Character
Rarity
Element
ATK
HP
SPD
Weapon
Active Skills
Passive Skills
ZoroRegular
Zoro

Great Phantom Thief

Light Light

1,443

7,205

563

GreatSword GreatSword

+3 Tandem Takedown 60 TU

250% damage to 1 enemy. 500% damage instead if another ally on the battlefield has 50TU or less. Then immediately give an ally with the lowest TU (excluding the user) the next turn by reducing their current TU to 0. Damage from this attack does not wake up sleeping enemies.<br /><br />Active skills that grant turns cannot be used on turns given by this skill. This skill can be used on such turns, but will not grant the extra turn. The given turn is granted after Counter Stance or Counter Skin type effects triggered by this attack, and so the affected ally will act before a countering enemy. Effects that influence TU order may interrupt the given turn (e.g. Stuns targeting the lowest TU target).

+1 En Garde 50 TU

Weakens all enemies. The user is Enraged, granted a Sleep Ward, Stun Ward, Poison Ward, Counter Stance for 150TU and 80% damage reduction from attacks until the end of its next turn. Unlocked each time the user damages an enemy with an attack. This skill is locked again after each use or if the user leaves the battlefield.<br /><br />This will overwrite the effects of previous Weak or Enrage skills on affected units, and other status effects on the user. For 150TU, the next time the unit with counter stance takes damage from an enemy attack, it will become their turn. Enraged units have their Attack increased to 1.5x until the end of their next turn. Weakened units have their Attack reduced to 0.75x until the end of their next turn. The effect of Weakening may be diminished if the affected unit's Attack is increased by other effects and it can be overwritten by Enrage effects. Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack.

+3 Double Phoenix 1 TUTWO

700% damage to 2 enemies. This attack ignores the Stealth Status Effect. The Hold Ground+ passive skill effect is reset for the user and can be triggered again. Unlocked for one use each time the user's Hold Ground+ passive skill effect is triggered while on the battlefield and can be used only three times per battle.

-3 Survivor's Blade 60 TU

This attack ignores Guardians. 600% damage to 1 enemy. This attack ignores enemy damage reduction effects and any effects of non-boss enemies that would prevent the target from being defeated.<br /><br />Locked for 200TU after the user has entered the battlefield.

One Step Ahead

Heals the user for 100% of total damage dealt.<br /><br />Whenever another unit on the battlefield damages any unit(s) with an attack, this unit's current TU is reduced by 10TU per unit hit.<br /><br />Each time an enemy unit gets the turn, if this unit has 150TU or more, this unit will gain the Counter Stance status effect for 150TU at the end of that turn.

Steel Resolve

If this unit would be defeated, it instead survives with 1 HP and then cannot be defeated until its next turn. This effect can trigger only once each time this unit enters the battlefield, and is considered a Hold Ground+ effect.<br /><br />This unit cannot be sent to the reinforcements from the battlefield.<br /><br />Each time a unit gets the turn while their team has 5+ Spirit, this unit will be healed for 30% of its max HP.<br /><br />Whenever this unit defeats a non-conjured unit on the battlefield with an attack:<br />- All allies will be healed for 100% of their max HP.<br />- All allies will have Burn status effects (including Mega Healing Burn) removed.

HP Up Lv3

Adds 1200 to this unit's max HP.

Attack Up Lv3

Adds 300 to this unit's Attack.

Fire Resist Lv3

10% less damage from attacks by Fire units.

Greataxe Mastery

Can use weapon skills of Greataxes in addition to their original preferred weapon type.
YamatoRegular
Yamato

Invincible Battleship Maiden

Water Water

587

19,731

301

GreatSword GreatSword

+4 Suppressing Fire 50 TUALL

Weakens all enemies, and grants them a Rage Ward. Enrages all allies. Then immediately give 1 other random ally the next turn by reducing their current TU to 0. Active skills that grant turns cannot be used on turns given by this skill. This skill can be used on such turns, but will not grant the extra turn.<br /><br />Enraged units have their Attack increased to 1.5x until the end of their next turn. Weakened units have their Attack reduced to 0.75x until the end of their next turn. These effects will overwrite any existing Weak or Enrage effects on affected units. The effect of Weakening may be diminished if the affected unit's Attack is increased by other effects and it can be overwritten by Enrage effects. Rage Wards will prevent a unit from becoming Enraged once, then be removed. Rage Wards cannot stack.

-1 Ironclad 50 TU

The user is Purified (negative status effects like sleep, burn or poison are removed) and healed for 100% of max HP. For 100TU, the user cannot be defeated and is immune to Poison, Burn and Sleep status effects. When this effect expires, all other allies will be healed for 100% of their max HP and be Purified. This skill can only be used once each time this unit is on the battlefield, and only if there is no other non-Mori Guardian on the battlefield.

