Characterfilter_alt | Rarity | Element | ATK | HP | SPD | Weapon | Active Skillsfilter_alt | Passive Skillsfilter_alt |
|---|---|---|---|---|---|---|---|---|
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. | |
MyshaKnight of the Red Banner |
Earth | 1,367 | 7,585 | 430 |
Staff | +3 Sweeping Thrust 70 TUALL 300% damage to all enemies. 400% damage instead if the user has Stealth. This attack ignores any enemy status effects (including Stealth), damage reduction effects, any effects of non-boss enemies that would prevent the target from being defeated, revenge passive skills, and skin passive skills. This is considered a Stealth Strike type skill.<br /><br />The user is granted Super Stealth, and a Stealth Shield. If the user already has Stealth, all other allies will be granted Super Stealth and a Stealth Shield instead.<br /><br />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 Lethal Downfall 1 TU 300% damage to 1 enemy. 450% damage instead if the enemy has 1 Guardian on the battlefield. 600% damage instead if the enemy has 2+ Guardians on the battlefield. This attack ignores damage reduction effects, skin passive skills and the Counter Stance status effect.<br /><br />Then, if that enemy is not burning, they are granted Lethal Poison for 999TU.<br /><br />This skill becomes locked after use until the user deals damage with another attack. This is not considered a Combo Burst type active skill.<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 Burning units or Boss units.+2 Stealth Alliance 10 TUALL Immediately give all other allies that have a Stealth Strike type active skill or Stealth 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 />Then heals all allies on the battlefield for 100% of their max HP, and grants them Super Stealth and a Stealth Shield.<br /><br />Usable if 2+ allies on the battlefield have Stealth. This skill is locked for 100TU after use. Usable 3 times per battle.-2 Groundbreaker 50 TUTWO 400% damage to 2 enemies. 600% damage instead to targets that are poisoned or sleeping. This attack ignores any enemy status effects (including Stealth), damage reduction effects, any effects of non-boss enemies that would prevent the target from being defeated, revenge passive skills, and skin passive skills.<br /><br />Then non-burning targets hit are randomly granted either Cursed Sleep for 200TU, or Lethal Poison for 999TU.<br /><br />Usable only if the user has the Stealth status effect. This skill becomes locked for 50TU after use.<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 Champion This unit's attacks will not wake sleeping enemies, and heal this unit for 100% of total damage dealt.<br /><br />This unit enters battle with Super Stealth, and a Stealth Shield. Whenever this unit enters battle from reinforcements, all ally Imposters on the battlefield are defeated at the end of the next turn. 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.<br /><br />At the end of each turn, this unit grants a random non-burning, non-stealthed ally on the battlefield the Super Stealth status effect. Then a random Stealthed ally will heal for 30% of their max HP. These effects cannot trigger if Mysha has no other allies on the battlefield.<br /><br />At the end of each other ally turn, if all ally units on the battlefield have Stealth, this unit will immediately get the next turn by having its TU reduced to 0, then this effect cannot trigger again until 20TU advances.Mighty Legacy 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 a Stealthed unit (ally or enemy) gets the turn, this unit will be healed for 50% of its max HP. This effect cannot trigger if Mysha has no other allies on the battlefield.<br /><br />This unit reduces the amount of any stun effects against this unit by 50TU for each Storm or Earth ally on the battlefield (max of -200TU if there are 4 Storm or Earth allies on the battlefield).<br /><br />These effects are triggered whenever another non-conjured Ally on the battlefield is defeated or sacrificed by any source:<br />- Allies gain 3 Spirit.<br />- This unit gains Super Stealth and a Stealth Shield.<br />- This unit becomes Enraged. This will overwrite any existing Weak or Enrage effects. Enraged units have their Attack increased to 1.5x until the end of their next turn.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.Sword Mastery Can use weapon skills of Swords in addition to their original preferred weapon type. | |
KenshinMaster of Rashomon Gate |
Dark | 1,254 | 8,150 | 506 |
