Mecharashi Status Effects

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996 status effects

NameTypeTurnsStacksEffect
Abnormal Detonation IWeakAt end of action, deal [Fixed DMG] equal to 30% of Max HP to other units within 1 adjacent tile.
Abnormal Detonation IIWeakAt end of action, deals [Fixed DMG] equal to 30% of Max HP to allies within 1 ring.
Absolute DodgeEnhanceWhen attacked and retaliating, ensures a Perfect Dodge. Effect is removed after triggering.
Absolute DodgeEnhance3When attacked and retaliated, it is guaranteed to trigger a perfect dodge. Stacks up to 3 times.
Absolute DodgeEnhanceDodges the next attack.
Absolute WillSpecialBody is immune to [Execution] effects. When the Body suffers overdamage, triggers [Guts], locking at 1 HP. After combat, restores 50% of Max HP to all parts and repairs all destroyed parts. Removed after triggering.
AcidWeak99Repair AMT Received -30%, DMG Dealt -10%. Stacks up to 99 times. At end of action, for each stack of [Acid], deals Fixed DMG equal to 10% of Max HP to all of own parts. When triggered, applies 1 stack of [Acid] to self and all allies within 1 ring.
Acid ErosionWeak99DMG Dealt -10%. Cannot simultaneously possess [Acid Erosion] and [Alkali Impact]. If both are possessed, removes the same number of stacks of [Acid Erosion] and [Alkali Impact] until they are no longer possessed simultaneously.
Acid IIWeak99Repair AMT Received -30%, DMG Dealt -10%. Stacks up to 99 times. At end of action, for each stack of [Acid II], deals Fixed DMG equal to 10% of Max HP to all of own parts. When triggered, applies 1 stack of [Acid II] to this unit and all allies within 2 tiles.
Action RestrictedWeak1Cannot trigger [Re-Act], [Re-ATK], or [Re-Mv].
ActivateEnhanceThis device has been activated. Immune to damage from attacks and cannot receive repairs.
ActivatedEnhanceThis device has been activated. Immune to damage from attacks.
Activator Device AEnhance3When reaching 3 stacks, activates field.
Activator Device BEnhance3When reaching 3 stacks, activates field.
Activator Device CEnhance3When reaching 3 stacks, activates field.
Active DispelEnhanceWhen actively attacking, dispels 1 buff from the target after combat.
Active Skill DisabledWeakUnable to cast codes and weapon skills.
Actuator Disruption FieldWeak1Movement -2
Actuator FailureEnhance1After dealing damage, applies [Intimidation] to the target hit, lasting for 1 turn.
Adaptive ArmorEnhance13DMG Taken -30%.
Adaptive ArmorEnhance13DMG Taken -35%.
Adaptive ArmorEnhance13DMG Taken -40%.
Adaptive Armor βEnhance210DMG Dealt +20%, DMG Taken -20%. Lasts for 2 turns. Stacks up to 10 times.
Adaptive ProtectionEnhance10DMG Taken -10%. Stacks up to 10 times.
Adaptive ShieldUnusual8Immune to damage from 1 attack. One stack is removed upon being hit.
Add StrikeUnusualAfter retaliation, trigger an additional retaliation.
Adhesive IncendiaryWeak2At end of action, all parts take [Fixed DMG] equal to 10% of Max HP. Takes an additional 5% [Fixed DMG] for each ally with [Adhesive Incendiary] on the battlefield, up to a maximum of 30%.
AdorableEnhanceGrants DMG +6% and Hit Rate +3% to allies within 2 adjacent tiles.
AdvantageEnhance40[Fixed DMG] Dealt +10%, DMG Taken -10%. Stacks up to 40 times.
AfterglowWeakWhen attacked, all parts take Fixed DMG equal to 0.05x [Erisa]'s Weapon ATK after combat. This effect lasts until the action ends.
AggressiveEnhance2When Retaliating, Crit Rate +10%, Crit DMG +10%.
Agitation4At end of action, gains [Salvo Charge] stacks equal to [Agitation] stacks.
AimUnusualCan manually target individual parts.
Aim GuidanceEnhance2Sniper Rifle Range +2.
Aiming DisabledWeak1Aiming Disabled
Airspace BlockadeUnusualWhen actively attacking with a Tactical Weapon, cannot deal damage to enemies within enemy [Defense Fields]. Removed when action ends.
Alacrity 1UnusualWhen actively attacking with a Melee Weapon, has a 20% chance to trigger [Flurry Strike] following the enemy's attack, dealing 0.5x DMG.
Alkali ImpactWeak99Hit Rate -10%. Cannot simultaneously possess [Acid Erosion] and [Alkali Impact]. If both are possessed, removes the same number of stacks of [Acid Erosion] and [Alkali Impact] until they are no longer possessed simultaneously.
AmbitionWeak3DMG +50%. After Gutzman takes action, loses 1 stack of [Ambition]. When an ST with [Ambition] is afflicted with it again, prioritizes destruction of 1 undestroyed part other than the Body. Stacks up to 3 times. Can only trigger once per turn.
Ambush TacticsEnhance5When actively attacking, Crit Rate +15%. Stacks up to 5 times. Removed after actively attacking.
Ammo OverheatWeak2After attacking with a Tactical Weapon, lose 20% HP, and the weapon will immediately enters loading status.
AmnionEnhanceWhen attacked, immune to the first instance of damage taken. Removed after being attacked.
Amplification BeaconEnhanceDMG +20%. After actively attacking, triggers [Re-Act] and gains 3 AP. Can only trigger 1 time per turn.
AngerEnhance99Hit Rate +15%, Final DMG +15%. Can stack.
AngerEnhance1Crit Rate +70%.
Annihilation MarkWeak2Unable to receive repairs.
Annihilation Mark - MinorWeak2Repair AMT Received -40%.
Anti-Air MatrixUnusual2All units within the Field cannot be targeted by [Scatter Bombardment]. If enemies pass within 1 ring of the [Anti-Air Matrix], they must expend 1 additional Movement, and their Jetpack's ability to bypass obstacles is disabled. Has high terrain priority.
Anti-Repair FieldWeakRepair AMT Received -50%.
AP FailureWeak1Loses 2 AP immediately. AP Regen per turn -1.
AP Regen DownWeak2AP Regen per turn -1.
AppointedSpecial3[Colin] When using a Cutter, can choose targets within 4 blocks around self.
Arashi BarrierEnhance14Final DMG Taken -10%. Stacks up to 4 times.
Arm CareCure1When actively attacking, restores 5% of Max HP to Arms after combat. Can repair destroyed Arms.
Armament OverloadEnhance1DMG Dealt +50%.
Armament OverloadEnhance2On next attack or Retaliation, DMG Dealt +100%.
Armed PlunderEnhanceAfter attacking, restores HP equal to 100% of the damage dealt and repair 1 destroyed part.
Armor BoostEnhanceSignificantly enhances Titan's Armor.
Armor CareEnhanceDMG Taken Down
Armor Care IEnhance2DMG Taken -15%.
Armor ConstructEnhance99Armor +10%. Can stack.
Armor DisintegrationWeak10DMG Taken +30%. Fixed DMG taken additionally increases by 30%. Stacks up to 10 times.
Armor Down IWeak1Armor -35%.
Armor Down IWeak1Armor -20%.
Armor Down IIWeak2Armor -50%.
Armor Down Immunity.Unusual2Immune to [Armor Down] effects.
Armor MeltdownWeak15DMG Taken +30%. Stacks up to 5 times. Cleared when switching to [Autonomous Mode III].
Armor Plate DamageWeak15DMG Taken +50%. Stacks up to 5 times. Cleared when switching to [Autonomous Mode III].
Armor ReconstructingWeak1DMG Taken +50%. At the end of the duration, adds 6 stacks of [Hardened Plating] to self.
Armor UP IEnhance1Armor +35%.
Armor UP IEnhance210Armor +35%. Stacks up to 10 times.
Armor UP IIEnhance1Armor +50%.
Arms GutsEnhanceWhen an Arm suffers overdamage, it locks at 1 HP.
Assembly CommandEnhance10DMG Dealt +40%, DMG Taken -40%. Stacks up to 10 times.
Assess SituationSpecial3When actively attacking, if possessing 3 stacks, can immediately Re-ATK in place after the attack and regen 3 AP. Removes all stacks after triggering. Can only trigger 1 time per turn.
Assess Situation IISpecial3When actively attacking, if possessing 3 stacks, can immediately perform a [Re-ATK] in place after the attack, regens all AP, and gains [Penetrate]. All stacks are removed after triggering. Can only trigger 1 time per turn.
Assist RepairCureAfter an ally's action, perform [Passive Repair] on that ally.
Assist RepairRepair AMT is equal to 0.75x Manipulator Repair AMT. Cannot repair destroyed parts. Can trigger up to 2 times per turn.
ATK BoostEnhanceSignificantly increases Titan's ATK.
ATK UP IIIEnhance199ATK +25%. Stacks up to 99 times.
Attack BanWeak1Unable to use Normal Attacks, Active Skills, or Codes.
Attack DisruptionWeakDue to signal interference, ATK -20%.
Attack EnhancementEnhanceDMG UP
Attack Enhancement IEnhance13DMG +5%. Stacks up to 3 times.
Attack InhibitionWeakDMG Dealt Down
Attack InhibitionWeak1DMG -90%.
Attack Inhibition IWeak12DMG Dealt -5%.
Attack JammingWeakDue to signal interference, ATK -25%.
Attrition StrikeWeakAt end of action, all parts take [Fixed DMG] equal to 5% of Max HP.
Auto LoadUnusualAfter a Tactical Weapon runs out of Ammo, triggers [Auto Load]. The weapon cannot be used during the loading process.
Auto-Termination ModeEnhanceWhen destroyed, deals [Fixed DMG] equal to 50% of Max HP to each part of all enemy units within 1 ring.
Autonomous Repair2When Body suffers overdamage, locks HP at 1. Can only trigger 1 time.
Auxiliary Defense FieldEnhance3Applied DMG Taken by defending unit -10%. Can stack.
AwakeningUnusualBased on Awakening level, gains the following effects: Lv.1: Movement +1. Lv.2: Unlocks [Ideal Range] for Assault Weapons. When battling targets positioned on an [Ideal Range] tile, Final DMG Dealt +15%. Lv.3: When a part is destroyed, restores 1 AP after combat. Can only trigger 1 time per turn. Lv.4: When actively attacking with a Cutter, can repeatedly select the same target. Subsequent attacks against the same target deal 40% of base DMG. Lv.5: Gains [Valhalla's Call].
Backfire MarkWeak2When Eller takes attack damage, the attacker takes an equal amount of [Fixed DMG].
BalanceCureEqualizes HP percentage across all parts. Destroyed parts are not included.
Barrel ModificationEnhanceHeavy Machine Gun Range and Area +1.
Barrier-Breaking ChargeUnusualMovement +3. Ignores unit obstruction when moving. Immune to displacement. Final DMG +50%. If a part is destroyed, triggers Re-ATK. Can trigger up to 2 times per turn.
Battle AnalysisEnhance50Final DMG and Hit Rate +0.5%, stacking up to 50 times. When possessing 10 stacks, Machine Gun Range +2, and Crit Rate +30%. When possessing 20 stacks, Guard Range +2, and when attacked and drawn into combat, triggers [Quick Draw] before the enemy strikes. When possessing 30 stacks, Movement +2, and when dealing damage during Retaliation, restores HP of undestroyed parts after combat for a Repair AMT equal to 25% of the damage dealt. Can also repair 1 destroyed part.
Battle IntuitionEnhance2When possessing 2 stacks of [Battle Intuition], removes [Battle Intuition] and gains [Absolute Dodge]: Dodges the next attack.
Battle-HardenedUnusual[Tiphys] Core Talent
Battlefield FortressUnusualGains [Armor UP I] and [Passive Repair]. Can trigger 2 times. Lasts for 1 turn. Additionally, gains [Guard]. Can trigger 2 times. Lasts for 2 turns.
Battlefield MasteryEnhance24Hit Rate +4%, up to 4 stacks
Battlefield ShieldEnhance1Final DMG Taken -50%.
Bearing DeformationWeak1DMG Dealt -20% for every 1 tile moved during this turn.
Berserk IEnhance10DMG +15%. Stacks up to 10 times.
Berserk IIEnhance10DMG +20%. Stacks up to 10 times.
Berserk ModeSpecialSkill enhancement for [Imprisoning Shot - EX] and [Electromagnetic Roar - EX]. When initiating combat, automatically uses [Electromagnetic Roar - EX] to launch a Flurry Strike against the target and can trigger [Re-Act]. Can only trigger 1 time per turn.
BideEnhance13DMG Taken -5%, up to 3 stacks.
Biomechanical IntegrationEnhanceAt end of action, restores HP to the Body part equal to 15% of Max HP.
Biomechanical Integration IIEnhanceAt end of action, recovers HP. Repair AMT is equal to 30% of Max HP. Can repair 1 part.
BIT - Assault ModeSpecialAfter actively attacking combat, [Colin] uses his accompanying Cutter to launch an Extra Strike, dealing 0.75x DMG, up to 4 times. Removed at the start of the next action.
BIT - Bulwark ModeSpecialWhen actively attacked, all intact parts gain an additional shield equal to 18% of the part's Max HP. Shield is removed after combat. Can trigger up to 4 times per turn. Removed at the start of the next action.
BlackoutWeak10Hit Rate -30%. Stacks up to 10 times.
Blade MomentumEnhance10Applied DMG and Armor +10%. Can stack. After being critically hit, 1 stack is removed.
Blazing TerrainWeakDeals [Fixed DMG] equal to 30% of Max HP to all parts of enemies that remain on this tile.
BlindWeak1Sight -2.
Blinding ShieldEnhance4When attacked, if the attacker is not afflicted with Blind, removes 1 stack and inflicts [Blind] on the attacker, lasting for 1 turn.
Blood BoilEnhance5Each stack of [Blood Boil] increases Applied DMG by 10%. When possessing 3 stacks of [Blood Boil], gains +2 Movement. When possessing 5 stacks of [Blood Boil], gains an additional [Re-Act] each turn and recovers 2 AP.
