Character | Rarity | Element | ATK | HP | SPD | Weapon | Active Skills | Passive Skills |
|---|---|---|---|---|---|---|---|---|
KintaroSugar, Spice, and Brute Force |
Earth | 1,007 | 9,385 | 267 |
Axe | +3 Heavy Swing 50 TU 700% damage to 1 enemy. Minus 100% damage for each sleeping, burning or poisoned ally on the battlefield (max of -400% if there are 4 affected allies). This attack ignores damage reduction effects, skin passive skills and the Counter Stance status effect.<br /><br />When this attack hits a non-boss, non-Ephemeral target and that target has 1HP remaining after damage, that target is immediately defeated (the user is considered to have defeated the target with an attack if successful). This effect ignores Revenge passive skills, Revival passive skills, and any passive skills or effects of active skills that would prevent the enemy from being defeated.0 Intimidate 1 TUALL Enrages the user. Weakens, and removes Stealth from all enemies on the battlefield.<br /><br />If Ally Spirit is less than Enemy Spirit, raises Ally Spirit to 10. If Ally Spirit is higher than Enemy Spirit, lowers Enemy Spirit to 0 instead.<br /><br />This skill becomes locked for 50TU after use.<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.0 Golden Will 1 TUALL Heals all allies on the battlefield for 500% of the user's attack, and grants each of them a Sleep Ward, Poison Ward, and Sleep Thorns.<br /><br />Then the user is granted 3 Charges, cannot be defeated for the next 100TU, and has their Active Skill TU Costs reduced by 50% for 100TU. Quicken effects will not further reduce this unit's TU costs. This alone will not reduce TU Costs to below 1TU.<br /><br />Unlocked each time the user defeats another unit with an attack. This skill is locked again after each use or if the user leaves the battlefield.<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. Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack. When a unit with Sleep Thorns is dealt damage by an attack, that unit's Sleep Thorns will be consumed to immediately grant the Cursed Sleep status effect for 200TU to the attacker. Burn or attacks that grant Burn will remove Sleep Thorns and prevent Cursed Sleep from applying. 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.-3 Golden Cleave 100 TUTWO 700% damage to 2 enemies. 500% damage instead to burning targets. This attack ignores enemy damage reduction effects and any effects of non-boss enemies that would prevent the target from being defeated.<br /><br />Unlocked each time the user is damaged by an attack. This skill is locked again after each use or if the user leaves the battlefield. | Golden Powerhouse This unit enters battle with 3 Charges, 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 />After entering battle, this unit cannot be defeated for 100TU.<br /><br />This unit's attacks:<br />- will not wake sleeping enemies.<br />- heal this unit for 100% of total damage dealt.<br />- grant the Mega Poison status effect for 200TU to non-sleeping units hit after damage is dealt. Mega Poison will overwrite other status effects on those enemies. Mega Poison deals 20 times the damage of normal Poison and cannot be overwritten by normal Poison or Super Poison.<br /><br />This unit has 50% damage reduction, plus 10% for each enemy this unit has defeated with attacks while on the battlefield (max of 80% after defeating 3+ enemies with attacks).<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 150TU, then become Purified (negative status effects like sleep, burn or poison are removed), and heal for 50% of its max HP. 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.Brute Force This unit cannot be stunned or be sent to the reinforcements from the battlefield.<br /><br />This unit cannot fall asleep if there are 2 or more enemies on the battlefield.<br /><br />Each time this unit damages any number of non-burning enemies 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 />While this unit is on the battlefield, whenever an enemy enters the battlefield from reinforcements, add 100% to the damage % of this unit's attacks (max of 300% after 3 enemies have entered the battlefield from reinforcements. e.g. Heavy Swing: 700% => 1000% damage after 3 enemies have entered the battlefield from reinforcements, and no allies are sleeping, burning or poisoned).HP Up Lv3 Adds 1200 to this unit's max HP.Attack Up Lv3 Adds 300 to this unit's Attack.Storm Resist Lv3 10% less damage from attacks by Storm units.Mace Mastery Can use weapon skills of Maces in addition to their original preferred weapon type. | |
Belle
|
Earth | 1,327 | 7,785 | 513 |
Spear | +2 Poisonous Axe 50 TU 300% damage to 1 enemy. If any enemy on the battlefield is poisoned, deals 600% damage instead. This attack ignores damage reduction effects, skin passive skills and the Counter Stance status effect.<br /><br />Then the target hit is randomly granted either Mega Poison for 200TU, or Lethal Poison for 999TU.<br /><br />Mega Poison will overwrite other status effects on that enemy. Mega Poison deals 20 times the damage of normal Poison and cannot be overwritten by normal Poison or Super Poison. 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 Burning units or Boss units.+2 Budding Gifts 1 TU All non-burning allies are healed for 500% of the user's attack, and Enraged. This will overwrite 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.<br /><br />If 2 or more enemies on the battlefield are poisoned, all allies will have the TU costs for all of their skills reduced by 30%, this will overwrite the effects of other Quicken skills. Otherwise, if less than 2 enemies on the battlefield are poisoned, all enemies on the battlefield are randomly granted either Mega Poison for 200TU, or Lethal Poison for 999TU.<br /><br />This skill becomes locked for 50TU after use.