Hero Passive B List

List of hero passive b in Fire Emblem Heroes. This page is updated as Fire Emblem Heroes releases new passiveB and we enter the data.

B

Aerobatics 1 Aerobatics 1

If unit has 100% HP, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

SP
60
TYPE
B

Aerobatics 2 Aerobatics 2

If unit has ≥ 50% HP, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

SP
120
TYPE
B

Aerobatics 3 Aerobatics 3

Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

SP
240
TYPE
B

Atk/Def Link 1 Atk/Def Link 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+2 to unit and target ally or unit and targeting ally for 1 turn.

SP
60
TYPE
B

Atk/Def Link 2 Atk/Def Link 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+4 to unit and target ally or unit and targeting ally for 1 turn.

SP
120
TYPE
B

Atk/Def Link 3 Atk/Def Link 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Def+6 to unit and target ally or unit and targeting ally for 1 turn.

SP
240
TYPE
B

Atk/Res Link 1 Atk/Res Link 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+2 to unit and target ally or unit and targeting ally for 1 turn.

SP
60
TYPE
B

Atk/Res Link 2 Atk/Res Link 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+4 to unit and target ally or unit and targeting ally for 1 turn.

SP
120
TYPE
B

Atk/Res Link 3 Atk/Res Link 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Res+6 to unit and target ally or unit and targeting ally for 1 turn.

SP
240
TYPE
B

Atk/Spd Link 1 Atk/Spd Link 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn.

SP
60
TYPE
B

Atk/Spd Link 2 Atk/Spd Link 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn.

SP
120
TYPE
B

Atk/Spd Link 3 Atk/Spd Link 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn.

SP
240
TYPE
B

Axebreaker 1 Axebreaker 1

If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and foe cannot.

SP
50
TYPE
B

Axebreaker 2 Axebreaker 2

If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and foe cannot.

SP
100
TYPE
B

Axebreaker 3 Axebreaker 3

If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

B Tomebreaker 1 B Tomebreaker 1

If unit's HP ≥ 90% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

SP
50
TYPE
B

B Tomebreaker 2 B Tomebreaker 2

If unit's HP ≥ 70% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

SP
100
TYPE
B

B Tomebreaker 3 B Tomebreaker 3

If unit's HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Beorc's Blessing Beorc's Blessing

If foe is cavalry or flier type, foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat.(Skill cannot be inherited.)

SP
300
TYPE
B

Binding Shield Binding Shield

In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.

SP
300
TYPE
B

Blaze Dance 1 Blaze Dance 1

If Sing or Dance is used, target also granted Atk+2.

SP
50
TYPE
B

Blaze Dance 2 Blaze Dance 2

If Sing or Dance is used, target also granted Atk+3.

SP
100
TYPE
B

Blaze Dance 3 Blaze Dance 3

If Sing or Dance is used, target also granted Atk+4.

SP
200
TYPE
B

Bold Fighter 1 Bold Fighter 1

If unit's HP = 100% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)

SP
60
TYPE
B

Bold Fighter 2 Bold Fighter 2

If unit's HP ≥ 50% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)

SP
120
TYPE
B

Bold Fighter 3 Bold Fighter 3

If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)

SP
240
TYPE
B

Bowbreaker 1 Bowbreaker 1

If unit's HP ≥ 90% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

SP
50
TYPE
B

Bowbreaker 2 Bowbreaker 2

If unit's HP ≥ 70% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

SP
100
TYPE
B

Bowbreaker 3 Bowbreaker 3

If unit's HP ≥ 50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

SP
200
TYPE
B

Brash Assault 1 Brash Assault 1

Unit automatically makes a follow-up attack when at HP ≤ 30% and attacking a foe that can counter.

SP
50
TYPE
B

Brash Assault 2 Brash Assault 2

Unit automatically makes a follow-up attack when at HP ≤ 40% and attacking a foe that can counter.

SP
100
TYPE
B

Brash Assault 3 Brash Assault 3

Unit automatically makes a follow-up attack when at HP ≤ 50% and attacking a foe that can counter.

SP
200
TYPE
B

Bushido Bushido

Deals +10 damage when Special triggers.

SP
300
TYPE
B

Cancel Affinity 1 Cancel Affinity 1

Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills.

SP
50
TYPE
B

Cancel Affinity 2 Cancel Affinity 2

Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated.

