility +2, ignores obstruction from enemy units when moving, and damage taken reduced by 50%. Loses this effect after taking damage in battle (After losing this effect in this way, it can only be regained after 1 turn)." Lasts 2 turns. Cannot be dispelled. |
Mugen Tenshin | Kasumi | ATK and DEF increases by 10%. This unit's attacks are not affected by melee damage reduction. After dealing damage, applies [Stagger] to the enemy: Cannot Guard and cannot attack before the enemy. Lasts 2 turns. (Cannot be dispelled.) When initiating battle, if the enemy is afflicted with [Stagger], they cannot counterattack, applies [Stun] on the enemy for 1 turn after battle. | ATK and DEF increases by 25%. This unit's attacks are not affected by melee damage reduction. After dealing damage, applies [Stagger] to the enemy: Cannot Guard and cannot attack before the enemy. Lasts 2 turns. (Cannot be dispelled.) When initiating battle, if the enemy is afflicted with [Stagger], they cannot counterattack, applies [Stun] on the enemy for 1 turn after battle. |
Dreamworld Dominator | Sylrna | Damage dealt increases by 15%. Unit is not affected by melee damage reduction. After taking action, can choose to summon 1 [Dreamworld Rift]. After summoning, can move again with remaining Mobility and attack again. When this unit is within 2 blocks of [Dreamworld Rift], cannot be targeted by enemy normal attacks and skills, immune to AoE skill damage, does not consume Mobility and ignores enemy unit obstruction when moving within this range. ([Trigger Cooldown] Can trigger again after 5 turns. "Dreamworld Rifts" inherit 80% of the summoner's stats and dissipate at the start of the second turn after being summoned.) | Damage dealt increases by 30%. Unit is not affected by melee damage reduction. After taking action, can choose to summon 1 [Dreamworld Rift]. After summoning, can move again with remaining Mobility and attack again. When this unit is within 2 blocks of [Dreamworld Rift], cannot be targeted by enemy normal attacks and skills, immune to AoE skill damage, does not consume Mobility and ignores enemy unit obstruction when moving within this range. ([Trigger Cooldown] Can trigger again after 3 turns. "Dreamworld Rifts" inherit 80% of the summoner's stats and dissipate at the start of the second turn after being summoned.) |
Veilblade Sarabande | Macaera | ATK & Crit Damage increases by 10%. After using a skill, applies the special terrain effect [Hidden Blade] to 1 random empty block within 1 block of the skill's target location: When an enemy unit ends its turn on this terrain, it takes [fixed damage] equal to 1x the caster's ATK. Lasts 2 turns. After taking action, can cast [Veilblade Sarabande]: Attacks the first enemy in 1 straight line, dealing 0.1x AoE damage, and steals 1 buff from the target. If this attack deals crit damage, steals an additional 1 buff. Also applies "Crit & Crit Damage increases by 20%" to the first ally within range. Lasts 1 turn. | ATK & Crit Damage increases by 25%. After using a skill, applies the special terrain effect [Hidden Blade] to 1 random empty block within 1 block of the skill's target location: When an enemy unit ends its turn on this terrain, it takes [fixed damage] equal to 1x the caster's ATK. Lasts 2 turns. After taking action, can cast [Veilblade Sarabande]: Attacks the first enemy in 1 straight line, dealing 0.1x AoE damage, and steals 1 buff from the target. If this attack deals crit damage, steals an additional 1 buff. Also applies "Crit & Crit Damage increases by 20%" to the first ally within range. Lasts 2 turns. |
Crown of the Bloodline | Shem | Damage dealt increases by 10%. After taking action, gains 1 stack of [Crown of the Bloodline]: "All stats, excluding HP, increase by 2%" for 3 turns. Stacks up to 3 times. Cannot be dispelled. Then deals 0.1x AoE damage to all enemies within 2 blocks. Each stack of [Crown of the Bloodline] increases this damage multiplier by 0.05x. | Damage dealt increases by 20%. After taking action, gains 1 stack of [Crown of the Bloodline]: "All stats, excluding HP, increase by 8%" for 3 turns. Stacks up to 3 times. Cannot be dispelled. Then deals 0.1x AoE damage to all enemies within 2 blocks. Each stack of [Crown of the Bloodline] increases this damage multiplier by 0.05x. |
Mesmerize | Gazesuccubus | Damage dealt increases by 15%. If this unit already took action this turn, it can act again after any other unit on the battlefield fighting against units with class advantage, up to 1 time per turn. After taking action, can choose two units and swap their hero class types. Lasts 3 turns. Cannot be dispelled. ([Trigger Cooldown] This effect can trigger again after 3 turns. [Class Type Change] is considered a buff, and its duration is reduced by 1 turn when taking damage). | Damage dealt increases by 30%. If this unit already took action this turn, it can act again after any other unit on the battlefield fighting against units with class advantage, up to 1 time per turn. After taking action, can choose two units and swap their hero class types. Lasts 3 turns. Cannot be dispelled. ([Trigger Cooldown] This effect can trigger again after 1 turn. [Class Type Change] is considered a buff, and its duration is reduced by 1 turn when taking damage). |
Vision of Equilibrium | Lukhmaan | ATK and DEF increase by 10%. Possesses [Comradeship] and [Command]: "For each other [Comradeship] ally within 3 blocks of [Comradeship] allies, ATK & INT increase by 10% (up to 20%)." Cannot be dispelled. Ignores immunity. At start of turn, applies [Comradeship] to the nearest ally until there are 3 [Comradeship] allies on the battlefield. After taking action, can select 1 [Comradeship] ally and teleport them to a [Comradeship] ally within 7 blocks. ([Trigger Cooldown] This effect can only trigger again after 4 turns. Command skill stat boost effects cannot stack with other Command skill effects of the same type.) | ATK and DEF increase by 20%. Possesses [Comradeship] and [Command]: "For each other [Comradeship] ally within 3 blocks of [Comradeship] allies, ATK & INT increase by 10% (up to 20%)." Cannot be dispelled. Ignores immunity. At start of turn, applies [Comradeship] to the nearest ally until there are 3 [Comradeship] allies on the battlefield. After taking action, can select 1 [Comradeship] ally and teleport them to a [Comradeship] ally within 7 blocks. ([Trigger Cooldown] This effect can only trigger again after 2 turns. Command skill stat boost effects cannot stack with other Command skill effects of the same type.) |