-1 Victory Cannon 1 TU

1500% damage to 1 enemy. This attack ignores enemy damage reduction effects. Damage from this attack does not wake up sleeping enemies.<br /><br />Unlocked each time a non-conjured enemy or non-conjured ally is defeated or sacrificed by any source other than the user. This skill is locked again after each use or if the user leaves the battlefield, and cannot be used for 50TU after each use.

-2 Sound the Alarm 0 TU

Grants 2 random enemies the Sleep status effect for 200TU, even if they have already slept while on the battlefield. This will overwrite other status effects on those units. Pulls the user away from the battlefield to be next in line of your reinforcements. If there are no ally reinforcements, adds enough Super Suimori to the ally team to still pull the user away to reinforcements (max 3 if the user has only 1 other ally on the battlefield). Locked for 150TU after the user has entered the battlefield, and cannot be used if the user has no other allies on the battlefield.

Unsinkable Guard

This unit is a Guardian. For any enemy attack that would hit 1 or 2 other allies, this unit has a 100% chance to redirect 1 hit to itself instead. This unit will not redirect skills that don't deal damage.<br /><br />Whenever this unit or another non-Guardian ally takes damage from an attack and survives until after the end of the turn and this unit has any other allies left (even in reinforcements), this unit will:<br />- Heal for 25% of max HP.<br />- Gain a Charge.<br /><br />Whenever this unit would gain a charge while already having 3 Charges, an Imposter is added to the next in line of enemy reinforcements, and a random enemy is granted the Sleep status effect for 200TU, even if they have already slept while on the battlefield. This will overwrite other status effects on that unit. Then all Charges are removed from this unit, and it cannot gain any more charges until the following turn. A unit can store a maximum of 3 charges, and all charges are removed from a unit that leaves the battlefield.

Anchors Away

When this unit enters the battlefield from the allied reinforcements and there are no other non-Mori ally Guardians on the battlefield, all allies:<br />- Are healed for 1000% of this unit's attack.<br />- Have their current TU reduced by 50TU.<br />- Gain the Armor status effect. This will overwrite other status effects on those units. Armor grants 50% damage reduction from the next attack, then the effect is removed.<br /><br />This unit has 10% damage reduction from attacks, plus 10% per Awakening (up to 50% reduction if this unit has 4 Awakenings) until the end of its first turn since entering the battlefield.

Attack Up Lv3

Adds 300 to this unit's Attack.

HP Up Lv3

Adds 1200 to this unit's max HP.

Dark Resist Lv3

10% less damage from attacks by Dark units.

Greataxe Mastery

Can use weapon skills of Greataxes in addition to their original preferred weapon type.
MechaSisterNew
Anya

Divine Mecha Girl

Storm Storm

549

19,921

410

Sword Sword

+3 Circuit Overload 70 TUTWO

Targets 2 enemies and deals 100% damage. For each target with 50+ TU:<br />- Steals 1 Spirit from enemies if that target is hit.<br />- Deals 500% damage to that target instead.<br />- Deals 750% damage to that target instead if the target has 100+TU.

0 Mass Surge 50 TUALL

Heals the user for 30% of max HP, and the user is granted a Sleep Ward, Stun Ward, and Poison Ward. All other allies heal for 100% of their max HP. Then all allies are Purified (negative status effects like sleep, burn or poison are removed), and granted Recovery Mist for 200TU. Usable 10 times per battle.<br /><br />Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack. A unit with Recovery Mist will heal for 5% of their max HP and have a 30% chance to be Purified after every turn. Recovery Mist effects do not stack.

-3 Modular Shot 100 TUTWO

1250% damage to 2 enemies. Unlocked each time an ally on the battlefield is defeated by an attack while this unit is on the battlefield. If that ally was:<br />- Water, this attack grants hit targets Sleep (Forced) for 200TU.<br />- Fire, this attack grants all allies the Burn status effect.<br />- Storm, this attack grants hit targets Stun for 200TU.<br />- Earth, this attack grants hit targets Cursed Sleep for 200TU (blocked by Burn).<br />- Light, this attack heals all allies for 100% of max HP and Purifies them.<br />- Dark, this attack grants hit targets Mega Poison for 200TU.<br />Successfully applied Status Effects will overwrite existing status effects on affected units.<br /><br />This skill is locked again after each use or if the user leaves the battlefield. The Elemental effect will be determined at the time this skill unlocks. When multiple allies are defeated at the same time, only one Element will be considered.

0 Crashing Heavens 1 TUALL

Stuns all enemies for 500TU. This Stun cannot be redirected by enemy Stun Absorbers. Locked for 300TU after the user has entered the battlefield. Usable once per battle.

