Hero Passive C List

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

C

Armor March 1 Armor March 1

If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space.(That turn only; does not stack.)

SP
60
TYPE
C

Armor March 2 Armor March 2

If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space.(That turn only; does not stack.)

SP
120
TYPE
C

Armor March 3 Armor March 3

If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space.(That turn only; does not stack.)

SP
240
TYPE
C

Atk Opening 1 Atk Opening 1

At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.)

SP
60
TYPE
C

Atk Opening 2 Atk Opening 2

At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.)

SP
120
TYPE
C

Atk Opening 3 Atk Opening 3

At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.)

SP
240
TYPE
C

Atk Tactic 1 Atk Tactic 1

At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
60
TYPE
C

Atk Tactic 2 Atk Tactic 2

At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
120
TYPE
C

Atk Tactic 3 Atk Tactic 3

At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
240
TYPE
C

Axe Experience 1 Axe Experience 1

If unit survives, unit gets 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

Axe Experience 2 Axe Experience 2

If unit survives, all axe users on team get 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

Axe Experience 3 Axe Experience 3

If unit survives, all axe users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Axe Valor 1 Axe Valor 1

If unit survives and uses an axe, unit gets 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

Axe Valor 2 Axe Valor 2

If unit survives, all axe users on team get 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

Axe Valor 3 Axe Valor 3

If unit survives, all axe users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

B Tome Exp. 1 B Tome Exp. 1

If using blue magic and unit survives combat, unit gets 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

B Tome Exp. 2 B Tome Exp. 2

If unit survives combat, all blue magic users on team get 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

B Tome Exp. 3 B Tome Exp. 3

If unit survives combat, all blue magic users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

B Tome Valor 1 B Tome Valor 1

If unit survives and uses a blue tome, unit gets 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

B Tome Valor 2 B Tome Valor 2

If unit survives, all blue tome users on team get 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

B Tome Valor 3 B Tome Valor 3

If unit survives, all blue tome users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Bow Exp. 1 Bow Exp. 1

If unit survives and uses a bow, unit gets 1.5x EXP.(If similar skill effects also used, only highest multiplier applies.)

SP
30
TYPE
C

Bow Exp. 2 Bow Exp. 2

If unit survives, all bow users on team get 1.5x EXP.(If similar skill effects also used, only highest multiplier applies.)

SP
60
TYPE
C

Bow Exp. 3 Bow Exp. 3

If unit survives, all bow users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applies.)

SP
120
TYPE
C

Bow Valor 1 Bow Valor 1

If unit survives and uses a bow, unit gets 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

Bow Valor 2 Bow Valor 2

If unit survives, all bow users on team get 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

Bow Valor 3 Bow Valor 3

If unit survives, all bow users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Close Guard 1 Close Guard 1

Allies within 2 spaces gain: "If foe uses sword, lance, axe or dragonstone, grants Def/Res+2 during combat."

SP
60
TYPE
C

Close Guard 2 Close Guard 2

Allies within 2 spaces gain: "If foe uses sword, lance, axe or dragonstone, grants Def/Res+3 during combat."

SP
120
TYPE
C

Close Guard 3 Close Guard 3

Allies within 2 spaces gain: "If foe uses sword, lance, axe or dragonstone, grants Def/Res+4 during combat."

SP
240
TYPE
C

Dagger Valor 1 Dagger Valor 1

If unit survives and uses a dagger, unit gets 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

Dagger Valor 2 Dagger Valor 2

If unit survives, all dagger users on team get 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

Dagger Valor 3 Dagger Valor 3

If unit survives, all dagger users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Def Smoke 1 Def Smoke 1

After combat, inflicts Def-3 on foes within 2 spaces of target through their next actions.

SP
60
TYPE
C

Def Smoke 2 Def Smoke 2

After combat, inflicts Def-5 on foes within 2 spaces of target through their next actions.

SP
120
TYPE
C

Def Smoke 3 Def Smoke 3

After combat, inflicts Def-7 on foes within 2 spaces of target through their next actions.

SP
240
TYPE
C

Distant Guard 1 Distant Guard 1

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."

SP
60
TYPE
C

Distant Guard 2 Distant Guard 2

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."

SP
120
TYPE
C

Distant Guard 3 Distant Guard 3

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."

SP
240
TYPE
C

Dragon Valor 1 Dragon Valor 1

While unit lives and uses a dragonstone, unit gets 1.5x SP. (Only highest value applied. Does not stack.)

SP
30
TYPE
C

Dragon Valor 2 Dragon Valor 2

While unit lives, all dragonstone allies on team get 1.5x SP. (Only highest value applied. Does not stack.)

SP
60
TYPE
C

Dragon Valor 3 Dragon Valor 3

While unit lives, all dragonstone allies on team get 2x SP. (Only highest value applied. Does not stack.)

SP
120
TYPE
C

Drive Res 1 Drive Res 1

Grants allies within 2 spaces Res+2 during combat.

SP
120
TYPE
C

Drive Res 2 Drive Res 2

Grants allies within 2 spaces Res+3 during combat.

SP
240
TYPE
C

Drive Spd 1 Drive Spd 1

Grants allies within 2 spaces Spd+2 during combat.