SP
100
TYPE
B

Cancel Affinity 3 Cancel Affinity 3

Any weapon triangle affinity granted by unit's skills is negated.If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.

SP
200
TYPE
B

Chill Atk 1 Chill Atk 1

At the start of each turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.

SP
60
TYPE
B

Chill Atk 2 Chill Atk 2

At the start of each turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action.

SP
120
TYPE
B

Chill Atk 3 Chill Atk 3

At the start of each turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.

SP
240
TYPE
B

Chill Def 1 Chill Def 1

At the start of each turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.

SP
60
TYPE
B

Chill Def 2 Chill Def 2

At the start of each turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action.

SP
120
TYPE
B

Chill Def 3 Chill Def 3

At the start of each turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.

SP
240
TYPE
B

Chill Res 1 Chill Res 1

At the start of each turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.

SP
60
TYPE
B

Chill Res 2 Chill Res 2

At the start of each turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.

SP
120
TYPE
B

Chill Res 3 Chill Res 3

At the start of each turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.

SP
240
TYPE
B

Chill Speed 1 Chill Speed 1

At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action.

SP
60
TYPE
B

Chill Speed 2 Chill Speed 2

At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action.

SP
120
TYPE
B

Chill Speed 3 Chill Speed 3

At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.

SP
240
TYPE
B

Chilling Seal Chilling Seal

At the start of each turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action.(Skill cannot be inherited.)

SP
300
TYPE
B

Crusader's Ward Crusader's Ward

If unit receives consecutive attack from a foe 2 spaces away, damage from second attack onward reduced by 80%.(Skill cannot be inherited.)

SP
300
TYPE
B

Daggerbreaker 1 Daggerbreaker 1

If unit's HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

SP
50
TYPE
B

Daggerbreaker 2 Daggerbreaker 2

If unit's HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

SP
100
TYPE
B

Daggerbreaker 3 Daggerbreaker 3

If unit's HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Dazzling Staff 1 Dazzling Staff 1

If unit has 100% HP at the start of combat, the enemy cannot counterattack.

SP
60
TYPE
B

Dazzling Staff 2 Dazzling Staff 2

If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.

SP
120
TYPE
B

Dazzling Staff 3 Dazzling Staff 3

The enemy cannot counterattack.

SP
240
TYPE
B

Def Feint 1 Def Feint 1

If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions.

SP
60
TYPE
B

Def Feint 2 Def Feint 2

If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions.

SP
120
TYPE
B

Def Feint 3 Def Feint 3

If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions.

SP
240
TYPE
B

Def/Res Link 1 Def/Res Link 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+2 to unit and target ally or unit and targeting ally for 1 turn.

SP
60
TYPE
B

Def/Res Link 2 Def/Res Link 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+4 to unit and target ally or unit and targeting ally for 1 turn.

SP
120
TYPE
B

Def/Res Link 3 Def/Res Link 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+6 to unit and target ally or unit and targeting ally for 1 turn.

SP
240
TYPE
B

Deluge Dance 1 Deluge Dance 1

If Sing or Dance is used, grants Spd+2 and Res+3 to target.

SP
120
TYPE
B

Deluge Dance 2 Deluge Dance 2

If Sing or Dance is used, grants Spd+3 and Res+4 to target.

SP
240
TYPE
B

Desperation 1 Desperation 1

If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack.

SP
50
TYPE
B

Desperation 2 Desperation 2

If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack.

SP
100
TYPE
B

Desperation 3 Desperation 3

If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack.

SP
200
TYPE
B

Double Lion Double Lion

If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.)

SP
300
TYPE
B

Drag Back Drag Back

If unit initiates attack, the unit moves 1 space away after combat.Foe moves into unit's previous space.

SP
150
TYPE
B

Dull Close 1 Dull Close 1

At start of combat, if unit's HP = 100% and foe uses sword, lance, axe, or dragonstone, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

SP
60
TYPE
B

Dull Close 2 Dull Close 2

At start of combat, if unit's HP ≥ 50% and foe uses sword, lance, axe, or dragonstone, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

SP
120
TYPE
B

Dull Close 3 Dull Close 3

If foe uses sword, lance, axe, or dragonstone, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

SP
240
TYPE
B

Dull Ranged 1 Dull Ranged 1

If unit's HP = 100% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

SP
60
TYPE
B

Dull Ranged 2 Dull Ranged 2

If unit's HP ≥ 50% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

SP
120
TYPE
B

Dull Ranged 3 Dull Ranged 3

If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

SP
240
TYPE
B

Escape Route 1 Escape Route 1

Enables unit whose own HP is ≤ 30% to warp adjacent to any ally.

