Mecharashi Passive Skills

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4,660 passive skills

NameEffect
Fixed VehicleImmovable
Max AP UP IMax AP +1.
Field Supply IAP Regen per turn +1.
Preparation IInitial AP +1.
Power ModST's Power +200.
Acceleration ModST's Movement +1.
Flight ModST movement type changes to Levitating, enabling ST to pass over low obstacles.
Disruption ModWhen attacked by a Tactical Weapon, ST gains DMG Taken -10%.
Strengthen ModBefore actively attacking, randomly gains 1 Enhancement effect. This effect is removed after combat.
Repair ModAt end of action, restores HP to all parts.
Power ModST's Power +250.
Power ModST's Power +300.
Intervene ModEMP Generator Test
Attack's DMG +30%.Attack's DMG +30% (Stage Only).
Speed Torch IIAt the end of the turn, repairs the ally part with the lowest HP within 10 tiles.
Legs Skill Disabled
ST PilotThis ability is essential for piloting STs and supports different ST types.
StabilityWhen using a Melee Weapon, has a 50% chance to trigger: DMG +10%, target's Dodge Rate -8%.
ImpactWhen using a Melee Weapon, has a 50% chance to trigger: Target's AP -1 after combat.
ExquisiteWhen using a Melee Weapon, has a 50% chance to trigger: Target's Dodge Rate -15% after combat.
Full AutoWhen using a Melee Weapon, has a 50% chance to trigger: Target's Hit Rate -15% after combat.
Large CaliberWhen using a Melee Weapon, has a 50% chance to trigger: Target's Armor -80% after combat.
Explosive ChargeWhen using a Melee Weapon, has a 50% chance to trigger: Target's DMG Dealt -20% after combat.
Vehicle DriverA basic capability required for Mechanized Forces. Proficient in driving different types of vehicles.
StabilityWhen using an Assault Weapon, has a 50% chance to trigger: DMG +10%, Hit Rate +8%.
ImpactWhen using an Assault Weapon, has a 25% chance to trigger: Target's AP -1 after combat.
ExquisiteWhen using an Assault Weapon, has a 35% chance to trigger: Target's Dodge Rate -15% after combat.
Full AutoWhen using an Assault Weapon, has a 35% chance to trigger: Target's Hit Rate -15% after combat.
Large CaliberWhen using an Assault Weapon, has a 35% chance to trigger: Target's Armor -80% after combat.
Explosive ChargeWhen using an Assault Weapon, has a 35% chance to trigger: Target's DMG Dealt -20% after combat.
StabilityWhen using a Ranged Weapon, has a 50% chance to trigger: DMG +10%, Hit Rate +8%.
ImpactWhen using a Ranged Weapon, has a 25% chance to trigger: Target's AP -1 after combat.
ExquisiteWhen using a Ranged Weapon, has a 35% chance to trigger: Target's Dodge Rate -15% after combat.
Full AutoWhen using a Ranged Weapon, has a 35% chance to trigger: Target's Hit Rate -15% after combat.
Large CaliberWhen using a Ranged Weapon, has a 35% chance to trigger: Target's Armor -80% after combat.
Explosive ChargeWhen using a Ranged Weapon, has a 35% chance to trigger: Target's DMG Dealt -20% after combat.
Disruption ModWhen attacked by a Tactical Weapon, ST gains DMG Taken -15%.
Disruption ModWhen attacked by a Tactical Weapon, ST gains DMG Taken -25%.
DeflectionWhen attacked and drawn into combat, has a 50% chance to trigger: DMG Taken (Assault) -15%.
HybridWhen attacked and drawn into combat, has a 50% chance to trigger: DMG Taken (Melee) -20%.
SilenceWhen attacked and drawn into combat, has a 50% chance to trigger: DMG Taken (Ranged) -20%.
Shield DefenseAll attacks are forced to hit a part equipped with a shield. DMG Taken (All) -30%.
Small Shield DefenseSignificantly increases the probability of attacks hitting a part equipped with a Small Shield. DMG Taken (All) -15%.
OverclockedIn combat, has a 50% chance to trigger: DMG +10%. Has a higher probability of hitting the part with the highest HP.
GuidanceIn combat, has a 50% chance to trigger: DMG +25%. A higher probability of hitting the part with the lowest HP.
Anti-ArmorIn combat, has a 50% chance to trigger: Ignores 80% of the target's Armor.
CrosshairIn combat, has a 50% chance to trigger: Hit Rate +15%.
TitanCan attack twice. Automatically repairs destroyed parts and is immune to Displace and Crash.
TitanCan attack twice. Immune to Displace and Crash.
TonatiuhCan attack twice. Automatically repairs destroyed parts and is immune to Displace, Crash, and other debuffs.
HadesCan attack twice. Automatically repairs destroyed parts and is immune to Displace, Crash, Overloaded, Repair Disabled, Skill Disabled, AP Cost Up, Faction Conversion, Timidity, and Instability. When Legs are undestroyed, Melee Weapons can only attack the Legs. After Legs are destroyed, DMG Taken (Melee) +10%. Doesn't trigger Burning or Mine-like terrain effects.
Leviathan AWhen Leviathan (VTOL Form) is destroyed, it will immediately trigger its transformation logic and switch to ST Form. In VTOL Form, it will only use its Rail Gun for retaliations and attacks, and will not perform a second action. In VTOL Form, it repairs all parts of the ST Form by 10% of Max HP each turn, and can repair destroyed parts.
Leviathan BCan attack twice, but without [α Matter Matrix] and Body DMG Reduction. DMG Reduction decreases after parts are destroyed. Cannot move. When Legs are undestroyed, HMG Range +2. When Arms are undestroyed, can use two HMGs to attack and retaliate. After losing HP in MS Form, Leviathan will switch back to VTOL Form.
α Matter MatrixWhen entering VTOL Form, starts with 10 stacks and possesses [α Matter Matrix]. Before combat or before sustaining AoE attack, activates [Arashi Transfer Field]: Gains 5 stacks at start of action. Each stack reduces Final DMG by an additional 10%, and 1 stack is deducted when the effect is triggered. If a single instance of DMG exceeds 10% of Max HP, an additional 3 stacks are deducted after combat.
BasherWhen attacking with a Melee Weapon, has a 25% chance to trigger: DMG +8%.
BasherWhen attacking with a Melee Weapon, has a 40% chance to trigger: DMG +10%.
BasherWhen attacking with a Melee Weapon, has a 55% chance to trigger: DMG +12%.
BasherWhen attacking with a Melee Weapon, has a 70% chance to trigger: DMG +15%.
PressurizerWhen attacking with an Assault Weapon, has a 25% chance to trigger: DMG +8%.
PressurizerWhen attacking with an Assault Weapon, has a 40% chance to trigger: DMG +10%.
PressurizerWhen attacking with an Assault Weapon, has a 55% chance to trigger: DMG +12%.
PressurizerWhen attacking with an Assault Weapon, has a 70% chance to trigger: DMG +15%.
Mini-PC - SniperWhen attacking with a Ranged Weapon, has a 25% chance to trigger: DMG +8%.
Mini-PC - SniperWhen attacking with a Ranged Weapon, has a 40% chance to trigger: DMG +10%.
Mini-PC - SniperWhen attacking with a Ranged Weapon, has a 55% chance to trigger: DMG +12%.
Mini-PC - SniperWhen attacking with a Ranged Weapon, has a 70% chance to trigger: DMG +15%.
Aiming AidWhen attacking with a Tactical Weapon, has a 25% chance to trigger: DMG +8%.
Aiming AidWhen attacking with a Tactical Weapon, has a 40% chance to trigger: DMG +10%.
Aiming AidWhen attacking with a Tactical Weapon, has a 55% chance to trigger: DMG +12%.
Aiming AidWhen attacking with a Tactical Weapon, has a 70% chance to trigger: DMG +15%.
Intensive AnalyzerWhen performing active repairs, has a 25% chance to trigger: Repair AMT +8%.
Intensive AnalyzerWhen performing active repairs, has a 40% chance to trigger: Repair AMT +10%.
Intensive AnalyzerWhen performing active repairs, has a 55% chance to trigger: Repair AMT +12%.
Intensive AnalyzerWhen performing active repairs, has a 70% chance to trigger: Repair AMT +15%.
Radar JammerWhen attacked and retaliating, has a 25% chance to trigger: Dodge Rate +6%.
Radar JammerWhen attacked and retaliating, has a 40% chance to trigger: Dodge Rate +8%.
Radar JammerWhen attacked and retaliating, has a 55% chance to trigger: Dodge Rate +10%.
Radar JammerWhen attacked and retaliating, has a 70% chance to trigger: Dodge Rate +12%.
Shock AbsorberWhen taking damage, has a 25% chance to trigger: DMG Taken -8%.
Shock AbsorberWhen taking damage, has a 40% chance to trigger: DMG Taken -10%.
Shock AbsorberWhen taking damage, has a 55% chance to trigger: DMG Taken -12%.
Shock AbsorberWhen taking damage, has a 70% chance to trigger: DMG Taken -15%.
Buffering UnitWhen taking damage, has a 25% chance to trigger: Armor +25%.
Buffering UnitWhen taking damage, has a 40% chance to trigger: Armor +30%.
Buffering UnitWhen taking damage, has a 55% chance to trigger: Armor +35%.
Buffering UnitWhen taking damage, has a 70% chance to trigger: Armor +45%.
Electronic BlockerWhen attacking, has a 25% chance to trigger: Target's Dodge Rate -6%.
Electronic BlockerWhen attacking, has a 40% chance to trigger: Target's Dodge Rate -8%.
Electronic BlockerWhen attacking, has a 55% chance to trigger: Target's Dodge Rate -10%.
Electronic BlockerWhen attacking, has a 70% chance to trigger: Target's Dodge Rate -12%.
Shatter ArrayWhen attacking, has a 25% chance to trigger: Ignores 25% of the target's Armor.
Shatter ArrayWhen attacking, has a 40% chance to trigger: Ignores 30% of the target's Armor.
Shatter ArrayWhen attacking, has a 55% chance to trigger: Ignores 35% of the target's Armor.
Shatter ArrayWhen attacking, has a 70% chance to trigger: Ignores 45% of the target's Armor.
Inner-Cycle HubWhen executing a skill with an AP Cost of 3 or more, has a 5% chance to trigger: Restores 1 AP after combat.
Inner-Cycle HubWhen executing a skill with an AP Cost of 3 or more, has a 10% chance to trigger: Restores 1 AP after combat.
Inner-Cycle HubWhen executing a skill with an AP Cost of 3 or more, has a 15% chance to trigger: Restores 1 AP after combat.
Inner-Cycle HubWhen executing a skill with an AP Cost of 3 or more, has a 25% chance to trigger: Restores 1 AP after combat.
HCI SystemWhen initiating combat, has a 20% chance to trigger [Flurry Strike], dealing 0.3x DMG. Can only trigger 1 time per turn.
HCI SystemWhen initiating combat, has a 40% chance to trigger [Flurry Strike], dealing 0.3x DMG. Can only trigger 1 time per turn.
HCI SystemWhen initiating combat, has a 70% chance to trigger [Flurry Strike], dealing 0.3x DMG. Can only trigger 1 time per turn.
HCI SystemWhen initiating combat, has a 100% chance to trigger [Flurry Strike], dealing 0.3x DMG. Can only trigger 1 time per turn.
Skydome LinkWhen there are 3 or more enemies within the current weapon's range, Crit Rate +4%.
Skydome LinkWhen there are 3 or more enemies within the current weapon's range, Crit Rate +6%. For each additional enemy, the Crit Rate will continue to increase by 2%, up to 10%.
Skydome LinkWhen there are 2 or more enemies within the current weapon's range, Crit Rate +8%. For each additional enemy, the Crit Rate will continue to increase by 4%, up to 16%.
Skydome LinkWhen there are 2 or more enemies within the current weapon's range, Crit Rate +12%. For each additional enemy, the Crit Rate will continue to increase by 6%, up to 24%.
EquilibriumAfter landing a critical hit, Dodge Rate +3%. After a perfect dodge, Crit Rate +3%. Lasts for 1 turn.
EquilibriumAfter landing a critical hit, Dodge Rate +6%. After a perfect dodge, Crit Rate +6%. Lasts for 1 turn.
EquilibriumAfter landing a critical hit, Dodge Rate +10%. After a perfect dodge, Crit Rate +10%. Lasts for 1 turn.
EquilibriumAfter landing a critical hit, Dodge Rate +15%. After a perfect dodge, Crit Rate +15%. Lasts for 1 turn.
Siege ModWhen actively attacking, allies engaging in Link Attacks gain DMG +9%.
Siege ModWhen actively attacking, allies engaging in Link Attacks gain DMG +18%.
Siege ModWhen actively attacking, allies engaging in Link Attacks gain DMG +30%.
Siege ModWhen actively attacking, allies engaging in Link Attacks gain DMG +45%.
HM Bridged UnitWhen in combat against enemies within 1 ring, Hit Rate +3% and Crit Rate +3%.
HM Bridged UnitWhen in combat against ‌enemies‌ within 1 ring, Hit Rate +6% and Crit Rate +6%.
HM Bridged UnitWhen in combat against ‌enemies‌ within 1 ring, Hit Rate +10% and Crit Rate +10%.
HM Bridged UnitWhen in combat against ‌enemies‌ within 1 ring, Hit Rate +15% and Crit Rate +15%.
Fang FrameWhen equipping two weapons of different types in each hand, DMG +4%.
Fang FrameWhen equipping two weapons of different types in each hand, DMG +8%.
Fang FrameWhen equipping two weapons of different types in each hand, DMG +14%.
Fang FrameWhen equipping two weapons of different types in each hand, DMG +20%.
Mirror CoreWhen both hands are equipped with the same weapon type, DMG +4%.
Mirror CoreWhen both hands are equipped with the same weapon type, DMG +8%.
Mirror CoreWhen both hands are equipped with the same weapon type, DMG +14%.
Mirror CoreWhen both hands are equipped with the same weapon type, DMG +20%.
Synchronize HubWhen both shoulders are equipped with the same weapon type, DMG +4%.
Synchronize HubWhen both shoulders are equipped with the same weapon type, DMG +8%.
Synchronize HubWhen both shoulders are equipped with the same weapon type, DMG +14%.
Synchronize HubWhen both shoulders are equipped with the same weapon type, DMG +20%.
Thundercloud FCSWhen executing an AoE attack, for every 1 target hit, DMG +2% before combat. Stacks up to 3 times. Lasts for 2 turns.
Thundercloud FCSWhen executing an AoE attack, for every 1 target hit, DMG +4% before combat. Stacks up to 3 times. Lasts for 2 turns.
Thundercloud FCSWhen executing an AoE attack, for every 1 target hit, DMG +4% before combat. Stacks up to 5 times. Lasts for 2 turns.
Thundercloud FCSWhen executing an AoE attack, for every 1 target hit, DMG +6% before combat. Stacks up to 5 times. Lasts for 2 turns.
Cluster EnergizerWhen executing an AoE attack, if it hits 2 or fewer targets, DMG +5%.
Cluster EnergizerWhen executing an AoE attack, if it hits 2 or fewer targets, DMG +10%.
Cluster EnergizerWhen executing an AoE attack, if it hits 2 or fewer targets, DMG +16%.
Cluster EnergizerWhen executing an AoE attack, if it hits 2 or fewer targets, DMG +25%.
Coordination UnitAfter performing active repairs, grants [DMG UP II] to 1 repaired target, lasting for 1 turn.
Coordination UnitAfter performing active repairs, grants [DMG UP II] to 2 repaired targets, lasting for 1 turn.
Coordination UnitAfter performing active repairs, grants [DMG UP III] to 2 repair targets, lasting for 1 turn.
Coordination UnitAfter performing active repairs, grants [DMG UP III] to 3 repair targets, lasting for 1 turn.
Lamination UnitAfter performing active repairs, any overflow repair amount is converted into Temporary HP, up to 3%.
Lamination UnitAfter performing active repairs, any overflow repair amount is converted into Temporary HP, up to 6%.
Lamination UnitAfter performing active repairs, any overflow repair amount is converted into Temporary HP, up to 10%.
Lamination UnitAfter performing active repairs, any overflow repair amount is converted into Temporary HP, up to 15%.
Penetration ArrayFor every 3 hits landed, reduces target's Armor by 5%. Stacks up to 3 times. Lasts for 1 turn.
Penetration ArrayFor every 3 hits landed, reduces target's Armor by 10%. Stacks up to 3 times. Lasts for 1 turn.
Penetration ArrayFor every 3 hits landed, reduces target's Armor by 10%. Stacks up to 5 times. Lasts for 1 turn.
Penetration ArrayFor every 3 hits landed, reduces target's Armor by 15%. Stacks up to 5 times. Lasts for 1 turn.
High Sensitivity LocatorWhen there are 3 or more enemies within weapon range, Crit Rate +4%.
High Sensitivity LocatorWhen there are 3 or more enemies within weapon range, Crit Rate +6%. Additional enemies increase Crit Rate by 2% per unit, up to 10%.
High Sensitivity LocatorWhen there are 2 or more enemies within weapon range, Crit Rate +8%. Additional enemies increase Crit Rate by 4% per unit, up to 16%.
High Sensitivity LocatorWhen there are 2 or more enemies within weapon range, Crit Rate +12%. Additional enemies increase Crit Rate by 6% per unit, up to 24%.
Dominator LocatorIn combat, when the Hit Rate exceeds 70%, every additional 1% increases DMG by 0.5%, capped at 5%.
Dominator LocatorIn combat, when the Hit Rate exceeds 70%, every additional 1% increases DMG by 0.5%, capped at 10%.
Dominator LocatorIn combat, when the Hit Rate exceeds 70%, every additional 1% increases DMG by 1%, capped at 16%.
Dominator LocatorIn combat, when the Hit Rate exceeds 70%, every additional 1% increases DMG by 1%, capped at 25%.
Plasma OscillatorAdditionally, the target's DMG Taken increases by 2.5% when a debuff is inflicted. Stacks up to 2 times. Lasts for 1 turn.
Plasma OscillatorAdditionally, the target's DMG Taken increases by 2.5% when a debuff is inflicted. Stacks up to 4 times. Lasts for 1 turn.
Plasma OscillatorAdditionally, the target's DMG Taken increases by 4% when a debuff is inflicted. Stacks up to 4 times. Lasts for 1 turn.
Plasma OscillatorAdditionally, the target's DMG Taken increases by 4% when a debuff is inflicted. Stacks up to 6 times. Lasts for 1 turn.
Liquid Repair KitWhen HP is below 50%, has a 40% chance to restore 3% HP after taking damage. Can trigger up to 2 times per turn.
Liquid Repair KitWhen HP is below 50%, has a 60% chance to restore 4% HP after taking damage. Can trigger up to 2 times per turn.
Liquid Repair KitWhen HP is below 50%, has an 80% chance to restore 5% HP after taking damage. Can trigger up to 2 times per turn.
Liquid Repair KitWhen HP is below 50%, has a 100% chance to restore 6% HP after taking damage. Can trigger up to 2 times per turn.
Undying FrameWhen the [Guts] effect is triggered, restores an additional 7% of HP. This effect has a 3-turn trigger interval.
Undying FrameWhen the [Guts] effect is triggered, restores an additional 14% of HP. This effect has a 3-turn trigger interval.
Undying FrameWhen the [Guts] effect is triggered, restores an additional 24% of HP. This effect has a 3-turn trigger interval.
Undying FrameWhen the [Guts] effect is triggered, restores an additional 35% of HP. This effect has a 3-turn trigger interval.
Bloodlust UnitAfter being attacked and drawn into combat, DMG +2%. Stacks up to 3 times. Lasts for 1 turn.
Bloodlust UnitAfter being attacked and drawn into combat, DMG +4%. Stacks up to 3 times. Lasts for 1 turn.
Bloodlust UnitAfter being attacked and drawn into combat, DMG +4%. Stacks up to 5 times. Lasts for 1 turn.
Bloodlust UnitAfter being attacked and drawn into combat, DMG +6%. Stacks up to 5 times. Lasts for 1 turn.
Enlightenment CoreWhen attacking with a skill that costs 3 AP or more, DMG +3% and Hit Rate +3%.
Enlightenment CoreWhen attacking with a skill that costs 3 AP or more, DMG +4% and Hit Rate +4%. For every additional AP consumed, effect +1%, up to 6%.
Enlightenment CoreWhen attacking with a skill that costs 3 AP or more, DMG +7% and Hit Rate +7%. For every additional AP consumed, effect +2%, up to 11%.
Enlightenment CoreWhen attacking with a skill that costs 3 AP or more, DMG +10% and Hit Rate +10%. For every additional AP consumed, effect +2%, up to 16%.
ProxBot JammerAura: Inflicts Dodge Rate -2.5% on enemies within 2 adjacent tiles.
ProxBot JammerAura: Inflicts Dodge Rate -5% on enemies within 2 adjacent tiles.
ProxBot JammerAura: Inflicts Dodge Rate -8% on enemies within 2 adjacent tiles.
ProxBot JammerAura: Inflicts Dodge Rate -12% on enemies within 2 adjacent tiles.
Retribution UnitWhen taking damage, gains DMG +2.5%. Stacks up to 2 times. Lasts for 1 turn.
Retribution UnitWhen taking damage, gains DMG +2.5%. Stacks up to 4 times. Lasts for 1 turn.
Retribution UnitWhen taking damage, gains DMG +4%. Stacks up to 4 times. Lasts for 1 turn.
Retribution UnitWhen taking damage, gains DMG +4%. Stacks up to 6 times. Lasts for 1 turn.
Turbo BoosterWhen AP exceeds 2, for each point of excess AP, DMG +2%, up to 6%.
Turbo BoosterWhen AP exceeds 2, for each point of excess AP, DMG +4%, up to 12%.
Turbo BoosterWhen AP exceeds 2, for each point of excess AP, DMG +4%, up to 20%.
Turbo BoosterWhen AP exceeds 2, for each point of excess AP, DMG +6%, up to 30%.
Energy BoosterWhen there are enemies within the current weapon's range, DMG +3%. For each additional 1 enemy, DMG increases by an extra 1.5%, up to 6%.
Energy BoosterWhen there are enemies within the current weapon's range, DMG +6%. For each additional 1 enemy, DMG increases by an extra 1.5%, up to 12%.
Energy BoosterWhen there are enemies within the current weapon's range, DMG +10%. For each additional 1 enemy, DMG increases by an extra 2.5%, up to 20%.