Blood DebtWeak2After the target possessing [Blood Debt] actively attacks Aiden, restores 20% of Max HP to Aiden's undestroyed parts after combat. Cannot repair destroyed parts. Lasts for 2 turns.
Bloodline BarrierEnhance99Armor +50%.
Bloody EchoEnhance10Fixed DMG +30%. Stacks up to 10 times.
BluntWeakDMG Taken +15%.
Body of SteelUnusual2Immune to debuff effects.
Brake MalfunctionWeak1AP Regen per turn -1.
Brave AdvanceUnusual[Marcus] Core Talent
BreachWeakAll parts take [Fixed DMG] equal to 15% of Max Part HP.
Breach StrikeWeak110After actively attacking, triggers Detonation, dealing Fixed DMG equal to 5% per stack.
Buff FailureWeak2All buffs are ineffective.
BuildupEnhance1Retaliating guarantees a Critical Hit.
Burning IIWeak1At start of action, after actively attacking or executing a code skill, deals Fixed DMG equal to 2x the applier's Weapon ATK to the part with the lowest HP. This damage can destroy parts.
Burning TerrainWeakDeals fixed damage equal to 12% of Max HP to units that remain on this tile. Lasts for 3 turns.
Burning TerrainWeakDeals [Fixed DMG] equal to 12% of Max HP to all parts of enemies that remain on this tile.
Burning TerrainWeakDeals [Fixed DMG] equal to 15% of Max HP to units that remain on this tile and applies [Movement Inhibition I].
Burning TerrainWeakDeals [Fixed DMG] equal to 12% of Max HP to STs that remain on this tile. Lasts for 5 turns.
BurnoutWeak4At end of action, takes Fixed DMG equal to 30% of its Max HP.
BurnoutUnusualUnits that simultaneously gain [Burnout] and [Overclocked] will self-destruct at the start of their turn, dealing 50% [Fixed DMG] to units within 1 ring.
Burnout IUnusualAfter actively attacking or executing a skill, all parts lose 5% of Max HP. Can trigger 1 time for each part.
Burnout IIUnusualAfter actively attacking or executing a skill, all parts lose 10% of Max HP. Can trigger 1 time for each part.
Burnout IIIUnusualAfter actively attacking or executing a skill, all parts lose 15% of Max HP. Can trigger 1 time for each part.
Business InsuranceEnhanceWhen suffering overdamage, locks at 1 HP. Can trigger 1 time per battle.
CalibrationEnhanceHit Rate +15%.
Calibration DamageWeak22When [Calibration Damage] is applied again, removes [Calibration Damage] and gains [Destabilized Calibration], lasting for 1 turn.
Calibration FailureWeak2Hit Rate -100%.
Cannot be protected by [Guard].UnusualCannot be targeted by [Guard].
Capacity Upgrade - Machine GunEnhance3When equipped with a [Machine Gun], Bullets +2. Stacks up to 3 times. Removed after actively attacking with a Machine Gun.
Capacity Upgrade - ShotgunEnhance3When equipped with a [Shotgun], Bullets +2. Stacks up to 3 times. Removed after actively attacking with a Shotgun.
CECCooperates with allies to launch a [Link Attack] against the target. Can trigger up to 3 times per turn.
CEC 1UnusualCooperates with allies to launch an Assault Weapon or Ranged Weapon [Link Attack], dealing 0.2x DMG. Can trigger only 1 time per turn.
CEC 1UnusualCooperates with allies to launch a Ranged Weapon [Link Attack] against the target, dealing 1.2x DMG. Prioritizes the Body.
ChainWeak1When any ally is actively attacked, takes [Fixed DMG] equal to 25% of own Max HP.
Chainsaw Heating UpEnhance3Chainsaw Hits +1. Stacks up to 3 times. Loses 1 stack after taking action.
Charge MarkWeak22Marked. Stacks up to 2 times.
ChargingEnhance8Hit Rate +8%, Crit Rate +5%, and DMG Taken -12%. Stacks up to 8 times.
ChargingEnhance27DMG Dealt +30%. Stacks up to 7 times.
Charging ProtocolEnhanceEnergize Strike's ATK +200%.
CiliumEnhance250DMG Taken -2%. Stacks up to 50 times. When action ends, 10 stacks are removed.
Circuit BlockWeak1ATK -80%.
Circuit BreakWeak1Unable to take action. All parts lose 25% of Max HP (cannot bypass Large ST Body Immunity).
Circuit Break αWeak1Unable to take action. Removed when action starts.
CleanseEnhance1Triggers upon gaining [Pollution Level], granting immunity to this debuff effect. Removed after triggering 1 time.
CleaveUnusualUses a Polearm to attack all targets within an I-shaped (3x1-tile) or L-shaped (3x1-tile) area ahead, dealing 0.4x AoE DMG.
Code BlockingWeak2Cannot use code skills.
Code InhibitionWeak1Cannot use code skills.
Cold SealUnusual1Prioritizes attacking the caster. DMG Taken +50%.
Collapse1After actively attacking, deals Fixed DMG equal to 40% of the damage dealt to the first target to all enemies within 1 ring.
Collapse DamageSpecial210AP Cost +1 for normal attacks, active skills, and codes. After actively attacking, according to the number of [Collapse Damage] stacks, each stack deals Fixed DMG equal to 10% of Max HP to all parts of this unit. Stacks up to 10 times.
Collapse EffectWeakMovement -1. Cannot be repaired or have destroyed parts repaired. At end of action, all parts lose 25% of Max HP as [Fixed DMG]. This unit will be prioritized by Pip for attacks.
Combat BoostEnhance3Enhances all Predator units on the battlefield with ATK +20% and DMG Taken -15%. Stacks up to 3 times.
Combat FatigueWeakDMG Dealt -80%.
Combat FocusUnusualCharge Complete
ComebackEnhance199DMG Taken -30%. Stacks up to 99 times.
Comet Strike - EXWeak1After Phoenix uses [Descend], takes 100% of Phoenix's Weapon ATK as [Fixed DMG].
Command MarkWeak2DMG Taken +20%. The enemy will prioritize attacking targets with [Command Mark].
Company InsuranceEnhance1When any Arm suffers overdamage, it locks at 1 HP.
Comprehensive ArmorUnusualGains 5% Temporary HP.
Comprehensive SettlementEnhance13Heavy Machine Gun Bullets +1. Stacks up to 3 times.
Concentrated FocusSpecial3While [Rack] is active, Sniper Rifle Range +1, Crit DMG and Final DMG +5%. Stacks up to 3 times. Loses all stacks upon exiting Rack.
Core BlastWeak1DMG Taken +60%, Movement -3.
Core DamagedWeak2DMG Dealt -40%, DMG Taken +20%.
Core Damaged βWeak25DMG Dealt -40%, DMG Taken +20%. Stacks up to 5 times.
Core Defense FieldEnhanceApplied DMG Taken by defending unit -15%.
Core DestructionEnhance1After dealing damage, applies [DMG Taken UP IV] to the target hit, lasting for 1 turn.
Corrosion BeaconEnhanceWhen actively attacking, inflicts [Signal Chaos] on the target hit after combat: Does not restore HP when repaired and takes damage equal to 1.0x Repair AMT. Lasts for 1 turn.
CostWeakWhen there are no allies within 2/3/5 adjacent tiles, DMG Taken +50%/90%/150%.
Cost SurgeWeak13AP Cost +1 for all active skills and codes. Stacks up to 3 times.
Counter BurstEnhance3When retaliating with a Machine Gun, Bullets +1. Stacks up to 3 times.
Counter FieldEnhance3Stacks up to 3 times. After taking damage from active or Link Attacks, 1 stack is removed. After combat, for each stack removed, deals [Fixed DMG] equal to 1x the attacker's Weapon ATK to all enemies within 1 ring, up to 3x.
Counter StrikeUnusualAfter being attacked, uses a Polearm to retaliate against all targets within 1 ring, dealing 1x DMG.
CounterchargeUnusual6Upon gaining 6 stacks, restores 15% HP to all parts and 1 AP after combat. Removes all stacks after triggering. Can only trigger 1 time per turn.
CourageEnhance13Bullet Count +1. Stacks up to 3 times. When possessing 3 stacks, can trigger [Re-Act] after actively attacking.
Courage BurstUnusual[Dean] Core Talent
Covering FireWeak1When taking DMG from Tactical Weapons, DMG Taken +100%.
Covert AttackEnhance4DMG +50%. Stacks up to 4 times.
CowerEnhanceImmune to [Guard Disabled]. When guarded, repairs all of the Guardian's parts for 10% of their Max HP.
CrashWeak1Unable to take action!
Crimson MarkWeak210Fixed DMG Taken +30%. Stacks up to 10 times.
Crisis ModeEnhanceWhen attacking, inflict [Crash] on the hit target after combat, lasting for 1 turn.
Crisis PlanSpecial99Before taking action, if possessing fewer than 3 stacks of [Crisis Plan], gains 1 stack of [Floating Armor γ]. Removes all [Crisis Plan] stacks at end of turn.
Crit DMG UP IEnhance1Crit DMG +10%.
Crit DMG UP IIEnhance1Crit DMG +15%.
Crit Rate Down IIWeak1Crit Rate -15%.
Crit Rate UPEnhance13Crit Rate +5%.
Crit Rate UP IEnhance1Crit Rate +10%.
Crit Rate UP IIEnhance1Crit Rate +15%.
Crit ReductionEnhance1When under attack, Crit RES +10%, and Crit DMG Taken -10%.
Critical SenseUnusualWhen attacked by Melee and Ranged Weapons, if equipped with two Alter-Blades and both Arms are undestroyed, interrupts the attack and triggers [Incisive Retaliation], dealing 1.2x DMG. After triggering, 1 stack is removed.[Incisive Retaliation] ignores the Large Shield [Target Shift] effect.For each stack of Critical Sense possessed, DMG +5% and Dodge Rate +5%.
Critical SenseUnusualInterrupts this attack and triggers [Incisive Retaliation]. [Incisive Retaliation] ignores the Large Shield [Target Shift] effect.
Critical StateUnusualFinal DMG Dealt +20%. Crit Rate and Crit DMG +20%. After actively attacking, triggers [Re-ATK]. Can move 2 tiles before attacking. This [Re-ATK] effect has no limit on the number of times it can trigger and lasts until the end of the action.
Cross FireUnusualWhen actively attacking with a Shotgun, Machine Gun Normal Attack AP Cost -1 after combat. When actively attacking with a Machine Gun, Shotgun Normal Attack AP Cost -1 after combat. Can only trigger 1 time per turn.
Crossfire BoostEnhance3Each stack increases Final DMG by 10% and Weapon Range by 1. At 3 stacks, executes [Frenzied Execution] after combat. Removed after executing.
CurseWeakIf the cursed Arm is used to attack, if cursed Legs are used for movement, or if the Body's Manipulator is used for repairs or a weapon attack, the part is destroyed after taking action. If not used, the curse is removed after taking action. If both Arms are undestroyed, a two-handed weapon is considered equipped to the Right Arm.
Damage AccumulationWeak3Can stack up to 3 times. Upon reaching 3 stacks, 1 random part is destroyed, prioritizing parts other than the Body, then [Damage Accumulation] is removed.
Damage EnhancementEnhanceDMG Dealt +20%.
Damage ErosionEnhanceWhen taking damage, final DMG Taken -40%.
Dampen RepairWeak4Repair AMT Received -25%. Stacks up to 4 times.
Dawnstar TechUnusual[Shawnee] Core Talent
Daze IIWeak24Hit Rate reduced by 25%. Stacks up to 4 times. When afflicted with 4 stacks of [Daze II], afflicted with [Crash] for 1 turn. If already afflicted with [Crash], extends the duration of [Crash] by 1 turn.
Decay BeaconSpecialWhen attacking, applies [Energy Cost Surge] to the target after combat: AP Cost +1 for all weapon skills and codes. Lasts for 1 turn. Stacks up to 3 times.
Decaying ArmorWeak1DMG Taken +50%.
DecelerationWeak2Movement -1, Dodge Rate -20%. Lasts for 2 turns.
DecelerationWeakDodge Rate -30%.
Deceleration MarkWeak299DMG Taken +20%, Hit Rate -20%.
DecisionEnhance80For every 1% of HP lost, gains 1 stack of [Decision]. Stacks up to 80 times. Upon exceeding 30 stacks, Crit Rate +30%. Upon exceeding 60 stacks, Hit Rate +60%. Upon exceeding 80 stacks, DMG Dealt +30%.
DecoyWeakAt end of action, all parts take [Fixed DMG] equal to 12% of Max HP. When actively attacking, applies [Decoy] to all units engaging in a Link Attack after combat.
Decoy InterferenceEnhancePerfectly dodges an attack or counterattack. Can only trigger 1 time.
Deep CrashWeak2Unable to take action!
Defense AssistEnhance1DMG Taken -30%.
Defense CoordinationUnusualDMG Taken -50%.
Defense DisruptionWeakDue to signal interference, DMG Taken +15%.
Defense EnhancementEnhanceDMG Taken -20%.
Defense FieldUnusualGrants DMG Taken -15% to allies that remain on this tile. This terrain effect has high priority.
Defense FormationWeakWhen there are allies within 1 adjacent tile, Applied DMG -50%.
Defense Formation βWeakWhen there are allies within 3 adjacent tiles, Applied DMG -50%.
Defense InterferenceWeakDue to signal interference, DMG Taken +20%.
Defense StanceEnhance13DMG Taken -30%, Hit +8%. Stacks up to 3 times. Removed when action ends.
Defense StructEnhanceWhen attacked, if the distance to the attacker is 4 tiles or less, DMG Taken -80%.
Defense SuppressionWeakSignificantly increases Titan's DMG Taken.
Defensive Stance IEnhanceDMG Taken -15%.
Defensive Stance IIEnhanceDMG Taken -25%.
Defensive Stance IIIEnhanceDMG Taken -50%.