-2 Belle of the Ball 1 TU 600% damage to 1 enemy, and then grants that enemy the Lethal Poison status effect for 999TU. Then grants that enemy the Mega Poison status effect for 200TU. This attack ignores Guardians, and damage reduction effects.<br /><br />Usable only if there is a Dark ally named Aigis on the battlefield or in allied reinforcements. If this skill is used 3 times within 10TU, it becomes locked for 25TU.-2 Buzzsaw Axe 80 TU 600% damage to 1 enemy. 800% damage instead to targets that have the Mega Poison status effect or the Lethal Poison status effect. This attack ignores any effects of non-boss enemies that would prevent the target from being defeated, enemy damage reduction effects, the Counter Stance Status Effect, and the effects of Skin passive skills.<br /><br />If damage from this attack defeats a non-Ephemeral 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.<br /><br />Usable if any ally on the battlefield has defeated 1+ units with attacks while on the battlefield. | Dreams Entwined 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. Whenever a Dark ally named Aigis enters the battlefield from allied reinforcements, this Hold Ground+ effect is reset so it can trigger again.<br /><br />If there is not already a Dark ally named Aigis on the battlefield or in allied reinforcements, this unit adds Aigis to next in line of allied reinforcements at the end of the turn whenever:<br />- Another non-conjured ally on the battlefield is defeated or sacrificed by any source, so long as this unit is not defeated or sacrificed at the same time.<br />- This unit defeats a non-conjured enemy on the battlefield with an attack.<br /><br />Aigis's Level, Limit Breaks, Awakenings, Boosts, Potential, Mastery, Weapon and Accessory will match this unit.<br /><br />This unit cannot fall asleep or be stunned if there is a Dark ally named Aigis on the battlefield or in allied reinforcements.<br /><br />This unit has 30% damage reduction from attacks. While there is a Dark ally named Aigis on the battlefield or in allied reinforcements, this unit has 60% damage reduction instead.Unshackled Strength This unit's attacks heal this unit for 100% of total damage dealt.<br /><br />This unit cannot be poisoned, or be sent to the reinforcements from the battlefield.<br /><br />Each time this unit takes damage from an attack and survives until after the end of the turn, this unit will heal for 50% of its max HP.<br /><br />Each time this unit damages a poisoned enemy with an attack, this unit will get another turn. This effect cannot trigger again against the same target until TU advances. Effects that influence TU order may interrupt the extra turn (e.g. Stuns targeting the lowest TU target).<br /><br />When this unit enters battle, this unit is granted an Instant Death Ward, Sleep Ward, and Stun Ward. Each Ward prevents their named effect from being applied once, then is removed. 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. 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.Stun Resist Lv3 Reduces the amount of any stun effects against this unit by 20TU.Greatsword Mastery Can use weapon skills of Greatswords in addition to their original preferred weapon type. | |
Beauty & BeastPair of Morphean Flowers |
Earth | 1,327 | 7,785 | 513 |
Spear | +2 Poisonous Axe 50 TU 300% damage to 1 enemy. If any enemy on the battlefield is poisoned, deals 600% damage instead. This attack ignores damage reduction effects, skin passive skills and the Counter Stance status effect.<br /><br />Then the target hit is randomly granted either Mega Poison for 200TU, or Lethal Poison for 999TU.<br /><br />Mega Poison will overwrite other status effects on that enemy. Mega Poison deals 20 times the damage of normal Poison and cannot be overwritten by normal Poison or Super Poison. 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 Burning units or Boss units.+2 Budding Gifts 1 TU All non-burning allies are healed for 500% of the user's attack, and Enraged. This will overwrite 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.<br /><br />If 2 or more enemies on the battlefield are poisoned, all allies will have the TU costs for all of their skills reduced by 30%, this will overwrite the effects of other Quicken skills. Otherwise, if less than 2 enemies on the battlefield are poisoned, all enemies on the battlefield are randomly granted either Mega Poison for 200TU, or Lethal Poison for 999TU.<br /><br />This skill becomes locked for 50TU after use.-2 Belle of the Ball 1 TU 600% damage to 1 enemy, and then grants that enemy the Lethal Poison status effect for 999TU. Then grants that enemy the Mega Poison status effect for 200TU. This attack ignores Guardians, and damage reduction effects.<br /><br />Usable only if there is a Dark ally named Aigis on the battlefield or in allied reinforcements. If this skill is used 3 times within 10TU, it becomes locked for 25TU.-2 Buzzsaw Axe 80 TU 600% damage to 1 enemy. 800% damage instead to targets that have the Mega Poison status effect or the Lethal Poison status effect. This attack ignores any effects of non-boss enemies that would prevent the target from being defeated, enemy damage reduction effects, the Counter Stance Status Effect, and the effects of Skin passive skills.<br /><br />If damage from this attack defeats a non-Ephemeral 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.<br /><br />Usable if any ally on the battlefield has defeated 1+ units with attacks while on the battlefield. | Dreams Entwined 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. Whenever a Dark ally named Aigis enters the battlefield from allied reinforcements, this Hold Ground+ effect is reset so it can trigger again.