Energy BoosterWhen there are enemies within the current weapon's range, DMG +15%. For each additional 1 enemy, DMG increases by an extra 2.5%, up to 30%.
Garm UnitDuring the enemy turn, DMG +6%.
Garm UnitDuring the enemy turn, DMG +12%.
Garm UnitDuring the enemy turn, DMG +20%.
Garm UnitDuring the enemy turn, DMG +30%.
Plasma OscillatorWhen action ends, if no damage was taken this turn, gains [Hit Rate UP I] for 1 turn.
Plasma OscillatorAt end of action, if no damage was taken this turn, gains [Hit Rate UP II] for 1 turn.
Plasma OscillatorAt end of action, if no damage was taken this turn, gains [Hit Rate UP III] for 1 turn.
Plasma OscillatorAt end of action, if no damage was taken this turn, gains [Hit Rate UP V] for 1 turn.
Battletide CoreIn combat, gains DMG +2% for every 7 Hits. Stacks up to 3 times. Lasts for 1 turn.
Battletide CoreIn combat, gains DMG +3% for every 7 Hits. Stacks up to 4 times. Lasts for 1 turn.
Battletide CoreIn combat, gains DMG +4% for every 5 Hits. Stacks up to 4 times. Lasts for 1 turn.
Battletide CoreIn combat, gains DMG +5% for every 5 Hits. Stacks up to 5 times. Lasts for 1 turn.
Twilight ChipWhen in combat against ‌enemies within 2 tiles, Dodge Rate +3%.
Twilight ChipWhen in combat against ‌enemies within 2 tiles, Dodge Rate +6%.
Twilight ChipWhen in combat against ‌enemies within 2 tiles, Dodge Rate +10%.
Twilight ChipWhen in combat against ‌enemies within 2 tiles, Dodge Rate +15%.
Thermostatic ModWhen actively attacking, if 4 or more targets are hit, restores 1 AP after combat. This effect has a 2-turn trigger interval.
Thermostatic ModWhen actively attacking, if 4 or more targets are hit, restores 1 AP after combat. This effect has a 1-turn trigger interval.
Thermostatic ModWhen actively attacking, if 3 or more targets are hit, restores 1 AP after combat. This effect has a 1-turn trigger interval.
Thermostatic ModWhen actively attacking, if 3 or more targets are hit, restores 1 AP after combat. Can only trigger 1 time per turn.
FierceJawWhen receiving repair effects, gains DMG +2.5%. Stacks up to 2 times. Lasts for 1 turn.
FierceJawWhen receiving repair effects, gains DMG +2.5%. Stacks up to 4 times. Lasts for 1 turn.
FierceJawWhen receiving repair effects, gains DMG +4%. Stacks up to 4 times. Lasts for 1 turn.
FierceJawWhen receiving repair effects, gains DMG +4%. Stacks up to 6 times. Lasts for 1 turn.
M-SWIR ScopeAfter initiating combat, if [Re-ATK] is triggered, gains DMG +2%. Stacks up to 3 times. Lasts for 2 turns.
M-SWIR ScopeAfter initiating combat, if [Re-ATK] is triggered, gains DMG +4%. Stacks up to 3 times. Lasts for 2 turns.
M-SWIR ScopeAfter initiating combat, if [Re-ATK] is triggered, gains DMG +4%. Stacks up to 5 times. Lasts for 2 turns.
M-SWIR ScopeAfter initiating combat, if [Re-ATK] is triggered, gains DMG +6%. Stacks up to 5 times. Lasts for 2 turns.
Slipstream ChipRepair AMT +3%. When executing a single-target repair skill, if the target's HP is below 30%, applies [Movement UP] to the target, lasting for 1 turn.
Slipstream ChipRepair AMT +6%. When executing a single-target repair skill, if the target's HP is below 50%, applies [Movement UP] to the target, lasting for 1 turn.
Slipstream ChipRepair AMT +10%. When executing a single-target repair skill, if the target's HP is below 70%, applies [Movement UP] to the target, lasting for 1 turn.
Slipstream ChipRepair AMT +15%. When executing a single-target repair skill, if the target's HP is below 90%, applies [Movement UP] to the target, lasting for 1 turn.
Triangular FrameWhen on any allied terrain effect, DMG Dealt +3% and DMG Taken -3%.
Triangular FrameWhen on any allied terrain effect, DMG Dealt +6% and DMG Taken -6%.
Triangular FrameWhen on any allied terrain effect, DMG Dealt +10% and DMG Taken -10%.
Triangular FrameWhen on any allied terrain effect, DMG Dealt +15% and DMG Taken -15%.
Tensor CoreAt end of action, if no movement occurred during this action, randomly loads 1 Ammo for 1 non-exhausted weapon.
DLSSStationary Arm [Blaster]. Can execute [Shock Wave] with a single [Blaster]. Can execute [High Tide] with two [Blasters].
MMA PTXStationary Arm [Blaster]. Can execute [Shock Wave] with a single [Blaster]. Can execute [High Tide] with two [Blasters].
RTX FrameWhen there is a surplus of ST Power, for every 50 surplus Power, DMG +3%, up to 15%.
Cavalry SystemWhen a single weapon is equipped in both hands, DMG +4%.
Cavalry SystemWhen a single weapon is equipped in both hands, DMG +8%.
Cavalry SystemWhen a single weapon is equipped in both hands, DMG +14%.
Cavalry SystemWhen a single weapon is equipped in both hands, DMG +20%.
Supercomputer Type-RWhen actively attacking, gains DMG +2% for each debuff inflicted. Stacks up to 3 times. Lasts for 2 turns.
Supercomputer Type-RWhen actively attacking, gains DMG +4% for each debuff inflicted. Stacks up to 3 times. Lasts for 2 turns.
Supercomputer Type-RWhen actively attacking, gains DMG +4% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns.
Supercomputer Type-RWhen actively attacking, gains DMG +6% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns.
Ascendancy CoreIn combat, gains DMG and Fixed DMG +2% every 7 hits. Stacks up to 3 times. Lasts for 2 turns.
Ascendancy CoreIn combat, gains DMG and Fixed DMG +3% every 7 hits. Stacks up to 4 times. Lasts for 2 turns.
Ascendancy CoreIn combat, gains DMG and Fixed DMG +4% every 5 hits. Stacks up to 4 times. Lasts for 2 turns.
Ascendancy CoreIn combat, gains DMG and Fixed DMG +5% every 5 hits. Stacks up to 5 times. Lasts for 2 turns.
Assaulter FixtureWhen initiating combat, if the target cannot retaliate, DMG +6%.
Assaulter FixtureWhen initiating combat, if the target cannot retaliate, DMG +15%.
Rebuilder FixtureWhen any Arm is destroyed, restores 30% HP to 1 Arm. This effect can only be activated once per sortie.
Rebuilder FixtureWhen any Arm is destroyed, restores 50% HP to 1 Arm. This effect can trigger again after an interval of 3 turns.
Conflux HubDoubles levels of modules slotted in Body.
Accurate AccumulatorWhen actively attacking, for each 1 AP consumed, Hit Rate +2.5%, up to 10%.
Pressurized AccumulatorWhen actively attacking, for every 1 AP consumed, DMG +2.5%, up to 10%.
Conflux HubDoubles levels of modules slotted in Legs.
Lumiflow LidarWhen attacking, DMG +2% for every 1 tile from the target, up to 6%.
Lumiflow LidarWhen attacking, DMG +2.5% for every 1 tile from the target, up to 10%.
Lumiflow LidarWhen attacking, DMG +3% for every 1 tile from the target, up to +15%.
Lumiflow LidarWhen attacking, DMG +5% for every 1 tile from the target, up to +25%.
Auto-Adaptive ModWhen in combat with an enemy with no destroyed parts, DMG +5%.
Auto-Adaptive ModWhen in combat with an enemy with no destroyed parts, DMG +10%.
Auto-Adaptive ModWhen in combat with an enemy with no destroyed parts, DMG +16%.
Auto-Adaptive ModWhen in combat with an enemy with no destroyed parts, DMG +25%.
ImmaculateurWhen a Fighter attacks, DMG +4%, with an additional increase of 2% against the part with the highest HP.
ImmaculateurWhen a Fighter attacks, DMG +8%, with an additional increase of 4% against the part with the highest HP.
ImmaculateurWhen a Fighter attacks, DMG +12%, with an additional increase of 8% against the part with the highest HP.
ImmaculateurWhen a Fighter attacks, DMG +18%, with an additional increase of 12% against the part with the highest HP.
Kinetic MonitorAfter executing a single-target repair skill, if the target's HP is full, has a 20% chance to grant the target [Kinetic Monitor]. Can only trigger 1 time per turn.
Kinetic MonitorAfter executing a single-target repair skill, if the target's HP is full, has a 40% chance to grant the target [Kinetic Monitor]. Can only trigger 1 time per turn.
Kinetic MonitorAfter executing a single-target repair skill, if the target's HP is full, has a 70% chance to grant the target [Kinetic Monitor]. Can only trigger 1 time per turn.
Kinetic MonitorAfter executing a single-target repair skill, if the target's HP is full, grants the target [Kinetic Monitor]. Can only trigger 1 time per turn.
Rad-SynchronizerFor each buff gained, DMG +2%, up to 6%. Lasts for 2 turns.
Rad-SynchronizerFor each buff gained, DMG +4%, up to 12%. Lasts for 2 turns.
Rad-SynchronizerFor each buff gained, DMG +4%, up to 20%. Lasts for 2 turns.
Rad-SynchronizerFor each buff gained, DMG +6%, up to 30%. Lasts for 2 turns.
Mirror MatrixWhen attacking, increases DMG based on hits. For each 1 hit, DMG +3%, up to 6%. Resets after attacking.
Mirror MatrixWhen attacking, increases DMG based on hits. For each 1 hit, DMG +3%, up to +12%. Resets after attacking.
Mirror MatrixWhen attacking, increases DMG based on hits. For every 1 hit, DMG +5%, up to 20%. Resets after attacking.
Mirror MatrixWhen attacking, increases DMG based on hits. For every 1 hit, DMG +5%, up to 30%. Resets after attacking.
Mode - MartialA technological marvel born from the Hyper-Aptamer Experiment. When initiating combat, has a 35% chance to trigger [Gusty Strike], dealing 0.4x DMG.
Mode - MoonflowerA technological marvel born from the Hyper-Aptamer Experiment. When actively attacking, inflicts [Armor Down II] on the target before combat, lasting for 1 turn.
Mode - AffectionA technological marvel born from the Hyper-Aptamer experiment. Aura: Grants DMG +6% and Hit Rate +3% to allies within 2 adjacent tiles.
Mode - UnhurtA technological marvel born from the Hyper-Aptamer Experiment. When the Legs are broken, Movement does not decrease, and it gains the [Movement Down Immunity] effect.
Flame CoreWhen attacking with a skill that costs 3 AP or more, DMG +4%. For every additional AP consumed, this effect +3%, up to 7%.
Flame CoreWhen attacking with a skill that costs 3 AP or more, DMG +8%. For every additional AP consumed, this effect +3%, up to 14%.
Flame CoreWhen attacking with a skill that costs 3 AP or more, DMG +14%. For every additional AP consumed, this effect +5%, up to 24%.
Flame CoreWhen attacking with a skill that costs 3 AP or more, DMG +20%. For every additional AP consumed, this effect +5%, up to 35%.
Fireweaver ChipWhen attacking with a Tactical Weapon, DMG +3%. For every 1 Ammo in the Magazine, DMG is further increased by 2%, up to 7%.
Fireweaver ChipWhen attacking with a Tactical Weapon, DMG +6%. For every 1 Ammo in the Magazine, DMG is further increased by 3%, up to 15%.
Fireweaver ChipWhen attacking with a Tactical Weapon, DMG +10%. For every 1 Ammo in the Magazine, DMG is further increased by 4%, up to 22%.
Fireweaver ChipWhen attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo in the Magazine, DMG is further increased by 5%, up to 35%.
Fluid GeneratorWhen actively attacking or retaliating, restores HP equal to 10% of damage dealt to undestroyed parts after combat.
Fluid GeneratorWhen actively attacking or retaliating, restores HP to undestroyed parts equal to 15% of damage dealt after combat, and can repair 1 destroyed part.
Hyper FrameWhen possessing Temporary HP, DMG +10%.
Hyper FrameWhen possessing Temporary HP, DMG +15%.
Hrodvitnir UnitWhen initiating combat, has a 4% chance to trigger [Flurry Strike], dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 4%.
Hrodvitnir UnitWhen initiating combat, has a 8% chance to trigger [Flurry Strike], dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 8%.
Hrodvitnir UnitWhen initiating combat, has a 14% chance to trigger [Flurry Strike], dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 14%.
Hrodvitnir UnitWhen initiating combat, has a 20% chance to trigger [Flurry Strike], dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 20%.
ZanshinEach time an enemy ST is hit by an attack that includes [Fixed DMG] or Splash DMG, DMG increases by 2% for 2 turns. Stacks up to 3 times.
ZanshinEach time an enemy ST is hit by an attack that includes [Fixed DMG] or Splash DMG, DMG increases by 4% for 2 turns. Stacks up to 3 times.
ZanshinEach time an enemy ST is hit by an attack that includes [Fixed DMG] or Splash DMG, DMG increases by 4% for 2 turns. Stacks up to 5 times.
ZanshinEach time an enemy ST is hit by an attack that includes [Fixed DMG] or Splash DMG, DMG increases by 6% for 2 turns. Stacks up to 5 times.
Flash ArrayDMG +3%. When attacking, DMG is further increased by 5%, decreasing by 1% after each attack. Resets after destroying any target.
Flash ArrayDMG +5%. When attacking, DMG is further increased by 10%, decreasing by 2% after each attack. Resets after destroying any target.
Flash ArrayDMG +5%. When attacking, DMG is further increased by 20%, decreasing by 4% after each attack. Resets after destroying any target.
Flash ArrayDMG +10%. When attacking, DMG is further increased by 25%, decreasing by 5% after each attack. Resets after destroying any target.
Sentinel UnitAfter performing active repairs, applies [DMG UP I] to all repaired targets, lasting for 2 turns. If the target already has a [DMG UP] effect, increases the effect by 1 level, up to a maximum of [DMG UP II].
Sentinel UnitAfter performing active repairs, applies [DMG UP I] to all repaired targets, lasting for 2 turns. If the target already has a [DMG UP] effect, increases the effect by 1 level, up to a maximum of [DMG UP III].
Sentinel UnitAfter performing active repairs, applies [DMG UP II] to all repaired targets, lasting for 2 turns. If the target already has a [DMG UP] effect, increases the effect by 1 level, up to a maximum of [DMG UP IV].
Sentinel UnitAfter performing active repairs, applies [DMG UP III] to all repaired targets, lasting for 2 turns. If the target already has a [DMG UP] effect, increases the effect by 1 level, up to a maximum of [DMG UP V].
Delphi SystemIn battle, gains DMG Dealt +2% for each debuff inflicted, and the target takes 1% increased damage. Stacks up to 3 times. Lasts for 2 turns.
Delphi SystemIn battle, gains DMG Dealt +3% for each debuff inflicted, and the target takes 2% increased damage. Stacks up to 3 times. Lasts for 2 turns.
Delphi SystemIn battle, gains DMG Dealt +3% for each debuff inflicted, and the target takes 2% increased damage. Stacks up to 5 times. Lasts for 2 turns.
Delphi SystemIn battle, gains DMG Dealt +5% for each debuff inflicted, and the target takes 2% increased damage. Stacks up to 5 times. Lasts for 2 turns.
Iron Rain TransmuterWhen attacking with a Tactical Weapon, DMG +3%. For every 1 Ammo consumed, increases DMG Dealt by 2%, stacking up to 3 times. Lasts for 2 turns.
Iron Rain TransmuterWhen attacking with a Tactical Weapon, DMG +6%. For every 1 Ammo consumed, increases DMG Dealt by 3%, stacking up to 3 times. Lasts for 2 turns.
Iron Rain TransmuterWhen attacking with a Tactical Weapon, DMG +10%. For every 1 Ammo consumed, increases DMG Dealt by 3%, stacking up to 5 times. Lasts for 2 turns.
Iron Rain TransmuterWhen attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo consumed, increases DMG Dealt by 4%, stacking up to 5 times. Lasts for 2 turns.
Nebula SystemWhen actively attacking, for every 1 AP consumed, DMG Dealt +2% before combat, up to 8%, and reduced by 4% after combat.
Nebula SystemWhen actively attacking, for every 1 AP consumed, DMG Dealt +3% before combat, up to 15%, and -6% after combat.
Nebula SystemWhen actively attacking, for every 1 AP consumed, DMG Dealt +4% before combat, up to 24%, and -8% after combat.
Nebula SystemWhen actively attacking, for every 1 AP consumed, DMG Dealt +5% before combat, up to 35%, and -10% after combat.
Defiant UnitWhen attacked, for each time an attack is dodged, gains DMG +1%, up to +8%. At end of action, DMG -2%.
Defiant UnitWhen attacked, for each time an attack is dodged, gains DMG +1.5%, up to 15%. At end of action, DMG -4%.
Defiant UnitWhen attacked, for each time an attack is dodged, gains DMG +2%, up to 24%. At end of action, DMG -7%.
Defiant UnitWhen attacked, for each time an attack is dodged, gains DMG +2.5%, up to 35%. At end of action, DMG -10%.
Surmount ModWhen attacking a target with full HP, DMG +3%.
Surmount ModWhen attacking a target with full HP, DMG +4%.
Surmount ModWhen attacking a target with full HP, DMG +6%.
Surmount ModWhen attacking a target with HP greater than or equal to 80%, DMG +8%.
Surmount ModWhen attacking a target with HP greater than or equal to 80%, DMG +10%.
Surmount ModWhen attacking a target with HP greater than or equal to 60%, DMG +12%.
Surmount ModWhen attacking a target with HP greater than or equal to 60%, DMG +14%.
Surmount ModWhen attacking a target with HP greater than or equal to 60%, DMG +18%. If no part is destroyed, triggers [Flurry Strike] to deal 0.25x DMG.
Execution ModWhen attacking a part with HP below 40%, DMG +3%.
Execution ModWhen attacking a part with HP below 40%, DMG +4%.
Execution ModWhen attacking a part with HP below 40%, DMG +6%.
Execution ModWhen attacking a part with HP below 50%, DMG +8%.
Execution ModWhen attacking a part with HP below 50%, DMG +10%.
Execution ModWhen attacking a part with HP below 60%, DMG +12%.
Execution ModWhen attacking a part with HP below 60%, DMG +14%.
Execution ModWhen attacking a part with HP below 60%, DMG +18%. If a part is destroyed, triggers [Flurry Strike], dealing 0.25x DMG.
Suppression ModWhen initiating combat, if the target cannot retaliate, DMG +3%.
Suppression ModWhen initiating combat, if the target cannot retaliate, DMG +4%.
Suppression ModWhen initiating combat, if the target cannot retaliate, DMG +6%.
Suppression ModWhen initiating combat, if the target cannot retaliate, DMG +8%.
Suppression ModWhen initiating combat, if the target cannot retaliate, DMG +10%.
Suppression ModWhen initiating combat, if the target cannot retaliate, DMG +12%.
Suppression ModWhen initiating combat, if the target cannot retaliate, DMG +14%.
Suppression ModWhen initiating combat, if the target cannot retaliate, DMG +18%. Also dispels 1 buff from the target before combat.
Matching ModWhen initiating combat, if the target can retaliate, DMG Taken -3%.
Matching ModWhen initiating combat, if the target can retaliate, DMG Taken -4%.
Matching ModWhen initiating combat, if the target can retaliate, DMG Taken -6%.
Matching ModWhen initiating combat, if the target can retaliate, DMG Taken -8%.
Matching ModWhen initiating combat, if the target can retaliate, DMG Taken -10%.
Matching ModWhen initiating combat, if the target can retaliate, DMG Taken -12%.
Matching ModWhen initiating combat, if the target can retaliate, DMG Taken -14%.
Matching ModWhen initiating combat, if the target can retaliate, DMG Taken -18%. After initiating combat, restores HP equal to 25% of damage dealt.
Kinetic ModBefore initiating combat, for every 1 tile moved, DMG +1%, up to 3%.
Kinetic ModBefore initiating combat, for every 1 tile moved, DMG +1%, up to 4%.
Kinetic ModBefore initiating combat, for every 1 tile moved, DMG +2%, up to 6%.
Kinetic ModBefore initiating combat, for every 1 tile moved, DMG +2%, up to 8%.
Kinetic ModBefore initiating combat, for every 1 tile moved, DMG +2.5%, up to 10%.
Kinetic ModBefore initiating combat, for every 1 tile moved, DMG +3%, up to 12%.
Kinetic ModBefore initiating combat, for every 1 tile moved, DMG +3.5%, up to 14%.
Kinetic ModBefore initiating combat, for every 1 tile moved, DMG +4.5%, up to 18%. ST Movement +1.
Accumulator ModBefore actively attacking, if distance moved is 2 tiles or less, DMG +3%.
Accumulator ModBefore actively attacking, if distance moved is 2 tiles or less, DMG +4%.
Accumulator ModBefore actively attacking, if distance moved is 2 tiles or less, DMG +6%.
Accumulator ModBefore actively attacking, if distance moved is 2 tiles or less, DMG +8%.
Accumulator ModBefore actively attacking, if distance moved is 2 tiles or less, DMG +10%.
Accumulator ModBefore actively attacking, if distance moved is 2 tiles or less, DMG +12%.
Accumulator ModBefore actively attacking, if distance moved is 2 tiles or less, DMG +14%.
Accumulator ModBefore actively attacking, if distance moved is 2 tiles or less, DMG +18%. At end of action, immediately gains 1 AP. This effect has a 1-turn trigger interval.
Breaker ModWhen executing an AoE Attack, DMG Dealt +3%.
Breaker ModWhen executing an AoE Attack, DMG Dealt +4%.
Breaker ModWhen executing an AoE Attack, DMG Dealt +6%.
Breaker ModWhen executing an AoE Attack, DMG Dealt +8%.
Breaker ModWhen executing an AoE Attack, DMG Dealt +10%.
Breaker ModWhen executing an AoE Attack, DMG Dealt +12%.
Breaker ModWhen executing an AoE Attack, DMG Dealt +14%.