Core of Carnage | Abishai | Using active skills doesn't trigger their skill cooldowns, instead granting [Overheat] stacks equal to the skill's cooldown: Damage dealt increases by 3%, up to 15%. Ignores immunity. Cannot be dispelled. After taking action, if no skill was used, loses 1 stack of [Overheat]. Upon gaining 5 stacks of [Overheat], immediately gains [Overload] for 1 turn: Ignores 15% of the enemy's DEF. When using an active skill, the skill will enter cooldown, and cannot gain [Overload] again. When losing [Overload], removes 5 stacks of [Overheat]. Ignores immunity. Cannot be dispelled. | Using active skills doesn't trigger their skill cooldowns, instead granting [Overheat] stacks equal to the skill's cooldown: Damage dealt increases by 6%, up to 30%. Ignores immunity. Cannot be dispelled. After taking action, if no skill was used, loses 1 stack of [Overheat]. Upon gaining 5 stacks of [Overheat], immediately gains [Overload] for 1 turn: Ignores 15% of the enemy's DEF. When using an active skill, the skill will enter cooldown, and cannot gain [Overload] again. When losing [Overload], removes 5 stacks of [Overheat]. Ignores immunity. Cannot be dispelled. |
Glory of Dawn | Reah | ATK & DEF increases by 10%. When using an Active Skill, gains [Brilliance]: Reflects and immune to "Active Skill Silence" for 1 turn. Cannot be dispelled. When gaining [Brilliance] each time, refreshes its duration and max duration +1 (up to 5 turns). When dealing damage with a skill, any buffs on the caster do not lose their turn count, and can move 3 additional blocks and attack again. ([Trigger Cooldown] The Act Again effect can be triggered again after 4 turns). | ATK & DEF increases by 25%. When using an Active Skill, gains [Brilliance]: Reflects and immune to "Active Skill Silence" for 1 turn. Cannot be dispelled. When gaining [Brilliance] each time, refreshes its duration and max duration +1 (up to 5 turns). When dealing damage with a skill, any buffs on the caster do not lose their turn count, and can move 3 additional blocks and attack again. ([Trigger Cooldown] The Act Again effect can be triggered again after 2 turns). |
Chasm of the Damned | Elvis | ATK increases by 10%. After taking action, if located within the [Danger Zone], gains "Ignores Guard when actively attacking" and [Death Pact]: "Cannot be targeted by enemy normal attacks and skills. Removed when taking damage or initiating battle. Can act again and buffs do not lose their turn count." All of these effects cannot be dispelled and last for 1 turn. (The Act Again effect can be triggered only 1 time per turn. [Trigger Cooldown] The effect that triggers after taking action in the [Danger Zone] can be triggered again after 4 turns.) | ATK increases by 25%. After taking action, if located within the [Danger Zone], gains "Ignores Guard when actively attacking" and [Death Pact]: "Cannot be targeted by enemy normal attacks and skills. Removed when taking damage or initiating battle. Can act again and buffs do not lose their turn count." All of these effects cannot be dispelled and last for 1 turn. (The Act Again effect can be triggered only 1 time per turn. [Trigger Cooldown] The effect that triggers after taking action in the [Danger Zone] can be triggered again after 2 turns.) |
Titania | Erza | Increases ATK by 15% Mobility +1. For every 1 enemy on the battlefield exceeding the number of allies, this effect is increased by 1 time, up to 3 times. After initiating battle, if the number of enemies is not less than allies, can act again with remaining Mobility (unrestricted in non-competitive modes). This effect can only trigger again after 5 turns. At the start of battle, gains 1 stack of "Does not die upon taking next instance of fatal damage taken, instead recovering 20% of HP." After each time an enemy is actively eliminated, gains 1 additional stack, up to 2 stacks. Ignores immunity. Cannot be dispelled. | Increases ATK by 30% Mobility +2. For every 1 enemy on the battlefield exceeding the number of allies, this effect is increased by 1 time, up to 3 times. After initiating battle, if the number of enemies is not less than allies, can act again with remaining Mobility (unrestricted in non-competitive modes). This effect can only trigger again after 3 turns. At the start of battle, gains 1 stack of "Does not die upon taking next instance of fatal damage taken, instead recovering 20% of HP." After each time an enemy is actively eliminated, gains 1 additional stack, up to 2 stacks. Ignores immunity. Cannot be dispelled. |
Celestial Spirit Magic | Lucy | Increases INT by 10%. When Lucy and her [Celestial Spirits] use AoE Skills, they can target any block within skill range, and when dealing damage, they apply [Star] to the enemy. After entering battle, they apply [Moon] to the enemy. When enemies with [Star] and [Moon] engage in battle with Lucy and her [Celestial Spirits], all stats excluding HP are reduced by 5%. [Star]: Lucy and her [Celestial Spirits] can target this unit within 6 blocks, and ranged soldiers will also attack. (Cannot be dispelled.) [Moon]: After being actively attacked and taking damage by Lucy and her [Celestial Spirit], causes all allies within 1 ring to take additional fixed damage equal to 1x the attacker's INT. ([Star] and [Moon] ignore immunity, cannot be dispelled, and have a duration of 2 turns.) | Increases INT by 20%. When Lucy and her [Celestial Spirits] use AoE Skills, they can target any block within skill range, and when dealing damage, they apply [Star] to the enemy. After entering battle, they apply [Moon] to the enemy. When enemies with [Star] and [Moon] engage in battle with Lucy and her [Celestial Spirits], all stats excluding HP are reduced by 15%. [Star]: Lucy and her [Celestial Spirits] can target this unit within 6 blocks, and ranged soldiers will also attack. (Cannot be dispelled.) [Moon]: After being actively attacked and taking damage by Lucy and her [Celestial Spirit], causes all allies within 1 ring to take additional fixed damage equal to 1x the attacker's INT. ([Star] and [Moon] ignore immunity, cannot be dispelled, and have a duration of 2 turns.) |