<br /><br />If there is not already a Dark ally named Aigis on the battlefield or in allied reinforcements, this unit adds Aigis to next in line of allied reinforcements at the end of the turn whenever:<br />- Another non-conjured ally on the battlefield is defeated or sacrificed by any source, so long as this unit is not defeated or sacrificed at the same time.<br />- This unit defeats a non-conjured enemy on the battlefield with an attack.<br /><br />Aigis's Level, Limit Breaks, Awakenings, Boosts, Potential, Mastery, Weapon and Accessory will match this unit.<br /><br />This unit cannot fall asleep or be stunned if there is a Dark ally named Aigis on the battlefield or in allied reinforcements.<br /><br />This unit has 30% damage reduction from attacks. While there is a Dark ally named Aigis on the battlefield or in allied reinforcements, this unit has 60% damage reduction instead.Unshackled Strength This unit's attacks heal this unit for 100% of total damage dealt.<br /><br />This unit cannot be poisoned, or be sent to the reinforcements from the battlefield.<br /><br />Each time this unit takes damage from an attack and survives until after the end of the turn, this unit will heal for 50% of its max HP.<br /><br />Each time this unit damages a poisoned enemy with an attack, this unit will get another turn. This effect cannot trigger again against the same target until TU advances. Effects that influence TU order may interrupt the extra turn (e.g. Stuns targeting the lowest TU target).<br /><br />When this unit enters battle, this unit is granted an Instant Death Ward, Sleep Ward, and Stun Ward. Each Ward prevents their named effect from being applied once, then is removed. 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. 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.Stun Resist Lv3 Reduces the amount of any stun effects against this unit by 20TU.Greatsword Mastery Can use weapon skills of Greatswords in addition to their original preferred weapon type. | |
Snow WhiteSnow Maiden of Black & White |
Dark | 1,316 | 7,840 | 540 |
Staff | +2 Soul Fragment 50 TU 400% damage to 1 enemy. 700% damage instead if the user has survived 100TU or more on the battlefield. 1000% damage instead if the user has survived 200TU or more on the battlefield. This attack ignores any effects of non-boss enemies that would prevent the target from being defeated, enemy damage reduction effects, the Counter Stance Status Effect, and the effects of Skin passive skills.<br /><br />The target hit has its sleep and burn removed (including Deep Sleep, and Mega Healing Burn) and is granted Lethal Poison for 999TU. This will overwrite other status effects on that enemy.<br /><br />Then the user will add a Kuromori to a random place in line of enemy reinforcements. This will not trigger if there were no enemy reinforcements at the start of the turn.<br /><br />Lethal Poison will overwrite other status effects on the affected 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 Burning units or Boss units.-1 Blood Cycle 1 TUALL If there is a Mori at the very end of allied reinforcements, that Mori will be sacrificed, if that Mori's Element was:<br />- Water, Fire or Light, all non-fire enemies on the battlefield are granted the burn status effect. Then all enemies on the battlefield are granted the Sleep status effect for 100TU, even if they have already slept while on the battlefield. These effects will overwrite other status effects on those units.<br />- Storm, Earth or Dark, all allies on the battlefield will have their current TU reduced by 50TU, and gain Super Stealth and a Stealth Shield.<br /><br />Otherwise, if a Mori was not sacrificed, adds 3 Super Mori's to the very end of allied reinforcements (these will be Super Kuromoris and/or Super Shiromoris at random).<br /><br />This skill becomes locked for 50TU after use. Any unit that deals damage to or is dealt damage by a unit with burn will also become burned. Super Stealth will overwrite other Status effects. Super Stealthed units ignore enemy attacks that would damage more than 1 target. Super Stealth will be removed after ignoring 3 enemy attacks since applying, and can be overwritten by other status effects, except normal Stealth. Damage will not remove Super Stealth. Stealth Shields prevent the next non-stealth status effect a unit would gain while Stealthed from applying.+1 Fateful Snow 1 TU Removes Poison and Sleep (including Deep Sleep, and Lethal Poison) from all allies on the battlefield. All allies on the battlefield heal for 500% of the user's attack.<br /><br />Then a random non-boss, non-Ephemeral enemy on or below 25% of max HP and on the battlefield will be immediately defeated (the user is considered to have defeated that enemy with an attack). This health threshold is increased by 25% for each time this skill has already been used while on the battlefield (max of 100% of max HP after being used 3 times or more). 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.<br /><br />Unlocked each time the user uses another active skill. This skill is locked again after each use or if the user leaves the battlefield. Usable 10 times per battle.-2 Dark Reckoning 70 TU 800% damage to 2 random enemies. This attack cannot be redirected by Guardians, and will ignore any effects of non-boss enemies that would prevent the targets from being defeated, and enemy damage reduction effects. This attack can hit targets that have the Stealth Status Effect or a passive effect that ignores multiple target attacks.<br /><br />Unlocked after 5 or more units (including ephemeral ally units) on the battlefield are defeated or sacrificed by any source while this unit is on the battlefield. | Seeds of Fate This unit cannot be sent to the reinforcements from the battlefield.<br /><br />This unit cannot be poisoned or be immediately defeated without damage by a non-boss enemy.