Breaker ModWhen executing an AoE Attack, DMG Dealt +18%. If 3 or more targets are hit, inflicts [Movement Inhibition I] on targets hit after combat, lasting for 2 turns.
Crusher ModWhen actively attacking, DMG +3% against targets afflicted with debuffs.
Crusher ModWhen actively attacking, DMG +4% against targets afflicted with debuffs.
Crusher ModWhen actively attacking, DMG +6% against targets afflicted with debuffs.
Crusher ModWhen actively attacking, DMG +8% against targets afflicted with debuffs.
Crusher ModWhen actively attacking, DMG +10% against targets afflicted with debuffs.
Crusher ModWhen actively attacking, DMG +12% against targets afflicted with debuffs.
Crusher ModWhen actively attacking, DMG +14% against targets afflicted with debuffs.
Crusher ModWhen actively attacking, DMG +18% against targets afflicted with debuffs. When inflicting debuffs, duration +1.
Fortification ModFor every 1 buff carried, DMG +1%, up to 3%.
Fortification ModFor every 1 buff carried, DMG +1%, up to 4%.
Fortification ModFor every 1 buff carried, DMG +2%, up to 6%.
Fortification ModFor every 1 buff carried, DMG +2%, up to 8%.
Fortification ModFor every 1 buff carried, DMG +2.5%, up to 10%.
Fortification ModFor every 1 buff carried, DMG +3%, up to 12%.
Fortification ModFor every 1 buff carried, DMG +3.5%, up to 14%.
Fortification ModFor each buff possessed, DMG +4.5%, up to 18%. The duration of the buff gained increases by 1. This effect cannot stack with similar effects.
Combo ModWhen triggering [Re-ATK], DMG +3%.
Combo ModWhen triggering [Re-ATK], DMG +4%.
Combo ModWhen triggering [Re-ATK], DMG +6%.
Combo ModWhen triggering [Re-ATK], DMG +8%.
Combo ModWhen triggering [Re-ATK], DMG +10%.
Combo ModWhen triggering [Re-ATK], DMG +12%.
Combo ModWhen triggering [Re-ATK], DMG +14%.
Combo ModAfter triggering [Re-ATK], DMG +18%. Each turn, after triggering the first [Re-ATK], AP Cost -1 (minimum 1 AP).
Link ModWhen engaging in a [Link Attack], DMG +5%.
Link ModWhen engaging in a [Link Attack], DMG +7%.
Link ModWhen engaging in a [Link Attack], DMG +10%.
Link ModWhen engaging in a [Link Attack], DMG +13%.
Link ModWhen engaging in a [Link Attack], DMG +16%.
Link ModWhen engaging in a [Link Attack], DMG +20%.
Link ModWhen engaging in a [Link Attack], DMG +24%.
Link ModWhen engaging in a [Link Attack], DMG +30%. Additionally, [Link Attack] trigger chances per turn +1.
Vigilant ModWhen triggering [Vigilant Shot], DMG +5%.
Vigilant ModWhen triggering [Vigilant Shot], DMG +7%.
Vigilant ModWhen triggering [Vigilant Shot], DMG +10%.
Vigilant ModWhen triggering [Vigilant Shot], DMG +13%.
Vigilant ModWhen triggering [Vigilant Shot], DMG +16%.
Vigilant ModWhen triggering [Vigilant Shot], DMG +20%.
Vigilant ModWhen triggering [Vigilant Shot], DMG +24%.
Vigilant ModWhen triggering [Vigilant Shot], DMG +30%. Additionally, [Vigilant Shot] trigger chances per turn +1.
Retaliation ModWhen retaliating, DMG +3%.
Retaliation ModWhen retaliating, DMG +4%.
Retaliation ModWhen retaliating, DMG +6%.
Retaliation ModWhen retaliating, DMG +8%.
Retaliation ModWhen retaliating, DMG +10%.
Retaliation ModWhen retaliating, DMG +12%.
Retaliation ModWhen retaliating, DMG +14%.
Retaliation ModWhen retaliating, DMG +18%. Additionally, [Quick Draw] trigger chances per turn +1.
Fortitude ModWhen HP is below 40%, DMG +3%.
Fortitude ModWhen HP is below 40%, DMG +4%.
Fortitude ModWhen HP is below 40%, DMG +6%.
Fortitude ModWhen HP is below 50%, DMG +8%.
Fortitude ModWhen HP is below 50%, DMG +10%.
Fortitude ModWhen HP is below 60%, DMG +12%.
Fortitude ModWhen HP is below 60%, DMG +14%.
Fortitude ModWhen HP is below 60%, DMG +18%. Body is not destroyed when taking overdamage. This effect has a trigger interval of 5 turns.
Adaptive ModWhen HP is below 50%, DMG Taken -3%.
Adaptive ModWhen HP is below 50%, DMG Taken -4%.
Adaptive ModWhen HP is below 50%, DMG Taken -6%.
Adaptive ModWhen HP is below 50%, DMG Taken -8%.
Adaptive ModWhen HP is below 50%, DMG Taken -10%.
Adaptive ModWhen HP is below 50%, DMG Taken -12%.
Adaptive ModWhen HP is below 50%, DMG Taken -14%.
Adaptive ModWhen HP is below 50%, DMG Taken -18%. When HP is above 50%, DMG +20%.
Flawless ModWhen HP is full, DMG +1.5% and DMG Taken -1.5%.
Flawless ModWhen HP is full, DMG +2% and DMG Taken -2%.
Flawless ModWhen HP is full, DMG +3% and DMG Taken -3%.
Flawless ModWhen HP is greater than or equal to 90%, DMG +4% and DMG Taken -4%.
Flawless ModWhen HP is greater than or equal to 90%, DMG +5% and DMG Taken -5%.
Flawless ModWhen HP is greater than or equal to 80%, DMG +6% and DMG Taken -6%.
Flawless ModWhen HP is greater than or equal to 80%, DMG +7% and DMG Taken -7%.
Flawless ModWhen HP is greater than or equal to 80%, DMG +9% and DMG Taken -9%. At start of action, restores 8% of HP.
Aim Afar ModWhen there are no enemies within 2 adjacent tiles, DMG +3%.
Aim Afar ModWhen there are no enemies within 2 adjacent tiles, DMG +4%.
Aim Afar ModWhen there are no enemies within 2 adjacent tiles, DMG +6%.
Aim Afar ModWhen there are no enemies within 2 adjacent tiles, DMG +8%.
Aim Afar ModWhen there are no enemies within 2 adjacent tiles, DMG +10%.
Aim Afar ModWhen there are no enemies within 2 adjacent tiles, DMG +12%.
Aim Afar ModWhen there are no enemies within 2 adjacent tiles, DMG +14%.
Aim Afar ModWhen there are no enemies within 2 adjacent tiles, DMG +18%. Aura: Grants Hit Rate +8% to other allies within 2 adjacent tiles.
Poke ModWhen there are 3 or more enemies within 2 adjacent tiles, DMG Taken -3%.
Poke ModWhen there are 3 or more enemies within 2 adjacent tiles, DMG Taken -4%.
Poke ModWhen there are 3 or more enemies within 2 adjacent tiles, DMG Taken -6%.
Poke ModWhen there are 3 or more enemies within 2 adjacent tiles, DMG Taken -8%.
Poke ModWhen there are 3 or more enemies within 2 adjacent tiles, DMG Taken -10%.
Poke ModWhen there are 3 or more enemies within 2 adjacent tiles, DMG Taken -12%.
Poke ModWhen there are 3 or more enemies within 2 adjacent tiles, DMG Taken -14%.
Poke ModWhen there are 3 or more enemies within 2 adjacent tiles, DMG Taken -18%. Aura: Inflicts Hit Rate -8% on enemies within 2 adjacent tiles.
Mitigation ModIf unable to retaliate in combat, Dodge Rate +3%.
Mitigation ModIf unable to retaliate in combat, Dodge Rate +4%.
Mitigation ModIf unable to retaliate in combat, Dodge Rate +6%.
Mitigation ModIf unable to retaliate in combat, Dodge Rate +8%.
Mitigation ModIf unable to retaliate in combat, Dodge Rate +10%.
Mitigation ModIf unable to retaliate in combat, Dodge Rate +12%.
Mitigation ModIf unable to retaliate in combat, Dodge Rate +14%.
Mitigation ModIf unable to retaliate in combat, Dodge Rate +18%. After performing a perfect dodge, gains [Movement UP], lasting for 1 turn.
Defender ModIf unable to retaliate in combat, DMG Taken -3%.
Defender ModIf unable to retaliate in combat, DMG Taken -4%.
Defender ModIf unable to retaliate in combat, DMG Taken -6%.
Defender ModIf unable to retaliate in combat, DMG Taken -8%.
Defender ModIf unable to retaliate in combat, DMG Taken -10%.
Defender ModIf unable to retaliate in combat, DMG Taken -12%.
Defender ModIf unable to retaliate in combat, DMG Taken -14%.
Defender ModIf unable to retaliate in combat, DMG Taken -18%. Also gains DMG +8% after combat. Stacks up to 3 times. Lasts for 1 turn.
Matrix ModWhen subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -3%.
Matrix ModWhen subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -4%.
Matrix ModWhen subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -6%.
Matrix ModWhen subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -8%.
Matrix ModWhen subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -10%.
Matrix ModWhen subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -12%.
Matrix ModWhen subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -14%.
Matrix ModWhen subjected to an AoE Attack or Tactical Weapon Attack, DMG Taken -18%. Restores 10% of HP after being hit by AoE attacks.
Urgent Repair ModWhen performing active repairs on the part with the lowest HP, Repair AMT +6%.
Urgent Repair ModWhen performing active repairs on the part with the lowest HP, Repair AMT +8%.
Urgent Repair ModWhen performing active repairs on the part with the lowest HP, Repair AMT +12%.
Urgent Repair ModWhen performing active repairs on the part with the lowest HP, Repair AMT +16%.
Urgent Repair ModWhen performing active repairs on the part with the lowest HP, Repair AMT +20%.
Urgent Repair ModWhen performing active repairs on the part with the lowest HP, Repair AMT +24%.
Urgent Repair ModWhen performing active repairs on the part with the lowest HP, Repair AMT +28%.
Urgent Repair ModWhen performing active repairs on a part with the lowest HP, Repair AMT +36%. When performing active repairs, can repair 1 additional destroyed part.
Repair ModWhen performing active repairs, if the target's HP is below 40%, Repair AMT +3%.
Repair ModWhen performing active repairs, if the target's HP is below 40%, Repair AMT +4%.
Repair ModWhen performing active repairs, if the target's HP is below 40%, Repair AMT +6%.
Repair ModWhen performing active repairs, if the target's HP is below 50%, Repair AMT +8%.
Repair ModWhen performing active repairs, if the target's HP is below 50%, Repair AMT +10%.
Repair ModWhen performing active repairs, if the target's HP is below 60%, Repair AMT +12%.
Repair ModWhen performing active repairs, if the target's HP is below 60%, Repair AMT +14%.
Repair ModWhen performing active repairs, if the target's HP is below 60%, Repair AMT +18%. After performing active repairs, dispels 1 debuff.
Mass Repair ModWhen executing mass repair skills, Repair AMT +3%.
Mass Repair ModWhen executing mass repair skills, Repair AMT +4%.
Mass Repair ModWhen executing mass repair skills, Repair AMT +6%.
Mass Repair ModWhen executing mass repair skills, Repair AMT +8%.
Mass Repair ModWhen executing mass repair skills, Repair AMT +10%.
Mass Repair ModWhen executing mass repair skills, Repair AMT +12%.
Mass Repair ModWhen executing mass repair skills, Repair AMT +14%.
Mass Repair ModWhen executing mass repair skills, Repair AMT +18%. Immune to [Active Skill Disabled].
Safeguard ModWhen there are 2 or more allies within 2 adjacent tiles, DMG +1.5% and DMG Taken -1.5%.
Safeguard ModWhen there are 2 or more allies within 2 adjacent tiles, DMG +2% and DMG Taken -2%.
Safeguard ModWhen there are 2 or more allies within 2 adjacent tiles, DMG +3% and DMG Taken -3%.
Safeguard ModWhen there are 2 or more allies within 2 adjacent tiles, DMG +4% and DMG Taken -4%.
Safeguard ModWhen there are 2 or more allies within 2 adjacent tiles, DMG +5% and DMG Taken -5%.
Safeguard ModWhen there are 2 or more allies within 2 adjacent tiles, DMG +6% and DMG Taken -6%.
Safeguard ModWhen there are 2 or more allies within 2 adjacent tiles, DMG +7% and DMG Taken -7%.
Safeguard ModWhen there are 2 or more allies within 2 adjacent tiles, DMG +9% and DMG Taken -9%. Aura: Grants DMG +5% and DMG Taken -5% to allies within 2 adjacent tiles.
Integration ModWhen HP is at 100%, DMG +3%.
Integration ModWhen HP is at 100%, DMG +4%.
Integration ModWhen HP is at 100%, DMG +6%.
Integration ModWhen HP is greater than or equal to 90%, DMG +8%.
Integration ModWhen HP is greater than or equal to 90%, DMG +10%.
Integration ModWhen HP is greater than or equal to 80%, DMG +12%.
Integration ModWhen HP is greater than or equal to 80%, DMG +14%.
Integration ModWhen HP is greater than or equal to 80%, DMG +18%. Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns.
Maverick ModWhen there are no allies within 2 adjacent tiles, DMG +3%.
Maverick ModWhen there are no allies within 2 adjacent tiles, DMG +4%.
Maverick ModWhen there are no allies within 2 adjacent tiles, DMG +6%.
Maverick ModWhen there are no allies within 2 adjacent tiles, DMG +8%.
Maverick ModWhen there are no allies within 2 adjacent tiles, DMG +10%.
Maverick ModWhen there are no allies within 2 adjacent tiles, DMG +12%.
Maverick ModWhen there are no allies within 2 adjacent tiles, DMG +14%.
Maverick ModWhen there are no allies within 2 adjacent tiles, DMG +18%. At start of action, if there are no allies within 2 adjacent tiles, AP cost of the first attack initiated this turn -1, down to a minimum of 1 AP.
Siege ModWhen there are enemies within 2 adjacent tiles, DMG +1.5% and DMG Taken -1.5%.
Siege ModWhen there are enemies within 2 adjacent tiles, DMG +2% and DMG Taken -2%.
Siege ModWhen there are enemies within 2 adjacent tiles, DMG +3% and DMG Taken -3%.
Siege ModWhen there are enemies within 2 adjacent tiles, DMG +4% and DMG Taken -4%.
Siege ModWhen there are enemies within 2 adjacent tiles, DMG +5% and DMG Taken -5%.
Siege ModWhen there are enemies within 2 adjacent tiles, DMG +6% and DMG Taken -6%.
Siege ModWhen there are enemies within 2 adjacent tiles, DMG +7% and DMG Taken -7%.
Siege ModWhen there are enemy units within 2 adjacent tiles, DMG +9% and DMG Taken -9%. Immune to [Percentage-Based Fixed DMG].
Bastion ModWhen attacking with two weapons of the same type simultaneously, DMG +3%.
Bastion ModWhen attacking with two weapons of the same type simultaneously, DMG +4%.
Bastion ModWhen attacking with two weapons of the same type simultaneously, DMG +6%.
Bastion ModWhen attacking with two weapons of the same type simultaneously, DMG +8%.
Bastion ModWhen attacking with two weapons of the same type simultaneously, DMG +10%.
Bastion ModWhen attacking with two weapons of the same type simultaneously, DMG +12%.
Bastion ModWhen attacking with two weapons of the same type simultaneously, DMG +14%.
Bastion ModWhen attacking with two weapons of the same type simultaneously, DMG +18%. Assault Weapon Range +1 when retaliating.
Skirmishing ModWhen in combat against enemies within 2 tiles, DMG +3%.
Skirmishing ModWhen in combat against enemies within 2 tiles, DMG +4%.
Skirmishing ModWhen in combat against enemies within 2 tiles, DMG +6%.
Skirmishing ModWhen in combat against enemies within 2 tiles, DMG +8%.
Skirmishing ModWhen in combat against enemies within 2 tiles, DMG +10%.
Skirmishing ModWhen in combat against enemies within 2 tiles, DMG +12%.
Skirmishing ModWhen in combat against enemies within 2 tiles, DMG +14%.
Skirmishing ModWhen in combat against enemies within 2 tiles, DMG +18%. When initiating combat, if the target is hit, steals 1 AP from the target after combat. Can only trigger 1 time per turn.
Inspiration ModWhen there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -2%.
Inspiration ModWhen there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -3%.
Inspiration ModWhen there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -4%.
Inspiration ModWhen there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -5%.
Inspiration ModWhen there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -7%.
Inspiration ModWhen there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -8%.
Inspiration ModWhen there are allies within 2 adjacent tiles with HP percentage above 50%, DMG Taken -9%.
Inspiration ModWhen allies within 2 adjacent tiles have over 50% HP, DMG Taken -12%. After performing active repairs, can trigger [Re-ATK]. Cannot move before attacking. Can only trigger 1 time per turn.
Sentinel ModWhen in combat with a target at [Ideal Range], DMG +3%.
Sentinel ModWhen in combat with a target at [Ideal Range], DMG +4%.
Sentinel ModWhen in combat with a target at [Ideal Range], DMG +6%.
Sentinel ModWhen in combat with a target at [Ideal Range], DMG +8%.
Sentinel ModWhen in combat with a target at [Ideal Range], DMG +10%.
Sentinel ModWhen in combat with a target at [Ideal Range], DMG +12%.
Sentinel ModWhen in combat with a target at [Ideal Range], DMG +14%.
Sentinel ModWhen in combat with a target at [Ideal Range], DMG +18%. When in combat with a target at [Ideal Range], Bullets +1.
Eruption ModWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +3%.
Eruption ModWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +4%.
Eruption ModWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +6%.
Eruption ModWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +8%.
Eruption ModWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +10%.
Eruption ModWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +12%.
Eruption ModWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +14%.
Eruption ModWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +18%. Enters the [Restriction Removal] state, activating the extra module effect integrated within the part.
Focus ModIf this unit doesn't move before actively attacking, Crit Rate +4%.
Focus ModIf this unit doesn't move before actively attacking, Crit Rate +6%.
Focus ModIf this unit doesn't move before actively attacking, Crit Rate +8%.
Focus ModIf this unit doesn't move before actively attacking, Crit Rate +10%.
Focus ModIf this unit doesn't move before actively attacking, Crit Rate +14%.
Focus ModIf this unit doesn't move before actively attacking, Crit Rate +16%.
Focus ModIf this unit doesn't move before actively attacking, Crit Rate +18%.
Focus ModIf this unit doesn't move before actively attacking, Crit Rate +24%. If a critical hit occurs when attacking, Crit DMG +3% after combat. This effect can stack up to a maximum increase of 15%.
Bombardment ModWhen executing code attacks, DMG +3%.
Bombardment ModWhen executing code attacks, DMG +4%.
Bombardment ModWhen executing code attacks, DMG +6%.
Bombardment ModWhen executing code attacks, DMG +8%.
Bombardment ModWhen executing code attacks, DMG +10%.
Bombardment ModWhen executing code attacks, DMG +12%.
Bombardment ModWhen executing code attacks, DMG +14%.
Bombardment ModWhen executing code attacks, DMG +18%. When actively attacking with a Tactical Weapon, if 3 or more targets are hit, randomly reloads 1 Ammo after combat, up to 1 time per turn.
Overcapacity ModWhen receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 4%.
Overcapacity ModWhen receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 6%.
Overcapacity ModWhen receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 8%.
Overcapacity ModWhen receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 10%.
Overcapacity ModWhen receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 14%.
Overcapacity ModWhen receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 16%.
Overcapacity ModWhen receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 18%.
Overcapacity ModWhen receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 24%. When attacked in battle, if possessing Temporary HP, triggers [Quick Draw].
Opportunist ModWhen in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +3%. If the attack is not an active attack, DMG is further increased by 2%.
Opportunist ModWhen in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +4%. If the attack is not an active attack, DMG is further increased by 3%.
Opportunist ModWhen in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +6%. If the attack is not an active attack, DMG is further increased by 4%.
Opportunist ModDuring combat, if this unit's HP percentage is greater than or equal to the target's, DMG +8%. If the attack is not an active attack, DMG is further increased by 5%.
Opportunist ModWhen in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +10%. If the attack is not an active attack, DMG is further increased by 7%.
Opportunist ModWhen in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +12%. If this attack is not an active attack, DMG is further increased by 8%.
Opportunist ModWhen in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +14%. If the attack is not an active attack, DMG is further increased by 9%.
Opportunist ModWhen in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +18%. If the attack is not an active attack, DMG is additionally +12%. When actively attacking, if consuming greater than or equal to 5 AP, recovers 1 AP, can be triggered up to 1 time per turn.
Ulfhednar ModWhen attacking, if this unit's HP percentage is lower than 40%, ignores 6% of the target's Armor and 3% Dodge.
Ulfhednar ModWhen attacking, if this unit's HP percentage is lower than 40%, ignores 8% of the target's Armor and 4% Dodge.
Ulfhednar ModWhen attacking, if this unit's HP percentage is lower than 40%, ignores 12% of the target's Armor and 6% Dodge.
Ulfhednar ModWhen attacking, if this unit's HP percentage is lower than 50%, ignores 16% of the target's Armor and 8% Dodge.
Ulfhednar ModWhen attacking, if this unit's HP percentage is lower than 50%, ignores 19% of the target's Armor and 10% Dodge.
Ulfhednar ModWhen attacking, if this unit's HP percentage is lower than 60%, ignores 23% of the target's Armor and 12% Dodge.
Ulfhednar ModWhen attacking, if this unit's HP percentage is lower than 60%, ignores 27% of the target's Armor and 14% Dodge.
Ulfhednar ModWhen attacking, if this unit's HP percentage is below 60%, ignores 35% of the target's Armor and 18% of Dodge. ST Movement increased by 1 tile. Ignores unit obstruction when moving, and when attacking enemy STs along the movement path, its triggered [Flurry Strike] effect is replaced with [Gusty Strike].
Ravage ModWhen attacking a target on any terrain effect, DMG +3%.
Ravage ModWhen attacking a target on any terrain effect, DMG +4%.
Ravage ModWhen attacking a target on any terrain effect, DMG +6%.
Ravage ModWhen attacking a target on any terrain effect, DMG +8%.
Ravage ModWhen attacking a target on any terrain effect, DMG +10%.