SP
60
TYPE
B

Escape Route 2 Escape Route 2

Enables unit whose own HP is ≤ 40% to warp adjacent to any ally.

SP
120
TYPE
B

Escape Route 3 Escape Route 3

Enables unit whose own HP is ≤ 50% to warp adjacent to any ally.

SP
240
TYPE
B

Fireflood Dance 1 Fireflood Dance 1

If Sing or Dance is used, grants Atk+2 and Res+3 to target.

SP
120
TYPE
B

Fireflood Dance 2 Fireflood Dance 2

If Sing or Dance is used, grants Atk+3 and Res+4 to target.

SP
240
TYPE
B

Firestorm Dance 1 Firestorm Dance 1

If Sing or Dance is used, target also granted Atk/Spd+2.

SP
120
TYPE
B

Firestorm Dance 2 Firestorm Dance 2

If Sing or Dance is used, target also granted Atk/Spd+3.

SP
240
TYPE
B

Follow-Up Ring Follow-Up Ring

Unit makes a guaranteed follow-up attack when unit's HP ≥ 50% at start of combat.(Skill cannot be inherited.)

SP
200
TYPE
B

Freezing Seal Freezing Seal

At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Res through its next action. (Skill cannot be inherited.)

SP
300
TYPE
B

G Tomebreaker 1 G Tomebreaker 1

If unit's HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

SP
50
TYPE
B

G Tomebreaker 2 G Tomebreaker 2

If unit's HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

SP
100
TYPE
B

G Tomebreaker 3 G Tomebreaker 3

If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Gale Dance 1 Gale Dance 1

If Sing or Dance is used, target also granted Spd+2.

SP
50
TYPE
B

Gale Dance 2 Gale Dance 2

If Sing or Dance is used, target also granted Spd+3.

SP
100
TYPE
B

Gale Dance 3 Gale Dance 3

If Sing or Dance is used, target also granted Spd+4.

SP
200
TYPE
B

Geyser Dance 1 Geyser Dance 1

If Sing or Dance is used, target also granted Def/Res+3.

SP
120
TYPE
B

Geyser Dance 2 Geyser Dance 2

If Sing or Dance is used, target also granted Def/Res+4.

SP
240
TYPE
B

Guard 1 Guard 1

If unit's HP is 100% at start of combat, enemy is inflicted with Special cooldown charge-1.(If using similar skill, only highest value applied.)

SP
50
TYPE
B

Guard 2 Guard 2

If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1.(If using similar skill, only highest value applied.)

SP
100
TYPE
B

Guard 3 Guard 3

If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1.(If using similar skill, only highest value applied.)

SP
200
TYPE
B

Hit and Run Hit and Run

If unit initiates attack, unit retreats 1 space after battle.

SP
150
TYPE
B

Knock Back Knock Back

If unit initiates attack, foe is moved 1 space away after combat.

SP
150
TYPE
B

Lancebreaker 1 Lancebreaker 1

If unit's HP ≥ 90% in combat against a lance user, unit makes a follow-up attack and foe cannot.

SP
50
TYPE
B

Lancebreaker 2 Lancebreaker 2

If unit's HP ≥ 70% in combat against a lance user, unit makes a follow-up attack and foe cannot.

SP
100
TYPE
B

Lancebreaker 3 Lancebreaker 3

If unit's HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Live for Bounty Live for Bounty

If unit survives, get 1.5x shards/crystals from a Training Tower map.(If similar skill effects also used, only highest multiplier applied.)

SP
100
TYPE
B

Live for Honor Live for Honor

If unit survives, get 1.5x normal badges from a Training Tower map.(If similar skill effects also used, only highest multiplier applied.)

SP
100
TYPE
B

Lunar Brace Lunar Brace

Slows Special trigger (cooldown count+1). Deals damage = 50% of foe's Def when Special triggers.