Fire Dragon Slayer Magic | Natsu | Increases ATK and DEF by 8%, doubled when battling [Dragons]. After initiating battle or when an ally is forced into battle, gains 1 stack of [Flames of Emotion]: "Damage dealt increased by 5%, lasts 6 turns. Stacks up to 6 times. Ignores immunity. Cannot be dispelled." If possessing at least 3 stacks of [Flames of Emotion], recovers HP equal to 30% of the damage dealt after initiating battle. | Increases ATK and DEF by 20%, doubled when battling [Dragons]. After initiating battle or when an ally is forced into battle, gains 1 stack of [Flames of Emotion]: "Damage dealt increased by 5%, lasts 6 turns. Stacks up to 6 times. Ignores immunity. Cannot be dispelled." If possessing at least 3 stacks of [Flames of Emotion], recovers HP equal to 30% of the damage dealt after initiating battle. |
Conqueror's Ambition | Rapier | ATK and DEF increase by 10%. After taking action, can select 1 enemy to afflict with [Final Tribunal] for 2 turns: Before using a skill to initiate battle with any enemy other than Rapier, loses 5 dispellable buffs. ([Trigger Cooldown] Can trigger again after 4 turns). When any ally enters battle with a [Final Tribunal] target, this unit teleports to the nearest empty block next to the ally and can act again if has already acted. This Act Again effect can only trigger once per turn. ([Final Tribunal] cannot be dispelled and ignores immunity.) When battling enemies with [Final Tribunal], the enemy will not attack before this unit, and effects that [block fatal damage] cannot trigger (unable to trigger [block fatal damage] is only effective in PvP modes.) | ATK and DEF increase by 25%. After taking action, can select 1 enemy to afflict with [Final Tribunal] for 2 turns: Before using a skill to initiate battle with any enemy other than Rapier, loses 5 dispellable buffs. ([Trigger Cooldown] Can trigger again after 2 turns). When any ally enters battle with a [Final Tribunal] target, this unit teleports to the nearest empty block next to the ally and can act again if has already acted. This Act Again effect can only trigger once per turn. ([Final Tribunal] cannot be dispelled and ignores immunity.) When battling enemies with [Final Tribunal], the enemy will not attack before this unit, and effects that [block fatal damage] cannot trigger (unable to trigger [block fatal damage] is only effective in PvP modes.) |
Agony's Grin | Sharikh | ATK and Crit increases by 10%. Unit's attacks are not affected by melee damage reduction. When actively dealing damage, inflicts [Agony's Grin] on the enemy: "Chance to be critically hit increased by 20%. After taking damage, takes additional fixed damage equal to 1x the caster's ATK. For every 25% HP lost, this damage multiplier increases by 0.5x, up to a maximum of 2x." Lasts 2 turns. Cannot be dispelled. | ATK and Crit increases by 25%. Unit's attacks are not affected by melee damage reduction. When actively dealing damage, inflicts [Agony's Grin] on the enemy: "Chance to be critically hit increased by 20%. After taking damage, takes additional fixed damage equal to 1x the caster's ATK. For every 25% HP lost, this damage multiplier increases by 0.5x, up to a maximum of 2x." Lasts 2 turns. Cannot be dispelled. |
Butterfly of Oblivion | Humbaba | Damage dealt increases by 15%. At start of turn, applies 1 [Butterfly Spirit] special terrain effect near allies: "The first ally that passes through the surrounding 1-ring range gains [Butterfly's Breath]: 'Upon death, transfers to the damage dealer. Ignores immunity, Cannot be dispelled.' and an undispellable [Shield]: 'Can block damage equal to 30% of Max HP. Cannot be targeted by enemy skills when within 1-ring range of the allied [Butterfly Spirit].' after taking action." ([Butterfly Spirit] lasts for 2 turns and has high terrain priority. [Butterfly's Breath] lasts for 3 turns.) When selecting a target with a skill, the block occupied by an allied [Butterfly Spirit] or a unit with an ally-applied [Butterfly's Breath] is considered as the caster's position, and ranged soldiers will also attack. | Damage dealt increases by 30%. At start of turn, applies 2 [Butterfly Spirit] special terrain effects near allies: "The first ally that passes through the surrounding 1-ring range gains [Butterfly's Breath]: 'Upon death, transfers to the damage dealer. Ignores immunity, Cannot be dispelled.' and an undispellable [Shield]: 'Can block damage equal to 30% of Max HP. Cannot be targeted by enemy skills when within 1-ring range of the allied [Butterfly Spirit].' after taking action." ([Butterfly Spirit] lasts for 2 turns and has high terrain priority. [Butterfly's Breath] lasts for 3 turns.) When selecting a target with a skill, the block occupied by an allied [Butterfly Spirit] or a unit with an ally-applied [Butterfly's Breath] is considered as the caster's position, and ranged soldiers will also attack. |
Dragonfire Code | Bianca | ATK and DEF increase by 10%. After taking action, can additionally cast a Spear and Shield Technique: [Magma Shield]: Active use. Gains a [Shield]: Can negate damage equal to 25% of Max HP. Cannot be critically hit. Enemies within 2 blocks cannot trigger Act Again effects. [Flamespear Explosion]: Active use. Gains [Dragonflame]: Damage increased by 20%. Before battle, nullifies the enemy's Armor skills (excluding Max HP effects). If the target is a non-player hero, this effect is replaced with "Damage taken increased by 25%. Lasts for 2 turns." (All Spear and Shield Technique effects last for 2 turns and cannot be dispelled. [Trigger Cooldown] This effect can only trigger again after 4 turns.) | ATK and DEF increase by 25%. After taking action, can additionally cast a Spear and Shield Technique: [Magma Shield]: Active use. Gains a [Shield]: Can negate damage equal to 25% of Max HP. Cannot be critically hit. Enemies within 2 blocks cannot trigger Act Again effects. [Flamespear Explosion]: Active use. Gains [Dragonflame]: Damage increased by 20%. Before battle, nullifies the enemy's Armor skills (excluding Max HP effects). If the target is a non-player hero, this effect is replaced with "Damage taken increased by 25%. Lasts for 2 turns." (All Spear and Shield Technique effects last for 2 turns and cannot be dispelled. [Trigger Cooldown] [Trigger Cooldown] This effect can only trigger again after 2 turns.) |