Ravage ModWhen attacking a target on any terrain effect, DMG +12%.
Ravage ModWhen attacking a target on any terrain effect, DMG +14%.
Ravage ModWhen attacking a target on any terrain effect, DMG +18%. [Fixed DMG] dealt is increased by 25%.
AugmenterWhen attacking a part with full HP, DMG +3%.
AugmenterWhen attacking a part with full HP, DMG +4%.
AugmenterWhen attacking a part with full HP, DMG +6%.
AugmenterWhen attacking a part with HP above 80%, DMG +8%.
AugmenterWhen attacking a part with HP above 80%, DMG +10%.
AugmenterWhen attacking a part with HP above 60%, DMG +12%.
AugmenterWhen attacking a part with HP above 60%, DMG +14%.
AugmenterWhen attacking a part with HP above 60%, DMG +18%. CP +3 in the lowest unlocked Neural Drive Sector.
Sustain ModWhen performing active repairs, Repair AMT increases by 2%. Repair AMT on the part with the lowest HP is additionally increased by 4%.
Sustain ModWhen performing active repairs, Repair AMT increases by 3%. Repair AMT on the part with the lowest HP is additionally increased by 6%.
Sustain ModWhen performing active repairs, Repair AMT increases by 4%. Repair AMT on the part with the lowest HP is additionally increased by 8%.
Sustain ModWhen performing active repairs, Repair AMT increases by 5%. Repair AMT on the part with the lowest HP is additionally increased by 10%.
Sustain ModWhen performing active repairs, Repair AMT increases by 7%. Repair AMT on the part with the lowest HP is additionally increased by 14%.
Sustain ModWhen performing active repairs, Repair AMT increases by 8%. Repair AMT on the part with the lowest HP is additionally increased by 16%.
Sustain ModWhen performing active repairs, Repair AMT increases by 9%. Repair AMT on the part with the lowest HP is additionally increased by 18%.
Sustain ModWhen performing active repairs, Repair AMT increases by 12%, with an additional increase of 24% to the part with the lowest HP. This unit and the first summoned unit will not be destroyed when taking fatal damage. After battle, repairs all destroyed parts and restores 30% of Max HP to all allies within a 2-block range. This effect can be activated 1 time per deployment.
Crit Lock ModWhen actively attacking, Crit Rate +3%. If a critical hit does not occur, Crit Rate increases by 3% for the next active attack. This effect can stack and is cleared upon landing a critical hit.
Crit Lock ModWhen actively attacking, Crit Rate +5%. If a critical hit does not occur, Crit Rate increases by 4% for the next active attack. This effect can stack and is cleared upon landing a critical hit.
Crit Lock ModWhen actively attacking, Crit Rate +7%. If a critical hit does not occur, Crit Rate increases by 5% for the next active attack. This effect can stack and is cleared upon landing a critical hit.
Crit Lock ModWhen actively attacking, Crit Rate +9%. If a critical hit does not occur, Crit Rate increases by 6% for the next active attack. This effect can stack and is cleared upon landing a critical hit.
Crit Lock ModWhen actively attacking, Crit Rate +11%. If a critical hit does not occur, Crit Rate increases by 8% for the next active attack. This effect can stack and is cleared upon landing a critical hit.
Crit Lock ModWhen actively attacking, Crit Rate +13%. If a critical hit does not occur, Crit Rate increases by 10% for the next active attack. This effect can stack and is cleared upon landing a critical hit.
Crit Lock ModWhen actively attacking, Crit Rate +16%. If a critical hit does not occur, Crit Rate increases by 12% for the next active attack. This effect can stack and is cleared upon landing a critical hit.
Crit Lock ModWhen actively attacking, Crit Rate +20%. If a critical hit does not occur, Crit Rate increases by 15% for the next active attack. This effect can stack and is cleared upon landing a critical hit. When entering [Aiming] Mode, skill multiplier +0.1.
Bulwark Array‌ ModWhen actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 30%, gains a shield equal to 3% of its Max HP after combat. This shield lasts until it is broken.
Bulwark Array‌ ModWhen actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 30%, gains a shield equal to 4% of its Max HP after combat. This shield lasts until it is broken.
Bulwark Array‌ ModWhen actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 30%, gains a shield equal to 5% of its Max HP after combat. This shield lasts until it is broken.
Bulwark Array‌ ModWhen actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 50%, gains a shield equal to 6% of its Max HP after combat. This shield lasts until it is broken.
Bulwark Array‌ ModWhen actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 50%, gains a shield equal to 8% of its Max HP after combat. This shield lasts until it is broken.
Bulwark Array‌ ModWhen actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 70%, gains a shield equal to 10% of its Max HP after combat. This shield lasts until it is broken.
Bulwark Array‌ ModWhen actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 70%, gains a shield equal to 12% of its Max HP after combat. This shield lasts until it is broken.
Bulwark Array‌ ModWhen actively attacked and hit, if not possessing a shield, a part that was hit but not destroyed, with HP percentage lower than 70%, gains a shield equal to 15% of its Max HP after combat. This shield lasts until it is broken. Upon gaining a shield, applies [DMG UP III] and [Hit Rate UP III] to self and 1 random ally within a diamond-shaped 2-tile range. Lasts for 2 turns.
Coordinated Support ModWhen attacking, if there are other allies within 4 tiles of the target, DMG +3%.
Coordinated Support ModWhen attacking, if there are other allies within 4 tiles of the target, DMG +4%.
Coordinated Support ModWhen attacking, if there are other allies within 4 tiles of the target, DMG +6%.
Coordinated Support ModWhen attacking, if there are other allies within 4 tiles of the target, DMG +8%.
Coordinated Support ModWhen attacking, if there are other allies within 4 tiles of the target, DMG +10%.
Coordinated Support ModWhen attacking, if there are other allies within 4 tiles of the target, DMG +12%.
Coordinated Support ModWhen attacking, if there are other allies within 4 tiles of the target, DMG +14%.
Coordinated Support ModWhen attacking, if there are other allies within 4 tiles of the target, DMG +18%. At end of action, if 2 attacks or Code skills were used this turn, regens 1 AP.
Counterblade ModWhen attacked, if the attacker's Hit Rate is less than or equal to 50%, Retaliation DMG Dealt +4%.
Counterblade ModWhen attacked, if the attacker's Hit Rate is less than or equal to 50%, Retaliation DMG Dealt +6%.
Counterblade ModWhen attacked, if the attacker's Hit Rate is less than or equal to 50%, Retaliation DMG Dealt +8%.
Counterblade ModWhen attacked, if the attacker's Hit Rate is less than or equal to 60%, Retaliation DMG Dealt +10%.
Counterblade ModWhen attacked, if the attacker's Hit Rate is less than or equal to 60%, Retaliation DMG Dealt +14%.
Counterblade ModWhen attacked, if the attacker's Hit Rate is less than or equal to 70%, Retaliation DMG Dealt +16%.
Counterblade ModWhen attacked, if the attacker's Hit Rate is less than or equal to 70%, Retaliation DMG Dealt +18%.
Counterblade ModWhen attacked, if the attacker's Hit Rate is less than or equal to 70%, Retaliation DMG Dealt +24%. After each Retaliation, increases own skill multiplier by +0.05, up to +0.15. Resets at end of action.
Hit Rate UPHit Rate +3%.
Hit Rate UPHit Rate +5%.
Hit Rate UPHit Rate +7%.
Hit Rate UPHit Rate +10%.
Hit Rate UPHit Rate +6%.
Hit Rate UPHit Rate +8%.
Hit Rate UPHit Rate +12%.
Crit Rate UPCrit Rate +3%.
Crit Rate UPCrit Rate +5%.
Crit Rate UPCrit Rate +7%.
Crit Rate UPCrit Rate +10%.
Crit Rate UPCrit Rate +6%.
Crit Rate UPCrit Rate +8%.
Crit Rate UPCrit Rate +12%.
Crit DMG UPCrit DMG +3%.
Crit DMG UPCrit DMG +5%.
Crit DMG UPCrit DMG +7%.
Crit DMG UPCrit DMG +10%.
Crit DMG UPCrit DMG +6%.
Crit DMG UPCrit DMG +8%.
Crit DMG UPCrit DMG +12%.
Dodge Rate UPDodge Rate +3%.
Dodge Rate UPDodge Rate +5%.
Dodge Rate UPDodge Rate +7%.
Dodge Rate UPDodge Rate +10%.
Dodge Rate UPDodge Rate +6%.
Dodge Rate UPDodge Rate +8%.
Dodge Rate UPDodge Rate +12%.
HP UPHP +3%.
HP UPHP +5%.
HP UPHP +7%.
HP UPHP +10%.
HP UPHP +6%.
HP UPHP +8%.
HP UPHP +12%.
Armor UPArmor +10%.
Armor UPArmor +17%.
Armor UPArmor +25%.
Armor UPArmor +35%.
Armor UPArmor +22%.
Armor UPArmor +28%.
Armor UPArmor +42%.
DMG Taken DownDMG Taken -3%.
DMG Taken DownDMG Taken -5%.
DMG Taken DownDMG Taken -7%.
DMG Taken DownDMG Taken -10%.
DMG Taken DownDMG Taken -6%.
DMG Taken DownDMG Taken -8%.
DMG Taken DownDMG Taken -12%.
Crit RES UPCrit RES +3%.
Crit RES UPCrit RES +5%.
Crit RES UPCrit RES +7%.
Crit RES UPCrit RES +10%.
Crit RES UPCrit RES +6%.
Crit RES UPCrit RES +8%.
Crit RES UPCrit RES +12%.
Repair AMT Received UPRepair AMT Received +3%.
Repair AMT Received UPRepair AMT Received +5%.
Repair AMT Received UPRepair AMT Received +7%.
Repair AMT Received UPRepair AMT Received +10%.
Repair AMT Received UPRepair AMT Received +6%.
Repair AMT Received UPRepair AMT Received +8%.
Repair AMT Received UPRepair AMT Received +12%.
Pile Bunker DMG UPPile Bunker DMG +3%.
Pile Bunker DMG UPPile Bunker DMG +5%.
Pile Bunker DMG UPPile Bunker DMG +7%.
Pile Bunker DMG UPPile Bunker DMG +10%.
Pile Bunker DMG UPPile Bunker DMG +6%.
Pile Bunker DMG UPPile Bunker DMG +8%.
Pile Bunker DMG UPPile Bunker DMG +12%.
Knuckle DMG UPKnuckles DMG +3%.
Knuckle DMG UPKnuckles DMG +5%.
Knuckle DMG UPKnuckles DMG +7%.
Knuckle DMG UPKnuckles DMG +10%.
Knuckle DMG UPKnuckles DMG +6%.
Knuckle DMG UPKnuckles DMG +8%.
Knuckle DMG UPKnuckles DMG +12%.
Polearm DMG UPPolearm DMG +3%.
Polearm DMG UPPolearm DMG +5%.
Polearm DMG UPPolearm DMG +7%.
Polearm DMG UPPolearm DMG +10%.
Polearm DMG UPPolearm DMG +6%.
Polearm DMG UPPolearm DMG +8%.
Polearm DMG UPPolearm DMG +12%.
Shotgun DMG UPShotgun DMG +3%.
Shotgun DMG UPShotgun DMG +5%.
Shotgun DMG UPShotgun DMG +7%.
Shotgun DMG UPShotgun DMG +10%.
Shotgun DMG UPShotgun DMG +6%.
Shotgun DMG UPShotgun DMG +8%.
Shotgun DMG UPShotgun DMG +12%.
Machine Gun DMG UPMachine Gun DMG +3%.
Machine Gun DMG UPMachine Gun DMG +5%.
Machine Gun DMG UPMachine Gun DMG +7%.
Machine Gun DMG UPMachine Gun DMG +10%.
Machine Gun DMG UPMachine Gun DMG +6%.
Machine Gun DMG UPMachine Gun DMG +8%.
Machine Gun DMG UPMachine Gun DMG +12%.
Heavy Machine Gun DMG UPHeavy Machine Gun DMG +3%.
Heavy Machine Gun DMG UPHeavy Machine Gun DMG +5%.
Heavy Machine Gun DMG UPHeavy Machine Gun DMG +7%.
Heavy Machine Gun DMG UPHeavy Machine Gun DMG +10%.
Heavy Machine Gun DMG UPHeavy Machine Gun DMG +6%.
Heavy Machine Gun DMG UPHeavy Machine Gun DMG +8%.
Heavy Machine Gun DMG UPHeavy Machine Gun DMG +12%.
Sniper Rifle DMG UPSniper Rifle DMG +3%.
Sniper Rifle DMG UPSniper Rifle DMG +5%.
Sniper Rifle DMG UPSniper Rifle DMG +7%.
Sniper Rifle DMG UPSniper Rifle DMG +10%.
Sniper Rifle DMG UPSniper Rifle DMG +6%.
Sniper Rifle DMG UPSniper Rifle DMG +8%.
Sniper Rifle DMG UPSniper Rifle DMG +12%.
Light Rifle DMG UPLight Rifle DMG +3%.
Light Rifle DMG UPLight Rifle DMG +5%.
Light Rifle DMG UPLight Rifle DMG +7%.
Light Rifle DMG UPLight Rifle DMG +10%.
Light Rifle DMG UPLight Rifle DMG +6%.
Light Rifle DMG UPLight Rifle DMG +8%.
Light Rifle DMG UPLight Rifle DMG +12%.
Missile Launcher DMG UPMissile Launcher DMG +3%.
Missile Launcher DMG UPMissile Launcher DMG +5%.
Missile Launcher DMG UPMissile Launcher DMG +7%.
Missile Launcher DMG UPMissile Launcher DMG +10%.
Missile Launcher DMG UPMissile Launcher DMG +6%.
Missile Launcher DMG UPMissile Launcher DMG +8%.
Missile Launcher DMG UPMissile Launcher DMG +12%.
Rocket Launcher DMG UPRocket Launcher DMG +3%.
Rocket Launcher DMG UPRocket Launcher DMG +5%.
Rocket Launcher DMG UPRocket Launcher DMG +7%.
Rocket Launcher DMG UPRocket Launcher DMG +10%.
Rocket Launcher DMG UPRocket Launcher DMG +6%.
Rocket Launcher DMG UPRocket Launcher DMG +8%.
Rocket Launcher DMG UPRocket Launcher DMG +12%.
Rail Gun DMG UPRail Gun DMG +3%.
Rail Gun DMG UPRail Gun DMG +5%.
Rail Gun DMG UPRail Gun DMG +7%.
Rail Gun DMG UPRail Gun DMG +10%.
Rail Gun DMG UPRail Gun DMG +6%.
Rail Gun DMG UPRail Gun DMG +8%.
Rail Gun DMG UPRail Gun DMG +12%.
Manipulator Repair AMT UPManipulator Repair AMT +3%.
Manipulator Repair AMT UPManipulator Repair AMT +5%.
Manipulator Repair AMT UPManipulator Repair AMT +7%.
Manipulator Repair AMT UPManipulator Repair AMT +10%.
Manipulator Repair AMT UPManipulator Repair AMT +6%.
Manipulator Repair AMT UPManipulator Repair AMT +8%.
Manipulator Repair AMT UPManipulator Repair AMT +12%.
DMG Taken (Assault) DownDMG Taken (Assault) -3%.
DMG Taken (Assault) DownDMG Taken (Assault) -5%.
DMG Taken (Assault) DownDMG Taken (Assault) -7%.
DMG Taken (Assault) DownDMG Taken (Assault) -10%.
DMG Taken (Assault) DownDMG Taken (Assault) -6%.
DMG Taken (Assault) DownDMG Taken (Assault) -8%.
DMG Taken (Assault) DownDMG Taken (Assault) -12%.
DMG Taken (Assault) DownDMG Taken (Assault) -500%.
DMG Taken (Melee) DownDMG Taken (Melee) -3%.
DMG Taken (Melee) DownDMG Taken (Melee) -5%.
DMG Taken (Melee) DownDMG Taken (Melee) -7%.
DMG Taken (Melee) DownDMG Taken (Melee) -10%.
DMG Taken (Melee) DownDMG Taken (Melee) -6%.
DMG Taken (Melee) DownDMG Taken (Melee) -8%.
DMG Taken (Melee) DownDMG Taken (Melee) -12%.
DMG Taken (T-Range) Down.DMG Taken (Ranged) -3%.
DMG Taken (T-Range) Down.DMG Taken (Ranged) -5%.
DMG Taken (T-Range) Down.DMG Taken (Ranged) -7%.
DMG Taken (T-Range) Down.DMG Taken (Ranged) -10%.
DMG Taken (T-Range) Down.DMG Taken (Ranged) -6%.
DMG Taken (T-Range) Down.DMG Taken (Ranged) -8%.
DMG Taken (T-Range) Down.DMG Taken (Ranged) -12%.
DMG Taken (AoE) DownDMG Taken (AoE) -3%.
DMG Taken (AoE) DownDMG Taken (AoE) -5%.
DMG Taken (AoE) DownDMG Taken (AoE) -7%.
DMG Taken (AoE) DownDMG Taken (AoE) -10%.
DMG Taken (AoE) DownDMG Taken (AoE) -6%.
DMG Taken (AoE) DownDMG Taken (AoE) -8%.
DMG Taken (AoE) DownDMG Taken (AoE) -12%.
ST Overall Power UPST Power +25.
ST Overall Power UPST Power +50.
ST Overall Power UPST Power +75.
ST Overall Power UPST Power +100.
FP UPFirepower +3%.
FP UPFirepower +5%.
FP UPFirepower +7%.
FP UPFirepower +10%.
Flamethrower DMG UPFlamethrower DMG +3%.
Flamethrower DMG UPFlamethrower DMG +5%.
Flamethrower DMG UPFlamethrower DMG +7%.
Flamethrower DMG UPFlamethrower DMG +10%.
Chainsaw DMG UPChainsaw DMG +3%.
Chainsaw DMG UPChainsaw DMG +5%.
Chainsaw DMG UPChainsaw DMG +7%.
Chainsaw DMG UPChainsaw DMG +10%.
Alter-Blade DMG UPAlter-Blade DMG +3%.
Alter-Blade DMG UPAlter-Blade DMG +5%.
Alter-Blade DMG UPAlter-Blade DMG +7%.
Alter-Blade DMG UPAlter-Blade DMG +10%.
Epic Skin Attribute BonusHP +1%, Firepower +1%.
Cutter DMG UPCutter DMG +3%.
Cutter DMG UPCutter DMG +5%.
Cutter DMG UPCutter DMG +7%.
Cutter DMG UPCutter DMG +10%.
Small Shield SkillWhen equipped on the same arm as a Tactical Weapon, this skill reduces the probability of that Arm being hit. Also increases shield HP by 50%, while reducing DMG Taken by 5%.
Large Shield SkillWhen a Large Shield triggers the [Guts] effect, it restores an additional 25% HP.
Knuckles SkillWhen attacking with Knuckles, Dodge Rate +15%.
Pile Bunker SkillWhen using a Pile Bunker to destroy a part, active attack DMG increases by 10%. Can trigger 1 time.
Polearm SkillWhen using a Polearm to attack a diagonal (1 tile) target, DMG increases by 10%.
Shotgun SkillWhen using a Shotgun to attack a target within 1 adjacent tile, DMG increases by 10%.
Shotgun - LW SkillWhen attacking with a Shotgun, DMG dealt to Body parts increases by 24%.
Machine Gun SkillWhen attacking with a Machine Gun, DMG increases by 2.5% for each hit, up to 25%.
Machine Gun - LW SkillWhen executing a Normal Attack with a Machine Gun, DMG increases by 15%.
Heavy Machine Gun SkillWhen attacking with a Heavy Machine Gun, for each 1 AP consumed, DMG +2.5%, up to 12.5%.
Light Rifle SkillWhen attacking with a Light Rifle, increases DMG Taken by the part hit by 18%. Lasts for 1 turn.
Light Rifle - LW SkillWhen attacking with a Light Rifle, reduces Repair AMT received by the part hit by 20%. Lasts for 1 turn.
Sniper Rifle SkillWhen attacking with a Sniper Rifle, if the Hit Rate exceeds 90%, every additional 1% increases DMG by 1%, capped at 10%.
Missile Launcher SkillWhen attacking with a Missile Launcher, chance to hit the part with the lowest HP +50%.
Missile Launcher - LW SkillWhen attacking with a Missile Launcher, Hit Rate increases by 5%, and minimum Range is reduced by 1.
Rocket Launcher SkillWhen attacking with a Rocket Launcher, DMG Dealt increases by 25% against enemies located within 1 tile of the center of the selected area.
Rail Gun SkillWhen attacking with a Rail Gun, DMG Dealt increases by 20% against the 1st target hit.
Nostalgic gameplay value increased by 1.Final DMG, Hit Rate, and Max HP +1%.
Nostalgic gameplay value increased by 2.Final DMG +6%, Hit Rate and Max HP +1%.
RD 1When actively attacking, for every 1 enemy unit hit, gains 1 stack of [Fugue]. Final DMG +30%.
RD 5Rail Guns deals Splash DMG equal to 50% of the damage dealt to all parts except the part hit. Flamethrower Bullets +4.
RD 10After actively attacking, inflicts 1 powerful random debuff on all enemy units hit. Can only trigger 2 times per turn.
RD 15Increases RD 5 Rail Gun Splash DMG effect. Rail Guns now deal 85% Splash DMG to parts other than the part hit. Damage multiplier after T-Sphere redirection +0.2.
RD 20Increases RD 10 powerful random debuff trigger times. Can now trigger 3 times per turn.
RD 1When actively attacking, Crit Rate and Final DMG +25%. For every 1 enemy unit within skill range, Crit Rate and Final DMG +5%, up to 25%.
RD 5When actively attacking, for each 1 enemy unit destroyed, recovers 1 round of Rail Gun Ammo. When actively attacking with a Rail Gun, can enter [Aiming] Mode.
RD 10When Overall HP is greater than or equal to 50%, Rail Gun Range +2 and Crit Rate +30%.
RD 15When actively attacking with a Rail Gun, each critical hit on 1 enemy unit grants 1 stack of [Electromagnetic Focus]. Can stack up to 5 times.
RD 20After attacking with a Rail Gun, can [Re-Act] with full Movement. Can only trigger 1 time per turn. Final DMG +10%.