<br /><br />Whenever a Mori enters the battlefield from allied reinforcements, this unit has a 20% chance, plus 20% chance per Awakening (up to 100% chance if this unit has 4 Awakenings) to immediately have its TU reduced to 0, and be Purified (negative status effects like sleep, burn or poison are removed).<br /><br />When this unit enters battle:<br />- If there are at least 5 non-conjured units in the ally team (including reinforcements), this unit adds 1 Super Kuromori to a random place in allied reinforcements for each non-conjured Storm, Earth and Dark ally on the battlefield, and adds 1 Super Shiromori to a random place in allied reinforcements for each non-conjured Water, Fire and Light ally on the battlefield.<br />- If there are at least 5 non-conjured units in the enemy team (including reinforcements), this unit adds 1 Kuromori to a random place in enemy reinforcements for each non-conjured enemy on the battlefield.Black and White 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 />This unit enters battle with a Burn Ward, Sleep Ward, Stun Ward, and Super Stealth. At the end of each of this unit's turns, this unit is granted a Burn Ward, Sleep Ward, Stun Ward, and Super Stealth. Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack.<br /><br />Each time this unit gets the turn, this unit will be healed for 25% of its max HP for each ally on the battlefield (max of 100% if 4 allies are on the battlefield).<br /><br />This unit has 30% damage reduction, plus 10% for each ally Mori on the battlefield or in allied reinforcements (max of 70% while 4 Moris are on the battlefield or in allied reinforcements).<br /><br />If this unit is below 50% of max HP at the end of a turn, and there is a Mori at the very end of allied reinforcements, that Mori will be sacrificed and all allies will be healed for 100% of max HP and become Enraged. Then this unit will have its TU reduced to 0. This will overwrite 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.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.Sword Mastery Can use weapon skills of Swords in addition to their original preferred weapon type. | |
WashingtonAlways the Number One! |
Water | 1,447 | 7,185 | 620 |
GreatSword | +2 Compounding Shot 50 TU 100% damage to 1 enemy, plus 100% for each sleeping or frostburned enemy (max of 500% total damage). The user is granted a Power Charge. This attack ignores enemy damage reduction effects and any effects of non-boss enemies that would prevent the target from being defeated.<br /><br />Power Charges cannot stack and will be removed when the user leaves the battlefield.+5 Stars of Victory 10 TU Weakens all enemies. Enrages and heals all allies on the battlefield for 1000% of the user's attack.<br /><br />Then immediately give all other allies that are burning or the Water element the next turns by reducing their current TU. Active skills that grant turns cannot be used by any affected units until after they have had the turn.<br /><br />Unlocked each time a non-conjured enemy on the battlefield is defeated or sacrificed by any source. This skill is locked again after each use or if the user leaves the battlefield.<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.-2 Missile Storm 50 TUALL Consumes a Power Charge for 600% damage to all enemies. This attack ignores enemy damage reduction effects, Skin passive skills and the Counter Stance status effect. Each enemy hit is then randomly granted either the Deep Sleep status effect for 100TU (even if they have already slept while on the battlefield), or Frostburn. Usable only if the user has a Power Charge.<br /><br />Deep Sleep will overwrite other status effects, cannot be overwritten by Burn or Sleep status effects, and cannot be Purified. When a unit has Frostburn and they get the turn, they will lose the turn as if they were sleeping, then Frostburn is removed and that unit is granted the Burn status effect. Frostburn is not a status effect, but effects that remove negative status effects will also remove Frostburn. Frostburn will end if the affected unit is defeated or leaves the battlefield. Frostburn cannot apply to boss units, and cannot stack. Burn will overwrite other status effects. Any unit that deals damage to or is dealt damage by a unit with burn will also become burned.-2 Tactical Overkill 75 TUTWO 1000% damage to 2 enemies. The user will grant Frostburn to the next enemy that enters the battlefield. This attack ignores damage reduction effects, any effects of non-boss enemies that would prevent the target from being defeated, skin passive skills and the Counter Stance status effect.<br /><br />Unlocked each time the user defeats a non-conjured enemy with an attack. This skill is locked again after each use unless it defeats an enemy. Usable twice per battle. | Unyielding Liberty This unit enters battle with 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 />After this unit's first turn on the battlefield, all allies on the battlefield are Purified (any negative status effects like sleep, burn or poison are removed) and healed for 100% of max HP. Then there is a 20% chance, plus 20% chance per Awakening (up to 100% chance if this unit has 4 Awakenings) for this unit to grant Frostburn to all enemies on the battlefield.<br /><br />Each time this unit takes damage from an attack and survives until after the end of the turn, this unit will be Purified, and heal for 25% of its max HP.<br /><br />When this unit enters battle, all allies will be granted Naval Barrier for 200TU. A unit with Naval Barrier will gain 35% damage reduction from attacks. This effect can stack with other damage reduction effects such as Armor, but will not stack with itself or other ally Barrier type skills.<br /><br />While this unit has Naval Barrier, this unit will survive any damage that would defeat it with 1HP.Spirited Genius This unit's attacks will not wake sleeping enemies.<br /><br />This unit cannot be sent to the reinforcements from the battlefield. This unit cannot be defeated by damage from Burn status effects.<br /><br />At the end of each enemy turn, if Ally Spirit is less than 8, Allies gain 1 Spirit.<br /><br />Whenever this unit damages any number of units with an attack, ally Spirit is doubled at the end of the turn, if ally Spirit is at 0, gain 1 Spirit instead.<br /><br />Whenever ally Spirit is at 8 or more at the end of any turn, this unit will be Purified (negative status effects like sleep, burn or poison are removed), and have its TU reduced to 0. This effect cannot trigger again until 50TU advances.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.Spear Mastery Can use weapon skills of Spears in addition to their original preferred weapon type. | |