Katana | +2 Unstable Blade 30 TU 300% damage to 1 random enemy, plus 100% for each time the user has hit a poisoned enemy with an attack while on the battlefield (max of 800% total after hitting 5 poisoned enemies with attacks). This attack ignores Guardians, damage reduction effects, any effects of non-boss enemies that would prevent the target from being defeated, the Counter Stance Status Effect, and the effects of Skin passive skills.<br /><br />The user is granted Super Stealth, and a Stealth Shield. 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.+5 Poison Waves 1 TUALL Removes all Poison Wards from all enemy units on the battlefield, and steals up to 5 Spirit from the enemy team.<br /><br />Then 1 random non-burning enemy is granted Lethal Poison for 999TU.<br />Then 1 random non-poisoned enemy is granted Mega Poison for 200TU.<br />Then 1 random non-poisoned enemy is granted Super Poison.<br />Then 1 random non-poisoned enemy is granted Poison.<br /><br />This skill cannot be used again until 1 enemy turn has passed. If this skill is used 3 times within 10TU, this skill becomes locked for 50TU.<br /><br />Mega Poison, Super Poison, and 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. Super Poison deals 4 times the damage of normal poison, and cannot be overwritten by normal poison.-3 Toxic Burst 75 TUTWO 1000% damage to 2 enemies. Minus 100% damage for each Spirit the enemy team has (max of -500% if the enemy team has 5+ Spirit). This attack ignores damage reduction effects, skin passive skills and the Counter Stance status effect.<br /><br />Then the targets hit have burn removed (including Mega Healing Burn). Then grants all hit Mega Poisoned enemies Lethal Poison for 999TU. Then grants Mega Poison for 200TU to all other enemies that were hit.<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.-10 Rashomon 4 TUALL All non-boss, non-ephemeral enemies on the battlefield have a 50% chance each of being immediately defeated. 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. The user is considered to have defeated with attacks as many units as are defeated by this effect.<br /><br />After this skill is used, when the user is defeated by damage from an attack, a copy of the user is added to next in line of ally reinforcements with full health, and will then be considered a conjured unit. The copy's Limit Breaks, Awakenings, Boosts, Potential, Mastery, Weapon and Accessory will match the user.<br /><br />Unlocked after 5 or more non-conjured units on the battlefield are defeated or sacrificed by any source while this unit is on the battlefield. Usable once per battle. | Hypnotic Swordsman This unit cannot be sent to the reinforcements from the battlefield.<br /><br />Each time this unit damages a poisoned enemy with an attack, this unit will be healed for 100% of its max HP.<br /><br />If this unit damages at least one poisoned enemy with an attack, this unit will get another turn. Damaged targets cannot trigger this effect again until TU advances. Effects that influence TU order may interrupt the extra turn (e.g. Stuns targeting the lowest TU target).<br /><br />The first time this unit is damaged by an attack while no enemies on the battlefield are Hypnotized, and no other "Kenshin, Master of Rashomon Gate" is on the battlefield, there is a 20% chance, plus 20% chance per Awakening (up to 100% chance if this unit has 4 Awakenings) for this unit to Hypnotize all enemies on the battlefield. A Hypnotized enemy will use its next turn to grant the turn to and Purify the hypnotizer (the turn will be lost as if it were sleeping), and then that unit's hypnosis will end. Hypnosis is not a status effect and cannot be removed by Purify skills, but will be canceled if the hypnotizer is defeated or leaves the battlefield. Hypnosis will fail against Boss units.Gatekeeper This unit enters battle with Super Stealth, and a Stealth Shield.<br /><br />This unit cannot be defeated by damage from Poison status effects.<br /><br />While there is a poisoned enemy on the battlefield, this unit has Stun Immunity and Burn Immunity.<br /><br />Whenever a unit (ally or enemy) enters the battlefield from reinforcements, this unit will be healed for 100% of max HP and Purified (negative status effects like sleep, burn or poison are removed).<br /><br />If this unit would be defeated, it instead survives with 1 HP, then until its next turn:<br />- this unit cannot be defeated.<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 />Whenever this unit defeats an enemy with an attack or Rashomon, this Hold Ground+ effect is reset so it can trigger again.HP Up Lv3 Adds 1200 to this unit's max HP.Attack Up Lv3 Adds 300 to this unit's Attack.G.axe Hunter Lv3 10% bonus to attacks against units equipped with Greataxes.Greatsword Mastery Can use weapon skills of Greatswords in addition to their original preferred weapon type. | |