Delayed SpraySpecialWhen action ends or when destroyed, [Colin] uses a Cutter to attack the carrier and all enemy units within 3 tiles, dealing 0.8x AoE DMG.
DescendWeak2When attacked by Phoenix's [Meteoric Impact], inflicts [Disarm] after combat.
Desperate TensionEnhance99Final DMG +30%. Can stack.
Destabilized CalibrationWeak1Unable to enter Aiming Mode. Hit Rate -20%.
DestructionWeakRepair AMT Received -50%.
DeterminationEnhance5Crit Rate +6%. Stacks up to 5 times. Lasts until a critical hit is landed.
DeterrenceUnusual32When stacked up to 2 times, the target becomes afflicted with [Crash] for 1 turn, and each part of the target takes [Fixed DMG] equal to 10% of Max HP. Then, all marks are cleared.
DetonateEnhance4DMG Dealt +100%. Stacks up to 4 times.
DetonatorEnhanceWhen actively attacking, retaliating, and dealing damage, inflicts [Explosive] on the target hit. If Marico is alive, [Explosive] cannot be dispelled.
DevotionUnusualWhen destroyed, deals [Fixed DMG] equal to 10% of Max HP to each part of all enemies within 1 ring. After combat, reduces Hit Rate of targets hit by 15%.
Diagonal ShotUnusualEnables a Rail Gun to execute Diagonal Attacks with a Range of -1.
Direct StrikeUnusualUses a Pile Bunker to attack a target, dealing 1.1x DMG. This attack prioritizes the Body. After combat, replaced by [Break the Legs].
Directional RackUnusualStationary deployment. Unable to move. Attack range changes to a fixed direction area, but grants a special bonus.
DisarmWeak1Unable to use Normal Attacks, Active Skills, or Codes.
Disarm ShotUnusual[Ranged] Enters [Aiming] Mode. Uses a Sniper Rifle to attack a target, dealing 1.1x DMG. After combat, inflicts [Disarm] on the target hit. After attacking, [Super Flare Shot] replaces the previous skill.
DisplacementWeakPulled, pushed back, or replaced.
Disposable ArmorEnhanceDMG Taken -30% for the next attack.
Disposable ShieldEnhanceWhen attacked, immune to the first instance of damage taken. Removed after combat.
Disposable ShieldEnhanceWhen attacked, immune to the first instance of damage taken. Removed after triggering.
Dive OutageWeak1Catherine is immobilized.
DMG Dealt UP XEnhance6DMG Dealt +50%.
DMG DownWeak25DMG -15% for 2 turns.
DMG Down IWeak1DMG Dealt -10%.
DMG Down IWeak28DMG Dealt -10%. Stacks up to 8 times.
DMG Down IIWeak1DMG Dealt -15%.
DMG Down ImmunityUnusual2Immune to [DMG Down] effects.
DMG Down VWeak2DMG Dealt -30%.
DMG ImmunityUnusual2Immune to damage from one attack. Remove after being triggered.
DMG ImmunityUnusualImmune to the next attack.
DMG ImmunityUnusual1Immune to damage.
DMG ImmunityEnhance1Immune to all damage, lasting for 1 turn.
DMG ReductionEnhanceDMG Taken -20%.
DMG Taken DownEnhance1DMG Taken -15%.
DMG Taken Down IEnhance1DMG Taken -4%.
DMG Taken Down IIEnhance10DMG Taken -10%. Stacks up to 10 times.
DMG Taken Down IIIEnhance1DMG Taken -12%.
DMG Taken Down VEnhanceDMG Taken -20%.
DMG Taken Down VIIIEnhance2DMG Taken -30%.
DMG Taken UPWeakIncreases ST's DMG Taken.
DMG Taken UP IWeak1DMG Taken +10%.
DMG Taken UP IWeak299DMG Taken +10%, stackable.
DMG Taken UP IIWeak1DMG Taken +15%.
DMG Taken UP IIWeak5DMG Taken +15%. Stacks up to 5 times.
DMG Taken UP IIIWeak1DMG Taken +20%.
DMG Taken UP Immunity.Unusual2Immune to [DMG Taken UP] effects.
DMG Taken UP IVWeak15DMG Taken +25%.
DMG Taken UP IVWeak25DMG Taken +30%. Stacks up to 5 times.
DMG Taken UP VWeak299DMG Taken +30%, stackable.
DMG Taken UP VWeak1DMG Taken +30%.
DMG UP IEnhance1DMG +5%.
DMG UP IIEnhance2DMG +10%.
DMG UP IIEnhance299DMG Dealt +10%, stackable.
DMG UP IIEnhanceDMG Dealt +50%.
DMG UP IIEnhance10DMG Dealt +10%. Stacks up to 10 times.
DMG UP IIIEnhance1DMG +15%.
DMG UP IVEnhance1DMG +20%.
DMG UP IVEnhanceDMG Dealt +20%.
DMG UP VEnhance13DMG Dealt +25%.
DMG UP VEnhance1DMG +25%.
Dodge FocusEnhance1When attacked, gains Dodge Rate +30% for this skirmish only. Can trigger once.
Dodge InvalidWeakUnable to dodge. This effect becomes invalid after being hit 1 time.
Dodge JammingWeakDue to signal interference, Dodge Rate -15%.
Dodge Rate Down IIWeak1Dodge Rate -8%.
Dodge Rate Down IIIWeak1Dodge Rate -12%.
Dodge Rate UP IIEnhance1Dodge Rate +8%.
Dodge Rate UP IIIEnhance1Dodge Rate +12%.
Dodge Rate UP IVEnhance1Dodge Rate +16%.
Dodge Rate UP VEnhanceDodge Rate +20%.
Dodge UP VEnhance9Dodge Rate +10%.
Drive OverloadWeak2DMG Taken +10%. Cannot move or be displaced.
Dual Gun EfficiencyEnhance3When actively attacking with two Assault Weapons, consumes all stacks, reducing AP Cost by 1 for each stack, down to a minimum of 1.
Dual Gun RetaliationUnusualAfter the enemy attacks this unit, uses two Machine Guns to retaliate.
Dual MG RetaliationUnusualSimultaneously uses two Machine Guns to retaliate, dealing 0.6x DMG 2 times.
Duel DeclarationUnusual2In this Duel, you can only fight against [Shin Sagara].
Duel FrenzyEnhance10DMG +10%, Movement +1. Stacks up to 10 times.
Duel MarkWeakThis unit has been marked by Zoey and will be prioritized for her attacks. When attacking, ignores DMG Reduction effects, DMG Taken increases by 20%, and Movement decreases by 2.
Dummy TrickUnusualWhen other allies are forced into combat through an attack, if their Body suffers overdamage, immediately activates [Guts] 1 time. After combat, they are teleported to Anderson's side, gaining [Stealth I], and leaving a [Hologram] at their original location.
Electric Surge TerrainWeakInflicts [FCS Failure] on units that remain on this tile, lasting for 1 turn.
Electromagnetic ControlEnhance5Each stack grants 25% DMG Reduction. Stacks up to 5 times.
Electromagnetic FocusEnhance5Can stack up to 5 times. Each stack increases Crit Rate by 5% and Crit DMG by 10%. With 1 or more stacks, after actively attacking with a Rail Gun, can continue moving with remaining Movement. With 3 or more stacks, AP Cost -1 when actively attacking when a Rail Gun. With 5 or more stacks, before taking action, increases the [Remaining Turns] of all buffs on self by 1. Can only trigger 1 time per turn.
Electromagnetism MasterEnhanceRG Modification [Dumdums]: After combat, causes an explosion, dealing [Fixed DMG] equal to 0.25x Weapon ATK to all targets within attack range, and inflicting 1 stack of [Super Overloaded] on all enemies within 1 ring. Lasts for 2 turns.
Elite HackerUnusual[Naomi] Core Talent
EM MalfunctionWeak4At end of action, all parts take Fixed DMG equal to 5% of Max HP.
Embedded SplinterWeak2After being attacked and taking damage, destroys a random part.
Emergency EjectEnhanceIgnores enemy obstruction when moving.
Emergency EvacuationEnhanceWhen suffering overdamage, locks at 1 HP. Can trigger 1 time per battle.
Emergency GuardEnhance3Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Stacks up to 3 times. One stack is removed after taking damage from either active or Link Attacks.
EminenceEnhanceWhen actively attacking, skill multiplier +0.15. Removed when taking damage.
EMPWeak5Hit Rate -20% against Victoria. Stacks up to 5 times.
EMPWeak1Immediately ends the current action and cannot act until the next action begins.
EMPWeak210Range -1 and Dodge Rate -10%. Can stack.
EMPWeak1Ends the current action immediately and cannot act until the start of the next action. If also possessing [Intense Oxidation], deals [Fixed DMG] equal to 50% of Max HP to all targets within a 2-tile diamond area and self-destructs.
Encroaching FlamesUnusualAfter enemy action, inflicts [Burning Terrain] on the path moved
Encrypted VirusWeak10Repair AMT Received -10%. Stacks up to 10 times. When actively attacking, if the target is 2 or more tiles away, DMG Dealt is reduced by 10%. Greater distances further reduce DMG by 10% per tile, up to a maximum reduction of 100%.
Energy ChargeEnhance99Hit Rate +20%.
Energy OptimizationUnusualNext Missile Launcher attack's AP Cost -1.
Energy ReplenishmentEnhance99AP Regen +2. Stacks up to 99 times. At end of action, 1 stack is removed.
Energy ShieldUnusualImmune to damage.
Energy SupplementEnhance18At start of turn, for every 2 stacks of [Energy Supplement], gains AP Regen +2 and triggers [Re-ATK] once, allowing for 3 tiles of movement before attacking. Stacks up to 8 times.
EnfeebledWeak299DMG Dealt -30%, DMG Taken +30%. Can stack.
Enfeebled IWeakDMG Dealt -15%.
Enfeebled IIWeakDMG Dealt -30%.
Enfeebled IIIWeakDMG Dealt -45%.
EnhancementEnhanceDMG Dealt +50%, DMG Taken -50.
Epiphyllum MoveUnusual[Sylvie] Core Talent
Epiphyllum MoveWhen attacking with a Light Rifle, [Aiming] mode can be accessed while equipped with a Small Shield. This skill allows movement after combat using any remaining movement.
Erosion EmpowermentEnhance1When actively attacking, inflicts [Structural Collapse] on the target hit after combat: Does not restore HP when repaired and takes damage equal to 1.0x Repair AMT. Triggers once and is removed. Lasts for 1 turn.
EuphoriaEnhanceWhen actively attacking, Crit Rate UP.
Euphoria IEnhance25When actively attacking, Crit Rate +5%. Stacks up to 5 times.
EVA-00 PilotUnusual[Rei] Core Talent
EVA-01 PilotUnusual[Shinji] Core Talent
ExecutionUnusualWhen specific conditions are met, the part is directly destroyed after combat. This effect ignores Guts.
ExplosiveWeak99When detonated, takes Fixed DMG equal to 15% of Max HP per stack of [Explosive]. Stacks up to 99 times.
Explosive BeaconUnusual1If a unit with [Explosive Beacon] gains [Ignition Beacon], it and allied within 1 ring take 20% [Fixed DMG]. Lasts for 1 turn.
Explosive BeaconEnhanceWhen actively attacking, applies [Destruction Mark] to the target hit after combat, lasting for 2 turns. If the target is already afflicted with [Destruction Mark], randomly destroys 1 part except the Body.
ExposureWeak1Affected Part Hit Weighting +36.
ExposureWeakAffected Part Hit Weighting +50.
Exposure IIWeak1Affected Part Hit Weighting +45
Extended ReachEnhance99Range +1. Stacks up to 99 times.
Extra StrikeUnusualAfter combat, launches another Extra Strike.
Extreme WillUnusual[Hong] Core Talent
Falcon 1CureWhen talent is active, randomly restores HP equal to 10% of the damage dealt to an undestroyed part after dealing damage.
FatigueWeak14DMG Taken +15%. Stacks up to 4 times.
Fatigue BeaconWeakMovement -1. Cannot apply [Retaliation Beacon].
FCS FailureWeak1Unable to use any Active Skills or Codes except for the Normal Attack.
FCS MalfunctionWeakNext active attack deals 50% less damage.
FCS Overload IWeak1After executing codes and active skills, takes Fixed DMG equal to 10% of Max HP.
FCS Overload IIWeak2After executing codes and active skills, takes Fixed DMG equal to 15% of Max HP.
FCS Overload IIIWeak2After executing codes and active skills, takes Fixed DMG equal to 20% of Max HP.
Fearless ArmyUnusual[William] Core Talent
Fearless ArmyIn combat, for each enemy within range, DMG +5%, up to 20%.
Fierce AngelEnhance99When an enemy ST is destroyed within 4 tiles, gains 1 stack of [Fierce Angel]. Various buffs can be obtained based on the number of stacks.
Fiery WillUnusual[Arthur] Core Talent
Fight to the DeathEnhance10DMG Dealt +15%. Stacks up to 10 times.
Final ReleaseUnusual3Cannot repair parts. Body is immune to DMG and Execution effects. After actively attacking, can trigger [Re-Act] once. Can only trigger 1 time per turn. When this effect ends, if all parts are undestroyed, immediately repairs all parts to 100% HP.
Fire PermitEnhance2Shotgun Range +2
Firepower CoordinationUnusualDMG Dealt +30%.
Firepower FulcrumEnhance2HMG Bullets +1.
Firepower LimitationWeak1DMG Dealt -50% for 1 turn.
Firepower SupremacyEnhance1Heavy Machine Gun Range +1.
First Hit ImmunityUnusualImmune to damage from the first bullet of a multi-shot attack or a single-shot attack.
Fixed DMGUnusualIgnores Armor and DMG Reduction to deal damage once.
Flame DMGUnusualDamage dealt is based on the multiplier percentage of the main skill.
Flawless ExecutionSpecial4When possessing 3 stacks, after the next attack, inflicts [Disarm] on all targets hit, lasting for 1 turn, and removes all stacks after triggering.
Floating Armor αEnhance2DMG Taken -50%, Armor +30%. Stacks up to 2 times.