RD 1When other ally units destroy an enemy units, if located within [Defense Field], gains 30% of the experience from destroyed enemy units. When all ally units are within [Defense Field], Final DMG and Crit Rate increase by 15%. When within [Defense Field], Machine Gun Bullets +5, Final DMG Taken -10%, and Armor +30%. [Guard] can additionally block Melee attacks.
RD 5When allied units initiate or withstand an active attack and end action within [Defense Field], [Tiphys] gains 1 stack of [Battle Analysis]. Stacks up to 50 times.
RD 10When actively attacking, if located within [Defense Field], can trigger [Re-Act] and regen 4 AP. Can only trigger 1 time per turn. Each stack of [Battle Analysis] additionally reduces Final DMG Taken by 0.4%.
RD 15Each stack of [Battle Analysis] additionally increases Final DMG and Hit Rate by 0.5%. When possessing 40 stacks of [Battle Analysis], ignores 100% of enemy Armor when attacking. When gaining [Battle Analysis], gains an additional 1 stack.
RD 20When all allied units are within [Defense Field], Final DMG and Crit Rate increase by 10%. When possessing 50 stacks of [Battle Analysis], gains [Tactical Advantage].
RD 1Final DMG +30%. Can use the [Combat Maneuver] Code. Before actively attacking, if this unit has not moved, gains 1 stack of [Assess Situation]. Stacks up to 3 times.
RD 5When in [Rack] Mode, Sniper Rifle Hit Rate and Crit Rate +15%. At end of action, if in [Rack] Mode, gains 1 stack of [Concentrated Focus]. Can stack 3 times.
RD 10When in [Rack] Mode, Sniper Rifle Range +1. When actively attacking, for each 1 AP consumed, DMG and Crit Rate +5%.
RD 15[Assess Situation] is upgraded to [Assess Situation II]. When 3 stacks are triggered, the [Re-ATK] effect can restore AP to its maximum value and grant [Penetrate]. The [Concentrated Focus] stack cap is increased to 5 stacks.
RD 20When exiting [Rack] Mode, no longer loses stacks of [Concentrated Focus]. When possessing 3 or more stacks of [Concentrated Focus], AP Regen +1, and [Vigilant Shot] has no usage limit. [RD 1] reduces the cooldown of [Combat Maneuver] to 2 turns.
SwayAfter actively attacking, if a part is destroyed, moves an additional 2 tiles after combat. Effective only with the current weapon.
ExpansionMachine Gun Bullets +1. This effect does not stack. When equipped with two Machine Guns, upgrades [Link Attack] to [Twin-Gun Link Attack].
Mega FormEnhanced [Prototype]: When executing a dual machine gun skill to initiate combat, gains [Hit Rate UP II] and [Crit Rate UP II] before combat, lasting for 2 turns. Also triggers [Flurry Strike] with the opposite Arm after the enemy retaliates, dealing 0.4 (0.5)x DMG.
Lingering FuryWielding a Polearm one-handed will not affect Hit Rate.
Continuous AxisWhen attacking with a Polearm, for every 6 targets hit, restores 1 AP after combat.
UnswervingEnhanced [Unto Death]: When triggered by [Pursuit], [Cleave] damage multiplier +0.2. The unit returns to its original position after attacking.
Deflection ProtectionWhen attacked, the weighting of the DMG Shift effect increases by 50, and DMG Reduction increases to 15%.
HotfixWhen triggering [Link Repair], can repair 1 additional destroyed part.
Cookie! Cookie!Enhanced [Pochy!]: Pochy can also execute the [Wide-Range Repair] Code.
Steady AimBefore a Normal Attack, if no movement has occurred this action, enters [Aiming] Mode for this attack. Can trigger up to 3 times per turn.
Tracker TuningWhen using a Sniper Rifle to engage in combat against targets 3 or more tiles away, Hit Rate +10% and DMG +10%. For each additional tile, both effects increase by 5%, up to 25% each.
Intel PreparationsEnhanced [Intel Collection]: [Intel Collection] additionally restores 1 AP. When an ST is destroyed within range, gains 5% additional Crit Rate, up to 25%.
DetonateAfter dealing damage, inflicts [Fixed DMG] equal to 15% of Weapon ATK on parts hit.
RaidWhen attacking with two Pile Bunkers, DMG Dealt +20% and DMG Taken -20%.
Solitary StanceEnhanced [Solitary]: After sortie, gains 3 stacks of [Magnetic Armor], lasting for 1 turn. When an Arm suffers overdamage, triggers [Guts] if possessing [Magnetic Armor]. After triggering, removes all stacks of [Magnetic Armor].
Pressed PlateShield DMG Reduction effect is increased to 20%.
Adaptive FrameGains 1 stack of [Retaliation DMG UP] each time Shield loses 33% of Max HP. Stacks up to 5 times.
PreemptingEnhanced [Initiative]: [Quick Draw] and [Add Strike] have no trigger limit. After combat, restores HP to a single Arm—prioritizing the Arm with the shield—equal to 25% of damage dealt.
External AmmoWhen a Missile Launcher runs out of Ammo, it automatically reloads all Ammo. This effect can only trigger 1 time per battle.
StationaryBefore attacking with a Missile Launcher, if no movement has occurred this action, DMG +30%.
Amazing LaptopEnhanced [Elite Hacker]: When executing [Salvo]-style skills, Splash DMG +25%. Gains [Energy Optimization]. Can trigger 1 time per turn.
CatharsisWielding a Heavy Machine Gun one-handed does not affect Hit Rate.
HyperfireWhen Heavy Machine Gun's range increases, Ideal Range expands by that same distance.
Doomed BrigadeEnhanced [Fearless Army]: For every enemy within range, gains Bullets +1, up to 4. When an Arm is destroyed, does not exit [Rack] Mode.
TranquilityWhen initiating combat, if the target cannot retaliate, gains Hit Rate +10% and Crit Rate +10% for this attack.
ExhortIncreases [Vigilant Shot] damage multiplier by 0.35. If a part is destroyed by [Vigilant Shot], restores 1 AP after combat. Can only trigger 1 time per turn.
May FlourishEnhanced [Epiphyllum Move]: When in [Aiming] Mode, DMG +20%. If the target part is undestroyed, DMG is further increased by 10%. When equipped with a Small Shield, can move with full Movement after destroying the target.
InitiationWhen attacking with the first Ammo shell in the Magazine, Hit Rate +10% and DMG +10%.
PlanningWhen actively attacking with both Rocket Launchers, Crit Rate +50%.
Eternal FlameEnhanced [Unceasing Thunderfire]: When attacking with a Rocket Launcher, the effect triggers when hitting 2 or more targets. When actively attacking with a Rocket Launcher, DMG +25% against parts with HP greater than or equal to 50%.
Ammo RecyclingWhen actively attacking with a Rail Gun, if a part is destroyed, reloads 1 Ammo after combat. This effect can trigger again after an interval of 1 turn.
Ammo SurplusWhen attacking with a Rail Gun, for every 1 Ammo in the Magazine, DMG +6%, up to 30%.
RenewalEnhanced [Dawnstar Tech]: When enemy units ends their action, can use a Rail Gun to trigger [Vigilant Shot], dealing 0.35x DMG to all targets within attack range. Unlocking [Forbidden Zone 2] increases the same number of times. When using Rail Gun for consecutive attacks, DMG +10%. Stacks up to 3 times. Resets after taking action.
ThwartWhen actively attacking, if retaliated against, DMG Taken -20%.
StrideWhen moving 4 or more tiles before initiating combat, Shotgun Bullets +3.
RushEnhanced [Brave Advance]: When triggering [Re-ATK] or using [Chaser], can move an extra 2 tiles. DMG +35% during [Re-ATK].
Piercing Flame StreamWhen initiating combat, the trail of [Flame DMG] is extended by 1 tile.
Chain BlazeWhen attacking with a Flamethrower, DMG +20% against targets on [Burning Terrain].
Whoosh!Enhanced [Hot! Hot! Hot!] Effect: At end of action, applies [Burning Terrain] to tiles along the path of this action, lasting for 2 turns. For each 1 tile of [Burning Terrain] applied, gains 1 stack of [Heating Up]. Can stack up to 15 times. If on [Burning Terrain], Flamethrower Bullets +1 and Flame DMG multiplier +10%.
Effortless CommandWhen in combat with a target in a diagonal direction, Hit Rate and Crit Rate +12%.
Crush and BreakWhen actively attacking with a Polearm, DMG increases by 7.5% for each debuff on the target, up to 30%.
Lunar SnareEnhanced [Lunar Snare]: At start of action, if there are 3 or more enemy units within aura range, this unit gains 1 AP. If there are enemies within aura range affected by [Crash] or [Intimidation], DMG +15%, DMG Taken -15%.
DemolishWhen attacking a part with 60% HP or higher, DMG Dealt +15%.
UnrestrainedWhen attacking with a Pile Bunker and landing a critical hit, gains 1 AP. Can trigger 1 time per turn.
Untamed SoulEnhanced [Extreme Will]: [Euphoria] stack cap increased by 2. At start of action, gains 1 stack of [Euphoria]. When possessing 3 or more stacks of [Euphoria], the [Flurry Strike] effect triggered by this unit is replaced with [Gusty Strike], and [Gusty Strike] DMG +35%.
Maintenance SparesWhen attacked, damage shift weighting is increased by an additional 50. After being attacked, restores 20% HP to equipped Arm parts. Cannot repair destroyed parts.
Frontline RepairSalvage Repair Repair AMT is further increased by 0.35x Manipulator Repair AMT.
Vital SurgeEnhanced [Stay Lit!]: After executing a single-target repair skill, grants the target [Crit Rate UP I] and [Hit Rate UP II], lasting for 1 turn. If there is AP remaining, transfers 1 AP to the target.
Hold Your BreathWhile in [Aiming] Mode, DMG Dealt +15%.
HeatwaveAfter landing a critical hit with a Sniper Rifle active attack, the next active attack's AP Cost -1, down to a minimum of 1. Can only trigger 1 time per turn.
Stork's GazeEnhanced [White Stork] Effect: When possessing [Improved Fire], the skill multiplier during attacks is increased from 0.15 to 0.2. Before using normal attacks, [Tracking Shot], and [Shower], can enter [Aiming] Mode. When actively attacking with a Sniper Rifle, if this unit has not moved before attacking, the Crit Rate of this attack is increased by 15%.
Arm Wrestling ChampionWhen the shield Arm's HP is below 60%, Repair AMT Received +25%.
Fight Fire with FireWhen retaliating, DMG increased by current DMG Taken Down effect, gaining 1.5% Retaliation DMG UP for every 1% DMG Taken Down, up to 100%.
UnbrokenEnhanced [Stand Behind Me!]: When triggering [Selfless Guard], also triggers [Reckless Retaliation], and balances the percentage HP of all undestroyed parts after combat with [Balance]. Gains 1 stack of [Standing Tall] before retaliation, stacking up to 3 times. Removed at the start of the next action.
Get Them!When initiating combat, ignores 30% of the target's Armor.
Clear the Way!When using a Shotgun to initiate combat with a target within 1 adjacent tile, DMG increases by 25%.
Take This!Enhanced [Secret Execution] Effect: Upgrades [Instability II] inflicted on the target to [Instability III]. Each stack also reduces the target's DMG by 3%. When using a Shotgun to initiate combat, if the target has 3 or more stacks of [Instability], all Shotguns will trigger [Flurry Strike], dealing 0.15x damage.
Sustainability ProtocolMaximum Cutter Ammo +1. When using Cutter to actively attack 4 or more targets, recovers 1 round of Ammo after combat. Can only trigger 1 time every 2 turns.
Airspace DominationWhen equipped by a pilot with [Hyper-Aptamer] Suitability, Cutter Weapon Range +1 and DMG +20%.
BrynhildEnhanced [Valkyrie] Effect: Activates flight functionality, ignoring low obstacles and enemy unit obstruction while moving. [Valhalla's Call] duration +1 turn. In [Valhalla's Call] Mode, Cutter Ammo +2.
Crushing StrikeWhen attacking, if the part hit is not at full HP, it takes +20% DMG.
Power CutWhen attacking with a Chainsaw, for every 1 part destroyed, gains 1 stack of [Chainsaw Heating Up]. Stacks up to 3 times. At end of action, loses 1 stack.
Courage SurgeEnhanced [Courage Burst] Effect: Max [Vigor] stacks +5. At start of combat, gains 5 stacks of [Vigor]. After actively attacking, if [Vigor] stacks are greater than or equal to 10, recovers 1 AP after combat. Can only trigger 1 time per turn.
Reinforced AlloyShield base HP +100%.
Nano RegeneratorAfter combat, if the shield Arm is destroyed, immediately restores the shield Arm and recovers 50% of its HP. This effect can trigger again after an interval of 3 turns.
OathEnhanced [EVA-00 Pilot] Effect: Allies within [Guard] range take 25% less DMG from code and AoE attack damage. When [Sync Ratio] is above 65%, DMG and [Fixed DMG] are increased by 25%.
Ammo RegenerationWhen actively attacking a target with a Rail Gun and hitting 3 or more targets, recovers 1 round of Ammo after combat. Can trigger a maximum of 1 time every 2 turns.
Penetrating PulseWhen actively attacking with a Rail Gun, DMG +20% against targets with debuff effects.
Tridentate DeflectorEnhanced [Perfectionism] Effect: When deploying [Tokamak Spheres], the ‌Redirection direction will change to the selected direction and the adjacent 2 directions, with the redirected attack increased by 0.2x. When actively attacking, if the target is afflicted with 5 or more debuffs, inflicts [Intimidation] on the target after combat, lasting for 1 turn. When actively attacking, for every 15 debuffs applied, immediately gains 1 AP.
Re-SlashAfter triggering [Re-ATK], DMG and Hit Rate +10%.
MightAfter triggering the [Execution] effect, inflicts [DMG Down II] and [DMG Taken UP II] on the target and enemy units within 1 ring, lasting for 1 turn.
∑-04ΩEnhanced [∑-04] Effect: When using an Alter-Blade to perform a Gusty Strike on the same target, increases the Hit Weighting of the first part hit by 50. This effect is removed at the end of the target's action. At start of action, only removes 1 stack of [Critical Sense]. When possessing 3 stacks of [Critical Sense], DMG +15% and DMG Taken -15%.
Blaze of RetaliationWhen retaliating, Crit Rate and Hit Rate +15%.
RepelAfter retaliating with a Machine Gun, gains [Locked & Reloaded].
Sudden SurgeEnhanced [Veiled Razor] Effect: When [Retaliation Enhancement] is active and both Arms are undestroyed, [Guard] can be triggered, protecting allies within 1 adjacent tile from Assault, Ranged, and Melee Weapon attacks. If [Turning Point] is also active, [Guard] range increases to 2 adjacent tiles. If equipped with two Machine Guns, when triggering [Retaliation] or [Quick Draw], for each 1 stack of [Retaliation Enhancement], has a 20% chance to use all Machine Guns simultaneously to trigger [Add Strike], dealing 0.35x damage.
Firepower AdvantageWhen actively attacking, DMG +15%. Starting from a distance of 1 tile, DMG +5% for every additional tile from the target, up to 25%.
Resonance UnitWhen actively attacking with a Heavy Machine Gun, if an enemy part is destroyed, gains 1 random buff after combat, lasting for 2 turns. Can trigger up to 3 times per turn.
Gospel of HopeEnhanced [EVA-01 Pilot] Effect: Heavy Machine Gun Range +1, [Sync Ratio] correction effect +25%. Each time [Re-ATK] is activated, [Sync Ratio] +3%. After actively attacking, gains [Synchronized Miracle]. Can only take effect 1 time per turn.
Full RecoilWhen the shield-bearing Arm is attacked, inflicts [Hit Rate Down II] and [Crit Rate Down II] on the enemy unit after combat, lasting for 1 turn.
Practice Makes PerfectAfter performing 3 active repairs, gains 1 AP and [Reconstruction II], lasting for 1 turn.
Canary's SongEnhanced [Sentinel Ward] Effect: [Repair Synergy] and [Full-Line Maintenance] can dispel 1 additional debuff from the repair target. [Regular Repair] dispels 1 debuff each time it is triggered.
Fortress MantleWhen the shield-bearing Arm takes damage, DMG Taken -10%, and Crit DMG Taken -20%.
Position ControlBefore being actively attacked, if located on allied terrain, immediately restores 1 AP. Can only trigger 1 time per turn.
Veteran CommanderEnhanced [Battle-Hardened] Effect: Expands [Defense Field] range to the designated tile and its surrounding 2-ring area. When moving within [Defense Field], Movement consumption is reduced by 50%. All allied units within [Defense Field] gain DMG Dealt +20%, and when subjected to active attacks, no part can take DMG exceeding 85% of its Max HP.
Reserve PodAfter actively attacking with a Missile Launcher, randomly reloads Ammo to the equipped Missile Launcher, with the reload amount equal to the AP Cost of that attack. This effect can trigger again after an interval of 1 turn.
Overdistance EffectWhen using a Missile Attack, if the distance to the target is greater than or equal to 4 tiles, DMG increases by 30%.
Agitated ResolveEnhanced [Fiery Will] Effect: When deployed, gains 5 stacks of [Scorching Intent]. After a [Link Attack] is triggered via talent or after each active attack, for every 1 Ammo consumed, gains 1 stack of [Scorching Intent]. Can stack up to 15 times. When possessing 10 or more stacks, AP recovery +1. [Lock] increases the damage multiplier of Arthur's active attacks and all [Link Attacks] against the target by 0.1.
Harden EdgeCrit Rate +10%, Crit Multiplier +0.1.
Charge CompleteWhen executing skills that cost 3 or more AP, guaranteed to hit and land critical hits.
Rifling UpgradeGains an extra [Link Attack] each turn. [Link Attack] damage multiplier +0.1.
Armor-piercing AmmoWhen attacking, ignores 50% of the target's Armor.
Yellow AlertGains an extra [Vigilant Shot] each turn. [Vigilant Shot] damage multiplier +0.1.
ReparationAfter triggering [Re-ATK], grants [Aiming] and DMG +10%.
Weight Loss ProcessHalves the weight of equipment.
Intimidating CharmIf distance moved before actively attacking is greater than or equal to 3 tiles, the enemy cannot retaliate.
CleaveAfter hitting a target, deals 20% of the damage dealt to another random part (can stack with similar effects).
CompensatorGrants an extra tile of [Ideal Range].
Choke RingMaximum Range +1.
Continuous FireAfter each [Link Attack], gains 1 AP. Can trigger up to 3 times per turn.
Omni-directionalAoE Range +1.
360°Minimum Range -1.
Anti-missile SystemWhen detecting an incoming missile at maximum range, has a 30% chance to intercept it with a Sniper Rifle. Each successful interception restores 1 AP.
Multi-firingAfter triggering [Re-ATK], skill AP Cost -1 (minimum 1 AP).
Target Lock-onThe first attack each turn is guaranteed to hit and land a critical hit.
High Explosive SlugMissile Splash DMG Multiplier +25%.
Energy-savingAP Cost -1.
Advantage DistanceThe closer to the explosion's center, the more damage taken, up to 30% extra.
Angle AdjustmentUnlocks the [Diagonal Shot] ability for the Rail Gun, and increased Hit Rate by 10%.
Common ModelNo ST type restriction. Weight -20%. When attacking, damage is based on the highest attribute among the pilot's six main attributes.
Auto-TargetingIf unable to retaliate in combat, triggers [Pursuit] and moves 3 tiles toward the attacker after combat. When successfully reaching the target, executes [Pursuit Retaliation], prioritizing the attacker as the target and dealing 1x DMG, and then returns to the original position.
Handle ExtensionWhen using a Polearm to execute an AoE skill, Range and Effect Range +1.
Whirlwind BatterWhen actively attacking with a Polearm, if a part is destroyed, triggers [Whirlwind Slash], dealing 0.3x DMG to enemies within a 1-ring area.
Ample FirepowerBullets +2. When equipped with two machine guns, [Link Attack] upgrades to [Twin-gun Link Attack].
Sabot StrikeAfter initiating combat with a Shotgun, switches to [Sabot Slug] mode and triggers [Flurry Strike] once, dealing 0.5x DMG.
Warm-UpAfter triggering [Link Attack] 3 times, gains the effect: "The next active attack is guaranteed to hit."
UndetectedAfter defeating a target, gains [Stealth I], lasting for 2 turns. While in [Stealth] status, Hit Rate +15% and Crit Rate +15%. When actively attacking, remains in [Stealth] after combat as long as not retaliated against.
Reinforce BarrelMaximum Range +1. For every additional 1 tile from the target, Crit Rate +15%.
AP BoosterFor every 2 AP spent, Max Range +1, up to 4.
Guided WarheadThis attack is guaranteed to hit and enables direct attacks on targets within 1 tile around allies.
Tactical CoordinationEnables STs to engage in [Link Attacks] using Missile Launchers without consuming ammo. Can trigger up to 2 times per turn.
FreebieHas a 50% chance to not consume AP and Ammo. Can only trigger 1 time per turn.
Great BombingRocket Launcher Effect Range +1.
Double RoundAP Cost +1. Switches to Irradiation Mode. Deals 1x DMG to the target twice.
General TemplateNo ST type restriction. HP provided by Shield is increased by 200%.
Full RefundAfter actively attacking, if the target is destroyed, refunds the AP consumed by this attack. Can trigger 1 time per turn.
Infrared Lock-onHit Rate +10%. Each attack hits the target with at least 6 bullets.
PinpointAfter actively attacking, if the part hit has HP below 20%, directly destroys that part.
Magnetized WarheadInflicts [Buff Failure] on targets hit, lasting for 2 turns.
Pod ExpansionAmmo Capacity +1. Reload Cooldown -1.
Eager to tryWhen an attack misses, deals 30% DMG. After triggering, the next active attack is guaranteed to hit.
Fierce PushWhen initiating combat with both arms, knocks the target back 2 tiles if they are in the same line. If the path is blocked, applies the [Crash] effect.
Coated SlugDuring a single attack, Crit Rate +10% for each bullet that hits.
PlenumThe basic bullets has been changed to 8, with each bullet dealing 65% extra DMG.
Team CoreWhen executing an AoE skill, for each ally within 1 adjacent tile, AP Cost -1, up to -3.
Explosive WarheadAfter actively attacking, deals [Fixed DMG] equal to 0.25x DMG to the target and enemies 1 tile adjacent to them.
High AlertHitting a target with Vigilant Shot directly interrupts their attack and inflicts [Crash].
Steady ShotBefore actively attacking without having moved, this attack is guaranteed to hit and deals 10% extra DMG.