Ultimate Firewall

This unit is a Guardian. For any enemy attack that would hit 1 or 2 other allies, this unit has a 100% chance to redirect 1 hit to itself instead. This unit will not redirect skills that don't deal damage. Whenever this unit enters the battlefield, whether at the start of battle or from reinforcements, it will Endure the next damage that would defeat it with 1HP. Endure effects cannot stack.<br /><br />When this unit is damaged by an enemy attack, that enemy's Active Skills are disabled for 30TU. When a unit's Active Skills are disabled and they get the turn, they will lose the turn as if they were sleeping. This effect cannot affect boss units, cannot be purified, and will end if this unit is defeated.<br /><br />Until this unit has survived for 1000TU on the battlefield, every second time this unit takes damage from an attack and survives until after the end of the turn, this unit will heal for 100% of max HP, and be Purified.

Quantum Barrier

This unit cannot be sent to the reinforcements from the battlefield. When another non-conjured ally on the battlefield is defeated or sacrificed by any source, this unit gains Endure.<br /><br />Whenever an enemy hits a non-Guardian ally with an attack, they will be Stunned for 50TU for each non-Guardian ally hit.<br /><br />All other allies gain 35% damage reduction from attacks while this unit is on the battlefield. This effect can stack with other damage reduction effects such as Armor, but will not stack with itself or other ally Barrier type skills.

HP Up Lv3

Adds 1200 to this unit's max HP.

Attack Up Lv3

Adds 300 to this unit's Attack.

Sword Resist Lv3

10% less damage from attacks by units equipped with Swords.

Axe Mastery

Can use weapon skills of Axes in addition to their original preferred weapon type.
HokusaiRegular
Hokusai

Paintbrush Virtuoso

Light Light

1,089

8,975

469

GreatAxe GreatAxe

+3 Blot Out 50 TU

Damage to 1 enemy and Weaken them. Then enemies lose Spirit equal to the number of Element types that remain on the battlefield.<br /><br />Weakened units have their Attack reduced to 0.75x until the end of their next turn. The effect of Weakening may be diminished if the affected unit's Attack is increased by other effects and it can be overwritten by Enrage effects.

-1 Paint Fall 1 TUALL

50% damage to all enemies. This attack ignores damage reduction effects, skin passive skills, the Stealth Status Effect, and the Counter Stance Status Effect. Randomly grants all allies either Stun Wards, or Sleep Wards. Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack.<br /><br />Then heals all allies for 200% of the user's attack. This triggers once for each Element type that remains on the battlefield.<br /><br />Unlocked each time the user damages an enemy with another attack. This skill is locked again after each use or if the user leaves the battlefield.

-3 Stroke of Genius 50 TU

Damage 1 enemy. This attack ignores any effects of non-boss enemies that would prevent the target from being defeated. 300% damage instead if the user or target have defeated 1 unit with an attack while on the battlefiled. 400% damage instead if the user or target have defeated 2+ units with attacks while on the battlefield.

-3 Masterpiece 50 TU

Immediately defeats 1 non-boss enemy, the user is considered to have defeated the target with an attack if successful. This effect ignores Revenge passive skills, Revival passive skills, any passive skills or effects of active skills that would prevent the target from being defeated, and cannot be redirected by Guardians.<br /><br />Locked for 300TU after the user has entered the battlefield. This lock is ignored while all 6 Element types are on the battlefield. Usable twice per battle.

Elemental Palette

This unit enters battle with a Stun Ward, and Sleep Ward. This unit cannot be defeated by damage from Poison or Burn status effects.<br /><br />When attacking, adds 100% to the damage % of this unit's attacks for each Element type on the battlefield. (e.g. Paint Fall: 50%

Legendary Artist

If this unit would be defeated by an enemy attack or a status effect while having more than 1 HP, it instead survives with 1 HP. This unit has 50% damage reduction from attacks. This unit has 80% damage reduction from attacks instead if all 6 Element types are on the battlefield.<br /><br />Each time an ally (including this unit) gets the turn, this unit will be healed for 25% of its max HP. Then this unit will have Sleep status effects removed at the end of the turn.<br /><br />Whenever another ally gets the turn, if there is a different ally (including Hokusai) that matches their Element on the battlefield, the acting ally will be healed for 25% of their max HP. Then allies gain 1 Spirit at the end of that turn.<br /><br />When this unit enters the battlefield all allies are granted Elemental Quicken. Units with Elemental Quicken will have their TU costs for all of their skills reduced by 20% while there is a different ally with a matching Element on the battlefield. Whenever another ally enters the battlefield from reinforcements, they are also granted Elemental Quicken. Elemental Quicken will overwrite the effect of previous Quicken skills.

HP Up Lv3

Adds 1200 to this unit's max HP.

Attack Up Lv3

Adds 300 to this unit's Attack.

G.sword Hunter Lv3

10% bonus to attacks against units equipped with Greatswords.

Greatsword Mastery

Can use weapon skills of Greatswords in addition to their original preferred weapon type.
DragonGirlRegular
Shen Long

Divine Dragon Lord

Fire Fire

1,215

8,345

426

Sword Sword

+2 Dragon Fang 70 TUTWO

Damage to 2 Enemies, 500% damage instead if the user is burning. Then the user is granted the Burn status effect. This attack ignores the Stealth Status Effect. This unit will immediately get the next turn if this is the first time this skill has been used while on the battlefield or if this unit has used Incinerate since this skill was last used.<br /><br />Burn will overwrite other status effects on the user. Any unit that deals damage to or is dealt damage by a unit with Burn will gain the Burn status effect.