ChopinMaestro of Reveries |
Light | 1,123 | 8,805 | 457 |
Mace | -2 Grand Finale 75 TUALL 400% damage to all enemies. This attack ignores enemy damage reduction effects, skin passive skills, and the Counter Stance status effect.<br /><br />When this attack hits a non-boss, non-Ephemeral target and that target has 10% or less of max HP remaining after damage, that target is immediately defeated (the user is considered to have defeated the target with an attack if successful). This effect ignores Revenge passive skills, Revival passive skills, and any passive skills or effects of active skills that would prevent the enemy from being defeated.<br /><br />Usable only if the user has stored 3 Charges. Consumes all Charges on the user.0 Sharp Note 1 TU 500% 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. Then the user is granted a Charge. This attack ignores Guardians, damage reduction effects, the Counter Stance Status Effect, and the effects of Skin passive skills. Damage from this attack does not wake up sleeping enemies.<br /><br />This skill unlocks Broken Chord upon use, and becomes locked after use until the user uses Broken Chord or Grand Finale. Certain skills are affected by and may consume charges. A unit can store a maximum of 3 charges.0 Broken Chord 50 TUTWO 250% damage to 2 enemies, and the user is granted a Charge. This attack ignores enemy damage reduction effects and any effects of non-boss enemies that would prevent the target from being defeated. Damage from this attack does not wake up sleeping enemies.<br /><br />If Ally Spirit is less than 5, raises Ally Spirit to 5. If Enemy Spirit is more than 5, lowers Enemy Spirit to 5.<br /><br />This skill is locked until it becomes unlocked by Sharp Note. This skill is locked again after each use or if the user leaves the battlefield.+2 Inspiring Song 10 TUALL Heals all allies on the battlefield for 1000% of the user's attack, Purifies them (removes negative status effects like sleep, burn or poison), and grants each of them a Sleep Ward, Stun Ward, Poison Ward, Burn Ward, and Intense Rage.<br /><br />The user gains the Recovery Melody. If the user already has Recovery Melody active, the user randomly gains either the Water, Storm, Earth or Fire Melody instead. While active, Recovery Melody will heal Chopin for 25% of max HP each time an ally gets the turn.<br /><br />Then immediately give all other allies the next turns by reducing their current TU. Active skills that grant turns cannot be used by any affected units until after they have had the turn.<br /><br />Locked for 50TU after the user has entered the battlefield, and locks again for 50TU after each use.<br /><br />Intense Rage increases a unit's Attack to 1.5x for their next 3 turns, and will overwrite existing Weak or Enrage effects. It cannot be overwritten by other Enrage effects but can be overwritten by Weak effects. Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack. | Chopin's Reverie When this unit enters battle, this unit is granted an Instant Death Ward, Sleep Ward, Stun Ward, Poison Ward, and Burn 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 />This unit cannot be sent to the reinforcements from the battlefield.<br /><br />When this unit defeats any number of enemies with an attack while on the battlefield, at the end of the turn this unit is healed for 100% of max HP and gains one of the following Melodies at random:<br />- Water Melody: Grants this unit Sleep Immunity.<br />- Storm Melody: Grants this unit Stun Immunity.<br />- Earth Melody: Grants this unit Poison Immunity.<br />- Fire Melody: Grants this unit Burn Immunity.<br /><br />Melodies do not end unless Chopin is defeated or leaves the battlefield. Chopin can have multiple Melodies active at once, but is not guaranteed to gain one she does not already have when a Melody is randomly gained by her skills.Musical Warfare 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 />This unit has 50% damage reduction from attacks.<br /><br />Each time this unit takes damage from an attack and survives until after the end of the turn, this unit will heal for 50% of its max HP.<br /><br />When attacking, adds 100% to the damage % of this unit's attacks for each unique Melody this unit has active (e.g. Grand Finale: 400% => 900% damage with all 5 Melodies active).<br /><br />At the end of each enemy turn, this unit will be Purified (any negative status effects like sleep, burn or poison are removed), and will have its TU reduced to 0. Then this effect cannot trigger again until 50TU advances.HP Up Lv3 Adds 1200 to this unit's max HP.Attack Up Lv3 Adds 300 to this unit's Attack.Light Resist Lv3 10% less damage from attacks by Light units.Sword Mastery Can use weapon skills of Swords in addition to their original preferred weapon type. | |
AnyaHarmonic Maiden |
Light | 999 | 9,425 | 338 |