Floating Armor βEnhance2DMG Taken -50%, Armor +30%. Stacks up to 2 times.
Floating Armor γEnhance22DMG Taken -50%, Armor +30%. Stacks up to 2 times.
Floating Armor δEnhance2DMG Taken -50%. Armor +30%. Stacks up to 2 times. Removed after action ends.
Flurry StrikeUnusualAfter enemy retaliation, launch an additional attack.
Focus IEnhance3Crit Rate +5%. Stacks up to 3 times. It is removed after landing a critical hit.
Focus IIEnhance5Crit Rate +5%. Stacks up to 5 times. It is removed after landing a critical hit.
Focus MarkUnusual2This unit is marked by Morgana for 2 turns.
Focused BreakthroughWeakPrioritized by enemy units other than Aiden. When actively attacked by enemy units other than Aiden, Aiden gains 5 stacks of [Advantage].
FootworkEnhance3After actively attacking, triggers [Re-Act] once by consuming 1 stack of [Footwork] after combat. Stacks up to 3 times. Removed when action ends.
Forbidden Zone 1UnusualBefore enemies within range initiate combat, triggers [Vigilant Shot] with a Ranged Weapon, dealing 0.5x DMG. Can trigger 1 time per turn.
Forbidden Zone 2Unusual[Forbidden Zone 1] trigger chances per turn +1.
Force FieldEnhanceCrit Rate +40%.
Forced Guard - StasisWeakUnable to take action!
Forced Guard - VigilanceUnusualImmune to all damage and can initiate retaliation.
Forced RallyEnhance10DMG Taken -5%. Stacks up to 10 times.
FortifyEnhance299DMG Dealt +5%, DMG Taken -5%. Stacks up to 99 times.
Fortitude[Wide-Range Bombing] range increased to 7x7. [Final Bombardment II] range reduced to 3x3. DMG multiplier +2.
FortitudeEnhanceDMG Dealt +50%, DMG Taken -50.
Frontline LeadershipEnhanceDMG Dealt +30%, DMG Taken -30%.
FugueSpecial16Can stack up to 16 times. Before actively attacking, if there are 8 or more stacks, can [Re-Act] after attacking, restoring 5 AP and Tactical Weapon Ammo and resetting Tokamak Sphere cooldown. Then, deducts 8 stacks. Can trigger up to 2 times per turn.
Full Field SilenceEnhance1At end of action, if there are no enemies within 1 adjacent tile, gains [Stealth].
Full RewindUnusualRecords the unit's part status, HP, AP, and Tactical Weapon Capacity when applied. At the start of the next action, returns to the recorded status.
Full-System RepairEnhance10Repair AMT +100%.
Fully PreparedEnhance2For every 10% decrease in HP, DMG Taken -3%, up to 15%.
Function Enhancement10DMG +10%. Stacks up to 10 times. Loses 1 stack when receiving an active attack.
FuryEnhance2DMG Dealt +25%. Effect cannot stack. Consumed when [Fury Unleashed] is activated.
Fury UnleashedUnusualFor each stack of [Fury] consumed, this attack's AP Cost increases by 1, and Bullets increase by 40%, up to 2 stacks.
Global RepairEnhanceRestores HP equal to 1x Manipulator Repair AMT to all parts of all allies. Can repair 1 destroyed part.
Global Repair Effect DownWeak1Repair AMT Received -25%.
GrievanceWeakDMG Taken +25%.
GuardUnusualProtects allies within 1 adjacent tile from specific weapon types.
Guard BlockWeak1Cannot [Guard].
Guard DisabledWeak1Unable to perform [Guard] or [Selfless Guard].
Gusty StrikeUnusualLaunch an additional attack before the enemy's retaliation.
GutsUnusualWhen any part suffers overdamage, the part is not destroyed and instead locks at 1 HP. Lasts until the end of the current attack.
GutsEnhanceParts are not destroyed when taking overdamage and instead lock at 1 HP. Can trigger 1 time per part. Lasts for 1 turn.
GutsEnhanceParts are not destroyed when taking overdamage and instead lock at 1 HP. Can trigger 1 time per part.
HackinUnusual12ST Performance Down, DMG Dealt -6%, DMG Taken +10%. Stacks up to 12 times. Removed after destroying an enemy.
Hardened PlatingEnhance10DMG Taken -5%. Stacks up to 10 times.
Hawk RushEnhance4When attacking with two weapons, DMG +5%. Can stack up to 4 times.
Hawk Rush 1UnusualWhen actively attacking with a one-handed Assault Weapon, gains 1 stack of [Dual Gun Efficiency] after combat. Stacks up to 3 times. Each type of weapon can only trigger this effect 1 time per turn.
Heating UpUnusual15Before attacking, if possessing 15 stacks of [Heating Up], restores 2 AP after combat, then removes all [Heating Up] stacks after triggering the corresponding effect.
HellstormWeakAfter being actively attacked, [Adele] triggers [Hellstorm Burst].
Hellstorm BurstUnusualDeals [Fixed DMG] equal to 0.2x [Adele]'s Flamethrower ATK to all parts of the target and nearby enemy units. This damage can destroy parts. After attacking, removes [Hellstorm]. If other affected targets are afflicted with [Hellstorm] when [Hellstorm Burst] is triggered, [Hellstorm Burst] is triggered again on those targets.
Hellstorm Burst IUnusualDeals [Fixed DMG] equal to 0.2x [Adele]'s Flamethrower ATK to all parts of the target and all enemy units within 1 tile. This damage can destroy parts. After attacking, removes [Hellstorm]. If other affected targets are afflicted with [Hellstorm] when [Hellstorm Burst] is triggered, [Hellstorm Burst] is triggered again on those targets.
HeroismUnusual[Wyatt] Core Talent effect. Gains corresponding stacks based on current lost HP. Each stack provides multiple attribute boosts.
Heroism - EXSpecial10Repair AMT Received +500%. Stacks up to 10 times.
Heroism ISpecial5Final DMG +4%, Final DMG Taken -6%, and Repair AMT +4%. Stacks up to 5 times.
Hidden Warrior IIEnhance1DMG Dealt +30%.
Hidden Warrior IIIEnhance1DMG Dealt +60%.
High-Level SanctionEnhance1After attacking, inflicts [Crash] on the target hit.
Hit BoostEnhanceWhen next initiating combat, Hit Rate +20%. Removed after attacking.
Hit DownWeakReduces ST's Hit.
Hit Down Immunity.Unusual2Immune to [Hit Rate Down].
Hit EnhancementEnhanceHit Rate UP
Hit EnhancementEnhanceHit Rate +15%.
Hit FailureWeak2Hit Rate -10%.
Hit Rate Down IIWeak1Hit Rate -8%.
Hit Rate Down IVWeak1Hit Rate -15%.
Hit Rate Down VWeak1Hit Rate -20%.
Hit Rate UP IEnhance1Hit Rate +4%.
Hit Rate UP IIEnhance1Hit Rate +8%.
Hit Rate UP IIIEnhance1Hit Rate +12%.
Hit Rate UP VEnhance1Hit Rate +20%.
Hit UPEnhance23Hit Rate +4%.
HologramUnusualReplicant. Copies the unit's part status and HP upon creation. It cannot attack, move, or be guarded.
Hologram IUnusualReplicant. Copies the unit's part status and HP upon creation. It cannot attack, move, or be guarded, and is removed at the start of [Your Turn].
Holy ShieldEnhance99DMG Taken -30%.
Hot! Hot! Hot!Unusual[Erisa] Core Talent
HP EnhancementEnhanceAt end of action, recovers HP. Repair AMT is equal to 5% of Max HP. Can repair 1 part.
Hunter's BoonUnusualDestroying the Body grants [HIT]: The next normal attack with a Ranged Weapon can enter [Aiming] Mode. Removed after triggering. Destroying an Arm grants [Long-Range]: The next active attack with a Ranged Weapon has Range +1. Removed after triggering. Destroying the Legs grants [Direct Strike]: The next active attack with a Ranged Weapon has a multiplier of +0.1. Removed after triggering.
Hunter's MarkUnusualWhen attacking with a Ranged Weapon and destroying a part, gains different [Hunter's Boon] effects based on the part type, up to 2 times per turn.
Hunting Mark - MinorWeak299DMG Taken +10%.
Hunting ModeSpecialAfter actively attacking, inflicts [Prey Brand] on the target hit. At start of action, restores 5% of Max HP to all parts and repairs destroyed parts, triggering [Balance].
Hunting Pack SupportEnhance5DMG +7%. DMG Taken -7%. Recovers 7% of Max HP at the start of each turn.
Hyper-AptamerUnusualA super pilot capable of directly controlling STs and weapons through resonance with arashi matter.
Ideal RangeUnusualAttacking from a specific distance may grant additional bonuses.
IDT - SimulationUnusualIf the number of [IDT - Simulation] units on the battlefield exceeds 12, no new [IDT - Simulation] units will be redeployed.
IDT - SimulationUnusual[IDT - Simulation] When summoned, will act immediately. When destroyed, causes [Simulated Phoenix] to take 25% increased DMG until the end of [Simulated Phoenix]'s action. If the number of [IDT - Simulations] on the battlefield is greater than or equal to 8, no new [IDT - Simulation] will be redeployed.
Ignition BeaconUnusual1If a unit with [Ignition Beacon] gains [Explosive Beacon], it and allies within 1 ring take 20% [Fixed DMG]. Lasts for 1 turn.
Ignore GuardWeak1Cannot be the target of [Guard] or [Selfless Guard].
ImmuneUnusual1Immune to damage.
Immune to Code Inhibition.Enhance2Immune to [Code Inhibition] effects.
Immune to Guard DisabledUnusualImmune to [Guard Disabled].
Immune to Repair InhibitionUnusual2Immune to [Repair AMT Received Down] and [Destroyed Part Repair Disabled].
Immunity "B" FieldEnhanceAllies gain [DMG Immunity]: Immune to the next attack's damage.
Impact TacticsEnhance13DMG Dealt +100%. Stacks up to 3 times.
Impending DoomWeak1Locked-on by an enemy Tactical Weapon. When Zeke Steel activates [I Am the Truth!] to attack other targets, it also deals damage to this unit.
Improved FireEnhanceWhen actively attacking with a Ranged Weapon, skill multiplier +0.15. Can trigger 1 time. Removed after triggering or when action ends.
Improved Fire IIEnhanceWhen actively attacking with a Ranged Weapon, skill multiplier +0.2. Can trigger 1 time. Removed after triggering or when action ends.
Improved RetaliationEnhance5When attacked and drawn into combat, triggers [Quick Draw] before the enemy strikes, and Retaliation DMG +15%. Stacks up to 5 times. Each stack is independent and does not accumulate. When [Retaliation] or [Quick Draw] is triggered, 1 stack is removed after combat.
Incineration IDeals [Fixed DMG] equal to 8% of Max HP to units (including allies) that remain on this tile. Inflicts [Power Down]: DMG Dealt -25% and DMG Taken +50%, lasting for 1 turn.
Incineration IIDeals [Fixed DMG] equal to 10% of Max HP to units (including allies) that remain on this tile. Inflicts [Power Down]: DMG Dealt -25% and DMG Taken +50%, lasting for 1 turn.
Incineration IIIDeals [Fixed DMG] equal to 12% of Max HP to units (including allies) that remain on this tile. Inflicts [Power Down]: DMG Dealt -25% and DMG Taken +50%, lasting for 1 turn.
Incineration IVDeals [Fixed DMG] equal to 15% of Max HP to units (including allies) that remain on this tile. Inflicts [Power Down]: DMG Dealt -25% and DMG Taken +50%, lasting for 1 turn.
Incisive RetaliationSpecialWhen attacked by Melee or Ranged Weapons, if equipped with two Alter-Blades and both Arms are undestroyed, interrupts the attack and triggers [Incisive Retaliation], dealing 1.2x DMG, prioritizing hits on Arms carrying a weapon. After triggering, 1 Sword Stance stack is removed. [Incisive Retaliation] ignores the Large Shield [Target Shift] effect.
IndestructibleEnhanceBody part is immune to all damage. Removed after Legs are destroyed.
Indestructible 1UnusualWhen an Arm suffers overdamage, triggers [Guts] locking at 1 HP. Can trigger 1 time per battle.
Indiscriminate 1UnusualAfter the first attack with a Tactical Weapon each turn, triggers [Re-ATK] and reduces Final DMG by 30%. Can trigger only 1 time per turn. Cannot move before attacking.
Indiscriminate InterferenceEnhanceImmune to damage from one attack. Remove after being triggered.
Indomitable WillEnhance13DMG Taken -30%. Stacks up to 3 times.
InfectionWeak23At end of action, for each stack of [Infection], takes Fixed DMG equal to 8% of own Max HP. Can destroy parts. Stacks up to 3 times.
InfiltratorEnhance9DMG Dealt +10%, Crit Rate UP +10%, Movement +1. Stacks up to 9 times.
InitiativeUnusual[Yevgeny] Core Talent
InitiativeEnhanceWhen attacked, launch [Quick Draw] before the enemy strikes.
InspireEnhanceDMG +20%, DMG Taken -20%.
Inspire αEnhanceDMG +20%, DMG Taken -40%.
Inspire βEnhanceHit Rate +15%, DMG Taken -40%.
InstabilityWeakHit Rate and Dodge Rate Down.
Instability IWeak13Hit Rate -4% and Dodge Rate -4%. Stacks up to 3 times.
Instability IIWeak15Hit Rate -4% and Dodge Rate -4%. Stacks up to 5 times.
Instability IIIWeak25Hit Rate -4%, Dodge Rate -4%, and DMG -3%. Stacks up to 5 times.
IntelUnusualEach stack increases DMG for all allies.
IntelSpecial25Each stack increases all allies' DMG by 0.8%. Stacks up to 25 times. Loses 1 stack at start of action.
Intel Bits CooldownWeakCannot gain any Intel Bits during Commander Skill.
Intel CollectionUnusual[Natalia] Core Talent
Intel CollectionUnusualWhen an ST is destroyed within range, restores 1 AP. Can trigger 1 time per turn.