Wild Dragon Tamer | Cybele | ATK & DEF increases by 10%. At the start of battle, summons 1 [War-Clawed Drake] next to self, inheriting 120% of Cybele's Base Stats ([War-Clawed Drake] possesses the skills [Smash], [Draconic Resonance], and [Swift Aid]). After the [War-Clawed Drake] dies, Cybele can summon [War-Clawed Drake] again after 3 turns. If there is a [War-Clawed Drake] within 4 blocks of this unit, when initiating battle, attacks before the enemy and applies the target "losing control" for 1 turn (in non-PvP modes, this effect is replaced with "Damage taken increased by 20%). | ATK & DEF increases by 25%. At the start of battle, summons 1 [War-Clawed Drake] next to self, inheriting 120% of Cybele's Base Stats ([War-Clawed Drake] possesses the skills [Smash], [Draconic Resonance], and [Swift Aid]). After the [War-Clawed Drake] dies, Cybele can summon [War-Clawed Drake] again after 1 turn. If there is a [War-Clawed Drake] within 4 blocks of this unit, when initiating battle, attacks before the enemy and applies the target "losing control" for 1 turn (in non-PvP modes, this effect is replaced with "Damage taken increased by 20%). |
Twilight's Balance | Heaven Defier | ATK and DEF increase by 15%. At the start of battle, if in "Demon" class, gains 1 stack of [Lightborne Power]: Normal Attack Range +1, in battle damage multiplier increased by 0.2. Otherwise, when actively attacking, this unit is unaffected by melee damage reduction and gains [Shadowborne Power]: Mobility +1 and recovers HP equal to 8% of damage dealt after initiating battle. ([Lightborne Power] and [Shadowborne Power] can stack up to 3 times, ignores immunity, cannot be dispelled.) After an active normal attack, gains 1 stack of [Lightborne Power]. After using a skill to attack, gains 1 stack of [Shadowborne Power]. When an enemy dies, gains 1 stack of [Lightborne Power] or [Shadowborne Power], depending on which is less, and can act again if this unit already took action this turn (Act Again effect triggers only 1 time per turn). Initially has a chance to block both physical and magical fatal damage once, instead recovers 20% of HP and removes all [Lightborne Power] or [Shadowborne Power] (can trigger again after fully stacking [Lightborne Power] or [Shadowborne Power]). | ATK and DEF increase by 30%. At the start of battle, if in "Demon" class, gains 1 stack of [Lightborne Power]: Normal Attack Range +1, in battle damage multiplier increased by 0.3. Otherwise, when actively attacking, this unit is unaffected by melee damage reduction and gains [Shadowborne Power]: Mobility +1 and recovers HP equal to 15% of damage dealt after initiating battle. ([Lightborne Power] and [Shadowborne Power] can stack up to 3 times, ignores immunity, cannot be dispelled.) After an active normal attack, gains 1 stack of [Lightborne Power]. After using a skill to attack, gains 1 stack of [Shadowborne Power]. When an enemy dies, gains 1 stack of [Lightborne Power] or [Shadowborne Power], depending on which is less, and can act again if this unit already took action this turn (Act Again effect triggers only 1 time per turn). Initially has a chance to block both physical and magical fatal damage once, instead recovers 20% of HP and removes all [Lightborne Power] or [Shadowborne Power] (can trigger again after fully stacking [Lightborne Power] or [Shadowborne Power]). |
Martial Truth | Reiga | ATK increases by 10%. After taking action, can choose a direction to cast [Shadowflame Flash]: [Teleport] to the farthest block within Skill Range, applying 1 stack of [Hidden Harm] to each enemy hit: When engaging with Reiga, for each stack of [Hidden Harm], all of Reiga's stats (excluding HP) increase by 5%. Last 2 turns and can stack up to 3 times. Cannot be dispelled. [Shadowflame Flash] can be cast up to 3 times per turn and cannot be cast consecutively in the same direction. After taking action, if [Shadowflame Flash] was used at least 2 times, gains [Will of the Blazing Sun]: Attacks ignore Guard. Otherwise, gains [Will of Tranquility]: Before initiating battle, applies [Weak] on the target: Cannot trigger [Blocks Fatal Damage] effects (replaced with "Damage taken increased by 20%" in non-PvP modes) for 2 turns. Cannot be dispelled. [Will] ignores immunity, cannot be dispelled. [Will] is removed if the enemy is not killed by the active skill attack. | ATK increases by 25%. After taking action, can choose a direction to cast [Shadowflame Flash]: [Teleport] to the farthest block within Skill Range, applying 1 stack of [Hidden Harm] to each enemy hit: When engaging with Reiga, for each stack of [Hidden Harm], all of Reiga's stats (excluding HP) increase by 10%. Last 2 turns and can stack up to 3 times. Cannot be dispelled. [Shadowflame Flash] can be cast up to 3 times per turn and cannot be cast consecutively in the same direction. After taking action, if [Shadowflame Flash] was used at least 2 times, gains [Will of the Blazing Sun]: Attacks ignore Guard. Otherwise, gains [Will of Tranquility]: Before initiating battle, applies [Weak] on the target: Cannot trigger [Blocks Fatal Damage] effects (replaced with "Damage taken increased by 20%" in non-PvP modes) for 2 turns. Cannot be dispelled. [Will] ignores immunity, cannot be dispelled. [Will] is removed if the enemy is not killed by the active skill attack. |