SP
300
TYPE
B

Lunge Lunge

If unit initiates attack, after combat, unit and targeted foe swap places.

SP
150
TYPE
B

Mystic Boost 1 Mystic Boost 1

Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat.

SP
60
TYPE
B

Mystic Boost 2 Mystic Boost 2

Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat.

SP
120
TYPE
B

Mystic Boost 3 Mystic Boost 3

Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.

SP
240
TYPE
B

Null Follow-Up 1 Null Follow-Up 1

At start of combat, if unit's HP = 100%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack.

SP
60
TYPE
B

Null Follow-Up 2 Null Follow-Up 2

At start of combat, if unit's HP ≥ 50%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack.

SP
120
TYPE
B

Null Follow-Up 3 Null Follow-Up 3

Disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack.

SP
240
TYPE
B

Pass 1 Pass 1

Units can pass through foes if its own HP ≥ 75%.

SP
50
TYPE
B

Pass 2 Pass 2

Units can pass through foes if its own HP ≥ 50%.

SP
100
TYPE
B

Pass 3 Pass 3

Units can pass through foes if its own HP ≥ 25%.

SP
200
TYPE
B

Quick Riposte 1 Quick Riposte 1

Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.

SP
60
TYPE
B

Quick Riposte 2 Quick Riposte 2

Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.

SP
120
TYPE
B

Quick Riposte 3 Quick Riposte 3

Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.

SP
240
TYPE
B

R Tomebreaker 1 R Tomebreaker 1

If unit's HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

SP
50
TYPE
B

R Tomebreaker 2 R Tomebreaker 2

If unit's HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

SP
100
TYPE
B

R Tomebreaker 3 R Tomebreaker 3

If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Recover Ring Recover Ring

Restores 10 HP at the start of each turn.(Skill cannot be inherited.)

SP
200
TYPE
B

Renewal 1 Renewal 1

At the start of every fourth turn, restores 10 HP.

SP
60
TYPE
B

Renewal 2 Renewal 2

At the start of every third turn, restores 10 HP.

SP
120
TYPE
B

Renewal 3 Renewal 3

At the start of every second turn, restores 10 HP.

SP
240
TYPE
B

Rockslide Dance 1 Rockslide Dance 1

If Sing or Dance is used, grants Spd+2 and Def+3 to target.

SP
120
TYPE
B

Rockslide Dance 2 Rockslide Dance 2

If Sing or Dance is used, grants Spd+3 and Def+4 to target.

SP
240
TYPE
B

S Drink S Drink

At the start of turn 1, restores 99 HP and grants Special cooldown count-1.

SP
300
TYPE
B

Sacae's Blessing Sacae's Blessing

If foe has sword, lance, or axe, foe cannot counterattack.(Skill cannot be inherited.)

SP
300
TYPE
B

Seal Atk 1 Seal Atk 1

After combat, foe suffers Atk-3 through its next action.

SP
40
TYPE
B

Seal Atk 2 Seal Atk 2

After combat, foe suffers Atk-5 through its next action.

SP
80
TYPE
B

Seal Atk 3 Seal Atk 3

After combat, foe suffers Atk-7 through its next action.

SP
160
TYPE
B

Seal Atk Def 1 Seal Atk Def 1

After combat, inflicts Atk/Def-3 on foe through its next action.

SP
100
TYPE
B

Seal Atk Def 2 Seal Atk Def 2

After combat, inflicts Atk/Def-5 on foe through its next action.

SP
200
TYPE
B

Seal Atk Spd 1 Seal Atk Spd 1

After combat, inflicts Atk/Spd-3 on foe through its next action.

SP
100
TYPE
B

Seal Atk Spd 2 Seal Atk Spd 2

After combat, inflicts Atk/Spd-5 on foe through its next action.

SP
200
TYPE
B

Seal Def 1 Seal Def 1

After combat, foe suffers Def-3 through its next action.

SP
40
TYPE
B

Seal Def 2 Seal Def 2

After combat, foe suffers Def-5 through its next action.

SP
80
TYPE
B

Seal Def 3 Seal Def 3

After combat, foe suffers Def-7 through its next action.

SP
160
TYPE
B

Seal Def Res 1 Seal Def Res 1

After combat, foe suffers Def/Res-3 through its next action.

SP
100
TYPE
B

Seal Def Res 2 Seal Def Res 2

After combat, foe suffers Def/Res-5 through its next action.