Intel CollectionUnusualWhen an ST is destroyed anywhere, restores 1 AP. Can trigger 1 time per turn.
Intense OxidationWeak2At end of action, all parts take [Fixed DMG] equal to 10% of Max HP. For each allied ST with [Intense Oxidation] on the battlefield, excluding self, [Fixed DMG] taken increases by 100%. If also possessing [EMP], deals [Fixed DMG] equal to 50% of Max HP to all targets within a diamond-shaped 2-tile range and self-destructs.
Intensive FixEnhanceRepair AMT increased by 50% until the end of the player's turn, then cleared.
InterferenceWeakDMG Taken +15%.
Interference FCSWeakNext active attack deals 30% less damage.
Interference FCSWeak3DMG Taken -50%. Stacks up to 3 times.
Interference IWeakDMG Taken +15%.
Interference IIWeakDMG Taken +30%.
Interference IIIWeakDMG Taken +45%.
Interference IndicatorWeak1Applies [Interference Mark] to allied units within 1 ring. When duration ends, deals [Fixed DMG] equal to 40% of Max HP to the bearer and all units within 1 ring, and applies [Cursed Terrain] to targets within 1 ring.
Interference MarkSpecialIgnores Colin's Final DMG Reduction effect.
Internal OverheatingWeak2Before the battle begins, all parts take [Fixed DMG] equal to 10% of Max HP.
Intimidating MoonlightUnusual[Gumusiay] Core Talent
IntimidationWeak1Unable to move.
Intimidation IWeak3DMG Dealt -30%. Stacks up to 3 times. Removed after action ends.
Intimidation IIWeak2DMG Dealt -50%. Stacks up to 2 times. At end of action, all stacks are removed and takes [Fixed DMG] equal to 20% of Max HP.
Intrepid GuardEnhance1Protects allies within 2 adjacent tiles from Assault and Ranged attacks, including retaliation. No trigger limit. Parts are not destroyed when taking overdamage and instead lock at 1 HP.
InvestorUnusualWhen initiating combat with a Light Rifle, inflicts [Exposure] on the part hit after combat, lasting for 1 turn. A single unit can carry only be affected by 1 type of Hit Boost effect at a time.
Iron WallEnhance99During combat, uses a Large Shield to defend against incoming attacks. After being forced into combat and defending with a Large Shield, 1 stack of [Iron Wall] is removed.
IsolationUnusualWhen there are no allies within 1 adjacent tile, DMG Taken +50%, DMG Dealt -50%.
Isomeric FieldWeakApplies [Backfire Mark] to units that remain on this tile: When Eller takes attack damage, the attacker takes an equal amount of [Fixed DMG]. Lasts for 2 turns. This terrain has the highest priority.
Joint MeltWeak1After actively attacking or executing a Code skill, all parts take Fixed DMG equal to 5% of their Max HP.
Kagemai FieldWhen an enemy unit outside the area deals damage to Gutzman, the Applied DMG is reduced by 50%, and Gutzman gains 1 stack of [Shadow Step].
Killer InstinctEnhance10DMG Dealt +10%. Stacks up to 10 times.
KindleCureAfter damaging an enemy, repairs all parts, restoring HP equal to 100% of damage dealt. For each ally with [Kindle] on the battlefield, Repair AMT +100%, up to 500%.
Kinetic AbsorptionEnhance25DMG Dealt +15%. Stacks up to 5 times.
Kinetic Disruption FieldWeak1AP Cost +1 for all active skills and codes. Lasts for 1 turn. Removed after triggering 1 time.
Kinetic LeakWeak1AP Regen per turn -1.
Kinetic MonitorEnhanceNext active attack's AP Cost -1, down to a minimum of 1 AP. Removed after triggering.
Kinetic SuppressionWeakAP Cap is always 3.
Know the WayEnhance99DMG Dealt +15%, DMG Taken -10%. Stacks up to 8 times.
Lead by ExampleWhen actively attacking or triggering a [Link Attack], gains [Attack Enhancement] before combat. Stacks up to 3 times. Lasts for 1 turn.
LeakageWeak1Reduces AP Regen per turn based on the distance from the first attack target, with a maximum AP Regen reduction of 3.
Leakage IWeakAP Regen per turn -1.
Leakage IIWeakAP Regen per turn -2.
Leakage IIIWeak1AP Regen per turn -3.
Legacy IDT - BoostSpecialEnhances the effect of [Legacy IDT - Proliferation]. Max HP increased by 300%. When gaining [Legacy IDT - Boost], restores 100% of own Max HP. Cannot be converted to another faction.
Legs FaultUnusualUses a Pile Bunker to attack a target, dealing 1.1x DMG. This attack prioritizes Legs. After combat, replaced by [Direct Strike].
Limit BreakEnhanceDMG Dealt +100%, Hit Rate +100%.
Limit ReliefEnhanceNegates one instance of [Re-ATK] or [Re-Act] deduction. Removed after taking effect.
Line FailureWeakAt end of action, applies the [Crash] effect.
LinebreakerEnhanceDMG +30% until the start of Douglas's next turn.
Link Amplification FieldEnhanceWhen a defending Tactical unit launches a [Link Attack], Assault and Ranged Weapon Range +1. When a defending Windbreaker Mk.I launches a [Link Attack], deals extra DMG equal to 2.5% the target's part HP cap to all parts.
Link AssistEnhance1When engaging in Link Attacks, DMG +50%.
Link AttackUnusualAfter an ally actively attacks, launches an Extra Strike on the same target.
Link AttackEnhance1Cooperates with allies to launch a [Link Attack] against the target. Can only trigger 1 time per turn.
Link RepairCureAfter an ally's active repair, perform an additional repair on that target.
Link RetaliationUnusualAfter the enemy attacks other allies, launches a retaliation.
Link SalvoUnusualAfter an ally actively attacks, simultaneously uses two Tactical Weapons to launch an Extra Strike on the same target.
Link StormUnusualDeals 0.3x AoE damage to all targets within range.
Liquid FuelEnhance2After actively attacking, applies [Intense Oxidation] to all targets hit, lasting 2 turns. When possessing this effect, cannot gain [Plasma Energy].
Load AnomalyWeak1Before actively attacking or using a code skill, for every 1 tile moved, this attack's AP Cost +1, up to +3.
LockUnusual2Arthur can use Missile Launcher active attacks and [Link Attacks] to attack units regardless of distance.
LockdownWeak1Cannot [Guard].
Logic BombSpecial20Applied DMG Taken +25%. Stacks up to 20 times. At end of action, removes this effect.
LostWeak2Hit Rate -35% and Dodge Rate -35%.
Low MoraleWeak1Cannot use [Showdown].
MaelstromUnusualAt start of action, if not incapacitated and both Arms are undestroyed, uses two Machine Guns simultaneously to deal 0.6x DMG 2 times to all enemies within range. If unable to attack, gains 3 AP.
Maelstrom - SPUnusualAt start of action, if not incapacitated and both Arms are undestroyed, uses two Machine Guns simultaneously to deal 0.65x DMG 2 times to all enemies within range. If unable to attack, gains 3 AP.
Magnetic ArmorEnhance13Armor +30%. Stacks up to 3 times. Upon taking damage, removes 1 stack after combat.
Magnetic Disruption FieldWeakAt end of action, each part takes [Fixed DMG] equal to 10% of its Max HP.
Magnetic LockWeakCan be targeted by enemy [Vengeance Strike] and [Vengeance Strike β].
MagnetizationWeak2DMG Dealt -10%, DMG Taken +10%.
Magnetized RepairCure2After combat, if there are any destroyed parts, repairs 1 of them. Repair amount is 0.2x that of the Manipulator. Can trigger once.
Magnetized RepairCure2After combat, if any parts are destroyed, repairs 1 of them. Repair amount is 0.2x Manipulator Repair AMT. Can only trigger 1 time.
Magnetoresistive FieldUnusual2When on the battlefield, if enemies pass within 1 ring of this unit or a [Defense Field], they must expend 1 additional Movement. Also, their Jetpack's ability to bypass obstacles is disabled.
MalfunctionWeak2When attacking, targets with [Kindle] cannot be hit.
Maneuver DestructionWeak1Cannot move. Cannot Guard.
Maneuver DisruptionWeakDue to signal interference, Movement -1.
Maneuver FailureWeak1Movement -2. Cannot [Guard].
Maneuver JammingEnhanceMovement +1. After dealing damage, inflicts Movement -1 and renders the target unable to [Guard].
Maneuver LockedWeak1Movement -1. Cannot [Guard].
Maneuver LoopEnhance3Dodge attack 1 time, up to 3 stacks.
Maneuvering PursuitEnhance1Before attacking, for every 1 tile moved, DMG Dealt +55%. Removed when action ends.
Manual ControlWeak2Can operate [Ion Blaster]. At end of action, all parts lose 15% of Max HP.
MarkedWeak23Armor -10%, Dodge -5%.
Melee AdvantageEnhanceWhen actively attacking a target 1 tile away, DMG +150%. Removed when action ends.
Memory-1EnhanceHit Rate +20%. Enters [Aiming] Mode when attacking with a Light Rifle. When a part is destroyed, triggers [Re-ATK] and can move 2 tiles before attacking. Can trigger 2 times per turn.
Memory-2EnhanceATK +20%. AP Regen +1. When a part is destroyed, restores 1 AP after combat. Can trigger 1 time per turn.
Memory-3EnhanceCrit Rate +30%. Gains [Vigilant Shot]: Deals 0.5x DMG. Can trigger 2 times per turn. Targets the part with the lowest HP. This effect activates against enemies that have not initiated an attack.
Memory-4EnhanceCrit DMG +30%. [Re-ATK] trigger limit per turn +1. If the target is destroyed, restores 1 extra AP after combat. Can trigger up to 2 times per turn.
Mental Pressure AuraUnusualWhen the enemy is within the Aura area, DMG Dealt is decreased, and DMG Taken is increased.
Mental Pressure Aura IWeakDMG Dealt -7.5%. DMG Taken +7.5%.
Meteoric ImpactWeak1When attacked by Phoenix's [Comet Strike - EX], inflicts Crash after combat.
Military TraditionEnhanceFor each ally within 3 adjacent tiles, DMG Taken -25%, up to a maximum of -100%.
MisalignmentWeak1When actively attacking, if the target is 3 or more tiles away, the attack misses.
Missile Launcher DMG UPEnhanceMissile Launcher DMG +20%.
Module Plating2Each stack grants DMG +20%, DMG Taken -40%. Stacks up to 2 times. Loses 1 stack when attacked.
Momentum IEnhance2Applied DMG +15%, Applied DMG Taken -15%. Stacks up to 2 times.
Momentum IIEnhance2Applied DMG +25%, Applied DMG Taken -25%. Stacks up to 2 times.
MoraleUnusual8Stacks up to 8 times. At full stacks, dispels all negative effects from self, cannot be inflicted with negative effects, and grants [Guts] to all parts, which is removed after 2 actions. If both [Presence] and [Morale] are at full stacks, DMG Dealt +50%, Final DMG Taken -50%, and gains 1 Re-Act.
Morale BoostEnhance99DMG Dealt +5%, DMG Taken -20%. Stacks up to 99 times. One stack is lost each time an ally is defeated.
Morale RiseEnhance1ATK +80%.
Motley Crew IIEnhanceWhen there are allies within 2 adjacent tiles, DMG Dealt +20%. Otherwise, Hit Rate -20%.
Movement DownWeakReduces ST's Movement.
Movement Down Immunity.UnusualImmune to [Movement Down].
Movement Inhibition IWeak1Movement -1.
Movement Inhibition IIWeak2Movement -2
Movement Inhibition IIIWeak2Movement -3.
Movement Obstruction FieldWeakCauses the [Rugged Terrain] and Blazing Mk.I Gunport's [Movement Down] effects to further reduce Movement by 1.
Movement UP.Enhance1Movement +1.
Movement UP.Enhance4Movement +1. Stacks up to 4 times.
Nanoforge1After actively attacking, restores HP equal to 50% of damage dealt and can repair 1 part.
Nirvana RebirthSpecialGains corresponding strength enhancement based on the number of [Nian] rebirths.
Normal Attack DisabledWeak1Normal Attack Disabled
Nullify BuffWeak99Immune to the next buff. One stack is removed upon triggering. Stacks up to 10 times.
OathUnusual2At start of action, if a unit is within 6 tiles of [Camilla], targeted skills can only select [Camilla] as the target. Non-targeted skills remain unaffected.
Obstruction BeaconUnusual1When on the battlefield, if enemies pass within 1 ring of this unit or a [Defense Field], they must expend 1 additional Movement.
Ominous SignEnhanceAfter executing an AoE attack, applies corresponding stacks of [Pollution Level] based on the number of enemy units within the skill range. After its own action ends, applies [Pollution Level] to all enemy units on the entire map.
Overcharged DefenseUnusualAll parts gain Temporary HP equal to 5% of Max HP.
OverclockedUnusual2At end of action, loses 10% of Max HP and spreads [Overclocked] to allied units within 1 ring, lasting for 2 turns.
Overflow ChargeUnusualOwn AP Cap +12. Restores all AP. Unit can no longer gain AP in any form.
OverloadEnhanceDMG +50%, and applies [Turbulent Disruption] to all enemies hit.
OverloadedEnhanceRange +1. After actively attacking, inflicts [Hunting Mark] on the target hit: DMG taken increased by 50%. Lasts for 2 turns.
OverwhelmEnhanceCrit Rate and Hit Rate +15%.
ParasiteWeakCannot act. When Shadow of Ludwig takes damage, the same part of this unit takes the same amount of damage. This effect is cleared when Shadow of Ludwig starts its action or is destroyed.
Part EnhancementCureParts gain 30% Temporary HP.
Partial ArmorUnusualGains 15% Temporary HP.
Particle BarrierEnhanceImmune to damage. Removed upon destroying nearby [E-Support Unit].
Particle BarrierEnhanceImmune to damage. Removed upon destroying all [E-Support Units] and [Elite E-Support Units].