+2 Dragon Breath 1 TUTWO

Enrages 2 allies, grants them the burn status effect, and heals them for 100% of max HP. Unlocked each time the user damages an enemy with an attack. This skill is locked again after each use or if the user leaves the battlefield.<br /><br />This will overwrite the effects of previous Enrage skills. Enraged units have their Attack increased to 1.5x until the end of their next turn.

-2 Incinerate 70 TU

400% damage to 1 enemy. 800% damage instead if this is the first time this skill has been used while on the battlefield. This attack ignores effects of non-boss enemies that would prevent the target from being defeated. Usable if the user has the Burn status effect.

+5 Rising Dragon 0 TU

Grants all enemies the Burn status effect. This will overwrite other status effects on those units. Pulls the user away from the battlefield to be next in line of your reinforcements. If there are no ally reinforcements, adds enough Super Himoris to the ally team to still pull the user away to reinforcements (max 4 if the user is alone on the battlefield). Usable if the user has defeated 1+ units with attacks while on the battlefield.

Dragon's Focus

This unit cannot be defeated by damage from Burn status effects, and cannot be Stunned. If this unit is burning, this unit has Hold Ground (if this unit would be defeated by an enemy attack or a status effect while having more than 1 HP, it instead survives with 1 HP).<br /><br />Add a Super Himori to the end of allied reinforcements whenever:<br />- this unit defeats any number of enemies with an attack while on the battlefield.<br />- a non-conjured Fire ally on the battlefield is defeated or sacrificed by any source.<br /><br />Whenever a Himori ally on the battlefield is defeated or sacrificed by any source (even if Ephemeral), a random burning enemy is Stunned for 100TU. Whenever an ally Himori enters the battlefield from reinforcements, stun a random enemy for 50TU.

Burning Thunder

This unit enters battle with the Mega Healing Burn status effect for 100TU, and has 80% damage reduction from attacks until it damages an enemy with an attack while on the battlefield.<br /><br />Stun a random burning enemy for 50TU. This effect triggers once for each burning unit on the battlefield when this unit enters the battlefield from allied reinforcements.<br /><br />A unit with Mega Healing Burn will heal after each turn at 20 times the rate as Healing Burn. This will overwrite other status effects on the unit, cannot be overwritten by Burn, Poison or Sleep status effects, and cannot be Purified. Any unit that deals damage to or is dealt damage by a unit with Mega Healing Burn will gain the Burn status effect. A unit with Mega Healing Burn will be granted Healing Burn for 300TU when Mega Healing Burn expires.

Attack Up Lv3

Adds 300 to this unit's Attack.

HP Up Lv3

Adds 1200 to this unit's max HP.

Fire Resist Lv3

10% less damage from attacks by Fire units.

Mace Mastery

Can use weapon skills of Maces in addition to their original preferred weapon type.
SatanRegular
Satan

Petite Demon Overlord

Fire Fire

1,468

7,080

394

Spear Spear

+2 Demon Hellball 50 TU

200% damage to 1 enemy, plus 200% for each Charge stored on the user (max of 800% total damage). This attack heals the user for 100% of total damage dealt, ignores the Counter Stance Status Effect, and the effects of Skin passive skills.<br /><br />The user and target are both granted the Burn status effect. This will overwrite other status effects on those units. Any unit that deals damage to or is dealt damage by a unit with burn will also become burned.<br /><br />Stuns for 50TU one other non-water, burning enemy per Charge stored on the user (max of 3 targets).

0 Mass Dismissal 1 TU

Immediately defeats all conjured, non-boss units on both sides of the battlefield. Allies gain 2 Spirit and the enemy team loses 2 Spirit for each unit defeated in this way. The user is considered to have defeated with attacks as many units as are defeated this way (even if they were Ephemeral). This effect ignores Revenge passive skills, Revival passive skills, and any passive skills or effects of active skills that would prevent the targets from being defeated. This skill becomes locked for 150TU after use.

-3 Devil's Fury 100 TUTWO

200% damage to 2 enemies, plus 200% for each Charge stored on the user (max of 800% damage). This attack ignores the Stealth status effect, and effects of non-boss enemies that would prevent the targets from being defeated. The user gains the Mega Healing Burn status effect for 100TU.<br /><br />Usable if the user has defeated 1+ units with attacks while on the battlefield or if all enemy units on the battlefield are Fire or have Burn Blast, or Burn Drive type active skills. A unit with Mega Healing Burn will heal after each turn at 20 times the rate as Healing Burn. This will overwrite other status effects on the user, cannot be overwritten by Burn, Poison or Sleep status effects, and cannot be Purified. Any unit that deals damage to or is dealt damage by a unit with Mega Healing Burn will gain the Burn status effect. A unit with Mega Healing Burn will be granted Healing Burn for 300TU when Mega Healing Burn expires.