Soulbinding War Dance | Sanger | ATK and DEF increase by 10%. After taking action, performs Soul Coalescence and gains "Elemental Spirit": If there is a hero of the same class type within 2 blocks, gains [Fire Spirit]: "Damage dealt increases by 10%." If there is a hero of a different class type within 2 blocks, gains [Rock Spirit]: "When entering battle with a melee attack, damage taken is reduced by 20%." If there are 3 or more heroes of different class types within 2 blocks, gains [Thunder Spirit]: "Mobility +1." ("Elemental Spirit" lasts for 1 turn and cannot be dispelled.) When actively dealing damage and possessing 3 types of "Elemental Spirit," removes them after taking action and gains [Spirit Descent] for 2 turns, which cannot be dispelled: "Possesses all Elemental Spirit stat bonuses." Can act again, and until the start of the next turn, Soul Coalescence Span -1. | ATK and DEF increase by 25%. After taking action, performs Soul Coalescence and gains "Elemental Spirit": If there is a hero of the same class type within 2 blocks, gains [Fire Spirit]: "Damage dealt increases by 15%." If there is a hero of a different class type within 2 blocks, gains [Rock Spirit]: "When entering battle with a melee attack, damage taken is reduced by 30%." If there are 3 or more heroes of different class types within 2 blocks, gains [Thunder Spirit]: "Mobility +2." ("Elemental Spirit" lasts for 1 turn and cannot be dispelled.) When actively dealing damage and possessing 3 types of "Elemental Spirit," removes them after taking action and gains [Spirit Descent] for 2 turns, which cannot be dispelled: "Possesses all Elemental Spirit stat bonuses." Can act again, and until the start of the next turn, Soul Coalescence Span -1. |
Alchemist | Reisalin Stout | Deals 15% increased damage. When Act Again triggers, gains Unit Range +1 for 1 turn. Ignores immunity and cannot be dispelled. After using any damage skill, can attack again. Any buffs on the caster do not lose their turn count during this extra action. Then, based on the skill cooldown of the skill used during this extra action, gains a corresponding number of turns of "Cannot re-trigger talent's Act Again effect." Ignores immunity and cannot be dispelled. At the start of battle, gains 1 stack of [CC]. Whenever any ally uses a skill and ends their action, Ryza gains an additional 1 stack. [CC]: When using a skill to attack, if the stack count is not less than the skill's cooldown, consumes the corresponding number of stacks, and increases ATK and INT during this attack by 20%. Ignores immunity and cannot be dispelled. | Deals 30% increased damage. When Act Again triggers, gains Unit Range +2 for 1 turn. Ignores immunity and cannot be dispelled. After using any damage skill, can attack again. Any buffs on the caster do not lose their turn count during this extra action. Then, based on the skill cooldown of the skill used during this extra action, gains a corresponding number of turns of "Cannot re-trigger talent's Act Again effect." Ignores immunity and cannot be dispelled. At the start of battle, gains 3 stacks of [CC]. Whenever any ally uses a skill and ends their action, Ryza gains an additional 1 stack. [CC]: When using a skill to attack, if the stack count is not less than the skill's cooldown, consumes the corresponding number of stacks, and increases ATK and INT during this attack by 20%. Ignores immunity and cannot be dispelled. |
Avenger | Lila Decyrus | ATK increased by 10%. This unit's attacks are not affected by melee damage reduction. Starts with [Tactics Level 1]: "Damage dealt increased by 5%. Gain 1 Tactical Experience to level up." Cannot be dispelled. Ignores immunity. Tactical Experience required for upgrade increases by 1 each time. Gains 1 Tactical Experience when an ally hits a target with a skill. This effect is doubled when hitting an enemy. [Tactics Level] can reach a maximum of Level 5. Tactics Level increases by 1 when any enemy dies. At Tactics Level 3, attacks ignore Guard, and using a damage skill reduces the cooldown of other damage skills by 2 turns. At Tactics Level 5, after initiating battle, can move another 2 blocks and attack again. ([Trigger Cooldown] Act Again can only re-trigger after 5 turns.) | ATK increased by 25%. This unit's attacks are not affected by melee damage reduction. Starts with [Tactics Level 1]: "Damage dealt increased by 5%. Gain 1 Tactical Experience to level up." Cannot be dispelled. Ignores immunity. Tactical Experience required for upgrade increases by 1 each time. Gains 1 Tactical Experience when an ally hits a target with a skill. This effect is doubled when hitting an enemy. [Tactics Level] can reach a maximum of Level 5. Tactics Level increases by 1 when any enemy dies. At Tactics Level 3, attacks ignore Guard, and using a damage skill reduces the cooldown of other damage skills by 2 turns. At Tactics Level 5, after initiating battle, can move another 2 blocks and attack again. ([Trigger Cooldown] Act Again can only re-trigger after 3 turns.) |
Ciel Shoot | Klaudia Valentz | Ignores skill COST limit. ATK increased by 10%. INT is replaced with 1 x ATK. At the start of battle, gains 4 stacks of [AP]. Gains 2 stacks of [AP] at the start of each round thereafter. Using a skill to enter battle consumes [AP] equal to the skill's cost. When possessing 2 or more [AP] stacks at end of action, can attack again—any buffs active on this unit will not lose their turn count. [AP] ignores immunity, cannot be dispelled, and stacks up to 6 times. | Ignores skill COST limit. ATK increased by 20%. INT is replaced with 1 x ATK. At the start of battle, gains 4 stacks of [AP]. Gains 2 stacks of [AP] at the start of each round thereafter. Using a skill to enter battle consumes [AP] equal to the skill's cost. When possessing 2 or more [AP] stacks at end of action, can attack again—any buffs active on this unit will not lose their turn count. [AP] ignores immunity, cannot be dispelled, and stacks up to 6 times. |