Particle BarrierEnhanceImmune to damage. Removed upon destroying nearby [Ovett Captain] or [Yevgeny].
Particle Diffusion - PeacekeepingUnusualAll allies on the battlefield recover 15% of their Max HP at the start of their turn.
Particle Pollution - Brake MalfunctionWeakAP Regen per turn -1.
Particle Pollution - Decaying ArmorWeakDMG Taken +20%.
Particle Pollution - DetonationWeakAt end of action, all parts take [Fixed DMG] equal to 7% of Max HP. This damage does not destroy parts.
Particle Pollution - DetonationWeakAt end of action, all parts take [Fixed DMG] equal to 8% of Max HP. This damage does not destroy parts.
Particle Pollution - DMG DownWeakDMG Dealt -20%.
Particle Pollution - EM MalfunctionUnusualAt the end of any enemy's action, all parts take Fixed DMG equal to 5% of Max HP.
Particle Pollution - Energy LeakWeakAP Regen per turn -1.
Particle Pollution - First BloodWeakAffected by DCM. First instance of damage taken increased by 20%.
Particle Pollution - First Strike WeakeningWeakAffected by DCM. First instance of damage dealt reduced by 25%.
Particle Pollution - Frame MeltdownWeakCannot repair destroyed parts.
Particle Pollution - InterferenceWeakDMG Taken +15%.
Particle Pollution - Movement InhibitionWeakAffected by DCM. Movement -1.
Particle Pollution - Movement InhibitionWeakMovement -1.
Particle Pollution - Power AnomalyWeakCannot trigger [Re-Act], [Re-ATK], or [Re-Mv].
Passionate IEnhance13DMG +3%. Stacks up to 3 times.
Passionate IIEnhance15DMG +3%. Stacks up to 5 times.
Passive RepairCureNo manual casting required. Repairs an ally once.
Passive RepairCure12After taking damage, restores 20% HP to the part with the lowest HP. Stacks up to 2 times. Each stack is independent and does not accumulate. Removes 1 stack after the effect triggers.
Passive Repair - SPCure24After taking damage, restores 20% HP to the part with the lowest HP. Stacks up to 4 times. Each stack is independent and does not accumulate. Removes 1 stack after the effect triggers.
Path of VengeanceEnhance99When actively attacking, skill multiplier increases by 0.2.
Peak EfficiencyEnhance4DMG +30%. Stacks up to 4 times.
Peak Efficiency XEnhance20DMG +30%. Stacks up to 20 times.
PendingUnusualUnable to take action. Can be awakened by the Signal Drone.
PenetrateEnhanceWhen initiating combat, ignores all DMG Reduction effects on the target. Removed after activation.
Percentage DMGUnusualFixed DMG based on HP Percentage.
Percentage-Based Fixed DMGUnusualFixed DMG based on own HP Percentage.
Perfect Position 1UnusualWhen in combat with a target at [Ideal Range], Final DMG +15%.
PerfectionismUnusual[Fia] Core Talent
Performance DownWeakDMG -20%. Cannot use weapon skills or codes.
Peripheral VisionUnusualBefore the target retaliates, launches an attack on a random target within range. [Peripheral Vision] is unaffected by Ideal Range.
PhaseEnhanceIgnores certain terrain obstructions when moving. Movement +1. Attacks are guaranteed to hit the Body. After actively attacking, inflicts [Annihilation Mark] on the target hit, lasting for 2 turns.
Piece of CakeEnhanceWhen there are allies within 2 adjacent tiles, DMG Taken -60%.
Plasma EnergyEnhance2If equipped with an Assault Weapon or Ranged Weapon, can trigger [Vigilant Shot] on enemies within range, dealing 0.5x DMG. After combat, inflicts [EMP] on the target. Can trigger 2 times per turn. When possessing this effect, cannot gain [Liquid Fuel].
Plutone - JudgmentWeak15Final DMG -5%.
Plutone - ShelterEnhance15Final DMG Taken -10%.
Pochy Forward!EnhanceAfter actively attacking or executing a Code skill, triggers [Re-ATK]. Cannot move before attacking.
Pochy Help!Enhance1Movement +2 for next action.
Pochy RepairCureRestores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part.
Pochy Station 2.0CureWhen an ally ends their action within 2 adjacent tiles, [Pochy] performs [Revamp Pochy Emergency Repair] on that ally. Restores HP equal to 15% of Max HP. Can repair 1 destroyed part.
Pochy!Unusual[Seven] Core Talent
PoisedUnusual[Ada] Core talent effect. Restores AP after reaching a certain number of stacks.
Poised & PrimedEnhance99DMG Dealt +5%.
Poised IEnhance5DMG +3%. Stacks up to 5 times.
Poised to StrikeEnhanceWhen actively attacking with a Machine Gun, DMG +20% and Bullets +1. Removed after triggering.
PollutionWeak2Cannot trigger [Re-Act], [Re-ATK], or [Re-Mv].
Pollution LevelSpecial8[Nian] grants special effects to units with [Pollution Level] based on its passive effect. Stacks up to 8 times. When less than or equal to 4 stacks, restores Max HP. When more than 4 stacks, after active attacks and Link Attacks, takes [Fixed DMG]. When reaching 8 stacks, after actively taking action, additionally destroys own [Arms].
Positional AdvantageUnusualEffect accumulates by hitting enemies while in [Directional Rack] Mode. Loses all stacks upon exiting [Directional Rack] Mode.
Positional Advantage IEnhance8Crit Rate +3%, DMG Taken -2%. Stacks up to 8 times. Loses all stacks upon exiting [Directional Rack].
PositioningEnhanceWhen attacking with a Tactical Weapon, can select enemy targets within 5 tiles of allies.
Posture ImbalanceAfter the Boss's Legs are destroyed, the Boss cannot move and initiates self-repair on its Legs.
Power DownWeak1ST Performance Down, DMG Dealt -25% and DMG Taken +50%.
Power ImpairmentWeakDMG Dealt -20%.
Power Impairment IIWeak1DMG Dealt -50%.
Power RebootEnhanceWhen actively attacking, triggers [Re-Act] once after combat.
Power ShortageWeak1Cannot dodge. DMG Taken +30%. After this effect's duration ends, gains 2 stacks of [Energy Replenishment].
Power SurgeWeakAfter actively attacking, all parts lose 8% of Max HP.
Power Surge IWeakAfter actively attacking, all parts lose 18% of Max HP.
Power Surge IIWeakAfter actively attacking, all parts lose 24% of Max HP.
Power SurplusEnhance1AP Cost -2 for all active skills and codes (minimum 1 AP). Lasts for 1 turn.
Powerful AssistEnhanceMirestomp and all Support STs gain DMG +35% and DMG Taken -35%. Stacks up to 2 times.
PowerhouseEnhance2DMG Dealt +100%, DMG Taken -30%.
Precision DestructionWeak1Cannot trigger [Re-ATK], [Re-Act], or [Re-Mv].
Precision ModeEnhanceWhen attacking with a Missile Launcher, Final DMG +50%, and no longer causes splash damage.
Precision Mode - SPEnhanceWhen attacking with a Missile Launcher, Final DMG +50% and Body Hit Weighting +100, but no longer causes Splash DMG.
Predator Self-DestructionWeak1At end of action or when destroyed, deals [Fixed DMG] equal to 50% of ST's Max HP to enemies within 1 ring. Inflicts [Movement Inhibition II]: Movement -2.
Predatorial AgilityEnhance9Dodge Rate +20%.
Predatorial Agility IIEnhanceDodge Rate +50%.
Predatorial AidEnhance13DMG Dealt +10%, DMG Taken -10%. Stacks up to 3 times. After being attacked, 1 stack is removed.
Predatorial AidEnhance5DMG +10%, DMG Taken -10%. Stacks up to 5 times. After being attacked, 1 stack is removed.
PreheatEnhance8DMG Taken -10%.
PresenceUnusual8Stacks up to 8 times. At full stacks, DMG Dealt +30%, Weapon Range +1, and Movement +2. Removed after 2 actions. If both [Presence] and [Morale] are at full stacks, DMG Dealt +50%, Final DMG Taken -50%, and gains 1 [Re-Act].
PretenseUnusual99DMG Dealt +30%, DMG Taken +15%. Immune to displacement effects. Can stack.
PreventionEnhance99DMG Taken -30%. Stacks up to 99 times.
Prey BrandWeak2DMG Taken +10%. Repair effect reduced by 30%.
Prey MarkWeak2When Mark is present, this unit can only fight the [Predator Leader].
Primary GoalWeak1When attacked by [Full Recoil], DMG Taken +100%.
PrimedEnhance1After actively attacking, inflicts 1 random debuff on the target hit after combat, lasting for 2 turns. Removed after triggering.
Priority TargetWeak1DMG Taken +30%. Will be prioritized for attack.
ProficiencyEnhance5DMG Dealt +20%.
Protection BoostEnhance99DMG Taken -20%. Can stack.
Protection ModeEnhanceWhen attacked, immune to the first instance of damage taken. Can trigger 1 time.
Protective "B" FieldEnhanceGrants [Guts] to all allies' Body parts. Can only trigger 1 time per turn.
PrototypeUnusual[Rosa] Core Talent
ProvocationUnusual2If the distance to [Zoey] is less than or equal to 6 blocks, only [Zoey] can be targeted by skills. Priority is lower than [Oath]. When attacking [Zoey], Hit Rate is reduced by 15%.
Pulse OscillationWeak1At end of action, deals [Fixed DMG] equal to 12% of Max HP to self and allies within 1 adjacent tile. Inflicts [Pulse Oscillation] on any other unit affected by this Fixed DMG.
Pulse OscillationWeak1At end of action, deals [Fixed DMG] equal to 16% of Max HP to self and allies within 1 adjacent tile. Inflicts a new [Pulse Oscillation] on targets who take damage (other than self).
PumpWeak210Hit Rate -12%. Stacks up to 10 times.
Purification - ExpulsionWeak15Final DMG Taken +5%.
Purification - SublimationEnhance15Final DMG +10%.
PursuitUnusualAutomatically moves toward any enemy that attacks you.
Pursuit RetaliationUnusualAuto-trigger retaliation after the Pursuit ends.
Pursuit RetaliationUnusualAfter Pursuit ends, automatically retaliates, dealing 0.8x DMG to enemies within 1 ring.
Quick DrawUnusualLaunches a retaliation before enemy active attacks.
Quick DrawWhen attacked in combat, perform Retaliation before the enemy's attack.
Quick Draw IEnhanceWhen attacked and drawn into combat, retaliates before the enemy's attack.
Quick Draw IIEnhanceDMG +20% on retaliation. When attacked and drawn into combat, retaliates before the enemy's attack.
Quick EvacuationEnhance1Movement +3.
RackUnusualStationary deployment, unable to move, grants a Special Bonus.
RackUnusualStationary deployment. Unable to move but gain a Special Bonus.
Rack (HMG)EnhanceHeavy Machine Gun Range +2. Unable to move, retaliate, guard, or dodge.
Rack (HMG)EnhanceHeavy Machine Gun Range +2, but unable to move, dodge, or perform [Guard].
Rack ModeEnhanceUnable to move. Sniper Rifle Range +2, DMG +10%.
Rack ModeEnhanceUnable to move. Heavy Machine Gun Range +4, Bullets +1.
RageEnhance14DMG +5%. Stacks up to 4 times.
RageEnhance10DMG +30%. Stacks up to 10 times. Removed after an active attack or Retaliation.
Raging GuardianEnhance3When actively attacking, DMG +10%. Stacks up to 3 times.
RaidEnhanceDMG +20%.
RaidEnhanceATK +20%.
Rail Gun Hit Rate UPEnhance1Rail Gun Hit Rate +10%.
Range AssistEnhance1When attacking, DMG +5% for every tile from the target, up to +20% at a distance of 4 tiles.
Ranged DecayWeak1When initiating combat, if the target is more than 1 tile away, the attack misses.
Rapid Deployment IIEnhanceIf no part is destroyed, DMG Dealt +20%. Otherwise, DMG Taken +20%.
Re-ActUnusualCan launch active attacks again. Before attacking, can move with full movement distance.
Re-ActRemaining Movement can be utilized for actions.
Re-Act DisabledWeak1Disable the triggering of [Re-Act] and [Re-ATK].
Re-Act OverrideEnhance1After attacking, triggers [Re-Act]. Can only trigger 1 time per turn.
Re-Act ProtocolEnhanceWhen initiating combat, if a part is destroyed, triggers [Re-Act]. Can trigger 1 time per turn.
Re-ATKUnusualCan launch active attacks again.
Re-MvUnusualCan continue to move but cannot attack after moving.
Reaction AttackUnusualLaunch an attack before the enemy attempts to act.
Reaction HysteresisWeak1When initiating combat, an action delay allows the target to retaliate first.
Reactive ArmorEnhanceImmune to [Active Skill Disabled] effect.
Reactive MineUnits that remain on this tile lose 45% of their Max HP.
ReadyEnhance5Crit Rate +5%, up to 5 stacks, lasting until landing a critical hit.
Reckless RetaliationUnusualTriggers [Selfless Guard] to endure attacks, then immediately launches a retaliation.
Reconstruction BoostSpecialGains corresponding strength enhancement based on the number of [Titan] redeployments.
ReconstructionⅡEnhance1Repair AMT +20%.
Recovery RestrictedWeak2Repair AMT Received -40%.
Redeployment in ProgressWeak2DMG Taken +50%.
Reduction BoostEnhance10DMG Taken -20%. Stacks up to 10 times.
Reduction Boost - αEnhance18DMG Taken -15%. Stacks up to 8 times.
Reduction Boost - βEnhance2DMG Taken -40%.
Reflex ArmorWeakDMG Dealt -30%. Removed at end of action.
Regular RepairCurePassively restores part HP.
Regular Repair ICure2After actively attacking, restores HP equal to 0.3x [Melissa's] Manipulator Repair AMT to undestroyed parts. Can trigger 2 times. Cannot repair destroyed parts.