SP
200
TYPE
B

Seal Res 1 Seal Res 1

After combat, foe suffers Res-3 through its next action.

SP
40
TYPE
B

Seal Res 2 Seal Res 2

After combat, foe suffers Res-5 through its next action.

SP
80
TYPE
B

Seal Res 3 Seal Res 3

After combat, foe suffers Res-7 through its next action.

SP
160
TYPE
B

Seal Spd 1 Seal Spd 1

After combat, foe suffers Spd-3 through its next action.

SP
40
TYPE
B

Seal Spd 2 Seal Spd 2

After combat, foe suffers Spd-5 through its next action.

SP
80
TYPE
B

Seal Spd 3 Seal Spd 3

After combat, foe suffers Spd-7 through its next action.

SP
160
TYPE
B

Shield Pulse 1 Shield Pulse 1

If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1.

SP
60
TYPE
B

Shield Pulse 2 Shield Pulse 2

If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1.Unit takes 5 less damage when Special triggers.

SP
120
TYPE
B

Shield Pulse 3 Shield Pulse 3

If unit's Special triggers based on a foe's attack, Special cooldown count-2 at start of turn 1.Unit takes 5 less damage when Special triggers.

SP
240
TYPE
B

Solar Brace Solar Brace

Restores 30% of damage dealt when special triggers during combat. (Stacks with effects of skills like Sol.) (Skill cannot be inherited.)

SP
300
TYPE
B

Spd Feint 1 Spd Feint 1

If a Rally Assist skill is used by unit or targets unit, inflicts Spd-3 on foes in cardinal directions of unit through their next actions.

SP
60
TYPE
B

Spd Feint 2 Spd Feint 2

If a Rally Assist skill is used by unit or targets unit, inflicts Spd-5 on foes in cardinal directions of unit through their next actions.

SP
120
TYPE
B

Spd Feint 3 Spd Feint 3

If a Rally Assist skill is used by unit or targets unit, inflicts Spd-7 on foes in cardinal directions of unit through their next actions.

SP
240
TYPE
B

Spd/Res Link 1 Spd/Res Link 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+2 to unit and target ally or unit and targeting ally for 1 turn.

SP
60
TYPE
B

Spd/Res Link 2 Spd/Res Link 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+4 to unit and target ally or unit and targeting ally for 1 turn.

SP
120
TYPE
B

Spd/Res Link 3 Spd/Res Link 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Res+6 to unit and target ally or unit and targeting ally for 1 turn.

SP
240
TYPE
B

Special Fighter 1 Special Fighter 1

At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

SP
60
TYPE
B

Special Fighter 2 Special Fighter 2

At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

SP
120
TYPE
B

Special Fighter 3 Special Fighter 3

At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

SP
240
TYPE
B

Special Spiral 1 Special Spiral 1

If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat.

SP
60
TYPE
B

Special Spiral 2 Special Spiral 2

If Special triggers before or during combat, grants Special cooldown count-1 after combat.

SP
120
TYPE
B

Special Spiral 3 Special Spiral 3

If Special triggers before or during combat, grants Special cooldown count-2 after combat.

SP
240
TYPE
B

Swordbreaker 1 Swordbreaker 1

If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.

SP
50
TYPE
B

Swordbreaker 2 Swordbreaker 2

If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.

SP
100
TYPE
B

Swordbreaker 3 Swordbreaker 3

If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Torrent Dance 1 Torrent Dance 1

If Sing or Dance is used, target also granted Res+3.

SP
50
TYPE
B

Torrent Dance 2 Torrent Dance 2

If Sing or Dance is used, target also granted Res+4.

SP
100
TYPE
B

Torrent Dance 3 Torrent Dance 3

If Sing or Dance is used, target also granted Res+5.

SP
200
TYPE
B

Vantage 1 Vantage 1

Unit counterattacks first when attacked at HP ≤ 25%.

SP
50
TYPE
B

Vantage 2 Vantage 2

Unit counterattacks first when attacked at HP ≤ 50%.

SP
100
TYPE
B

Vantage 3 Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%.