Autonomous MissileAfter actively attacking, deals 0.5x DMG to a random enemy within range.
Flaming SeaUses a Rocket Launcher to attack all targets within the selected area, randomly dealing between 0.85x to 1.5x DMG.
Choose ArbitrarilyDirection of fire is no longer restricted. Removes the Penetration effect. This attack now deals 1x DMG to the target and targets 1 tile adjacent to them. When attacking, DMG Dealt +10%.
Shield BladeWhen shield is attacked, deals Fixed DMG equal to 1.25x DMG to all enemies within 2 adjacent tiles.
Impact BoosterAfter initiating combat with a shield, immediately inflicts [Crash] on targets hit.
Shield DanceAfter actively attacking with a shield, uses other weapon to launch a Flurry Strike, dealing 1x DMG.
Bulwark ProtocolWhen Small Shield is attacked, it cannot be destroyed if Overall HP is greater than or equal to 60%.
Emergency ArmorWhen Large Shield is attacked, it cannot be destroyed if the Body's HP is greater than or equal to 50%. If this effect is triggered, the Body loses 20% of its Max HP.
Stationary TargetWhen initiating combat, if the target cannot retaliate, this attack cannot be dodged.
Void StrikeAfter Vigilant Shot hits a target, if the part's HP is below 40%, directly destroys that part.
Spare WarheadWhen triggering [Re-ATK], does not consume any Ammo. Can only trigger 1 time per turn.
Shock StrikeWhen initiating combat, if hitting 10 times or more, inflicts [System Failure] on the target after combat. Can only trigger 1 time per turn.
Accelerating StreamWhen attacking, if the enemy's part is destroyed, gains Bullets +1, up to 5.
Precision GuidanceBefore actively attacking, enters [Aiming] mode.
RestartingWhen attacking with a Rail Gun, if 2 or more enemies are hit, triggers [Re-ATK]. Can move 2 tiles before attacking.
Super Fuel[Flame DMG] Multiplier +30%.
FirewalkerAfter initiating combat, applies [Burning Terrain] to tiles along the path, lasting for 2 turns.
Explosive AssaultWhen actively attacking, if the attacked part's HP is greater than or equal to 80%, this attack is guaranteed to crit, and Crit DMG increases by 20%.
Shockwave DiffusionWhen actively attacking, if the target is destroyed, deals [Fixed DMG] equal to 100% of Weapon ATK to all parts of enemies within 2 tiles of the target.
Weakness HuntExecutes [Reaction Attack] against enemies within attack range, dealing 1x DMG and prioritizing attacking the part with the lowest HP. Can only trigger 1 time per turn.
Hit and RunWhen initiating combat, if the number of Hits is 16 or more, triggers [Re-Act], allowing the unit to move using full Movement. Can only trigger 1 time per turn.
Ammo EconomyBullets +1. When initiating combat and landing 10 or more hits, gains 1 AP after combat.
Splinter PenetrationAfter initiating combat, for each bullet that hits the target, deals [Fixed DMG] equal to 4% of Weapon ATK to all parts of the target in total.
Energy CompensationWhen attacking with a skill that costs 4 AP or more, Hit Rate and DMG +15%. Gains 1 AP after combat.
Point-to-PointWhen initiating combat, if the target is in a straight line, can trigger [Gusty Strike], dealing 0.7x damage and prioritizing the part with the lowest HP.
Blast BombWhen actively attacking, if a critical hit is dealt to the target, after combat, deals [Fixed DMG] to all parts of the target equal to 1x Weapon ATK multiplied by the number of Hits the target received during this attack.
Vigilant NetworkTriggers [Vigilant Shot] before an enemy within range launches an attack or enters standby, dealing 0.8x DMG to the part hit and 50% Splash DMG to other parts. Can trigger up to 2 times per turn.
Energy FeastAfter actively attacking, all allies within the skill's strike range gain 1 AP. Can only trigger 1 time per turn.
Rail FocusWhen actively attacking, can enter [Aiming] Mode, and gains DMG Dealt +20%.
Twin IncineratorsWhen initiating combat, uses the weapon equipped on the opposite Arm to trigger [Flurry Strike], dealing 0.7x DMG.
Amplified FirepowerWeapon Range and Skill Effect Range +1.
Energy Siphon BlazeWhen actively attacking, steals 1 AP from the target hit after combat. Can only trigger 1 time per turn.
Dynamic BoostFor each 1 buff possessed, Hits +1, up to +8.
Killing ReturnsWhen actively attacking, if a target is destroyed, reduces the cooldown of 1 random Code skill by 1 turn.
Wing RakeWhen initiating combat, if the number of hits is greater than or equal to 10, the target cannot retaliate.
Power DeterrenceWhen initiating combat, if a critical hit is landed, the target cannot retaliate.
Energy ManagementAP Cost -1 for AoE skills.
Structural BreakdownWhen a part is destroyed, deals [Fixed DMG] to other parts equal to 25% of the destroyed part's Max HP.
Universal AdaptationNo installation restriction. Weight -20%. When attacking, Applied DMG is based on the highest attribute among the pilot's six main stats.
Heavy SuppressionAfter attacking with a Cutter, reduces ATK of each target hit by 3%, and increases own ATK by 6%, stacking up to 6 times.
Multi-LockCan repeatedly lock onto the same target, with additional locked-on attacks only dealing 0.6x DMG.
Power BoostST gains an extra 200 Power. ST Body HP +4%.
Power Boost IST gains an extra 200 Power. ST Body HP +6% and DMG +2%.
Power Boost IIST gains an extra 250 Power. ST Body HP +8% and DMG +3%.
Power Boost IIIST gains an extra 300 Power. ST Body HP +10% and DMG +5%.
Enhanced Re-ATK IAfter triggering [Re-ATK], Hit Rate +4% and Crit Rate +2%. ST Body HP +6%.
Enhanced Re-ATK IIAfter triggering [Re-ATK], Hit Rate +6% and Crit Rate +3%. ST Body HP +8%.
Enhanced Re-ATK IIIAfter triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10%.
Flurry Strike Enhancement IWhen triggering [Flurry Strike] or [Gusty Strike], Hit Rate +6% and Crit Rate +4%. ST Body HP +6%.
Flurry Strike Enhancement IIWhen triggering [Flurry Strike] or [Gusty Strike], Hit Rate +9% and Crit Rate +6%. ST Body HP +8%.
Flurry Strike Enhancement IIIWhen triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10%.
Vigilance Aid IWhen triggering Vigilant Shot, Hit Rate +6% and Crit Rate +4%. ST Body HP +6%.
Vigilance Aid IIWhen triggering Vigilant Shot, Hit Rate +9% and Crit Rate +6%. ST Body HP +8%.
Vigilance Aid IIIWhen triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10%.
First Strike Enhancement IWhen initiating combat for the first time each turn: DMG +3% and Crit Rate +2%. ST Body HP +6%.
First Strike Enhancement IIWhen initiating combat for the first time each turn: DMG +5% and Crit Rate +3%. ST Body HP +8%.
First Strike Enhancement IIIWhen initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%.
Retaliation Enhancement‌ IWhen retaliating, DMG +6% and Crit Rate +4%. ST Body HP +6%.
Retaliation Enhancement‌ IIWhen retaliating, Hit Rate +9% and Crit Rate +6%. ST Body HP +8%.
Retaliation Enhancement‌ IIIWhen retaliating, Hit Rate +15% and Crit Rate +10%. ST Body HP +10%.
Ballistic Calibration IWhen engaging in combat with a target at Ideal Range, DMG +4% and Crit Rate +2%. ST Body HP +6%.
Ballistic Calibration IIWhen engaging in combat with a target at Ideal Range, DMG +6% and Crit Rate +3%. ST Body HP +8%.
Ballistic Calibration IIIWhen engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10%.
Link Coordinator IWhen engaging in Link Attacks, DMG +6% and Crit Rate +4%. ST Body HP +6%.
Link Coordinator IIWhen engaging in Link Attacks, DMG +9% and Crit Rate +6%. ST Body HP +8%.
Link Coordinator IIIWhen engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10%.
Guard Reinforcement IWhen performing Guard, Crit RES +6% and Crit DMG RES +4%. ST Body HP +6%.
Guard Reinforcement IIWhen performing Guard, Crit RES +9% and Crit DMG RES +6%. ST Body HP +8%.
Guard Reinforcement IIIWhen performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10%.
ATK Suppression IIn combat, Enemy DMG -4%. ST Body HP +6%.
ATK Suppression IIIn combat, Enemy DMG -6%. ST Body HP +8%.
ATK Suppression IIIIn combat, Enemy DMG -10%. ST Body HP +10%.
Hit Suppression IIn combat, Enemy Hit Rate -4%. ST Body HP +6%.
Hit Suppression IIIn combat, Enemy Hit Rate -6%. ST Body HP +8%.
Hit Suppression IIIIn combat, Enemy Hit Rate -10%. ST Body HP +10%.
Dodge Suppression IIn combat, Enemy Dodge Rate -4%. ST Body HP +6%.
Dodge Suppression IIIn combat, Enemy Dodge Rate -6%. ST Body HP +8%.
Dodge Suppression IIIIn combat, Enemy Dodge Rate -10%. ST Body HP +10%.
Crit Suppression IIn combat, Enemy Crit Rate -4%. ST Body HP +6%.
Crit Suppression IIIn combat, Enemy Crit Rate -6%. ST Body HP +8%.
Crit Suppression IIIIn combat, Enemy Crit Rate -10%. ST Body HP +10%.
Crit DMG Suppression IIn combat, Enemy Crit DMG -4%. ST Body HP +6%.
Crit DMG Suppression IIIn combat, Enemy Crit DMG -6%. ST Body HP +8%.
Crit DMG Suppression IIIIn combat, Enemy Crit DMG -10%. ST Body HP +10%.
Armor Suppression IIn combat, Enemy Armor -20%. ST Body HP +6%.
Armor Suppression IIIn combat, Enemy Armor -30%. ST Body HP +8%.
Armor Suppression IIIIn combat, Enemy Armor -50%. ST Body HP +10%.
DMG Boost IIn combat, Enemy DMG Taken +4%. ST Body HP +6%
DMG Boost IIIn combat, Enemy DMG Taken +6%. ST Body HP +8%.
DMG Boost IIIIn combat, Enemy DMG Taken +10%. ST Body HP +10%.
Intervene Mod - RepairIn combat, Enemy Repair AMT Received -4%.
Intervene Mod - RepairIn combat, Enemy Repair AMT Received -6%.
Intervene Mod - RepairIn combat, Enemy Repair AMT Received -10%.
TacW DMG Reduction IWhen attacked by a Tactical Weapon, DMG Taken -15%. ST Body HP +8%.
TacW DMG Reduction IIWhen attacked by a Tactical Weapon, DMG Taken -25%. ST Body HP +10%.
TacW Guidance IEnables the ST's adjacent 1-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. ST Body HP +8% and DMG +3%.
TacW Guidance IIEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. ST Body HP +10% and DMG +5%.
TacW Capacity UP ITactical Weapon Ammo Capacity +1. ST Body HP +8% and DMG +3%.
TacW Capacity UP IITactical Weapon Ammo Capacity +2. ST Body HP +10% and DMG +5%.
Movement Enhancement IST Movement +1. ST Body HP +10% and DMG +5%.
Flying Device IST movement type changes to Levitating, enabling ST to pass over low obstacles. ST Body HP +10% and DMG +5%.
Stealth Device IAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. ST Body HP +10% and DMG +5%.
Repair Unit IAt start of action, repairs self once, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts.
Power Boost III - Re-ATKST gains an extra 300 Power. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Power Boost III - First StrikeST gains an extra 300 Power. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Power Boost III - BallisticsST gains an extra 300 Power. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Power Boost III - Flurry StrikeST gains an extra 300 Power. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST's Body HP +10% and DMG +5%.
Power Boost III - LinkST gains an extra 300 Power. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Power Boost III - HitST gains an extra 300 Power. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%.
Power Boost III - DodgeST gains an extra 300 Power. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%.
Power Boost III - ArmorST gains an extra 300 Power. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%.
Power Boost III - DMG UPST gains an extra 300 Power. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%.
Power Boost III - VigilantST gains an extra 300 Power. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Power Boost III - RetaliationST gains an extra 300 Power. When retaliating, DMG +15%, Crit Rate +10%. ST Body HP +10% and DMG +5%.
Power Boost III - GuardST gains an extra 300 Power. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG +5%.
Power Boost III - CritST gains an extra 300 Power. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG +5%.
Power Boost III - Crit DMGST gains an extra 300 Power. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%.
Power Boost III - ATKST gains an extra 300 Power. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%.
TacW DMG Reduction II - Re-ATKWhen attacked by a Tactical Weapon, DMG Taken -25%. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10%.
TacW DMG Reduction II - First StrikeWhen attacked by a Tactical Weapon, DMG Taken -25%. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%.
TacW DMG Reduction II - BallisticsWhen attacked by a Tactical Weapon, DMG Taken -25%. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10%.
TacW DMG Reduction II - Flurry StrikeWhen attacked by a Tactical Weapon, DMG Taken -25%. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10%.
TacW DMG Reduction II - LinkWhen attacked by a Tactical Weapon, DMG Taken -25%. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10%.
TacW DMG Reduction II - HitWhen attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Hit Rate -10%. ST Body HP +10%.
TacW DMG Reduction II - DodgeWhen attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Dodge Rate -10%. ST Body HP +10%.
TacW DMG Reduction II - ArmorWhen attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Armor -50%. ST Body HP +10%.
TacW DMG Reduction II - DMG UPWhen attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy DMG Taken +10%. ST Body HP +10%.
TacW DMG Reduction II - RetaliationWhen attacked by a Tactical Weapon, DMG Taken -25%. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10%.
TacW Guidance II - Re-ATKEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
TacW Guidance II - First StrikeEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
TacW Guidance II - BallisticsEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
TacW Guidance II - Flurry StrikeEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - LinkEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - HitEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - DodgeEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - ArmorEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%.
TacW Guidance II - DMG UPEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%,
TacW DMG Reduction II - GuardWhen attacked by a Tactical Weapon, DMG Taken -25%. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10%.
TacW Capacity UP II - Re-ATKTactical Weapon Ammo Capacity +2. After triggering [Re-ATK], Hit Rate +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%.
TacW Capacity UP II - First StrikeTactical Weapon Ammo Capacity +2. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
TacW DMG Reduction II - CritWhen attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Crit Rate -10%. ST Body HP +10%.
TacW DMG Reduction II - Crit DMGWhen attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy Crit DMG -10%. ST Body HP +10%.
TacW DMG Reduction II - ATKWhen attacked by a Tactical Weapon, DMG Taken -25%. In combat, Enemy DMG -10%. ST Body HP +10%.
TacW Guidance II - VigilantEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - RetaliationEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - GuardEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - CritEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - Crit DMGEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - Re-ATKST Movement +1. After triggering [Re-ATK], Hit Rate +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - First StrikeST Movement +1. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - BallisticsST Movement +1. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - Flurry StrikeST Movement +1. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - LinkST Movement +1. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - HitST Movement +1. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - DodgeST Movement +1. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - ArmorST Movement +1. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - DMG UPST Movement +1. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%.
TacW Guidance II - ATKEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%.
Flying Device I - Re-ATKST movement type changes to Levitating, enabling ST to pass over low obstacles. After triggering [Re-ATK], Hit Rate +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%.
Flying Device I - First StrikeST movement type changes to Levitating, enabling ST to pass over low obstacles. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Flying Device I - BallisticsST movement type changes to Levitating, enabling ST to pass over low obstacles. When engaging in combat with a target at Ideal Range, DMG +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%.
Flying Device I - Flurry StrikeST movement type changes to Levitating, enabling ST to pass over low obstacles. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Flying Device I - LinkST movement type changes to Levitating, enabling ST to pass over low obstacles. When engaging in Link Attacks, DMG +15%, Crit Rate +10%. ST Body HP +10% and DMG +5%.
Flying Device I - HitST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%.
Flying Device I - DodgeST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%.
Flying Device I - ArmorST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%.
Flying Device I - DMG UPST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - VigilantST Movement +1. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Stealth Device I - Re-ATKAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Stealth Device I - First StrikeAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Stealth Device I - BallisticsAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Stealth Device I - Flurry StrikeAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Stealth Device I - LinkAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Stealth Device I - HitAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG +5%.
Stealth Device I - DodgeAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG +5%.
Stealth Device I - ArmorAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Armor -50%. ST Body HP +10% and DMG +5%.
Stealth Device I - DMG UPAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - RetaliationST Movement +1. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Repair Unit I - LinkAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. When engaging in Link Attacks, DMG +15% and Crit Rate +10%.
Repair Unit I - HitAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Hit Rate -10%.
Repair Unit I - DodgeAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Dodge Rate -10%.
Repair Unit I - ArmorAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Armor -50%.
Repair Unit I - DMG UPAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy DMG Taken +10%.
Movement Enhancement I - GuardST Movement +1. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - CritST Movement +1. In combat, Enemy Crit Rate -10%. ST Body's HP +10% and DMG +5%.
Movement Enhancement I - Crit DMGST Movement +1. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%.
Movement Enhancement I - ATKST Movement +1. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%.
Flying Device I - VigilantST movement type changes to Levitating, enabling ST to pass over low obstacles. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Flying Device I - RetaliationST movement type changes to Levitating, enabling ST to pass over low obstacles. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Flying Device I - GuardST movement type changes to Levitating, enabling ST to pass over low obstacles. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG +5%.
Flying Device I - CritST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG +5%.
Flying Device I - Crit DMGST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%.
Flying Device I - ATKST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%.
Stealth Device I - VigilantAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Stealth Device I - RetaliationAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG +5%.
Stealth Device I - CritAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG +5%.
Stealth Device I - Crit DMGAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy Crit DMG -10%. ST Body HP +10% and DMG +5%.
Stealth Device I - ATKAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. In combat, Enemy DMG -10%. ST Body HP +10% and DMG +5%.
Repair Unit I - RetaliationAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. When retaliating, DMG +15% and Crit Rate +10%.
Repair Unit I - CritAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Crit Rate -10%.
Repair Unit I - Crit DMGAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy Crit DMG -10%.
Repair Unit I - ATKAt start of action, repairs self 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy DMG -10%.
First Strike Enhancement IIIWhen actively attacking for the first time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Custodian Field - Re-ATKActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. During Re-ATK, Hit Rate +10% and Crit Rate +5%. ST Body HP +10%.
Custodian Field - First StrikeActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. DMG +7.5% and Crit Rate +5% for the first active attack each turn. ST Body HP +10%.
Custodian Field - BallisticsActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. When battling targets at Ideal Range, DMG is increased by 10% and Crit Rate is increased by 5%. ST Body HP +10%.
Custodian Field - PursuitActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. During Flurry Strike and Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST Body HP +10%.
Custodian Field - LinkActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. During Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10%.
Custodian Field - HitActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Hit Rate -10%. ST Body HP +10%.
Custodian Field - DodgeActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Dodge Rate -10%. ST Body HP +10%.
Custodian Field - ArmorActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Armor -50%. ST Body HP +10%.
Custodian Field - DMG UPActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy DMG Taken +10%. ST Body HP +10%.
Custodian Field - RetaliationActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. When Retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10%.
Custodian Field - GuardActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10%.
Custodian Field - CritActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Crit Rate -10%. ST Body HP +10%.
Custodian Field - Crit DMGActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy Crit DMG -10%. ST Body HP +10%.
Custodian Field - ATKActivates Aura: When allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile Launcher attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. In combat, Enemy DMG -10%. ST Body HP +10%.
Conqueror Drive - Re-ATKNo ST type restriction. ST Movement +1. After triggering [Re-ATK], Hit Rate +10%, Crit Rate +5%. ST Body HP +10%, DMG Dealt +5%.
Conqueror Drive - First StrikeNo ST type restriction. ST Movement +1. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - BallisticsNo ST type restriction. ST Movement +1. When engaging in combat with a target at Ideal Range, DMG +10% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - PursuitNo ST type restriction. ST Movement +1. When triggering [Flurry Strike] or [Gusty Strike], Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - LinkNo ST type restriction. ST Movement +1. When engaging in Link Attacks, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - HitNo ST type restriction. ST Movement +1. In combat, Enemy Hit Rate -10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - DodgeNo ST type restriction. ST Movement +1. In combat, Enemy Dodge Rate -10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - ArmorNo ST type restriction. ST Movement +1. In combat, Enemy Armor -50%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - DMG UPNo ST type restriction. ST Movement +1. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - VigilantNo ST type restriction. ST Movement +1. When triggering Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - RetaliationNo ST type restriction. ST Movement +1. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - GuardNo ST type restriction. ST Movement +1. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - CritNo ST type restriction. ST Movement +1. In combat, Enemy Crit Rate -10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - Crit DMGNo ST type restriction. ST Movement +1. In combat, Enemy Crit DMG Dealt -10%. ST Body HP +10% and DMG Dealt +5%.
Conqueror Drive - ATKNo ST type restriction. ST Movement +1. In combat, Enemy DMG Dealt -10%. ST Body HP +10% and DMG Dealt +5%.
Concealer Drive - DMG UPAt end of action, if there are no enemies within 2 adjacent tiles, gains [Stealth I] for 2 turns. This effect has a 3-turn trigger interval. At start of action, if in the [Stealth] state, immediately recovers 1 AP. When in combat, enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%.
Overlord Drive - First StrikeST movement type changes to Levitating, enabling ST to pass over low obstacles. Before initiating combat with an active attack, if the target is on the movement path, guaranteed to Dodge when retaliated against, up to 1 time per turn. When initiating combat for the first time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Savior Drive - ATKAt start of action, repairs self and allies within 1 ring 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy DMG -10%.
Juggernaut Drive - DMG UPCan use the [Weapon Switch] code up to 1 time per turn. After taking action, if both Arms are undestroyed, can use the [Weapon Switch] code an additional 1 time every 2 turns. In combat, Enemy DMG Taken +10%. ST gains an extra 300 Power, Body HP +10%, and DMG +5%.
Architect Drive - First StrikeEnables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. Hit Rate +25% for attacks induced by Backpack effects. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Supplier Drive - Re-ATKTactical Weapon Ammo Capacity +2. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. Can use the [Quick Load] Code, sharing cooldown turns with other Tactical Weapon loading skills. ST Body HP +10% and DMG +5%.