Reinforced AmmoSpecial3Gains [Improved Fire] after executing the [Special Load] code.
RejectionEnhance99Gains Significant Enhancement. Stacks up to 99 times.
Reload CoreEnhanceGains 6 AP and Hit Rate +30%. All parts, except for the Body, recover 100% HP.
RemnantEnhance3DMG Taken -10%. Stacks up to 3 times.
Removes AcidEnhanceWhen destroyed, Acid is removed from the killer.
Repair AMT Received Down VWeak2Repair AMT Received -50%.
Repair AMT UPEnhance13When performing active repairs, Repair AMT +5%, up to 3 stacks.
Repair BoostEnhance10Repair AMT Received +10%. Stacks up to 10 times.
Repair Destroyed Part DisabledWeakCannot repair destroyed parts.
Repair DestructionEnhance1After dealing damage, applies [Repair AMT Received Down XII] to the target hit, lasting for 1 turn.
Repair DisabledWeakCannot repair destroyed parts.
Repair GuideEnhance230Repair AMT +8% for 2 turns. Stacks up to 30 times.
Repair InhibitionWeakWhen receiving active repairs, Repair AMT Received Down.
Repair InhibitionWeak1Repair AMT Received -50%. Cannot repair destroyed parts.
Repair RestrictedWeak1Repair AMT Received -25%. Cannot repair destroyed parts.
Repair RestrictedWeak2Repair AMT Received -50%. Cannot repair destroyed parts.
Repair StatusWeak1Unable to take action, unselectable, and cannot take damage.
Repair StructCureWhen actively attacking, repairs 1 destroyed part after combat and restores HP to undestroyed parts equal to 100% of damage dealt.
ResentmentEnhance99DMG Taken -10%.
Reserve SupplyEnhance10When actively attacking and retaliating, skill multiplier +0.2, Hit Rate +10%. Stacks up to 10 times.
Restriction RemovalUnusualWhen Eruption Mod reaches maximum level, activates the Hidden Mod of each part. Body activates [Mode - Martial] L-Arm activates [Mode - Moonflower] R-Arm activates [Mode - Affection] Legs activate [Mode - Unhurt].
RetaliationUnusualAfter the enemy attacks this unit, launches a retaliation.
Retaliation Amplification FieldEnhanceAssault and Ranged Weapon Range +1 when retaliating.
Retaliation AssistEnhance2DMG +50% on retaliation.
Retaliation BeaconWeak1When actively attacking Test Subject No. 1, if Test Subject No. 1 cannot retaliate, triggers [Pursuit], automatically moving 3 tiles toward the attacker, and [Retaliation Beacon] transforms into [Fatigue Beacon]. If successfully moving adjacent to the target, launches [Retaliation].
Retaliation DisabledWeakRetaliation disabled in battle. Removed after triggering once.
Retaliation DisabledUnusualPrevent the enemy from retaliating.
Retaliation DisabledSpecial1Retaliation Disabled
Retaliation DMG UPUnusual5DMG +15% on retaliation. Stacks up to 5 times.
Retaliation Trap IIEnhanceWhen retaliating, inflicts [Power Surge] on the target hit: At end of action, deals [Fixed DMG] equal to 12% of Max HP.
RetractUnusualExit [Rack] Mode
Reverse IncentiveWeak1At end of turn, for each instance of this effect, Mirestomp AP +2.
Reverse Incentive βWeak1At end of turn, for each instance of this effect, Mirestomp AP +4.
Reverse SpinUnusual3When hit by an active attack, after combat, takes [Fixed DMG] equal to Hits x300 according to Hit Count.
RiotEnhance2DMG Dealt +50%.
Risk It AllUnusualAfter actively attacking, creates [Gel Conduction] within the strike range: Applies [Disarm] and [Movement Inhibition I] to units remaining on this terrain, lasting for 1 turn.
Rock-SolidEnhance10DMG Dealt +30%. Stacks up to 10 times. After attacking, deals Splash DMG equal to 50% of the damage dealt to parts of the target that were not hit.
Rocket AssistEnhance2After actively attacking, triggers [Re-ATK]. Can move 3 tiles before attacking. Can only trigger 1 time.
Rocket Launcher DMG UPEnhanceRocket Launcher DMG +20%.
Rondo - FlamethrowerEnhance2When initiating combat with a single-handed Assault Weapon, deals [Fixed DMG] after combat equal to 0.35x Weapon ATK to all parts of the target in total.
Rondo - Machine GunEnhance2When attacking with an Assault Weapon, increases DMG dealt in this skirmish based on hits. For each hit, DMG increases by 2%, up to 20%. Resets after attacking.
Rondo - ShotgunEnhance2When attacking with an Assault Weapon, ignores 50% of the target's Armor.
RuptureWeak5At end of action, all parts lose 5% of Max HP. Also, loses 5% of Max HP for every tile moved, up to 25%.
Sabot RetaliationEnhanceWhen retaliating, fires 1 Sabot Slug Shotgun round at a single target within a 3-tile area, dealing 0.4x DMG. Also, gains Hit Rate +15%. This attack prioritizes Legs.
Sabot RetaliationEnhanceWhen retaliating, fires 1 Sabot Slug Shotgun round at a single target within a 3-tile area, dealing 0.5x DMG. Also, gains Hit Rate +15%. This attack prioritizes Legs.
Sabot RetaliationEnhanceWhen retaliating, fires 1 Sabot Slug Shotgun round at a single target within a 3-tile area, dealing 0.6x DMG. Also, gains Hit Rate +15%. This attack prioritizes Legs.
Sabot SlugUnusualFire 1 Sabot Slug with a Shotgun to attack a target, dealing 0.8x DMG.
Salvage RepairCureMachinist chip skill. Repairs allied units within a certain range after taking action.
Salvage Repair 1CureWhen action ends, repairs 1 target within 1 adjacent tile for 0.6x the Manipulator's Repair AMT.
SalvoUnusualSimultaneously attack with 2 Tactical Weapons,
Salvo Charge4When at 3 stacks, if both Arms are undestroyed, clears all [Agitation] and [Salvo Charge] stacks, refills all Missile Launcher Ammo, and uses [Full Salvo].
SanctuaryUnusualImmune to "Cannot be protected by [Guard]" effects.When attacked by an Assault or Ranged Weapon, if within 3 tiles of [Cassha], she blocks the attack.
ScarUnusualApplies specific debuffs to enemy units. [Scar - Body]: When triggering [Re-ATK], AP -1. [Scar - L-Arm]: When actively attacking, the first instance of Final DMG dealt to the enemy is reduced by 20%. [Scar - R-Arm]: When actively attacking, if Hits exceed 5, Hits -20%. [Scar - Legs]: When Legs are undestroyed, loses 10% of Legs Max HP when on standby, and loses an additional 10% for each tile moved. Removed after triggering.
Scorched TerrainWeakDeals [Fixed DMG] equal to 60% of Max HP to enemies that remain on this tile. Has the highest terrain priority.
Scorching IntentEnhance15When using Missile Attacks, Crit Rate +2%. Stacks up to 15 times.
Scorching WillEnhance10Flamethrower Weapon ATK increased by 1%. Stacks up to 10 times.
Second WindEnhanceAfter taking action, triggers [Re-Act].
Secret ExecutionUnusual[Frida] Core Talent
Self-Repair ComponentEnhanceAt the end of each turn, restores 20% of Max HP.
Self-SustainSpecialAll enemies on the battlefield gain AP Regen +3, and deployed units are enhanced from 2 Tracers to 1 DL Captain.
Selfless GuardUnusualAfter allies' active attacks, protects them from retaliation by Assault and Ranged Weapons.
Sentinel StructSpecialWhen [Vigilant Shot] is activated, the target hit is unable to use any active skills or codes after combat, except for normal attacks. Lasts for 1 turn.
Sentinel WardCureAfter performing active repairs, apply an extra repair effect to the target.
Sentinel WardUnusual[Melissa] Core Talent
SerenityUnusual3Crit Rate +5%, Crit DMG +5%, up to 3 stacks. Lose all effects upon taking damage.
Shadow GuardEnhanceCannot be targeted by active attacks. When taking damage from an active attack, loses [Shadow Guard].
Shadow of CalamityUnusualAt end of action, if there are no nearby enemies, gains the Stealth status.
Shadow StepEnhance23Each stack increases Dodge Rate by 5% and Movement by 1, up to 3 stacks, lasting for 2 turns.
SharpshooterUnusualWhen attacking with an Assault Weapon, if the Hit Rate is above 90%, all Bullets are sure to hit.
Shield TransferWeak2When actively attacked and taking damage, grants all enemies extra HP equal to 50% of own Max HP, stacking up to 250% of Max HP.
Shock DefectSpecial22When hit by a [Shock Rocket] attack, if possessing 2 or more stacks of this effect, the attack's Applied DMG is increased by 500%. Stacks up to 2 times.
Shock DisintegrationWeak5At end of action, loses 20% of Max HP. Stacks up to 5 times.
Short CircuitWeakAt end of action, all parts take Fixed DMG equal to a fixed percentage of their Max HP.
Short CircuitWeakAt end of action, takes [Fixed DMG] equal to 5% of Max HP. Can only trigger 1 time.
Short Circuit IWeakAt end of action, all parts take Fixed DMG equal to 7% of their Max HP.
Short Circuit IIWeakAt end of action, all parts take Fixed DMG equal to 7% of their Max HP.
Short-Circuit Strike!Enhance2When attacked, inflicts [Short Circuit III] on the attacker after combat.
Signal ChaosWeakWhen restoring HP, does not repair HP but instead deals an equal amount of damage.
Simple SpinWeak299When actively attacking and engaging in a Link Attack, takes 50 [Fixed DMG] after combat.
Sinister CurtainUnusual1Unselectable
Skill EnhancementUnusualEnhances active skill, increasing the damage multiplier and terrain range of [Binding Mire] and [Thunderstorm, Emerge!].
Skill EnhancementUnusualEnhances active skill, increasing the damage multiplier and terrain range of [Thunderstorm, Emerge!].
SlackWeak99DMG Dealt -20%. Stacks up to 99 times. Lasts until the end of this turn.
SlowWeak1Movement -1.
SmokeEnhanceThe smoke releaser's hostile target cannot select units that are inside the smoke (including its allies) while outside of it. Smoke has the highest terrain priority.
Sniper Warfare 1UnusualAfter destroying a target, triggers [Re-ATK]. Cannot move before attacking. Can trigger up to 2 times per turn.
Solid DefenseEnhance5DMG Taken -15%. At end of action, restores 7% HP to all parts. Stacks up to 3 times. If any part is destroyed, automatically repairs 1 destroyed part.
SolitaryEnhanceWhen initiating combat, if no ally triggers [Link Attack], DMG Dealt increases and DMG Taken decreases.
SolitaryUnusual[Camilla] Core Talent
Soul HarvestEnhance1Can deal damage to Remnant units.
Soul IgnitionActive skill [Whirlstorm] will change to [Whirlstorm - EX], and gains Movement +2.
SP AmmoUnusualRail Gun Range UP, Crit Rate UP.
SP Ammo IUnusual2Rail Gun Range +1, Crit Rate +20%. Stacks up to 2 times. Each stack is independent and does not accumulate.
SP GuardUnusualProtects allies within 1 adjacent tile from Melee and Ranged attacks.
SP GuardEnhance1Protect allies within an adjacent (2 tiles) area from Melee and Ranged attacks.
SparkWeakDMG (AoE & Code) -20%.
Special ArmedEnhance2DMG Dealt +20%. Stacks up to 2 times.
Special Armed IIEnhance2DMG Dealt +40%, DMG Taken -40%, up to 2 stacks.
Special LoadUnusualConsumes 1 stack of [Reinforced Ammo] to gain [Improved Fire].
Special Test SubjectWeakWhen attacked by Leviathan, DMG Taken +30% until the end of Leviathan's next action.
Specific Repair SkillsUnusual[Pochy Assist!] Skill and [Full Power!] Skill
SpinWeak299When actively attacking and engaging in a Link Attack, takes 100 [Fixed DMG] after combat.
Spin - BodyWeak5When actively attacking or during a Link Attack, Body takes 500 [Fixed DMG] after combat. Stacks up to 5 times.
Spin - L-ArmWeak5When actively attacking and engaging in a Link Attack, the Left Arm takes 500 [Fixed DMG] after combat, stacking up to 5 times.
Spin - LegsWeak5When actively attacking and engaging in a Link Attack, the Legs takes 500 [Fixed DMG] after combat, stacking up to 5 times.
Spin - R-ArmWeak5When actively attacking and engaging in a Link Attack, the Right Arm takes 500 [Fixed DMG] after combat, stacking up to 5 times.
Spin IVWeak199When actively attacking and engaging in a Link Attack, takes 50 [Fixed DMG] after combat.
Spore MarkWeakWhen attacked, randomly gains [Splinter] or [Spikes] after combat. Lasts for 1 turn. Removed after triggering once. [Splinter]: Cannot execute active skills, Retaliation, or Vigilant Shot. [Spikes]: Instantly dispels all buffs. Repair Disabled. Cannot repair destroyed parts. At end of action, all parts take [Fixed DMG] equal to 20% of Max HP. This damage does not destroy parts.
StableUnusualImmune to Displacement effects.
StagnationWeak1AP Cost +1.
Stand Behind Me!Unusual[Diracca] Core Talent
Standard ModeEnhanceWhen attacking with a Missile Launcher, deals Splash DMG equal to 50% of the damage dealt to all parts except the part hit.
Standard Mode - SPEnhanceWhen attacking with a Missile Launcher, deals Splash DMG equal to 60% of damage dealt to all parts except the part hit.
Standing TallUnusual3DMG Taken -5% per stack. Removed at start of action.
Stay Lit!Unusual[Lorna] Core Talent
Stay Lit!CureWhen executing a single-target repair skill, restores additional AP to eligible targets.
StealthUnusualCannot be targeted by active attacks. [Stealth] is forcibly removed when taking damage, or if enemies exist within 1 adjacent tile.