MusashiAsura of Carnage |
Dark | 1,487 | 6,985 | 616 |
GreatAxe | +2 Oni Claws 60 TU 300% damage to 1 enemy, plus 100% for each time this unit has defeated an enemy with an attack while on the battlefield (max of 700% total damage after defeating 4 enemies). This attack ignores enemy damage reduction effects and any effects of non-boss enemies that would prevent the target from being defeated.<br /><br />The user is granted Stealth, and a Stealth Shield. Stealth will overwrite other Status effects on the user. Stealth Shields prevent the next non-stealth 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.-1 Absolute Slaughter 60 TU 300% damage to 1 enemy. 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 />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 10 times per battle.-1 Void Push 1 TU Targets 1 enemy.<br /><br />Steals up to 1 Spirit from the enemy team for each enemy on the battlefield. Enemy Imposters are counted twice.<br /><br />Then exchanges the target with an Imposter. The exchanged enemy will be sent to a random place in line of enemy reinforcements. If there are no enemy reinforcements, add enough Imposters to the enemy team to still send the targeted enemy to reinforcements (max 3). This effect will not trigger if the targeted enemy is Immovable.<br /><br />Usable only if there are at least 2 non-Imposter enemies on the battlefield and becomes locked for 50TU after use.-1 Dark Heaven Style 1 TU The user will enter Dark Heaven Stance for 150TU. While in Dark Heaven Stance, this unit heals for 50% of max HP at the end of each turn, will ignore attacks that would damage exactly 2 targets (attacks that target All allies will not be ignored), and this unit's Attack is increased to 1.5x. This attack increase does not stack with Enrage effects.<br /><br />This skill becomes locked for 150TU after use. Usable if this unit has not defeated any units with attacks while on the battlefield. | Merciless Musashi This unit's attacks heal this unit for 100% of total damage dealt.<br /><br />This unit cannot be sent to the reinforcements from the battlefield.<br /><br />Until the end of this unit's first turn while on the battlefield, this unit has Stun Immunity and Sleep Immunity. Afterwards, this unit has Stun Immunity and Sleep Immunity for 100TU.<br /><br />Each time this unit damages an enemy with an attack, this unit will immediately get the next turn if either that enemy had 100% of their max HP at the start of the turn, or if the damage leaves them on or below 25% of max HP (even if they are defeated by the attack).<br />- This effect cannot trigger again against the same target until TU advances.<br />- Effects that influence TU order may interrupt the extra turn (e.g. Stuns targeting the lowest TU target).Blood of the Oni 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 />Whenever this unit defeats a non-conjured enemy with an attack, an Imposter is added to the next in line of enemy reinforcements.<br /><br />At the start of each turn, if there are any Imposters (ally or enemy) on the battlefield, this unit cannot be defeated by non-attack damage until the end of that turn.<br /><br />Whenever an imposter on the battlefield is defeated or sacrificed by any source, this unit will be healed for 100% max HP and Purified (negative status effects like sleep, burn or poison are removed).Attack Up Lv3 Adds 300 to this unit's Attack.HP Up Lv3 Adds 1200 to this unit's max HP.Sword Hunter Lv3 10% bonus to attacks against units equipped with Swords.Katana Mastery Can use weapon skills of Katanas in addition to their original preferred weapon type. | |
VenusGoddess of Love |
Light | 1,344 | 7,700 | 406 |