Resistor Drive - ATKNo ST type restriction. DMG Taken -25% from Tactical Attacks. Effects of the same type cannot stack. When any enemy actively uses Tactical Weapons to attack, gains 1 stack of [Countercharge] before combat. If this unit is the target, gains an additional 1 stack. Upon gaining 6 stacks of [Countercharge], restores 15% HP to all parts and regens 1 AP after combat. All stacks are removed after triggering, and no more [Countercharge] stacks can be gained this turn. In combat, enemy DMG -10%. ST Body HP +10%.
Stalker Drive - First StrikeUpon deployment, immediately gains [Stealth II] for 2 turns. At end of action, if there are no enemies within 1 adjacent tile, gains [Stealth II] for 2 turns. This effect has a 3-turn trigger interval. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Assaulter Drive - Re-ATKBefore actively attacking, if distance moved is greater than or equal to 4 tiles, gains [Movement UP] for 1 turn. ST Movement +1. After triggering [Re-ATK], Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG +5%.
Harrier Drive - DMG UPST Movement +1. ST movement type changes to Levitating, enabling ST to pass over low obstacles. In combat, Enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%.
At All CostsST gains an extra 300 Power. For every remaining 50 Power, grants a 5% DMG Bonus, up to 50%.
Extra PowerST gains an extra 500 Power.
FirewallAt start of action, repairs self once, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. The ST is immune to all dispellable debuffs.
Remote RepairAt start of action, repairs self once, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. Repair Code Range +1.
Medical PromotionsNo ST type restriction. After destroying a part with an active attacks, restores 20% of Overall HP. At start of action, repairs self once, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts.
Blow Up InductionGains Overloaded Code: Inflicts the [Ammo Overheat] effect on all enemies on the battlefield, lasting for 2 turns. This effect has a 3-turn trigger interval.
ReprisalWhen an enemy inflicts a debuff, applies that debuff directly to the respective enemy (ineffective against non-dispellable debuffs).
Duration OptWhen pilot gains buffs, their duration increases by 1.
1st ActionFor the first active attack each turn, AP Cost -1.
ScudST Movement +2.
Straight DashST Movement +1. Maximum straight-line Movement increases by 4, but can be blocked by obstacles.
UnstoppableNo ST type restriction. ST Movement +1. Ignores enemy obstruction when moving.
Air DashST movement type changes to Levitating, enabling ST to pass over low obstacles. Gains Jet Code: Flies to the designated location and then continues attacking in place. This effect has a 3-turn trigger interval.
Air SuperiorityST movement type changes to Levitating, enabling ST to pass over low obstacles. No ST type restriction. Max Movement +1.
Shooting MarkEnables the ST's adjacent 2-tile area to become a valid attack zone for allied Missile and Rocket attacks. Also allows Ranged Weapons to attack directly, though they can still be blocked by obstacles.
I Won't MissEnables the ST's adjacent 2-tile area to become a valid attack zone for allied Missile and Rocket attacks. Attacks guided by this backpack effect are guaranteed to hit.
Full-auto LoadingAt start of action, automatically reloads all Tactical Weapon Ammo.
Magazine ExpansionAssault Weapon Bullets +4. No ST type restriction.
Magically DisappearAt end of action, if there are no enemies within 1 adjacent tile, gains [Stealth II]. This effect has a 2-turn trigger interval.
Step ForwardProtects allies within 2 adjacent tiles from missile attacks, guaranteeing that all projectiles of the next missile attack will miss. Can only trigger 1 time per turn.
TangoGains the Tango Hook Code: Pulls the target face-to-face and inflicts [Movement Inhibition II] for 2 turns. After this, continues attacking in place. This skill has a 3-turn trigger interval.
MaintenanceAfter performing active repairs, grants 2 random buffs to the target.
Interference BrakeWhen initiating combat, inflicts [AP Regen Down] on the target, lasting for 2 turns.
Interference FCSReduces Hit Rate of enemies in 2 adjacent tiles by 10%.
Fearless CircuitUnrepairable, but all of ST's attributes are increased by 25%.
Power SourceAt start of action, all allies within 2 adjacent tiles gain 1 AP.
Don't stop!ST Movement +1. Remaining Movement for this turn can be carried over to the next turn, up to 3.
Jet StreamST movement type changes to Levitating, enabling ST to pass over low obstacles. When attacked, triggers Jet Evasion to perfectly dodge the attack. Can only trigger 1 time per turn.
Calibration AssistEnables the ST's adjacent 2-tile area to become a valid attack zone for allied Missile and Rocket attacks. Allies within this 2-tile area gain Hit Rate +10%.
Sufficient AmmoAt start of action, has a 30% chance for all allies to gain [Sufficient Ammo], lasting until the action ends. No ST type restriction.
Stand by MeGains Concealment Code: Grants the selected ally [Stealth II]. This unit then triggers [Re-Act] and can move with full Movement. This effect has a 3-turn trigger interval.
Interf CalibrationBecomes unselectable by enemies.
TractionGains the Traction Hook Code: Pulls in to the target, then continues attacking in place. This effect has a 3-turn trigger interval.
Serve MeWhen initiating combat, if the target is destroyed, a Mirror Image of the opponent is created. Can only trigger 1 time per battle. Ineffective against certain special targets.
Magnetic SurgeAt end of action or after actively attacking, deals [Fixed DMG] equal to 3% of Max HP to all parts of enemies within 4 adjacent tiles.
Strong Magnetic FieldGains the Strong Magnetic Field Code, allowing any 1 tile within range to be selected. Pulls all enemy units within 3 rings toward the selected tile by 2 tiles.
Struct Factory II (Version 14 not included)Grants the [Struct Factory II] Code: Deploys a Struct around self, equipped with the skills Self-destruction and Replace.
Adaptive AmplificationWhen actively performing a single-target repair, gains corresponding buffs according to the target's weapon type.
Quick RebootGains the Quick Reboot Code: Refreshes all Code skill cooldowns.
TranspositionAfter being actively attacked and drawn into battle, swaps positions with the target ST, then deals [Fixed DMG] to the target equal to 5% of Max HP multiplied by the number of tiles between this unit and the target, up to 30%.
Struct Factory IGains the [Struct Factory I] Code: Deploys a Struct around self. The area within 4 tiles around the Struct becomes an attackable area for allied Sniper and Tactical Weapons. Starts with [Invisibility II] and 1 stack of [DMG Immunity].
Link DeviceGains the Link Device Code: Designates an enemy unit and places 4 [Link Devices] around it. After actively attacking the devices, deals [Fixed DMG] equal to 25% of the damage received this time to enemy units within 1 ring.
Reinforced FrameMax HP +30%.
Decisive Blow IWeapon Crit +60.
Decisive Blow IIWeapon Crit +70.
Decisive Blow IIIWeapon Crit +80.
Decisive Blow IVWeapon Crit +95.
Decisive Blow VWeapon Crit +110.
Decisive Blow VIWeapon Crit +125.
Decisive Blow VIIWeapon Crit +145.
Decisive Blow VIIIWeapon Crit +185.
Decisive Blow ⅨWeapon Crit +245.
Decisive Blow XWeapon Crit +285.
Balanced Strike IWeapon Hit +65.
Balanced Strike IIWeapon Hit +75.
Balanced Strike IIIWeapon Hit +85.
Balanced Strike IVWeapon Hit +100.
Balanced Strike VWeapon Hit +115.
Balanced Strike VIWeapon Hit +135.
Balanced Strike VIIWeapon Hit +155.
Balanced Strike VIIIWeapon Hit +195.
Balanced Strike IXWeapon Hit +265.
Balanced Strike XWeapon Hit +305.
Anti-LST Expert IWhen attacking Light STs, Firepower (FP) +95.
Anti-LST Expert IIWhen attacking Light STs, Firepower (FP) +115.
Anti-LST Expert IIIWhen attacking Light STs, Firepower (FP) +140.
Anti-LST Expert IVWhen attacking Light STs, Firepower (FP) +170.
Anti-LST Expert VWhen attacking Light STs, Firepower (FP) +210.
Anti-LST Expert VIWhen attacking Light STs, Firepower (FP) +255.
Anti-LST Expert VIIWhen attacking Light STs, Firepower (FP) +310.
Anti-LST Expert VIIIWhen attacking Light STs, Firepower (FP) +420.
Anti-LST Expert IXWhen attacking Light STs, Firepower (FP) +625.
Anti-LST Expert XWhen attacking Light STs, Firepower (FP) +760.
Anti-MST Expert IWhen attacking Medium STs, Firepower (FP) +95.
Anti-MST Expert IIWhen attacking Medium STs, Firepower (FP) +115.
Anti-MST Expert IIIWhen attacking Medium STs, Firepower (FP) +140.
Anti-MST Expert IVWhen attacking Medium STs, Firepower (FP) +170.
Anti-MST Expert VWhen attacking Medium STs, Firepower (FP) +210.
Anti-MST Expert VIWhen attacking Medium STs, Firepower (FP) +255.
Anti-MST Expert VIIWhen attacking Medium STs, Firepower (FP) +310.
Anti-MST Expert VIIIWhen attacking Medium STs, Firepower (FP) +420
Anti-MST Expert IXWhen attacking Medium STs, Firepower (FP) +625
Anti-MST Expert XWhen attacking Medium STs, Firepower (FP) +760.
Anti-HST Expert IWhen attacking Heavy STs, Firepower (FP) +95.
Anti-HST Expert IIWhen attacking Heavy STs, Firepower (FP) +115.
Anti-HST Expert IIIWhen attacking Heavy STs, Firepower (FP) +140.
Anti-HST Expert IVWhen attacking Heavy STs, Firepower (FP) +170.
Anti-HST Expert VWhen attacking Heavy STs, Firepower (FP) +210.
Anti-HST Expert VIWhen attacking Heavy STs, Firepower (FP) +255.
Anti-HST Expert VIIWhen attacking Heavy STs, Firepower (FP) +310.
Anti-HST Expert VIIIWhen attacking Heavy STs, Firepower (FP) +420
Anti-HST Expert IXWhen attacking Heavy STs, Firepower (FP) +625
Anti-HST Expert XWhen attacking Heavy STs, Firepower (FP) +760.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK +12.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK +14.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK +18.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK +21.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK +26.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK +32.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK +39.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK +53.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK +78.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK +95.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK +10.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK +12.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK +16.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK +19.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK +23.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK +28.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK +34.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK +46.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK +68.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK +83.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK +27.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK +33.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK +41.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK +50.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK +61.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK +74.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK +90.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK +122.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK +181.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK +220.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK +9.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK +10.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK +13.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK +16.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK +19.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK +24.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK +29.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK +39.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK +57.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK +70.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK +16.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK +20.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK +25.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK +30.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK +37.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK +45.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK +54.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK +73.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK +109.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK +132.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK +13.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK +16.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK +20.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK +25.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK +30.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK +37.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK +45.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK +60.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK +90.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK +109.
Accurate Strike IWhen attacking a target with HP below 50%, ATK +12.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK +14.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK +18.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK +21.
Accurate Strike VWhen attacking a target with HP below 50%, ATK +26.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK +32.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK +39.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK +53.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK +78.
Accurate Strike XWhen attacking a target with HP below 50%, ATK +95.
Accurate Strike IWhen attacking a target with HP below 50%, ATK +10.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK +12.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK +16.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK +19.
Accurate Strike VWhen attacking a target with HP below 50%, ATK +23.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK +28.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK +34.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK +46.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK +68.
Accurate Strike IWhen attacking a target with HP below 50%, ATK +27.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK +33.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK +41.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK +50.
Accurate Strike VWhen attacking a target with HP below 50%, ATK +61.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK +74.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK +90.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK +122.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK +181.
Accurate Strike IWhen attacking a target with HP below 50%, ATK +9.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK +10.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK +13.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK +16.
Accurate Strike VWhen attacking a target with HP below 50%, ATK +19.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK +24.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK +29.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK +39.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK +57.
Accurate Strike IWhen attacking a target with HP below 50%, ATK +16.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK +20.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK +25.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK +30.
Accurate Strike VWhen attacking a target with HP below 50%, ATK +37.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK +45.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK +54.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK +73.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK +109.
Accurate Strike IWhen attacking a target with HP below 50%, ATK +13.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK +16.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK +20.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK +25.
Accurate Strike VWhen attacking a target with HP below 50%, ATK +30.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK +37.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK +45.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK +60.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK +90.
Joint Operation IWhen there are 2 or more allies within a 2-tile area, Crit +90.
Joint Operation IIWhen there are 2 or more allies within a 2-tile area, Crit +105.
Joint Operation IIIWhen there are 2 or more allies within a 2-tile area, Crit +120.
Joint Operation IVWhen there are 2 or more allies within a 2-tile area, Crit +140.
Joint Operation VWhen there are 2 or more allies within a 2-tile area, Crit +165.
Joint Operation VIWhen there are 2 or more allies within a 2-tile area, Crit +190.
Joint Operation VIIWhen there are 2 or more allies within a 2-tile area, Crit +220.
Joint Operation VIIIWhen there are 2 or more allies within a 2-tile area, Crit +255.
Joint Operation IXWhen there are 2 or more allies within a 2-tile area, Crit +295.
Another Day IWhen there are 2 or more enemies within a 2-tile area, Crit +90.
Another Day IIWhen there are 2 or more enemies within a 2-tile area, Crit +105.
Another Day IIIWhen there are 2 or more enemies within a 2-tile area, Crit +120.
Another Day IVWhen there are 2 or more enemies within a 2-tile area, Crit +140.
Another Day VWhen there are 2 or more enemies within a 2-tile area, Crit +165.
Another Day VIWhen there are 2 or more enemies within a 2-tile area, Crit +190.
Another Day VIIWhen there are 2 or more enemies within a 2-tile area, Crit +220.
Another Day VIIIWhen there are 2 or more enemies within a 2-tile area, Crit +255.
Another Day ⅨWhen there are 2 or more enemies within a 2-tile area, Crit +295.
Extra Gift IDeals 13 Fixed DMG to a random part, excluding the part hit.
Extra Gift IIDeals 16 Fixed DMG to a random part, excluding the part hit.
Extra Gift IIIDeals 20 Fixed DMG to a random part, excluding the part hit.
Extra Gift IVDeals 24 Fixed DMG to a random part, excluding the part hit.
Extra Gift VDeals 30 Fixed DMG to a random part, excluding the part hit.
Extra Gift VIDeals 37 Fixed DMG to a random part, excluding the part hit.
Extra Gift VIIDeals 45 Fixed DMG to a random part, excluding the part hit.
Extra Gift VIIIDeals 54 Fixed DMG to a random part, excluding the part hit.
Extra Gift IXDeals 66 Fixed DMG to a random part, excluding the part hit.
Extra Gift IDeals 12 Fixed DMG to a random part, excluding the part hit.
Extra Gift IIDeals 14 Fixed DMG to a random part, excluding the part hit.
Extra Gift IIIDeals 18 Fixed DMG to a random part, excluding the part hit.
Extra Gift IVDeals 21 Fixed DMG to a random part, excluding the part hit.
Extra Gift VDeals 26 Fixed DMG to a random part, excluding the part hit.
Extra Gift VIDeals 32 Fixed DMG to a random part, excluding the part hit.
Extra Gift VIIDeals 39 Fixed DMG to a random part, excluding the part hit.
Extra Gift VIIIDeals 48 Fixed DMG to a random part, excluding the part hit.
Extra Gift IXDeals 58 Fixed DMG to a random part, excluding the part hit.
Large Caliber IWhen attacking, ignores 15 points of the target's Armor.
Large Caliber IIWhen attacking, ignores 20 points of the target's Armor.
Large Caliber IIIWhen attacking, ignores 30 points of the target's Armor.
Large Caliber IVWhen attacking, ignores 40 points of the target's Armor.
Large Caliber VWhen attacking, ignores 50 points of the target's Armor.
Large Caliber VIWhen attacking, ignores 65 points of the target's Armor.
Large Caliber VIIWhen attacking, ignores 85 points of the target's Armor.
Large Caliber VIIIWhen attacking, ignores 105 points of the target's Armor.
Large Caliber IXWhen attacking, ignores 130 points of the target's Armor.
Laser Calibration IWhen an attack misses, deals 35 Fixed DMG.
Laser Calibration IIWhen an attack misses, deals 45 Fixed DMG.
Laser Calibration IIIWhen an attack misses, deals 55 Fixed DMG.
Laser Calibration IVWhen an attack misses, deals 65 Fixed DMG.
Laser Calibration VWhen an attack misses, deals 85 Fixed DMG.
Laser Calibration VIWhen an attack misses, deals 100 Fixed DMG.
Laser Calibration VIIWhen an attack misses, deals 125 Fixed DMG.
Laser Calibration VIIIWhen an attack misses, deals 150 Fixed DMG.
Laser Calibration IXWhen an attack misses, deals 180 Fixed DMG.
Laser Calibration IWhen an attack misses, deals 15 Fixed DMG.
Laser Calibration IIWhen an attack misses, deals 20 Fixed DMG.
Laser Calibration IIIWhen an attack misses, deals 25 Fixed DMG.
Laser Calibration IVWhen an attack misses, deals 30 Fixed DMG.
Laser Calibration VWhen an attack misses, deals 40 Fixed DMG.
Laser Calibration VIWhen an attack misses, deals 50 Fixed DMG.
Laser Calibration VIIWhen an attack misses, deals 60 Fixed DMG.
Laser Calibration VIIIWhen an attack misses, deals 70 Fixed DMG.
Laser Calibration IXWhen an attack misses, deals 85 Fixed DMG.
Laser Calibration IWhen an attack misses, deals 55 Fixed DMG.
Laser Calibration IIWhen an attack misses, deals 70 Fixed DMG.
Laser Calibration IIIWhen an attack misses, deals 90 Fixed DMG.
Laser Calibration IVWhen an attack misses, deals 105 Fixed DMG.
Laser Calibration VWhen an attack misses, deals 130 Fixed DMG.
Laser Calibration VIWhen an attack misses, deals 160 Fixed DMG.
Laser Calibration VIIWhen an attack misses, deals 190 Fixed DMG.
Laser Calibration VIIIWhen an attack misses, deals 235 Fixed DMG.
Laser Calibration IXWhen an attack misses, deals 285 Fixed DMG.
Composite Armor IArmor +20.
Composite Armor IIArmor +35.
Composite Armor IIIArmor +50.
Composite Armor IVArmor +65.
Composite Armor VArmor +85.
Composite Armor VIArmor +110.
Composite Armor VIIArmor +140.
Composite Armor VIIIArmor +200.
Composite Armor IXArmor +300.
Composite Armor XArmor +365.
Melee RES IWhen attacked by a Melee Weapon, attacker's Base ATK -17.
Melee RES IIWhen attacked by a Melee Weapon, attacker's Base ATK -20.
Melee RES IIIWhen attacked by a Melee Weapon, attacker's Base ATK -25.
Melee RES IVWhen attacked by a Melee Weapon, attacker's Base ATK -31.
Melee RES VWhen attacked by a Melee Weapon, attacker's Base ATK -38.
Melee RES VIWhen attacked by a Melee Weapon, attacker's Base ATK -46.
Melee RES VIIWhen attacked by a Melee Weapon, attacker's Base ATK -56.
Melee RES VIIIWhen attacked by a Melee Weapon, attacker's Base ATK -75.
Melee RES IXWhen attacked by a Melee Weapon, attacker's Base ATK -112.
Melee RES XWhen attacked by a Melee Weapon, attacker's Base ATK -136.
Assault RES IWhen attacked by an Assault Weapon, attacker's Base ATK -39.
Assault RES IIWhen attacked by an Assault Weapon, attacker's Base ATK -47.
Assault RES IIIWhen attacked by an Assault Weapon, attacker's Base ATK -59.
Assault RES IVWhen attacked by an Assault Weapon, attacker's Base ATK -71.
Assault RES VWhen attacked by an Assault Weapon, attacker's Base ATK -87.
Assault RES VIWhen attacked by an Assault Weapon, attacker's Base ATK -106.
Assault RES VIIWhen attacked by an Assault Weapon, attacker's Base ATK -129.
Assault RES VIIIWhen attacked by an Assault Weapon, attacker's Base ATK -174.
Assault RES ⅨWhen attacked by an Assault Weapon, attacker's Base ATK -258.
Assault RES XWhen attacked by an Assault Weapon, attacker's Base ATK -314.
Ranged RES IWhen attacked by a Ranged Weapon, attacker's Base ATK -15.
Ranged RES IIWhen attacked by a Ranged Weapon, attacker's Base ATK -18.
Ranged RES IIIWhen attacked by a Ranged Weapon, attacker's Base ATK -22.
Ranged RES IVWhen attacked by a Ranged Weapon, attacker's Base ATK -27.
Ranged RES VWhen attacked by a Ranged Weapon, attacker's Base ATK -33.
Ranged RES VIWhen attacked by a Ranged Weapon, attacker's Base ATK -40.
Ranged RES VIIWhen attacked by a Ranged Weapon, attacker's Base ATK -49.
Ranged RES VIIIWhen attacked by a Ranged Weapon, attacker's Base ATK -66.
Ranged RES ⅨWhen attacked by a Ranged Weapon, attacker's Base ATK -98.
Ranged RES XWhen attacked by a Ranged Weapon, attacker's Base ATK -119.
Tactical RES IWhen attacked by a Tactical Weapon, attacker's Base ATK -18.
Tactical RES IIWhen attacked by a Tactical Weapon, attacker's Base ATK -22.
Tactical RES IIIWhen attacked by a Tactical Weapon, attacker's Base ATK -28.
Tactical RES IVWhen attacked by a Tactical Weapon, attacker's Base ATK -33.
Tactical RES VWhen attacked by a Tactical Weapon, attacker's Base ATK -41.
Tactical RES VIWhen attacked by a Tactical Weapon, attacker's Base ATK -50.
Tactical RES VIIWhen attacked by a Tactical Weapon, attacker's Base ATK -61.
Tactical RES VIIIWhen attacked by a Tactical Weapon, attacker's Base ATK -82.
Tactical RES ⅨWhen attacked by a Tactical Weapon, attacker's Base ATK -122.
Tactical RES XWhen attacked by a Tactical Weapon, attacker's Base ATK -148.
Contingency Plan (L-ST) IWhen in combat against Light STs, Crit RES +85.
Contingency Plan (L-ST) IIWhen in combat against Light STs, Crit RES +95.