+1 Deal with the Devil 1 TU

Enrages 1 other ally, grants them the burn status effect, and immediately gives them the next turn by reducing their current TU to 0. Active skills that grant turns cannot be used on turns given by this skill. This skill locks after use, and unlocks when this unit damages an enemy with an attack. This is not considered a Combo Burst type active skill.<br /><br />This will overwrite the effects of previous Enrage skills. Enraged units have their Attack increased to 1.5x until the end of their next turn.

Ruler of the Damned

This unit cannot be defeated by damage from Burn status effects. This unit is not affected by stun effects and cannot be sent to the reinforcements from the battlefield. This unit enters battle with the Mega Healing Burn status effect for 100TU and an Instant Death Ward. An Instant Death Ward prevents this unit from being immediately defeated without damage by a non-boss enemy once, then is removed. Instant Death Wards cannot be ignored and cannot stack.<br /><br />If all units on the battlefield are Fire or have Burn Blast, or Burn Drive type active skills, this unit has a 50% bonus to attacks.<br /><br />Whenever a Fire ally on the battlefield is defeated or sacrificed by any source:<br /><br />- All allies become Enraged.<br />- All enemies are granted the Burn status effect and become Weakened. Weakened units have their Attack reduced to 0.75x until the end of their next turn. This will overwrite any existing Weak or Enrage effects on the target and can be overwritten by Enrage effects. The effect of Weakening may be diminished if the affected unit's Attack is increased by other effects.

Infernal Charges

This unit enters battle with 2 Charges. Certain skills are affected by and may consume charges. A unit can store a maximum of 3 charges, and all charges are removed from a unit that leaves the battlefield.<br /><br />If this unit would be defeated, it instead survives with 1 HP and then cannot be defeated until its next turn. This effect ends after triggering once each time this unit enters the battlefield. Whenever this unit defeats any number of units with an attack, this unit is healed for 100% of its max HP, gains a Charge and this Hold Ground+ effect is reset so it can trigger again.<br /><br />When this unit has:<br />- 1+ Charges stored at the start of this unit's turn, it will quicken all burning allies by 30% at the end of its turn. This will overwrite the effects of other Quicken skills.<br />- 2+ Charges stored, this unit has 50% damage reduction from attacks.<br />- 3 Charges stored, this unit will ignore attacks that would damage exactly 2 targets. Attacks that target All allies will not be ignored.<br /><br />Whenever a non-conjured ally on the battlefield is defeated or sacrificed by any source, this unit loses 1 Charge.

HP Up Lv3

Adds 1200 to this unit's max HP.

Attack Up Lv3

Adds 300 to this unit's Attack.

Earth Resist Lv3

10% less damage from attacks by Earth units.

Greatsword Mastery

Can use weapon skills of Greatswords in addition to their original preferred weapon type.
DaVinciRegular
Da Vinci

Inventor Extraordinaire

Light Light

1,253

8,155

522

Mace Mace

+2 Star Sweep 50 TUALL

250% damage to all enemies and heals the user for 100% of total damage dealt. This attack ignores damage reduction effects, skin passive skills and the Counter Stance status effect. Damage from this attack does not wake up sleeping enemies. Steals up to 1 Spirit from enemies for each enemy hit.

-3 Cosmic Cannon 70 TU

Consumes a Power Charge. 400% damage to 1 enemy, and then grants that enemy the Sleep status effect for 200TU, even if they have already slept while on the battlefield. This attack ignores damage reduction effects. Sleep will overwrite other status effects on that enemy. Usable only if the user has a Power Charge.<br /><br />If damage from this attack defeats a non-conjured enemy, another random non-boss, non-Ephemeral enemy on the battlefield will be immediately defeated (the user is considered to have defeated that enemy with an attack). This secondary effect ignores Revenge passive skills, Revival passive skills, and any passive skills or effects of active skills that would prevent the random enemy from being defeated.

-1 Astral Ascension 70 TUTWO

600% damage to 2 enemies, the user is granted Recovery Mist for 100TU and cannot be Stunned for 100TU. Damage from this attack does not wake up sleeping enemies. If damage is dealt to 2 targets, the user will immediately get the next turn by having its TU reduced to 0. Usable if the user has defeated 2+ units with attacks while on the battlefield. This skill becomes locked for 100TU after use.<br /><br />A unit with Recovery Mist will heal for 5% of their max HP and have a 30% chance to be Purified after every turn. Recovery Mist effects do not stack.