Mace | +3 Heartfelt Strike 70 TU 600% 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. Heals the user for 100% of total damage dealt. Damage from this attack does not wake up sleeping enemies.<br /><br />Then the target hit will become Weakened, and is granted a Rage ward. This will overwrite any existing Weak or Enrage effects on that unit.<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. Rage Wards will prevent a unit from becoming Enraged once, then be removed. Rage Wards cannot stack.+2 Goddess Charm 1 TUALL All enemies on the battlefield have their Stealth, Poison Wards, Sleep Wards and Stun Wards removed.<br /><br />Then all enemies on the battlefield have a 50% chance each to be Charmed for 50TU. A Charmed unit has their attack greatly reduced (e.g. to 0.5x of their original Attack for a unit with no other Attack modifiers. The effect of Charmed may be diminished if the affected unit's Attack is increased by other effects). Charmed overwrites Enrage and Weaken effects, and units that are Charmed cannot be Enraged or Weakened. Charmed units are less likely to target the unit that Charmed them with most active skills. Charmed is not a status effect and cannot be removed by Purify skills, but will end if the Charmed unit leaves the battlefield.<br /><br />This skill cannot be used if an enemy is already Charmed or if the user is alone on the battlefield.-1 Overflowing Love 1 TUALL Heals all allies on the battlefield for 1500% of the user's attack. Removes Sleep, Burn and Poison (including Deep Sleep, Mega Healing Burn, and Lethal Poison) from all allies. For each type of status effect removed, the user is granted an immunity to that status effect for 50TU.<br /><br />Then all allies are Purified (any negative status effects are removed).<br /><br />Usable if an ally on the battlefield is burning, sleeping or poisoned. This skill becomes locked for 50TU after use.-3 Divine Kiss 50 TUTWO 300% damage to 2 enemies, plus 100% for each 100TU the user has survived on the battlefield (800% max after 500TU). This attack ignores enemy 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 />When this attack hits a Charmed, 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 />This skill becomes locked for 100TU after use. | Goddess Of Love This unit cannot be sent to the reinforcements from the battlefield.<br /><br />This unit has 50% damage reduction from attacks, plus 10% for each other ally on the battlefield (up to 80% max).<br /><br />Until the end of this unit's first turn while on the battlefield, this unit has Sleep immunity, Stun Immunity, Poison Immunity and Burn Immunity.<br /><br />This unit will have a 60% chance, plus 10% per Awakening (up to 100% chance if this unit has 4 Awakenings) to become Purified and have its TU reduced to 0, at the end of the turn, whenever a Charmed enemy gets the turn. If this is triggered 3 times within 50TU, it cannot trigger again for 50TU.<br /><br />This unit cannot be Charmed.Boundless Beauty This unit enters battle with 2 Charges. If this unit would be defeated while it has any charges, this unit will consume 1 charge to survive with 1HP remaining instead. Certain skills are affected by and may consume charges. A unit can store a maximum of 3 charges.<br /><br />This unit will gain a Charge at the end of the turn each time:<br />- an ally gets the turn.<br />- a non-conjured ally on the battlefield is defeated or sacrificed by any source.<br /><br />If this unit has at least:<br />- 2 Charges, it will ignore attacks that would damage exactly 2 targets. Attacks that target all allies will not be ignored.<br />- 3 Charges at the start of its turn, this unit will Enrage all allies on the battlefield at the end of that turn. An Enraged unit's attack is increased to 1.5x until the end of their next turn. Enrage will overwrite any existing Weak or Enrage effects on the user.<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. This heal is increased to 100% if this unit has any allies on the battlefield or in reinforcements.HP Up Lv3 Adds 1200 to this unit's max HP.Attack Up Lv3 Adds 300 to this unit's Attack.G.axe Resist Lv3 10% less damage from attacks by units equipped with Greataxes.Staff Mastery Can use weapon skills of Staffs in addition to their original preferred weapon type. | |
RizetteCerulean Valkyrie |
Light | 1,719 | 8,105 | 409 |
Sword | +3 Linked Edge 70 TU 300% damage to 1 enemy. 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 />Then give all allies that have Rizette's Link the next turns by reducing their current TU (the user will act first). Active skills that grant turns cannot be used by any affected units until after they have had the turn. This skill can be used on such turns, but will not grant the extra turns.0 Restore Link 1 TUALL Grants Rizette's Link to another random non-conjured ally that does not already have a Link.<br /><br />Then that ally and the user:<br />- are healed for 100% max HP.<br />- have the TU costs for all of their skills reduced by 30%. This will overwrite the effects of other Quicken skills.