Contingency Plan (L-ST) IIIWhen in combat against Light STs, Crit RES +115.
Contingency Plan (L-ST) IVWhen in combat against Light STs, Crit RES +130.
Contingency Plan (L-ST) VWhen in combat against Light STs, Crit RES +155.
Contingency Plan (L-ST) VIWhen in combat against Light STs, Crit RES +175.
Contingency Plan (L-ST) VIIWhen in combat against Light STs, Crit RES +205.
Contingency Plan (L-ST) VIIIWhen in combat against Light STs, Crit RES +255.
Contingency Plan (L-ST) IXWhen in combat against Light STs, Crit RES +345.
Contingency Plan (L-ST) XWhen in combat against Light STs, Crit RES increases by 400.
Contingency Plan (M-ST) IWhen in combat against Medium STs, Crit RES +85.
Contingency Plan (M-ST) IIWhen in combat against Medium STs, Crit RES +95.
Contingency Plan (M-ST) IIIWhen in combat against Medium STs, Crit RES +115.
Contingency Plan (M-ST) IVWhen in combat against Medium STs, Crit RES +130.
Contingency Plan (M-ST) VWhen in combat against Medium STs, Crit RES +155.
Contingency Plan (M-ST) VIWhen in combat against Medium STs, Crit RES +175.
Contingency Plan (M-ST) VIIWhen in combat against Medium STs, Crit RES +205.
Contingency Plan (M-ST) VIIIWhen in combat against Medium STs, Crit RES +255.
Contingency Plan (M-ST) IXWhen in combat against Medium STs, Crit RES +345.
Contingency Plan (M-ST) XWhen in combat against Medium STs, Crit RES increases by 400.
Contingency Plan (H-ST) IWhen in combat against Heavy STs, Crit RES +85.
Contingency Plan (H-ST) IIWhen in combat against Heavy STs, Crit RES +95.
Contingency Plan (H-ST) IIIWhen in combat against Heavy STs, Crit RES +115.
Contingency Plan (H-ST) IVWhen in combat against Heavy STs, Crit RES +130.
Contingency Plan (H-ST) VWhen in combat against Heavy STs, Crit RES +155.
Contingency Plan (H-ST) VIWhen in combat against Heavy STs, Crit RES +175.
Contingency Plan (H-ST) VIIWhen in combat against Heavy STs, Crit RES +205.
Contingency Plan (H-ST) VIIIWhen in combat against Heavy STs, Crit RES +255.
Contingency Plan (H-ST) IXWhen in combat against Heavy STs, Crit RES +345.
Contingency Plan (H-ST) XWhen in combat against Heavy STs, Crit RES increases by 400.
Decisive Blow IWeapon Crit increases by 40-60.
Decisive Blow IIWeapon Crit increases by 45-70.
Decisive Blow IIIWeapon Crit increases by 55-80.
Decisive Blow IVWeapon Crit increases by 60-95.
Decisive Blow VWeapon Crit increases by 70-110.
Decisive Blow VIWeapon Crit increases by 85-125.
Decisive Blow VIIWeapon Crit increases by 95-145.
Decisive Blow VIIIWeapon Crit increases by 120-185.
Decisive Blow ⅨWeapon Crit increases by 165-245.
Decisive Blow XWeapon Crit increases by 190-285.
Balanced Strike IWeapon Hit increases by 40-65.
Balanced Strike IIWeapon Hit increases by 50-75.
Balanced Strike IIIWeapon Hit increases by 55-85.
Balanced Strike IVWeapon Hit increases by 65-100.
Balanced Strike VWeapon Hit increases by 75-115.
Balanced Strike VIWeapon Hit increases by 90-135.
Balanced Strike VIIWeapon Hit increases by 105-155.
Balanced Strike VIIIWeapon Hit increases by 130-195.
Balanced Strike IXWeapon Hit increases by 175-265.
Balanced Strike XWeapon Hit increases by 205-305.
Anti-LST Expert IWhen attacking Light STs, Firepower (FP) increases by 60-95.
Anti-LST Expert IIWhen attacking Light STs, Firepower (FP) increases by 75-115.
Anti-LST Expert IIIWhen attacking Light STs, Firepower (FP) increases by 95-140.
Anti-LST Expert IVWhen attacking Light STs, Firepower (FP) increases by 115-170.
Anti-LST Expert VWhen attacking Light STs, Firepower (FP) increases by 140-210.
Anti-LST Expert VIWhen attacking Light STs, Firepower (FP) increases by 170-255.
Anti-LST Expert VIIWhen attacking Light STs, Firepower (FP) increases by 205-310.
Anti-LST Expert VIIIWhen attacking Light STs, Firepower (FP) increases by 275-420.
Anti-LST Expert IXWhen attacking Light STs, Firepower (FP) increases by 410-625.
Anti-LST Expert XWhen attacking Light STs, Firepower (FP) increases by 500-760.
Anti-MST Expert IWhen attacking Medium STs, Firepower (FP) increases by 60-95.
Anti-MST Expert IIWhen attacking Medium STs, Firepower (FP) increases by 75-115.
Anti-MST Expert IIIWhen attacking Medium STs, Firepower (FP) increases by 95-140.
Anti-MST Expert IVWhen attacking Medium STs, Firepower (FP) increases by 115-170.
Anti-MST Expert VWhen attacking Medium STs, Firepower (FP) increases by 140-210.
Anti-MST Expert VIWhen attacking Medium STs, Firepower (FP) increases by 170-255.
Anti-MST Expert VIIWhen attacking Medium STs, Firepower (FP) increases by 205-310.
Anti-MST Expert VIIIWhen attacking Medium STs, Firepower (FP) increases by 275-420.
Anti-MST Expert IXWhen attacking Medium STs, Firepower (FP) increases by 410-625.
Anti-MST Expert XWhen attacking Medium STs, Firepower (FP) increases by 500-760.
Anti-HST Expert IWhen attacking Heavy STs, Firepower (FP) increases by 60-95.
Anti-HST Expert IIWhen attacking Heavy STs, Firepower (FP) increases by 75-115.
Anti-HST Expert IIIWhen attacking Heavy STs, Firepower (FP) increases by 95-140.
Anti-HST Expert IVWhen attacking Heavy STs, Firepower (FP) increases by 115-170.
Anti-HST Expert VWhen attacking Heavy STs, Firepower (FP) increases by 140-210.
Anti-HST Expert VIWhen attacking Heavy STs, Firepower (FP) increases by 170-255.
Anti-HST Expert VIIWhen attacking Heavy STs, Firepower (FP) increases by 205-310.
Anti-HST Expert VIIIWhen attacking Heavy STs, Firepower (FP) increases by 275-420.
Anti-HST Expert IXWhen attacking Heavy STs, Firepower (FP) increases by 410-625.
Anti-HST Expert XWhen attacking Heavy STs, Firepower (FP) increases by 500-760.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK increases by 8-12.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 9-14.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 12-18.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK increases by 14-21.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK increases by 17-26.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 21-32.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 26-39.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 35-53.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK increases by 52-78.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK increases by 63-95.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK increases by 7-10.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 8-12.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 10-16.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK increases by 12-19.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK increases by 15-23.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 19-28.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 23-34.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 30-46.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK increases by 45-68.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK increases by 55-83.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK increases by 18-27.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 22-33.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 27-41.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK increases by 33-50.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK increases by 40-61.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 49-74.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 60-90.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 80-122.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK increases by 119-181.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK increases by 145-220.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK increases by 6-9.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 7-10.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 9-13.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK increases by 10-16.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK increases by 13-19.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 16-24.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 19-29.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 25-39.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK increases by 38-57.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK increases by 46-70.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK increases by 11-16.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 13-20.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 16-25.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK increases by 20-30.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK increases by 24-37.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 29-45.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 36-54.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 48-73.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK increases by 72-109.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK increases by 87-132.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK increases by 9-13.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 11-16.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 13-20.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK increases by 16-25.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK increases by 20-30.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 24-37.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 30-45.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 40-60.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK increases by 59-90.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK increases by 72-109.
Accurate Strike IWhen attacking a target with HP below 50%, ATK increases by 8-12.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK increases by 9-14.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK increases by 12-18.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK increases by 14-21.
Accurate Strike VWhen attacking a target with HP below 50%, ATK increases by 17-26.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK increases by 21-32.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK increases by 26-39.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK increases by 35-53.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK increases by 52-78.
Accurate Strike XWhen attacking a target with HP below 50%, ATK increases by 63-95.
Accurate Strike IWhen attacking a target with HP below 50%, ATK increases by 7-10.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK increases by 8-12.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK increases by 10-16.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK increases by 12-19.
Accurate Strike VWhen attacking a target with HP below 50%, ATK increases by 15-23.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK increases by 19-28.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK increases by 23-34.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK increases by 30-46.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK increases by 45-68.
Accurate Strike XWhen attacking a target with HP below 50%, ATK increases by 55-83.
Accurate Strike IWhen attacking a target with HP below 50%, ATK increases by 18-27.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK increases by 22-33.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK increases by 27-41.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK increases by 33-50.
Accurate Strike VWhen attacking a target with HP below 50%, ATK increases by 40-61.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK increases by 49-74.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK increases by 60-90.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK increases by 80-122.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK increases by 119-181.
Accurate Strike XWhen attacking a target with HP below 50%, ATK increases by 145-220.
Accurate Strike IWhen attacking a target with HP below 50%, ATK increases by 6-9.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK increases by 7-10.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK increases by 9-13.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK increases by 10-16.
Accurate Strike VWhen attacking a target with HP below 50%, ATK increases by 13-19.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK increases by 16-24.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK increases by 19-29.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK increases by 25-39.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK increases by 38-57.
Accurate Strike XWhen attacking a target with HP below 50%, ATK increases by 46-70.
Accurate Strike IWhen attacking a target with HP below 50%, ATK increases by 11-16.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK increases by 13-20.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK increases by 16-25.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK increases by 20-30.
Accurate Strike VWhen attacking a target with HP below 50%, ATK increases by 24-37.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK increases by 29-45.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK increases by 36-54.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK increases by 48-73.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK increases by 72-109.
Accurate Strike XWhen attacking a target with HP below 50%, ATK increases by 97-132.
Accurate Strike IWhen attacking a target with HP below 50%, ATK increases by 9-13.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK increases by 11-16.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK increases by 13-20.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK increases by 16-25.
Accurate Strike VWhen attacking a target with HP below 50%, ATK increases by 20-30.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK increases by 24-37.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK increases by 30-45.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK increases by 40-60.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK increases by 59-90.
Accurate Strike XWhen attacking a target with HP below 50%, ATK increases by 72-109.
Composite Armor IArmor increases by 15-20.
Composite Armor IIArmor increases by 25-35.
Composite Armor IIIArmor increases by 35-50.
Composite Armor IVArmor increases by 45-65.
Composite Armor VArmor increases by 55-85.
Composite Armor VIArmor increases by 75-110.
Composite Armor VIIArmor increases by 95-140.
Composite Armor VIIIArmor increases by 135-200.
Composite Armor IXArmor increases by 195-300.
Composite Armor XArmor increases by 240-365.
Melee RES IWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 11-17.
Melee RES IIWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 13-20.
Melee RES IIIWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 17-25.
Melee RES IVWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 20-31.
Melee RES VWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 25-38.
Melee RES VIWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 30-46.
Melee RES VIIWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 37-56.
Melee RES VIIIWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 50-75.
Melee RES IXWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 74-112.
Melee RES XWhen attacked by a Melee Weapon, attacker's Base ATK decreases by 90-136.
Assault RES IWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 25-39.
Assault RES IIWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 31-47.
Assault RES IIIWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 39-59.
Assault RES IVWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 47-71.
Assault RES VWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 57-87.
Assault RES VIWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 70-106.
Assault RES VIIWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 85-129.
Assault RES VIIIWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 115-174.
Assault RES ⅨWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 170-258.
Assault RES XWhen attacked by an Assault Weapon, attacker's Base ATK decreases by 208-314.
Ranged RES IWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 10-15.
Ranged RES IIWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 12-18.
Ranged RES IIIWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 15-22.
Ranged RES IVWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 18-27.
Ranged RES VWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 22-33.
Ranged RES VIWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 26-40.
Ranged RES VIIWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 32-49.
Ranged RES VIIIWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 43-66.
Ranged RES ⅨWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 65-98.
Ranged RES XWhen attacked by a Ranged Weapon, attacker's Base ATK decreases by 79-119.
Tactical RES IWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 12-18.
Tactical RES IIWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 15-22.
Tactical RES IIIWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 18-28.
Tactical RES IVWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 22-33.
Tactical RES VWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 27-41.
Tactical RES VIWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 33-50.
Tactical RES VIIWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 40-61.
Tactical RES VIIIWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 54-82.
Tactical RES ⅨWhen attacked by a Tactical Weapon, attacker's Base ATK decreases by 80-122.
Tactical RES XWhen attacked by a Tactical Weapon, attacker's Basic ATK decreases by 98-148.
Contingency Plan (L-ST) IWhen in combat against Light STs, Crit RES increases by 55-85.
Contingency Plan (L-ST) IIWhen in combat against Light STs, Crit RES increases by 65-95.
Contingency Plan (L-ST) IIIWhen in combat against Light STs, Crit RES increases by 75-115.
Contingency Plan (L-ST) IVWhen in combat against Light STs, Crit RES increases by 85-130.
Contingency Plan (L-ST) VWhen in combat against Light STs, Crit RES increases by 100-155.
Contingency Plan (L-ST) VIWhen in combat against Light STs, Crit RES increases by 115-175.
Contingency Plan (L-ST) VIIWhen in combat against Light STs, Crit RES increases by 135-205.
Contingency Plan (L-ST) VIIIWhen in combat against Light STs, Crit RES increases by 170-255.
Contingency Plan (L-ST) IXWhen in combat against Light STs, Crit RES increases by 230-345.
Contingency Plan (L-ST) XWhen in combat against Light STs, Crit RES increases by 265-400.
Contingency Plan (M-ST) IWhen in combat against Medium STs, Crit RES increases by 55-85.
Contingency Plan (M-ST) IIWhen in combat against Medium STs, Crit RES increases by 65-95.
Contingency Plan (M-ST) IIIWhen in combat against Medium STs, Crit RES increases by 75-115.
Contingency Plan (M-ST) IVWhen in combat against Medium STs, Crit RES increases by 85-130.
Contingency Plan (M-ST) VWhen in combat against Medium STs, Crit RES increases by 100-155.
Contingency Plan (M-ST) VIWhen in combat against Medium STs, Crit RES increases by 115-175.
Contingency Plan (M-ST) VIIWhen in combat against Medium STs, Crit RES increases by 135-205.
Contingency Plan (M-ST) VIIIWhen in combat against Medium STs, Crit RES increases by 170-255.
Contingency Plan (M-ST) IXWhen in combat against Medium STs, Crit RES increases by 230-345.
Contingency Plan (M-ST) XWhen in combat against Medium STs, Crit RES increases by 265-400.
Contingency Plan (H-ST) IWhen in combat against Heavy STs, Crit RES increases by 55-85.
Contingency Plan (H-ST) IIWhen in combat against Heavy STs, Crit RES increases by 65-95.
Contingency Plan (H-ST) IIIWhen in combat against Heavy STs, Crit RES increases by 75-115.
Contingency Plan (H-ST) IVWhen in combat against Heavy STs, Crit RES increases by 85-130.
Contingency Plan (H-ST) VWhen in combat against Heavy STs, Crit RES increases by 100-155.
Contingency Plan (H-ST) VIWhen in combat against Heavy STs, Crit RES increases by 115-175.
Contingency Plan (H-ST) VIIWhen in combat against Heavy STs, Crit RES increases by 135-205.
Contingency Plan (H-ST) VIIIWhen in combat against Heavy STs, Crit RES increases by 170-255.
Contingency Plan (H-ST) IXWhen in combat against Heavy STs, Crit RES increases by 230-345.
Contingency Plan (H-ST) XWhen in combat against Heavy STs, Crit RES increases by 265-400.
Accurate Strike XWhen attacking a target with HP below 50%, ATK +220.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK increases by 10-15.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 12-18.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 15-23.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK increases by 18-28.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK increases by 22-34.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 27-41.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 33-50.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK increases by 45-68.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK increases by 66-100.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK increases by 81-122.
Accurate Strike IWhen attacking a target with HP below 50%, ATK increases by 10-15.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK increases by 12-18.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK increases by 15-23.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK increases by 18-28.
Accurate Strike VWhen attacking a target with HP below 50%, ATK increases by 22-34.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK increases by 27-41.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK increases by 33-50.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK increases by 45-68.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK increases by 66-100.
Accurate Strike XWhen attacking a target with HP below 50%, ATK increases by 81-122.
Forceful Strike IWhen attacking a target with HP greater than or equal to 50%, ATK +15.
Forceful Strike IIWhen attacking a target with HP greater than or equal to 50%, ATK +18.
Forceful Strike IIIWhen attacking a target with HP greater than or equal to 50%, ATK +23.
Forceful Strike IVWhen attacking a target with HP greater than or equal to 50%, ATK +28.
Forceful Strike VWhen attacking a target with HP greater than or equal to 50%, ATK +34.
Forceful Strike VIWhen attacking a target with HP greater than or equal to 50%, ATK +41.
Forceful Strike VIIWhen attacking a target with HP greater than or equal to 50%, ATK +50.
Forceful Strike VIIIWhen attacking a target with HP greater than or equal to 50%, ATK +68.
Forceful Strike IXWhen attacking a target with HP greater than or equal to 50%, ATK +100.
Forceful Strike XWhen attacking a target with HP greater than or equal to 50%, ATK +122.
Accurate Strike IWhen attacking a target with HP below 50%, ATK +15.
Accurate Strike IIWhen attacking a target with HP below 50%, ATK +18.
Accurate Strike IIIWhen attacking a target with HP below 50%, ATK +23.
Accurate Strike IVWhen attacking a target with HP below 50%, ATK +28.
Accurate Strike VWhen attacking a target with HP below 50%, ATK +34.
Accurate Strike VIWhen attacking a target with HP below 50%, ATK +41.
Accurate Strike VIIWhen attacking a target with HP below 50%, ATK +50.
Accurate Strike VIIIWhen attacking a target with HP below 50%, ATK +68.
Accurate Strike IXWhen attacking a target with HP below 50%, ATK +100.
Accurate Strike XWhen attacking a target with HP below 50%, ATK +122.
Improved Re-ATK - Flurry StrikeAfter triggering [Re-ATK], [Flurry Strike] probability +6%.
Improved Re-ATK - Flurry Strike IIAfter triggering [Re-ATK], [Flurry Strike] probability +8%.
Improved Re-ATK - Flurry Strike IIIAfter triggering [Re-ATK], [Flurry Strike] probability +10%.
Improved Re-ATK - CritAfter triggering [Re-ATK], Crit Rate +4%.
Improved Re-ATK - Crit IIAfter triggering [Re-ATK], Crit Rate +6%.
Improved Re-ATK - Crit IIIAfter triggering [Re-ATK], Crit Rate +8%.
Improved Link - HitWhen engaging in Link Attacks, Hit Rate +8%.
Improved Link - Hit IIWhen engaging in Link Attacks, Hit Rate +10%.
Improved Link - Hit IIIWhen engaging in Link Attacks, Hit Rate +12%.
Improved Link - CritWhen engaging in Link Attacks, Crit Rate +9%.
Improved Link - CritWhen engaging in Link Attacks, Crit Rate +12%.
Improved Link - CritWhen engaging in Link Attacks, Crit Rate +15%.
Improved Re-ATK - HitAfter triggering [Re-ATK], Hit Rate +4%.
Improved Re-ATK - Hit IIAfter triggering [Re-ATK], Hit Rate +5%.
Improved Re-ATK - Hit IIIAfter triggering [Re-ATK], Hit Rate +6%.
Improved Re-ATK - CritAfter triggering [Re-ATK], Crit Rate +4%.
Improved Re-ATK - Hit IIAfter triggering [Re-ATK], Hit Rate +6%.
Improved Re-ATK - Hit IIIAfter triggering [Re-ATK], Hit Rate +8%.
Improved Re-ATK - CritAfter triggering [Re-ATK], Crit Rate +6%.
Improved Re-ATK - Crit IIAfter triggering [Re-ATK], Crit Rate +8%.
Improved Re-ATK - Crit IIIAfter triggering [Re-ATK], Crit Rate +10%.
Improved Link - DMGWhen engaging in Link Attacks, DMG +9%.
Improved Link - DMG IIWhen engaging in Link Attacks, DMG +12%.
Improved Link - DMG IIIWhen engaging in Link Attacks, DMG +15%.
Improved Guard - DMG TakenWhen performing Guard, DMG Taken -3%.
Improved Guard - DMG Taken IIWhen performing Guard, DMG Taken -4%.
Improved Guard - DMG Taken IIIWhen performing Guard, DMG Taken -5%.
Improved Guard - RetaliationWhen performing Guard, DMG +9% on Retaliation.
Improved Guard - Retaliation IIWhen performing Guard, DMG +12% on retaliation.
Improved Guard - Retaliation IIIWhen performing Guard, DMG +15% on retaliation.
Pile Bunker ModificationWhen Pile Bunker's attack misses, still deals 20% DMG to the target.
Shotgun ModificationShotguns hit the target with at least 3 Bullets per attack.
Sniper Rifle ModificationWhen initiating combat with a Sniper Rifle, if Hit Rate is greater than or equal to 94%, the attack cannot be dodged.
Missile Launcher ModificationIf the missile misses, returns Ammo consumed during this attack.
Stable Refit - DMG TakenWhen at 100% HP, DMG Taken -4%.
Stable Refit - DMG Taken IIWhen at 100% HP, DMG Taken -5%.
Stable Refit - DMG Taken IIIWhen at 100% HP, DMG Taken -6%.
Stable Refit - ArmorWhen HP is greater than or equal to 50%, Armor +15%.
Stable Refit - Armor IIWhen HP is greater than or equal to 50%, Armor +20%.
Stable Refit - Armor IIIWhen HP is greater than or equal to 50%, Armor +25%.
Fortitude Refit - FirepowerWhen HP is below 50%, Firepower (FP) +12%.
Fortitude Refit - Firepower IIWhen HP is below 50%, Firepower (FP) +16%.
Fortitude Refit - Firepower IIIWhen HP is below 50%, Firepower (FP) +20%.
Anti-Armor Refit - LWhen attacking Light STs, Hit +6%.

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