SP
200
TYPE
B

Vengeful Fighter 1 Vengeful Fighter 1

If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)

SP
60
TYPE
B

Vengeful Fighter 2 Vengeful Fighter 2

If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)

SP
120
TYPE
B

Vengeful Fighter 3 Vengeful Fighter 3

If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)

SP
240
TYPE
B

Warp Powder Warp Powder

If unit's HP ≥ 80%, unit can move adjacent to any ally within 2 spaces.

SP
300
TYPE
B

Wary Fighter 1 Wary Fighter 1

Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.

SP
60
TYPE
B

Wary Fighter 2 Wary Fighter 2

Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.

SP
120
TYPE
B

Wary Fighter 3 Wary Fighter 3

Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.

SP
240
TYPE
B

Watersweep 1 Watersweep 1

If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack.

SP
60
TYPE
B

Watersweep 2 Watersweep 2

If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack.

SP
120
TYPE
B

Watersweep 3 Watersweep 3

If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack.

SP
240
TYPE
B

Windsweep 1 Windsweep 1

If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack.

SP
60
TYPE
B

Windsweep 2 Windsweep 2

If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack.

SP
120
TYPE
B

Windsweep 3 Windsweep 3

If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack.

SP
240
TYPE
B

Wings of Mercy 1 Wings of Mercy 1

Enables unit to warp adjacent to any ally with HP ≤ 30%.

SP
60
TYPE
B

Wings of Mercy 2 Wings of Mercy 2

Enables unit to warp adjacent to any ally with HP ≤ 40%.

SP
120
TYPE
B

Wings of Mercy 3 Wings of Mercy 3

Enables unit to warp adjacent to any ally with HP ≤ 50%.

SP
240
TYPE
B

Wrath 1 Wrath 1

If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking.If Special triggers, +10 damage from Special.

SP
60
TYPE
B

Wrath 2 Wrath 2

If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking.If Special triggers, +10 damage from Special.

SP
120
TYPE
B

Wrath 3 Wrath 3

If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking.If Special triggers, +10 damage from Special.

SP
240
TYPE
B

Wrathful Staff 1 Wrathful Staff 1

If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons.

SP
60
TYPE
B

Wrathful Staff 2 Wrathful Staff 2

If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons.

SP
120
TYPE
B

Wrathful Staff 3 Wrathful Staff 3

Damage from unit's staff will be calculated the same as other weapons.

SP
240
TYPE
B

s

Earth Dance 1 Earth Dance 1

If Sing or Dance is used, target also granted Def+3.

SP
50
TYPE
s

Earth Dance 2 Earth Dance 2

If Sing or Dance is used, target also granted Def+4.

SP
100
TYPE
s

Earth Dance 3 Earth Dance 3

If Sing or Dance is used, target also granted Def+5.

SP
200
TYPE
s

Flier Formation 1 Flier Formation 1

If unit has 100% HP, unit can move to a space adjacent to a flying ally within 2 spaces.

SP
60
TYPE
s

Flier Formation 2 Flier Formation 2

If unit has ≥50% HP, unit can move to a space adjacent to a flying ally within 2 spaces.

SP
120
TYPE
s

Flier Formation 3 Flier Formation 3

Unit can move to a space adjacent to a flying ally within 2 spaces.

SP
240
TYPE
s

Live to Serve 1 Live to Serve 1

When healing allies with a staff, unit also recovers 50% of the HP restored.

SP
40
TYPE
s

Live to Serve 2 Live to Serve 2

When healing allies with a staff, unit also recovers 75% of the HP restored.

SP
80
TYPE
s

Live to Serve 3 Live to Serve 3

When healing allies with a staff, unit also recovers the same amount.

SP
160
TYPE
s

Obstruct 1 Obstruct 1

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%.(No effect on foes with a Pass skill.)

SP
50
TYPE
s

Obstruct 2 Obstruct 2

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%.(No effect on foes with a Pass skill.)

SP
100
TYPE
s

Obstruct 3 Obstruct 3

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%.(No effect on foes with a Pass skill.)

SP
200
TYPE
s

Poison Strike 1 Poison Strike 1

Inflicts 4 damage to foe after any combat this unit initiates.

SP
60
TYPE
s

Poison Strike 2 Poison Strike 2

Inflicts 7 damage to foe after any combat this unit initiates.

SP
120
TYPE
s

Poison Strike 3 Poison Strike 3

Inflicts 10 damage to foe after any combat this unit initiates.

SP
240
TYPE
s