<br />- are granted a Sleep Ward, Stun Ward, Poison Ward and Instant Death Ward.<br /><br />Usable only if no other ally on the battlefield has Rizette's Link already, and there is a valid target. Usable 3 times per battle.<br /><br />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.-1 Elemental Cure 1 TUALL Heals all allies on the battlefield for 800% of the user's attack. Allies gain 2 Spirit for each ally on the battlefield with Rizette's Link.<br /><br />Then if at least 1 enemy on the battlefield is:<br />- Water, remove sleep (including Deep Sleep) from all allies on the battlefield and grant them Sleep Wards.<br />- Fire, remove burn (including Mega Healing Burn) from all units on the battlefield and grant them Burn Wards.<br />- Earth, remove poison (including Lethal Poison) from all allies on the battlefield and grant them Poison Wards.<br />- Storm, all allies who have a current TU of 100 or more have their current TU reduced by 50TU. This effect repeats once for each additional Storm enemy on the battlefield. Then grant all allies Stun Wards.<br />- Dark, grant all allies Stealth, and a Stealth Shield.<br />- Light, all allies will be Purified (negative status effects like sleep, burn or poison are removed). Then if there is no Purify Chain among allies a random ally is granted a Purify Chain.<br /><br />This skill becomes locked for 50TU after use.<br /><br />Stealth will overwrite other Status effects on affected units. Stealth Shields prevent the next non-stealth 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. A unit with a Purify Chain will Purify another random ally after their turn, then they will pass the Purify Chain to that ally. Purify Chains will end only if the unit with the Purify Chain is defeated, leaves the battlefield, or falls asleep.-1 Cerulean Blade 100 TU 300% damage to 1 enemy, plus 150% for each non-conjured unit on the battlefield defeated or sacrificed by any source since this unit entered the battlefield (max of 750% total damage after 3 non-conjured units have been defeated). 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. | Instant Link This unit starts with Rizette's Link. When this unit enters battle it grants Rizette's Link to another random non-conjured ally that does not have a Link already. Then that ally and this unit have the TU costs for all of their skills reduced by 30% (This will overwrite the effects of other Quicken skills), and are granted a Sleep Ward, Stun Ward, Poison Ward and Instant Death Ward.<br /><br />A unit with Rizette's Link has these effects:<br /><br />Each time an ally with Rizette's Link gets the turn, this unit will be healed for 50% of its max HP.<br /><br />This unit has 0.25x of their original Attack added to their Attack while they are not Enraged. This increase will stack with other Attack increases (e.g. 1.5x + 0.25x => 1.75x total).<br /><br />When this unit defeats an enemy with an attack, if the defeated enemy is:<br />- Fire or Light, 2 random non-sleeping enemies gain the Sleep status effect for 100TU, even if they have already slept while on the battlefield.<br />- Storm or Earth, 2 random non-burning enemies gain the Lethal Poison status effect.<br />- Water or Dark, 2 random enemies that have a current TU of 50 or less are stunned for 100TU.<br />These effects may trigger before or after other effects.<br /><br />This Link is removed if this unit or the unit that granted it leaves the battlefield. This unit cannot gain other Links.<br /><br />Lethal Poison will overwrite other status effects, lasts 999 TU, 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 or Boss units.Cerulean Valkyrie 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's attacks will not wake sleeping enemies and heal this unit for 100% of total damage dealt.<br /><br />This unit has 80% damage reduction from attacks for 100TU. Afterwards this unit has 40% damage reduction instead.<br /><br />Each time an ally with Rizette's Link gets the turn, this unit will be Purified at the end of the turn.<br /><br />This unit has Sleep immunity and Stun immunity. These immunity effects are removed from this unit if this is the only ally on the battlefield with Rizette's Link (these immunity effects cannot be restored).Attack Up Lv3 Adds 300 to this unit's Attack.HP Up Lv3 Adds 1200 to this unit's max HP.G.sword Resist Lv3 10% less damage from attacks by units equipped with Greatswords.Axe Mastery Can use weapon skills of Axes in addition to their original preferred weapon type. |
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