+2 Grand Design 1 TU

Heals all allies for 500% of the user's attack. The user is granted a Power Charge.<br /><br />The user gains one of the following effects at random:<br />- The user's next attack to hit while on the battlefield ignores effects of non-boss enemies that would prevent the target(s) from being defeated.<br />- The user's next attack to hit while on the battlefield immediately gives the user the next turn by reducing their current TU to 0. Effects that influence TU order may interrupt the extra turn (e.g. Stuns targeting the lowest TU target).<br /><br />Usable only if the user has no Power Charge. Power Charges can be consumed by certain skills to activate or enhance their effects. Power Charges will be removed if this unit leaves the battlefield. Power Charges cannot stack.

Master Inventor

If this unit would be defeated, it instead survives with 1 HP, then until its next turn:<br />- this unit cannot be defeated or Stunned<br />- this unit heals for 10% of max HP at the end of every turn.<br />This is a Hold Ground+ effect, and ends after triggering once each time this unit enters the battlefield.<br /><br />Whenever this unit defeats an enemy with an attack, this unit is healed for 100% of its max HP and this Hold Ground+ effect is reset so it can trigger again.<br /><br />When another non-conjured ally on the battlefield is defeated or sacrificed by any source, all allies gain the Armor status effect, heal for 30% of max HP and become Enraged. This may not trigger if this unit is defeated or sacrificed at the same time. This will overwrite other status effects and the effects of other Enrage skills on those units. Enraged units have their Attack increased to 1.5x until the end of their next turn. Armor grants 50% damage reduction from the next attack, then Armor is removed.

Adaptive Assault

This unit cannot be sent to the reinforcements from the battlefield. Whenever an enemy on the battlefield is defeated or sacrificed by any source, this unit is Purified (negative status effects like sleep, burn or poison are removed) and loses a Power Charge.<br /><br />When this unit defeats an enemy with an attack, if they are:<br />- Water, this unit gains Sleep Immunity and all other allies gain Sleep Wards.<br />- Fire, this unit gains Burn Immunity and all other allies gain Burn Wards.<br />- Storm, this unit gains Stun Immunity and all other allies gain Stun Wards.<br />- Earth, this unit gains Poison Immunity and all other allies gain Poison Wards.<br /><br />Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack.

Attack Up Lv3

Adds 300 to this unit's Attack.

HP Up Lv3

Adds 1200 to this unit's max HP.

Water Resist Lv3

10% less damage from attacks by Water units.

Staff Mastery

Can use weapon skills of Staffs in addition to their original preferred weapon type.
KojiroRegular
Kojiro

Wandering Swordmaster

Light Light

1,343

7,705

415

Katana Katana

+2 Clean Strike 100 TU

100% damage to 1 enemy. 600% damage instead and this unit will immediately get the next turn if this is the first time this skill has been used while on the battlefield or if this unit has used Sakura Storm since this skill was last used. This attack ignores damage reduction effects, skin passive skills and the Counter Stance status effect.

-2 Sakura Storm 100 TUALL

200% damage to all enemies, plus 100% for each Charge stored on the user (max of 500% total damage). This attack ignores any effects of non-boss enemies that would prevent the targets from being defeated, the Counter Stance Status Effect, and the effects of Skin passive skills.

+2 Healing Blossom 10 TU

Heals the user fully, and Purifies them (removes negative status effects like sleep, burn or poison). The user is granted a Sleep Ward, Stun Ward, Poison Ward, and will Endure the next damage that would defeat it with 1HP. This skill becomes locked for 50TU after use. If the user has defeated 1+ units with attacks while on the battlefield, this skill becomes locked for 100TU after use instead.<br /><br />Endure effects cannot stack. Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack.

-2 Swallow's Flight 50 TU

Immediately defeats 1 non-boss enemy that has survived for 200TU or more on the battlefield, the user is considered to have defeated the target with an attack if successful. This effect ignores Revenge passive skills, Revival passive skills, any passive skills or effects of active skills that would prevent the target from being defeated, and cannot be redirected by Guardians. Usable if the user has 2+ Charges stored and only 3 times per battle. Consumes 2 Charges on the user.

Legendary Resolve

This unit enters battle with a Poison Ward, Sleep Ward, Stun Ward, Endure and Counter Stance for 300TU. Counter Stance will overwrite status effects on this unit. The next time the unit with counter stance takes damage from an enemy attack, it will become their turn.<br /><br />This unit has 80% damage reduction from attacks. This reduction is lowered by 10% for each enemy this unit has defeated with an attack while on the battlefield (to a minimum of 50% after defeating 3+ enemies).<br /><br />When this unit defeats any number of non-conjured enemies with an attack while on the battlefield:<br /><br />- this unit gains a Charge. Certain skills are affected by and may consume charges. A unit can store a maximum of 3 charges, and all charges are removed from a unit that leaves the battlefield.<br />- this unit gains Recovery Mist for 100TU. Recovery Mist effects do not stack. A unit with Recovery Mist will heal for 5% of their max HP and have a 30% chance to be Purified after every turn.<br />- all allies are Purified (negative status effects like sleep, burn or poison are removed).<br />- another random ally is given the next turn by reducing their current TU to 0. Effects that influence TU order may interrupt the extra turn (e.g. Stuns targeting the lowest TU target).