Unbound Will | Taj | ATK and Crit increase by 10%. Starts with 2 [Cunning Orders]. After taking action, can choose to recall deployed [Cunning Orders] or deploy [Cunning Orders] as a special effect [Tactical Plunder]: When an enemy within 2 blocks ends its action, random equipment skills are nullified and Taj steals the corresponding equipment skills. If the unit ends its action while under this effect, the effect is removed. If it is an ally, copies 2 dispellable buffs from Taj, excluding equipment skills. (Can obtain up to 2 items per equipment slot. Cannot obtain the same equipment, and Max HP skills are excluded. When the target is a non-player hero, the effect is replaced with a random stat reduction of 30%, and Taj's corresponding stat is increased by 30%. All equipment skill-related effects last for 2 turns.) [Tactical Plunder] has high priority. When removed, Taj gains the corresponding number of [Cunning Orders] and can act again. (This Act Again effect triggers only 1 time per turn.) | ATK and Crit increase by 25%. Starts with 3 [Cunning Orders]. After taking action, can choose to recall deployed [Cunning Orders] or deploy [Cunning Orders] as a special effect [Tactical Plunder]: When an enemy within 2 blocks ends its action, random equipment skills are nullified and Taj steals the corresponding equipment skills. If the unit ends its action under this effect, the effect is removed. If it is an ally, copies 2 dispellable buffs from Taj, excluding equipment skills. (Can obtain up to 2 effects per equipment slot. Cannot obtain the same equipment, and Max HP skills are excluded. When the target is a non-player hero, the effect is replaced with a 30%. random stat reduction, and Taj's corresponding stat increases 30%. All equipment skill-related effects last for 2 turns.) [Tactical Plunder] has high priority. When removed, Taj gains the corresponding number of [Cunning Orders] and can act again. (This Act Again effect triggers only 1 time per turn.) |
Arbiter of Light | Lynn | INT increases by 10%. After actively dealing damage, triggers [Heaven's Wrath] on the enemy hit: Deals fixed damage equal to 1x INT once. If the target has 2 stacks of [Penance], this fixed damage ignores immunity. After taking action, choose 2 enemies to simultaneously afflict with [Penance] and [Edict]. [Penance]: "Takes 10% increased damage from Lynn, and the number of [Heaven's Wrath] received +1." Can stack up to 2 times. [Edict]: "After an ally taking action outside 3 blocks, this unit gains 1 [Heaven's Wrath] from Lynn and 1 stack of [Penance]. Removed after triggering 3 times." All the above effects last for 3 turns and cannot be dispelled. ([Trigger Cooldown] This effect can only be triggered again after 3 turns.) | INT increases by 20%. After actively dealing damage, triggers [Heaven's Wrath] on the enemy hit: Deals fixed damage equal to 1x INT once. If the target has 2 stacks of [Penance], this fixed damage ignores immunity. After taking action, choose 2 enemies to simultaneously afflict with [Penance] and [Edict]. [Penance]: "Takes 10% increased damage from Lynn, and the number of [Heaven's Wrath] received +1." Can stack up to 2 times. [Edict]: "After an ally taking action outside 3 blocks, this unit gains 1 [Heaven's Wrath] from Lynn and 1 stack of [Penance]. Removed after triggering 3 times." All the above effects last for 3 turns and cannot be dispelled. ([Trigger Cooldown] This effect can only be triggered again after 2 turns.) |
Lady of Shadows | Mullin | ATK and DEF increase by 10%. After taking action, can choose 1 unit to cast [Entwined Shadows]: If the target is an ally, summons 1 "Phantom Shadowform" adjacent to them that cannot act immediately. If the target is an enemy, applies [Entwined Shadows] for 2 turns, which ignores immunity and cannot be dispelled, and selects 1 of their skills. If the enemy is eliminated by another ally or uses the selected skill, [Entwined Shadows] is removed after taking action and summons 1 "Phantom Shadowform" adjacent to them. If the enemy ends their action without using a skill, reduces the duration of 1 adjacent [Entwined Shadows] by 1 turn. (Summoned Mullins cannot cast [Entwined Shadows]. "Phantom Shadowforms" belong to Mullin and inherits all of Mullin's effects, with damage skill multipliers halved, and dissipate when taking fatal damage or skill damage in battle. If 2 already exist, the newly summoned "Phantom Shadowform" will dissipate at the start of the next turn. [Trigger Cooldown] [Entwined Shadows] can be applied again after 2 turns.) After summoning a "Phantom Shadowform," if this unit has already taken action, it can attack again. (Triggers only 1 time per turn.) | ATK and DEF increase by 25%. After taking action, can choose 2 units to cast [Entwined Shadows]: If the target is an ally, summons 1 "Phantom Shadowform" adjacent to them that cannot act immediately. If the target is an enemy, applies [Entwined Shadows] for 2 turns, which ignores immunity and cannot be dispelled, and selects 1 of their skills. If the enemy is eliminated by another ally or uses the selected skill, [Entwined Shadows] is removed after taking action and summons 1 "Phantom Shadowform" adjacent to them. If the enemy ends their action without using a skill, reduces the duration of 1 adjacent [Entwined Shadows] by 1 turn. (Summoned Mullins cannot cast [Entwined Shadows]. "Phantom Shadowforms" belong to Mullin and inherits all of Mullin's effects, with damage skill multipliers halved, and dissipate when taking fatal damage or skill damage in battle. If 2 already exist, the newly summoned "Phantom Shadowform" will dissipate at the start of the next turn. [Trigger Cooldown] [Entwined Shadows] can be applied again after 2 turns.) After summoning a "Phantom Shadowform," if this unit has already taken action, it can attack again. (Triggers only 1 time per turn.) |
Chrono Steel Cavalry | Pure Zerida | ATK increases by 15%. After taking action, can choose to use [Chaotic Tunneling]: Active skill. Teleports 3 blocks in a straight line, applying the [Temporal Black Hole] and [Temporal White Hole] special effects at the start and endpoint of the skill, respectively. Lasts 1 turn. [Temporal Black Hole]: [Command] When allies pass through terrain within 2 blocks, they gain 1 block of Mobility Reduction mitigation. [Temporal White Hole]: [Command] When allies within 2 blocks move out of Command range, they gain 1 block of Mobility Reduction mitigation. ([Temporal Black Hole] and [Temporal White Hole] have a high terrain priority, and only 1 pair can exist simultaneously.) | ATK increases by 30%. After taking action, can choose to use [Chaotic Tunneling]: Active skill. Teleports 4 blocks in a straight line, applying the [Temporal Black Hole] and [Temporal White Hole] special effects at the start and endpoint of the skill, respectively. Lasts 1 turn. [Temporal Black Hole]: [Command] When allies pass through terrain within 2 blocks, they gain 1 block of Mobility Reduction mitigation. [Temporal White Hole]: [Command] When allies within 2 blocks move out of Command range, they gain 1 block of Mobility Reduction mitigation. ([Temporal Black Hole] and [Temporal White Hole] have a high terrain priority, and only 1 pair can exist simultaneously.) |