GreatAxe | +2 Prismatic Voice 50 TU Targets 1 enemy. This skill will randomly deal either 300%, 600% or 900% damage. This attack ignores enemy damage reduction effects. This skill unlocks Spirited Beat upon use.<br /><br />When this attack damages a:<br />- burning enemy, all non-Fire element enemies without Burn Blast or Burn Drive type active skills will be granted the burn status effect at the end of the turn.<br />- sleeping enemy, all non-poisoned enemies will be granted the Sleep status effect for 100TU at the end of the turn, even if they have already slept while on the battlefield.<br />- poisoned enemy, all non-sleeping enemies will be granted the Mega Poison status effect for 200TU at the end of the turn.<br /><br />Burn, Sleep and Mega Poison will overwrite other status effects. Any unit that deals damage to or is dealt damage by a unit with burn will also become burned. Mega Poison deals 20 times the damage of normal Poison and cannot be overwritten by normal Poison or Super Poison.0 Spirited Beat 25 TU Allies gain 1 Spirit for each ally on the battlefield. This skill unlocks Disabling Chorus upon use.<br /><br />Then if ally Spirit is:<br />- At least 1, all allies on the battlefield are Purified (negative status effects like sleep, burn or poison are removed) at the end of the turn.<br />- At least 5, also another random ally is given the next turn by reducing their current TU to 0 at the end of the turn. Active skills that grant turns cannot be used on turns given by this skill.<br />- At 10, also adds 500% to the damage % of this user's next attack (e.g. Disabling Chorus: 300% => 800% damage when Center Stage has not been used 3 times).<br /><br />This skill is locked until it becomes unlocked by Prismatic Voice. This skill is locked again after each use or if the user leaves the battlefield.-2 Disabling Chorus 75 TUALL 300% damage to all enemies. 500% damage instead if the user has used Center Stage 3 times in this battle. This attack ignores damage reduction effects, any effects of non-boss enemies that would prevent the target from being defeated, skin passive skills and the Counter Stance status effect.<br /><br />All enemies hit have their Active Skills disabled for 10TU. 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 the user is defeated.<br /><br />This skill is locked until it becomes unlocked by Spirited Beat. This skill is locked again after each use or if the user leaves the battlefield.-2 Center Stage 100 TUALL Heals all allies on the battlefield for 1000% of the user's attack, and Fortifies them.<br /><br />Usable only if the user is not alone, and 1 or more allies on the battlefield are not Fortified. Usable 3 times per battle.<br /><br />A Fortified unit has 50% damage reduction from attacks. This reduction cannot be ignored by attacks that do not specifically ignore Fortify. Fortify will be removed after reducing damage 3 times since applying, and will be reset if reapplied. This is not a status effect. | Harmonic Maiden This unit's attacks will not wake sleeping enemies.<br /><br />This unit has Sleep immunity and Stun immunity.<br /><br />This unit cannot be sent to the reinforcements from the battlefield.<br /><br />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 />Each time this unit takes damage from an attack and survives until after the end of the turn, this unit will be Purified, and heal for 50% of its max HP.<br /><br />Whenever another ally enters the battlefield from reinforcements, this unit is healed for 100% of max HP.Super Star When this unit enters battle, all allies are Fortified. Whenever another ally enters the battlefield from reinforcements, they are Fortified.<br /><br />This unit has 35% damage reduction from attacks. This unit has 70% damage reduction from attacks instead if it isn't Fortified.<br /><br />This unit enters battle with 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.Attack Up Lv3 Adds 300 to this unit's Attack.HP Up Lv3 Adds 1200 to this unit's max HP.Axe Resist Lv3 10% less damage from attacks by units equipped with Axes.Hammer Mastery Can use weapon skills of Hammers in addition to their original preferred weapon type. | |
FreyaGoddess of Blazing Flames |
Fire | 914 | 9,850 | 512 |
Spear | +3 Passionate Cleave 70 TU 250% damage to 1 enemy, plus 150% for each time this skill has already been used while on the battlefield (max of 1000% total damage). The user 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 Meteor Call or Tides of War since this skill was last used.<br /><br />Then heals all allies for 800% of the user's attack, and grant them 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.-2 Meteor Call 50 TUTWO 400% damage to 2 enemies. Every second time this skill is activated while on the battlefield, this skill will randomly deal either 800% or 1000% damage instead. This attack ignores the Counter Stance Status Effect and the effects of Skin passive skills.<br /><br />Usable if the user has the Burn status effect.0 Infernal Blaze 1 TUALL Grants all enemies the Burn status effect. The user is healed for 100% of max HP, granted an Instant Death Ward, Burn, and a Burn Shield.<br /><br />Then if the user is in War Frenzy, all burning enemies on the battlefield are Stunned for 50TU.<br /><br />This skill becomes locked for 50TU after use. 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. Burn Shields prevent the next non-burn status effect a unit would gain while Burning from applying.+3 Tides of War 10 TU 1000% damage to 1 enemy.<br /><br />Then the user will enter War Frenzy for 100TU, and immediately give all other allies that are burning the next turns by reducing their current TU. Active skills that grant turns cannot be used by any affected units until after they have had the turn.<br /><br />Usable if the user has defeated 1+ units with attacks while on the battlefield, and only if the user is not in War Frenzy. Usable 3 times per battle. | Love and War This unit enters battle with an Instant Death Ward, and Mega Healing Burn for 100TU.