StealthEnhance1Cannot be targeted by active attacks. [Stealth] is forcibly removed when actively attacking, being attacked and taking damage, or if enemies exist within 2 adjacent tiles.
StealthEnhance1Cannot be targeted by active attacks. [Stealth] is forcibly removed when actively attacking, being attacked and taking damage, or if enemies exist within 1 adjacent tile.
StealthEnhanceCannot be targeted by active attacks. [Stealth] is forcibly removed when actively attacking, being attacked and taking damage, if enemies exist within 2 adjacent tiles, or when gaining [Immunity].
StealthEnhance1DMG Dealt +50%. Cannot be targeted by active attacks. [Stealth] is forcibly removed when actively attacking, being attacked and taking damage, or if enemies exist within 2 adjacent tiles.
Stealth IUnusual2Cannot be targeted by active attacks. [Stealth] is forcibly removed when actively attacking, being attacked and taking damage, or if enemies exist within 2 adjacent tiles.
Stealth IIUnusual2Cannot be targeted by active attacks. [Stealth] is forcibly removed when actively attacking, being attacked and taking damage, or if enemies exist within 1 adjacent tile.
Stealth IIEnhance1Cannot be targeted by active attacks. [Stealth II] is forcibly removed when actively attacking, being attacked and taking damage, or if enemies exist within 1 adjacent tile.
Steel DefenseUnusual2Immune to [Percentage-Based Fixed DMG].
Stellar BurstEnhance1Crit Rate +15%, Crit DMG +10%.
Sticky GrenadeWeak22Movement -1. Stacks up to 2 times.
StrengthenedEnhance10Hit Rate +30%, Armor +30%. Stacks up to 10 times.
Stunned IWeak1DMG Dealt -30% for 1 turn.
Stunned IIWeak1DMG Dealt -50% for 1 turn.
SubstituteUnusualIf an ally with HP below 30% is attacked during combat, a [Guard] effect can be activated regardless of skill range. Removed after activation.
Sufficient AmmoEnhanceThe next Tactical Weapon attack will not consume any ammo.
Super Flare ShotUnusual[Ranged] Enters [Aiming] Mode. Uses Sniper a Rifle to attack a target, dealing 1.1x DMG. After combat, inflicts [Burning] on the target hit. After attacking, [Disarm Shot] replaces the previous skill.
Super OverloadedWeak25AP Cost +1 for normal attacks, active skills and codes. Stacks up to 5 times.
Supplementary RepairEnhanceWhen receiving repairs, 1 additional destroyed part can be repaired. Removed after triggering 1 time.
SuppressingWeak3DMG Dealt -20%.
SuppressingWeakDodge Rate -30%.
SuppressionWeak1AP Cap becomes 2.
Survival InstinctEnhance10DMG Taken -10%. Stacks up to 10 times.
Survival Protocol 1UnusualWhen attacked, for each combo hit dodged, restores 1% HP to undestroyed parts after combat, up to a maximum of 8%.
Suspensor-Nullification ShieldEnhance3Immune to damage from one attack. One stack is removed upon triggering. Stacks up to 3 times.
Suspensor-Nullification ShieldEnhance35DMG Taken -10%. Loses 1 stack upon triggering. Stacks up to 35 times.
SwampwalkerEnhanceAfter being attacked, if both Arms are undestroyed, executes [Hyperpressure Overload - EX]: Uses a Heavy Machine Gun to attack all enemies within attack range, dealing 1x DMG. Inflicts [Pollution] on targets hit, lasting for 2 turns. After executing [Hyperpressure Overload - EX], consumes 1 stack of [Swampwalker].
Sword StanceEnhance3After actively attacking, for each stack of Sword Stance, triggers [Re-Act] once. Each [Re-Act] consumes 1 stack of Sword Stance. Can trigger up to 3 times per turn.
Sync RatioEnhance100When Sync Ratio is above 50%, each 1% Sync Ratio increases pilot Suitability by 0.2%. Otherwise, it reduces pilot Suitability instead.
SynchronizationUnusualHas a special [Sync Ratio] with the ST, which changes during battle. The higher the sync ratio, the stronger the pilot's ability.
Synchronized MiracleEnhanceWhen actively attacking, Crit Rate +40%. The first 4 strikes ignore all of the target's DMG Reduction effects. Removed after activation.
System DamageWeak1Immediately ends the current action and cannot act until the next action begins.
System FailureWeak1Unable to take action. Removed after taking damage or when the action starts.
System OverloadWeak2DMG Dealt -45%. Before actively attacking, for every 1 tile moved, DMG Dealt +15%.
Tactical AdvantageEnhanceMachine Gun Ammo +3, Final DMG Taken -10%. Gains [DMG Immunity] after taking action.
Tactical AssistEnhance1When attacking with a Tactical Weapon, DMG Dealt +10%. When a Tactical Weapon AoE attack hit 3 targets, DMG Dealt is further increased by 5%. For each 1 fewer target hit, DMG Dealt is further increased by 5%, up to an additional 15% when hitting only 1 target.
Tactical CoverUnusualApplied DMG taken -70%. This effect is invalid within the Lighthouse's range.
Tactical ShutoutUnusual1When actively attacking with a Tactical Weapon, cannot deal damage.
Target ShiftUnusualEnsures the enemy's attack hits the designated part.
Technical Armor IEnhance110DMG Taken -20%. Stacks up to 10 times.
Technical Armor IIEnhance110DMG Taken -25%, DMG Dealt +10%. Stacks up to 10 times.
Technical Armor IIIEnhance210DMG Taken -30%, DMG Dealt +15%. Stacks up to 10 times.
Temperature ControlWeak1Final DMG -99%. Before actively attacking, for every 1 tile moved, Final DMG +33%, up to +99%. Cannot deal damage without having moved.
Temporary AP CapUnusualAP Cap increased. Removed after taking action.
TerminatorUnusualAfter actively attacking with an Alter-Blade, if the HP of the part hit is below a certain percentage, triggers the [Execution] effect, directly destroying that part after combat.
Terminator 1UnusualAfter actively attacking with an Alter-Blade, if the part hit is below 15% HP, triggers the [Execution] effect, directly destroying that part after combat.
The OminousEnhanceIncreases the movement distance of Catherine's [Pursuit] to 4 tiles. When failing to move to the attacker's side with [Pursuit], she automatically searches for other targets within 1 adjacent tile to execute [Pursuit Retaliation]. When attacking, she deals 15% [Collateral DMG] to 1 additional part.
ThermiteWeakBefore the battle begins, all parts take [Fixed DMG] equal to 8% of Max HP.
ThermiteWeak1At end of action, all parts take [Fixed DMG] equal to 5% of Max HP.
ThermiteWeak1After actively attacking or executing a Code skill, deals Fixed DMG equal to 0.5x the user's Weapon ATK to the part with the lowest HP. This damage can destroy parts.
Thirst for KnowledgeEnhanceWhen HP is full, AP Regen per turn +1.
TimidityWeakAP Cost UP for Normal Attacks, Skills and Codes.
TimidityWeak2AP Cost +1 for weapon skills and codes. Removed after triggering.
Timidity IWeak1AP Cost +1 for Normal Attacks, Skills, and Codes. Each stack is independent and does not accumulate. It is removed once activated
Titan SuppressionWeakTitan's performance is inhibited, rendering it incapable of launching two attacks. The core's shield function is offline, and Repair AMT Received is down.
Tokamak SphereUnusualCan choose a direction when deployed. Redirects Fia's Rail Gun/Flamethrower AoE attacks when they pass through it. Destroyed after redirection. Can be retrieved at end of action.
Top TargetWeak2[Vincenza] prioritizes attacking units with this mark.
Total DestructionWeak1Unable to receive repairs. Parts cannot be fixed.
TrackingUnusual2After tracking, actively attacking, or using skills, will be subjected to a guided strike attack. Removed when the turn ends.
Transmission Failure IWeak1Unable to move.
Transmission Failure IIWeak2Unable to move.
Transmission ImpairmentWeak3Unable to move.
TrepidationWeak1Movement -2
Trojan NodeEnhanceHeavy Machine Gun Range +1.
Turbulent TerrainWeakDeals [Fixed DMG] equal to 45% of Max HP to enemies that remain on this tile and applies [FCS Failure] for 2 turns. Has the highest terrain priority.
Turning PointEnhanceDMG Taken -30%. Removed at start of action.
Turning Point - SPEnhanceDMG Taken -40%. When an Arm suffers overdamage, locks HP at 1. No trigger limit. Buff removed at start of action.
Turns LeftUnusualTurns left cannot exceed the duration of the effect at the time of acquisition.
Twin-gun Link AttackUnusualAfter an ally actively attacks, uses two Machine Guns to launch an Extra Strike on the same target.
Ultimate AimEnhance25Hit Rate +20%. Stacks up to 5 times.
Ultimate DMGEnhance2DMG Dealt +50%.
Ultimate TacticsEnhance23DMG +10%, Hit Rate +10%.
Ultrahot!Enhance1Flame DMG +10%.
Unable to DodgeWeak1Unable to Dodge
Unceasing ThunderfireUnusual[Eileen] Core Talent
Unceasing ThunderfireUnusualWhen attacking and hitting 3 or more targets with a Rocket Launcher, 1 AP is returned after the attack. Can trigger 1 time per turn.
UnderperformanceWeakDMG -50% when attacking with the current weapon.
United as OneEnhance2Grants [Link Retaliation] Range +2 to other allies within 3 adjacent tiles.
Unseen PresenceEnhance10Increases Applied DMG Taken by 100%. Can stack.
Unstable AxisWeakCurrently cannot use Large Shield to defend against attacks during battle.
Unto DeathUnusual[Catherine] Core Talent
UnusedUnusualThe remaining Movement from this action does not include Movement gained from [Epiphyllum Move] or other [Re-Mv] effects.
Upper HandEnhance3Dodge Rate +15%. Stacks up to 3 times. After being attacked, 1 stack is removed.
Upper HandEnhance3Dodge Rate +10%. Stacks up to 3 times. After being attacked, 1 stack is removed.
Valhalla's CallUnusualWhen attacking for the first time each turn, AP Cost -1, minimum 1. After actively attacking, if the target is destroyed, triggers [Re-Act] after combat, granting full Movement. Can only trigger 1 time per turn. When the duration ends, resets [Awakening] level.
ValkyrieUnusual[Rosa: Judgment] Core Talent
Veiled RazorUnusual[Cassha] Core Talent
Vengeance99Applied DMG +1%. Can stack.
Vengeance MarkWeak1DMG Taken +10%.
Vigilant ShotUnusualPreempts an attack before the enemy attempts to attack other allies.
VigorEnhance10DMG +1.5%, DMG Taken -1.5%.
Voltage SurgeDeals Fixed DMG equal to 10% of Max HP to enemy units within 1 tile of all units hit.
Vulnerability StrikeWeak8ATK -10%, DMG Taken +10%, and Repair Amount -10%. Stacks up to 8 times.
VulnerableWeak1When attacked, DMG Taken +200%. Non-Stackable.
VulnerableWeak2DMG Taken +15%.
VulnerableWeak2DMG Taken +100% when attacked.
Warm-UpEnhance3DMG Dealt +100%. Stacks up to 3 times.
Weak ArmorWeak10Armor -30%. Stacks up to 10 times.
Weak ContactWeakCannot retaliate or dodge. AP Regen per turn -1.
Weak PointUnusual1When a part of this ST is destroyed, it deals Fixed DMG equal to 60% of the corresponding part to allies within 1 ring (including self).
Weakness DataUnusual2After end of action, removes all stacks of [Weakness Data] from self and applies the same number of stacks [Weakness Data] to one random ally within 1 adjacent tile. Stacks up to 2 times.
Weakness ImmunityEnhance10Immune to the next debuff. One stack is removed upon triggering. Stacks up to 10 times.
Weapon DestructionEnhance1After dealing damage, applies [Disarm] to the target hit, lasting for 1 turn.
Weapon InhibitionWeak1Cannot execute weapon skills or attack codes except for normal attacks.
Weapon InhibitionWeak1Cannot execute weapon skills and attack codes, except for normal attacks.
Weapon TypeUnusualWeapon types include Melee, Assault, Ranged, and Tactical.
Weapon Upgrade - High Energy ShockSpecial1When initiating combat, if hits on the target exceed 15, inflicts [Crash] on the target attacked after combat. Lasts for 1 turn.
Weapon Upgrade - Intense Combustion WarheadSpecial1The first attack each turn does not consume Ammo, and after combat, applies [Burning Terrain] to the tile hit, lasting for 2 turns.
Weapon Upgrade - Lock-On PursuitEnhance1When a strike does not destroy a part, triggers [Flurry Strike], dealing 0.5x DMG and hitting the same part.
Well-TrainedEnhanceDMG Taken -15%, DMG Dealt +10%.
White StorkUnusual[Kelly] Core Talent
Wide-Range RepairCureRestores HP equal to 1.0x the Manipulator's Repair AMT to all parts of allies within the selected 2-tile diamond area. Can repair 1 destroyed part.
Without a TraceEnhance10Dodge Rate +25%. Hit Rate and DMG +15%. Stacks up to 10 times.
Work TimeUnusualWhen HP is greater than 80%, enters Work Time. Upon first entering Work Time, executes [Oscillation Dispel].
World's Most WantedWeakLocked-on by Holmberg's Rocket Launcher. Effect persists until hit by [Targeted Bombing].
α Matter MatrixEnhance10Final DMG Taken reduced by 8%. Stacks up to 10 times. After being attacked and taking damage, loses 1 stack of [α Matter Matrix] after combat. If a single instance of damage taken exceeds 3% of Max HP, loses an additional 3 stacks of [α Matter Matrix] after combat.
α Matter MatrixEnhance12Final DMG Taken -8%. Stacks up to 12 times.
‌RedirectionUnusualExtends attack range toward the direction of the Tokamak Sphere, but Max Range -1.
‌SeasonedEnhance12AP Cost -1 for Active Skills, up to 2 stacks. Each stack is independent and does not accumulate. Removes 1 stack after the effect activates.
∑-04Unusual[Ophelia] Core Talent
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