Killer Focus

This unit cannot be sent to the reinforcements from the battlefield. This unit cannot be Stunned until it has defeated 1 enemy with an attack while on the battlefield.<br /><br />This unit has 25% reduction to TU Costs if it has defeated 1 enemy with an attack while on the battlefield. This increases by 25% per additional enemy defeated, up to 75% max TU Cost reduction after this unit has defeated 3+ enemies.<br /><br />Each time this unit takes damage from an attack and survives until after the end of the turn, this unit will be granted Counter Stance for 300TU, and heal for 30% of its max HP.

HP Up Lv3

Adds 1200 to this unit's max HP.

Attack Up Lv3

Adds 300 to this unit's Attack.

Fire Resist Lv3

10% less damage from attacks by Fire units.

Greatsword Mastery

Can use weapon skills of Greatswords in addition to their original preferred weapon type.
GoemonRegular
Goemon

Legendary Thief

Dark Dark

1,221

8,315

777

Mace Mace

+2 Fireworks 70 TUALL

50% damage to all enemies. This attack ignores any enemy status effects (including Stealth), damage reduction effects, revenge passive skills, and skin passive skills. Damage from this attack does not wake up sleeping enemies. All enemies hit by this attack will become Weakened, this will overwrite any existing Weak or Enrage effects on those units.<br /><br />Adds a Shadow Double to the next in line of allied reinforcements if a Shadow Double is not next in line in allied reinforcements. This Shadow Double's Level, Limit Breaks, Awakenings, Boosts, Potential, Mastery, Weapon, and Accessory will match the user. Then if 4 allies were already on the battlefield, the user exchanges themselves with the next unit in allied reinforcements. Usable if this unit's active skill Assassinate is locked.<br /><br />Weakened units have their Attack reduced to 0.75x until the end of their next turn. The effect of Weakening may be diminished if the affected unit's Attack is increased by other effects and it can be overwritten by Enrage effects.

-1 Stealth Flank 50 TU

400% damage to 1 enemy, and immediately gives 1 other random ally with a Stealth Strike type active skill the next turn by reducing their current TU to 0. Usable only if the user has the Stealth status effect. This attack ignores any enemy status effects, damage reduction effects, revenge passive skills, and skin passive skills. This skill becomes locked for 50TU after use.<br /><br />Stealth Strike type active skills are any skills that are unlocked while their user has Stealth.

0 Assassinate 70 TU

500% damage to 1 enemy. Then, if that target is not burning, they are granted Lethal Poison for 999TU. This attack ignores any effects of non-boss enemies that would prevent the target from being defeated. Unlocked each time the user enters the battle from reinforcements. This skill is locked again after each use.<br /><br />Lethal Poison will overwrite other status effects on that enemy, cannot be overwritten by status effects other than Burn or Stealth, and cannot be Purified. Lethal Poison deals 2 times the damage of normal Poison and ignores passive skills or effects of active skills that would prevent the target from being defeated, other than those which specifically prevent defeat from Poison or non-attack damage. Lethal Poison cannot apply to Boss units.

-3 Art of Cloning 1 TU

Adds a Shadow Double to the next in line of allied reinforcements, and adds another 6 Shadow Doubles to random places in allied reinforcements. These Shadow Doubles' Levels, Limit Breaks, Awakenings, Boosts, Potential, Mastery, Weapon, and Accessories will match the user.<br /><br />Then if 4 allies were already on the battlefield, the user sends themself to the back of allied reinforcements.<br /><br />Usable if the user has been on the battlefield since the very start of battle, or if there are no allied reinforcements. Cannot be used if there are any Shadow Doubles among allies on the battlefield or allied reinforcements.

Master Thief

When this unit enters battle whether at the start of battle or from reinforcements:<br />- This unit gains Stealth, a Stealth Shield and will Endure the next damage that would defeat it with 1HP. Endure effects cannot stack.<br />- Other allies on the battlefield with Stealth Strike type active skills are Quickened by 30%. This will overwrite the effects of other Quicken effects on those allies. Other effects that further reduce TU will have diminishing returns while this TU Cost reduction is in effect.<br /><br />When this unit enters the battlefield from allied reinforcements, it grants all non-sleeping enemies the Super Poison status effect.<br /><br />At the end of each of this unit's turns, if this unit is not-sleeping, it will be granted Stealth and a Stealth Shield.<br /><br />Super Poison will overwrite other status effects on those enemies. Super Poison deals 4 times the damage of normal poison, and cannot be overwritten by normal poison. Stealth will overwrite other Status effects on this unit. Stealth Shields prevent the next other status effect a unit would gain while Stealthed from applying. Stealthed units ignore the next enemy attack that would damage more than 1 target. Any damage will remove stealth.