<br /><br />This unit cannot be defeated by damage from Burn status effects, and cannot be sent to the reinforcements from the battlefield.<br /><br />This unit's attacks heal this unit for 100% of total damage dealt, and ignore any effects of non-boss enemies that would prevent their targets from being defeated.<br /><br />The first time this unit takes damage from an attack and survives until after the end of the turn, this unit will enter War Frenzy for 100TU, and have its TU reduced to 0. While in War Frenzy:<br />- This unit's attacks ignore damage reduction effects.<br />- When this unit takes damage from an attack, they will immediately get the next turn, this cannot trigger again until TU advances. This is a Skin effect.<br />- This unit becomes Enraged at the end of its turns if this unit is Burning. This will overwrite the effects of other Enrage skills on this unit. Enraged units have their Attack increased to 1.5x until the end of their next turn.<br /><br />Whenever an enemy enters the battlefield from reinforcements, this unit has a 20% chance, plus 20% chance per Awakening (up to 100% chance if this unit has 4 Awakenings) to immediately have its TU reduced to 0, and be granted the Burn status effect.<br /><br />A unit with Mega Healing Burn will heal after each turn at 20 times the rate as Healing Burn. Mega Healing Burn will overwrite other status effects including Healing Burn, 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.Spark of Yggdrasil 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 />This unit has Stun immunity. Whenever this unit gets the turn, if this unit's Active Skills are not disabled, this unit can't have its Active Skills disabled until the end of its turn.<br /><br />This unit has 50% damage reduction, plus 10% for each enemy this unit has defeated with attacks while on the battlefield (max of 80% after defeating 3+ enemies with attacks).<br /><br />If this unit takes damage from an attack while not sleeping, and survives until after the end of the turn, this unit will heal for 50% of max HP.<br /><br />The first time damage from one of this unit's attacks defeats a non-conjured enemy, another random non-boss, non-Ephemeral enemy on the battlefield will be immediately defeated (this unit is considered to have defeated that enemy with an attack). This 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. This effect is reset so it can trigger again whenever a non-conjured ally on the battlefield is defeated while this unit is on the battlefield.HP Up Lv3 Adds 1200 to this unit's max HP.Attack Up Lv3 Adds 300 to this unit's Attack.Dark Resist Lv3 10% less damage from attacks by Dark units.Greatsword Mastery Can use weapon skills of Greatswords in addition to their original preferred weapon type. | |
RuviFaithful Red Dragon |
Fire | 1,001 | 9,415 | 423 |
Axe | +2 Dragon Prism 70 TU 300% damage to 1 enemy. 500% damage instead if the user is burning. This attack heals the user for 100% of total damage dealt, and ignores any effects of non-boss enemies that would prevent the target from being defeated.<br /><br />The user is then granted the Burn status effect. This will overwrite other status effects on the user. Allies gain Spirit equal to the number of burning enemies on the battlefield after this attack. Any unit that deals damage to or is dealt damage by a unit with burn will also become burned.+1 Roaring Ignition 1 TUALL Heals all burning allies for 800% of the user's attack, and Enrages them. This will overwrite 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.<br /><br />Then 1 random ally and 1 random enemy are granted the Burn status effect and become infected with it.<br /><br />Usable only if the user has stored 3 Charges. Consumes all Charges on the user.<br /><br />After the end of each turn, this infection will trigger to apply Burn to a random non-burning unit on the infected unit's team. Each infection ends after 3 triggers (even if they find no valid target) or once the infected unit is defeated or leaves the battlefield. Infection is not a status effect and cannot be prevented or purified, but the status effect spread by the infection may be. A unit cannot get a new infection until their existing one ends.-1 Combo Blaze 1 TU 400% damage to 1 enemy. 600% damage instead if all allies on the battlefield are burning. This attack heals the user for 100% of total damage dealt, and ignores any effects of non-boss enemies that would prevent the target from being defeated.<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.-4 Dual Destruction 1 TUTWO 700% damage to 2 enemies. This attack ignores any effects of non-boss enemies that would prevent the target from being defeated.<br /><br />Usable only if 2 or more units on the same team are burning. If this skill is used 3 times within 10TU, it becomes locked for 50TU. | Scorching Descent When this unit enters battle, all allies are granted Instant Death Wards. Then at the end of the turn, all enemies on the battlefield will be granted the Burn status effect. An Instant Death Ward prevents a 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 />This unit cannot be defeated by damage from Burn status effects.<br /><br />This unit cannot be Stunned if any ally on the battlefield is burning.<br /><br />While all enemies on the battlefield are burning, this unit has 0.5x of their original Attack added to their Attack. This does stack on top of Enrage effects, and other Attack increases (e.g. 1.5x + 0.5x => 2.0x total)<br /><br />At the end of each of this unit's turns, all burning enemies on the battlefield will be stunned for 25TU.<br /><br />Each time this unit damages a burning enemy with an attack, a random burning ally will have their TU reduced to 0 at the end of the turn. This cannot trigger unless there are 2 burning allies on the battlefield.