Calm Before the Storm | Ranka | Increases INT by 10%. When using an AoE skill, if this unit does not have that skill's [Whispering Gale], gains 1 [Whispering Gale] that lasts for turns equal to that skill's cooldown: "When this effect has 1 turn remaining, at the end of action, uses the recorded skill centered on this unit's position. For linear skills, the direction is the same as the last actively used linear skill. Damage multiplier is halved, but additionally dispels 1 buff from enemies hit and applies 'Healing received -50%' for 2 turns, stacking up to 2 times. This effect also triggers upon death." Ignores immunity. Cannot be dispelled. Equipped AoE skills that deal no damage do not enter cooldown. (The above effects do not apply to skills with a span of 1.) For each 1 [Whispering Gale], unit Mobility +1, up to +2. When this unit has 2 or more [Whispering Gale], all passable terrain is considered Plains when moving. | Increases INT by 20%. When using an AoE skill, if this unit does not have that skill's [Whispering Gale], gains 1 [Whispering Gale] that lasts for turns equal to that skill's cooldown: "When this effect has 1 turn remaining, at the end of action, uses the recorded skill centered on this unit's position. For linear skills, the direction is the same as the last actively used linear skill. Damage multiplier is halved, but additionally dispels 1 buff from enemies hit and applies 'Healing received -50%' for 2 turns, stacking up to 2 times. This effect also triggers upon death." Ignores immunity. Cannot be dispelled. Equipped AoE skills that deal no damage do not enter cooldown. (The above effects do not apply to skills with a span of 1.) For each 1 [Whispering Gale], unit Mobility +2, up to +4. When this unit has 2 or more [Whispering Gale], all passable terrain is considered Plains when moving. |
Law of the Wild | Ora | Increases ATK and DEF by 10%. Ora has different battle stances. At the start of battle, if Ora's class type is "Demon," she enters [Stalwart]; otherwise, she enters [Remedy]. After taking action, she can switch to any other battle stance. Battle stance effects ignore immunity and cannot be dispelled. [Stalwart]: When any ally is attacked by an enemy, deals [fixed damage] equal to 1x ATK to all enemies within 2 blocks. (This effect ignores immunity.) [Remedy]: After being attacked and taking damage, restores 30% of lost HP to all allies within 2 blocks. [Intimidation]: After actively dealing damage to a target with no other allies within 1 block, inflicts Stun for 1 turn. ([Trigger Cooldown] This effect can be triggered again after 2 turns.) [Ravage]: At the end of action after actively dealing damage, deals 0.12x AoE damage to 1 random enemy within 2 blocks. Repeats 4 times. When a battle stance effect triggers, gains [Instinct]: Mobility +1, damage dealt +6%. Stacks up to 5 times. Lasts 2 turns. Cannot be dispelled. | Increases ATK and DEF by 25%. Ora has different battle stances. At the start of battle, if Ora's class type is "Demon," she enters [Stalwart]; otherwise, she enters [Remedy]. After taking action, she can switch to any other battle stance. Battle stance effects ignore immunity and cannot be dispelled. [Stalwart]: When any ally is attacked by an enemy, deals [fixed damage] equal to 1x ATK to all enemies within 2 blocks. (This effect ignores immunity.) [Remedy]: After being attacked and taking damage, restores 30% of lost HP to all allies within 2 blocks. [Intimidation]: After actively dealing damage to a target with no other allies within 1 block, inflicts Stun for 1 turn. ([Trigger Cooldown] This effect can be triggered again after 2 turns.) [Ravage]: At the end of action after actively dealing damage, deals 0.12x AoE damage to 1 random enemy within 2 blocks. Repeats 4 times. When a battle stance effect triggers, gains [Instinct]: Mobility +1, damage dealt +6%. Stacks up to 5 times. Lasts 2 turns. Cannot be dispelled. |
Solitary Heart | Miyuki Aiba | ATK and Crit increase by 10%. Before using a skill, deals fixed damage equal to 6% of remaining HP to this hero. (Ignores immunity.) After taking damage (including fixed damage), gains 1 stack of [Belief]: "Damage dealt increases by 5%." Can stack up to 5 times. Cannot be dispelled. Lasts 2 turns. When using a skill or after taking action, if has 4 or more stacks of [Belief], restores 40% of Unit HP lost and reduces all skill cooldowns by 1 turn. | ATK and Crit increase by 25%. Before using a skill, deals fixed damage equal to 6% of remaining HP to this hero. (Ignores immunity.) After taking damage (including fixed damage), gains 1 stack of [Belief]: "Damage dealt increases by 5%." Can stack up to 5 times. Cannot be dispelled. Lasts 2 turns. When using a skill or after taking action, if has 4 or more stacks of [Belief], restores 60% of Unit HP lost and reduces all skill cooldowns by 1 turn. |
Space Knight | D-Boy | ATK & DEF increase by 10%. After taking action, can choose to use [Continuous Battle]: Buff durations do not decrease, can attack again with remaining Mobility, and gains [Continuous Battle]: "Damage dealt increased by 20%. After battle, restores HP equal to 20% of damage dealt." Lasts until the start of the next turn. Ignores immunity. Cannot be dispelled. While in [Continuous Battle] status, this changes to the option to use [Overlimit] 1 time: Reduces the cooldown of the damage skill with the longest current cooldown by 5 turns, buff durations do not decrease, can attack again with remaining Mobility. Then, after taking action, gains [Confuse]: "Loses control, immune to all debuffs, and normal attacks deal 1.5x damage." Lasts for 1 turn. Ignores immunity. Cannot be dispelled. ([Trigger Cooldown] [Continuous Battle] can only be used again after 4 turns.) | ATK & DEF increase by 25%. After taking action, can choose to use [Continuous Battle]: Buff durations do not decrease, can attack again with remaining Mobility, and gains [Continuous Battle]: "Damage dealt increased by 20%. After battle, restores HP equal to 20% of damage dealt." Lasts until the start of the next turn. Ignores immunity. Cannot be dispelled. While in [Continuous Battle] status, this changes to the option to use [Overlimit] 1 time: Reduces the cooldown of the damage skill with the longest current cooldown by 5 turns, buff durations do not decrease, and can attack again with remaining Mobility. Then, after taking action, gains [Confuse]: "Loses control, immune to all debuffs, and normal attacks deal 1.5x damage." Lasts for 1 turn. Ignores immunity. Cannot be dispelled. ([Trigger Cooldown] [Continuous Battle] can only be used again after 2 turns.) |