Art of Invisibility

Each time this unit takes damage from an attack and survives until after the end of the turn, this unit will be granted Stealth, and will immediately get the turn by having its TU reduced to 0.<br /><br />When this unit enters the battlefield from allied reinforcements, it grants an ally with the lowest TU and a Stealth Strike type skill:<br /><br />- Stealth<br />- a Stealth Shield<br />- the next turn by reducing their current TU to 0.

Attack Up Lv3

Adds 300 to this unit's Attack.

HP Up Lv3

Adds 1200 to this unit's max HP.

Stun Resist Lv3

Reduces the amount of any stun effects against this unit by 20TU.

Axe Mastery

Can use weapon skills of Axes in addition to their original preferred weapon type.
GokuBride
Sun Wukong

Celestial Bride

Earth Earth

1,399

7,425

508

Hammer Hammer

+2 Cursed Bouquet 1 TU

Grants 1 non-burning enemy the Cursed Sleep status effect for 200TU, and the user is granted Stealth, and a Stealth Shield. Usable if the user does not have the Stealth status effect.<br /><br />Cursed Sleep will overwrite status effects other than Burn, cannot be overwritten by Poison, can be applied repeatedly to units that have already slept while on the battlefield, and will not end from damage caused by Dream Hunter type active skills. Stealth will overwrite other Status effects on the user. Stealth Shields prevent the next other status effect a unit would gain while Stealthed from applying. Stealthed units ignore the next enemy attack that would damage more than 1 target. Any damage will remove stealth.

0 Stealth Rampage 50 TU

300% damage to 1 enemy. 500% damage instead if the user has defeated 1+ enemies with attacks while on the battlefield. This attack ignores any enemy status effects, damage reduction effects, revenge passive skills, and skin passive skills. Damage from this attack does not wake up sleeping enemies. Usable only if the user has the Stealth status effect.

-2 Finishing Slam 70 TU

Targets 1 enemy. Deals 200% damage for each time the user has used Stealth Rampage while on the battlefield, up to 600% max after 3 uses. This attack ignores any effects of non-boss enemies that would prevent the target from being defeated. Unlocked each time the user uses Stealth Rampage. This skill is locked again after each use or if the user leaves the battlefield. This is not considered a Combo Burst type active skill.

+4 Full Charge+ 50 TU

Heals the user fully. The user is granted 3 Charges, and a Poison Ward. Usable only if the user has no Charges stored. This skill becomes locked for 100TU after use.<br /><br />Certain skills are affected by and may consume charges. A unit can store a maximum of 3 charges, and all charges are removed from a unit that leaves the battlefield.

Clone Mastery

If this unit is not conjured, this unit enters battle with 3 Charges, and Counter Stance for 150TU. If this unit is conjured, this unit enters battle with 1 Charge and the Armor status effect.<br /><br />If this unit is charged, not burning, and there are 2+ non-conjured allies on the battlefield, each time this unit takes damage from an attack and survives until after the end of the turn with less than 50% of max HP, this unit will spend a Charge to heal for 100% of max HP and add another Sun Wukong to the next in line of allied reinforcements.<br /><br />Add another Sun Wukong to the next in line of allied reinforcements when this unit is defeated by an enemy attack. This effect triggers if this unit is not conjured and has a Charge. This is not considered a revenge passive skill.<br /><br />Each time this unit damages an enemy with an attack while charged, this unit will spend a charge to get another turn. This effect can trigger again against the same unit. Effects that influence TU order may interrupt the extra turn (e.g. Stuns targeting the lowest TU target).<br /><br />All Sun Wukongs created by this unit will have matching Levels, Limit Breaks, Awakenings, Boosts, Potential, Mastery, Weapons, and Accessories. Counter Stance will overwrite status effects on this unit. The next time the unit with counter stance takes damage from an enemy attack, it will become their turn. Armor grants 50% damage reduction from the next attack, then the effect is removed.

Heaven's Robe

If this unit would be defeated by an enemy attack or a status effect while having more than 1 HP, it instead survives with 1 HP.<br /><br />Grants all non-burning allies Stun Wards and Poison Wards. 1 random non-burning enemy is granted the Cursed Sleep status effect for 200TU. These effects are triggered when this unit enters the battlefield as a conjured unit. Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack.<br /><br />Whenever this unit defeats a non-conjured enemy with an attack:<br /><br />- if charged, this unit spends a charge to add another Sun Wukong to the next in line of allied reinforcements.<br />- this unit will grant the Cursed Sleep status effect for 200TU to the next enemy that enters the battlefield.

HP Up Lv3

Adds 1200 to this unit's max HP.

Attack Up Lv3

Adds 300 to this unit's Attack.

Sleep Resist Lv3

Reduces the duration of any enemy sleep effects on this unit by 20TU.

Greatsword Mastery

Can use weapon skills of Greatswords in addition to their original preferred weapon type.
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