<br /><br />Each time an ally unit damages an enemy with an attack, this unit will gain a Charge. If that enemy was burning, a random ally will be granted Piercing. A unit with Piercing will have their Attacks ignore enemy damage reduction effects until the end of their next turn. Certain skills are affected by and may consume charges. A unit can store up to 3 charges and all charges are removed from a unit that leaves the battlefield.Everburning Devotion 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 />This unit cannot be sent to the reinforcements from the battlefield.<br /><br />This unit has 80% damage reduction from attacks. This reduction is lowered by 10% for each time this unit is hit by an enemy attack while on the battlefield (to a minimum of 30% after being hit by 5 enemy attacks).<br /><br />Burns all allies on the battlefield when this unit is defeated by an enemy, this will overwrite other status effects on those units.<br /><br />When this unit enters the battlefield, this unit is granted Mega Healing Burn for 100TU, and all allies that are either Fire element or have a Burn Blast or Burn Drive type active skill will have the TU costs for all of their skills reduced by 20%. This will overwrite the effects of other Quicken skills. Whenever another ally that is either Fire element or has a Burn Blast or Burn Drive type active skill enters the battlefield from reinforcements, they will have the TU costs for all of their skills reduced by 20%.<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 including Healing Burn on this 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.Dark Resist Lv3 10% less damage from attacks by Dark units.Staff Mastery Can use weapon skills of Staffs in addition to their original preferred weapon type. | |
ThorApocalyptic Thunder God |
Storm | 997 | 13,058 | 353 |
Mace | +2 Hammering Blade 50 TU 400% damage to 1 enemy. 500% damage instead if the user has survived 100TU or more on the battlefield. 600% damage instead if the user has survived 200TU or more on the battlefield. This attack ignores enemy damage reduction effects and any effects of non-boss enemies that would prevent the target from being defeated.<br /><br />Then stuns the target for 100TU, then if the hit target has 200TU or more and is not a Stun Absorber, they can no longer be Stunned by Hammering Blade unless they leave the battlefield.+2 Thunder Shield 1 TUALL For each ally on the battlefield that is Sleeping or on or below 95% of max HP, Allies gain 1 Spirit, and a random enemy is Stunned for 100TU. Then all allies on the battlefield heal for 1000% of the user's attack, are Purified (removes negative status effects like sleep, burn or poison), and granted a Stun Ward and Sleep Ward.<br /><br />Usable if any ally on the battlefield is on or below 95% of max HP. This skill becomes locked for 50TU after use.<br /><br />Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack.-2 Disabling Bolts 1 TUALL The enemy with the lowest current TU and the enemy with the highest current TU have their Active Skills disabled for 50TU. 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 the user is defeated.<br /><br />Usable only if there are at least 2 non-Imposter enemies on the battlefield and becomes locked for 50TU after use. Usable 5 times per battle.-3 Thundering Wrath 70 TU 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 />Usable if the user is not a Guardian, and only 3 times per battle. | God of Thunder This unit's attacks heal this unit for 100% of total damage dealt. This unit cannot be sent to the reinforcements from the battlefield.<br /><br />This unit enters battle with 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 />This unit will become a Guardian for 100TU:<br />- When this unit enters the battlefield.<br />- Each time this unit defeats a non-conjured enemy with an attack while on the battlefield.<br /><br />This unit cannot become a Guardian from other skills.<br /><br />While this unit is a Guardian:<br />- It has 50% damage reduction from attacks.<br />- This unit has Stun and Sleep immunity.<br />- Each time a unit gets the turn, this unit will be healed for 100% of its max HP.<br /><br />While this unit is not a Guardian, this unit's Attack is increased to 1.5x. This Attack increase does not stack with Enrage effects.<br /><br />For any enemy attack that would hit 1 or 2 other allies while this unit is a Guardian, this unit has a 100% chance to redirect 1 hit to itself instead. This unit will not redirect skills that don't deal damage.Unshackled Power The first time this unit is damaged by an enemy attack, that enemy's Active Skills are disabled for 20TU, plus 20TU per Awakening (up to 100TU if this unit has 4 Awakenings), and this unit has its current TU reduced by 50TU. Whenever this unit uses Thundering Wrath, this effect is reset so it can trigger again.<br /><br />Each time this unit takes damage from an attack and survives until after the end of the turn, 2 random enemies are Weakened and granted Rage Wards. Then all non-burning allies are Purified. Weakened units have their Attack reduced to 0.75x until the end of their next turn. This effect 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.<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 another non-conjured ally on the battlefield is defeated, this Hold Ground+ effect is reset so it can trigger again, then all allies become Purified and gain the Armor status effect. This may not trigger if this unit is defeated or sacrificed at the same time. Armor will overwrite other status effects on those allies. Armor grants 50% damage reduction from the next attack, then Armor is removed.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.Sword Mastery Can use weapon skills of Swords in addition to their original preferred weapon type. |
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