Crimson Tremor | Shinya Aiba | Damage dealt increases by 10%. After any unit other than self ends their action, gains [Tempering]: "All stats, excluding HP, increased by 6%." Can stack up to 5 times. If self ATK is lower than that unit's, gains 2 stacks instead. After actively attacking and dealing damage, applies [Collapse]: "Upon death, passes to 1 nearest ally. Removed when gained again, and when the applier's action ends, takes 1 forced combat attack from the applier, which cannot be Guarded." The [Collapse] effect is unique and lasts for 2 turns. When a forced combat attack is triggered, for every 1 stack of [Tempering], hero damage multiplier increases by 0.1 and ignores 6% DEF, and after battle, removes all [Tempering]. (This attack cannot apply [Collapse].) The above effects ignore immunity and cannot be dispelled. | Damage dealt increases by 25%. After any unit other than self ends their action, gains [Tempering]: "All stats, excluding HP, increased by 6%." Can stack up to 5 times. If self ATK is lower than that unit's, gains 2 stacks instead. After actively attacking and dealing damage, applies [Collapse]: "Upon death, passes to 1 nearest ally. Removed when gained again, and when the applier's action ends, takes 1 forced combat attack from the applier, which cannot be Guarded." The [Collapse] effect is unique and lasts for 2 turns. When a forced combat attack is triggered, for every 1 stack of [Tempering], hero damage multiplier increases by 0.1 and ignores 6% DEF, and after battle, removes all [Tempering]. (This attack cannot apply [Collapse].) The above effects ignore immunity and cannot be dispelled. |
Dark Arbiter | Ashi | Damage dealt increases by 15%. Up to 2 times per turn, after an enemy uses an active skill, applies [Dark Seed] to it: "When afflicted with a debuff, excluding Command effects, refreshes the duration of [Dark Seed]. While the caster is on the battlefield, after receiving a total of 5 debuffs, [Dark Seed] upgrades to [Dark Hex], and the effect changes to: After taking action, deals 0.3x AoE damage to all allies within 2 blocks. The damage source is considered to be the caster." [Dark Seed] and [Dark Hex] both last 2 turns. Ignores immunity. Cannot be dispelled. After taking action, can select 1 enemy with [Dark Hex] and apply [Teleport] effect: Swaps position with Ashi or another enemy with [Dark Hex] on the battlefield. After use, can move an additional 3 blocks and act again. ([Trigger Cooldown] This effect can only trigger again after 4 turns.) | Damage dealt increases by 30%. Up to 2 times per turn, after an enemy uses an active skill, applies [Dark Seed] to it: "When afflicted with a debuff, excluding Command effects, refreshes the duration of [Dark Seed]. While the caster is on the battlefield, after receiving a total of 5 debuffs, [Dark Seed] upgrades to [Dark Hex], and the effect changes to: After taking action, deals 0.3x AoE damage to all allies within 2 blocks. The damage source is considered to be the caster." [Dark Seed] and [Dark Hex] both last 2 turns. Ignores immunity. Cannot be dispelled. After taking action, can select 1 enemy with [Dark Hex] and apply [Teleport] effect: Swaps position with Ashi or another enemy with [Dark Hex] on the battlefield. After use, can move an additional 3 blocks and act again. ([Trigger Cooldown] This effect can only trigger again after 2 turns.) |
Eye of True Insight | Sallune | Damage dealt increases by 15%. At the start of battle, applies [Scholarly Insight] to all enemy units, marking each with a random direction. Units that do not have [Scholarly Insight] will also gain it after taking action. When Sallune actively attacks from the straight-line direction of [Scholarly Insight], all stats excluding HP increase by 20%, his unit ignores melee damage reduction and applies [Expose Weakness] for 2 turns (up to 4 stacks). The [Scholarly Insight] on that target then changes to a new direction. (The above effects ignore immunity and cannot be dispelled.) After taking action, can choose to use [Runic Ward]: Gains "When attacked, before taking damage, applies [Expose Weakness] to the enemy for 1 turn. Cannot be dispelled." After applying [Expose Weakness], can Act Again, and gains "Ignores obstacles of enemy units when moving and gains Mobility +2" for 1 turn. (Can only trigger 1 time per turn.) ([Trigger Cooldown] [Runic Ward] can be used again after 3 turns.) | Damage dealt increases by 30%. At the start of battle, applies [Scholarly Insight] to all enemy units, marking each with a random direction. Units that do not have [Scholarly Insight] will also gain it after taking action. When Sallune actively attacks from the straight-line direction of [Scholarly Insight], all stats excluding HP increase by 20%, his unit ignores melee damage reduction and applies [Expose Weakness] for 2 turns (up to 4 stacks). The [Scholarly Insight] on that target then changes to a new direction. (The above effects ignore immunity and cannot be dispelled.) After taking action, can choose to use [Runic Ward]: Gains "When attacked, before taking damage, applies [Expose Weakness] to the enemy for 1 turn. Cannot be dispelled." After applying [Expose Weakness], can Act Again, and gains "Ignores obstacles of enemy units when moving and gains Mobility +2" for 1 turn. (Can only trigger 1 time per turn.) ([Trigger Cooldown] [Runic Ward] can be used again after 1 turn.) |



































































































































































































































