SP
120
TYPE
C

Drive Spd 2 Drive Spd 2

Grants allies within 2 spaces Spd+3 during combat.

SP
240
TYPE
C

Even Atk Wave 1 Even Atk Wave 1

At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
60
TYPE
C

Even Atk Wave 2 Even Atk Wave 2

At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
120
TYPE
C

Even Atk Wave 3 Even Atk Wave 3

At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
240
TYPE
C

Even Def Wave 1 Even Def Wave 1

At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
60
TYPE
C

Even Def Wave 2 Even Def Wave 2

At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
120
TYPE
C

Even Def Wave 3 Even Def Wave 3

At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
240
TYPE
C

Even Res Wave 1 Even Res Wave 1

At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
60
TYPE
C

Even Res Wave 2 Even Res Wave 2

At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
120
TYPE
C

Even Res Wave 3 Even Res Wave 3

At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
240
TYPE
C

Even Spd Wave 1 Even Spd Wave 1

At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
60
TYPE
C

Even Spd Wave 2 Even Spd Wave 2

At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
120
TYPE
C

Even Spd Wave 3 Even Spd Wave 3

At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
240
TYPE
C

Flier Guidance 1 Flier Guidance 1

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

SP
60
TYPE
C

Flier Guidance 2 Flier Guidance 2

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

SP
120
TYPE
C

Flier Guidance 3 Flier Guidance 3

Flying allies within 2 spaces can move to a space adjacent to unit.

SP
240
TYPE
C

Fortify Armor Fortify Armor

Grants adjacent armor allies Def/Res+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Fortify Cavalry Fortify Cavalry

Grants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Fortify Dragons Fortify Dragons

Grants adjacent Dragon allies Def/Res+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Fortify Fliers Fortify Fliers

Grants adjacent flying allies Def/Res+6 through their next actions at the start of each turn.

SP
200
TYPE
C

G Tome Exp. 1 G Tome Exp. 1

If using green magic and unit survives combat, unit gets 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

G Tome Exp. 2 G Tome Exp. 2

If unit survives combat, all green magic users on team get 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

G Tome Exp. 3 G Tome Exp. 3

If unit survives combat, all green magic users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

G Tome Valor 1 G Tome Valor 1

If unit survives and uses a green tome, unit gets 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

G Tome Valor 2 G Tome Valor 2

If unit survives, all green tome users on team get 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

G Tome Valor 3 G Tome Valor 3

If unit survives, all green tome users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Goad Armor Goad Armor

Grants armored allies within 2 spaces Spd/Atk+4 during combat.

SP
200
TYPE
C

Goad Cavalry Goad Cavalry

Grants cavalry allies within 2 spaces Spd/Atk+4 during combat.

SP
200
TYPE
C

Goad Dragons Goad Dragons

Grants dragon allies within 2 spaces Atk/Spd+4 during combat.

SP
200
TYPE
C

Goad Fliers Goad Fliers

Grants flying allies within 2 spaces Spd/Atk+4 during combat.

SP
200
TYPE
C

Hone Armor Hone Armor

Grants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Hone Cavalry Hone Cavalry

Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Hone Dragons Hone Dragons

Grants adjacent Dragon allies Atk/Spd+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Hone Fliers Hone Fliers

Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Infantry Flash 1 Infantry Flash 1

Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"

SP
60
TYPE
C

Infantry Flash 2 Infantry Flash 2

Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"

SP
120
TYPE
C

Infantry Flash 3 Infantry Flash 3

Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+1, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"

SP
240
TYPE
C

Infantry Pulse 1 Infantry Pulse 1

Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit.(Effects will stack with similar skills.)

SP
60
TYPE
C

Infantry Pulse 2 Infantry Pulse 2

Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit.(Effects will stack with similar skills.)

SP
120
TYPE
C

Infantry Pulse 3 Infantry Pulse 3

Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit.(Effects will stack with similar skills.)

SP
240
TYPE
C

Infantry Rush 1 Infantry Rush 1

Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"

SP
60
TYPE
C

Infantry Rush 2 Infantry Rush 2

Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"

SP
120
TYPE
C

Infantry Rush 3 Infantry Rush 3

Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+1, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"

SP
240
TYPE
C

Lance Valor 1 Lance Valor 1

If unit survives and uses a lance, unit gets 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

Lance Valor 2 Lance Valor 2

If unit survives, all lance users on team get 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

Lance Valor 3 Lance Valor 3

If unit survives, all lance users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Odd Atk Wave 1 Odd Atk Wave 1

At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
60
TYPE
C

Odd Atk Wave 2 Odd Atk Wave 2

At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
120
TYPE
C

Odd Atk Wave 3 Odd Atk Wave 3

At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
240
TYPE
C

Odd Def Wave 1 Odd Def Wave 1

At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
60
TYPE
C

Odd Def Wave 2 Odd Def Wave 2

At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
120
TYPE
C

Odd Def Wave 3 Odd Def Wave 3

At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
240
TYPE
C

Odd Res Wave 1 Odd Res Wave 1

At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
60
TYPE
C

Odd Res Wave 2 Odd Res Wave 2

At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
120
TYPE
C

Odd Res Wave 3 Odd Res Wave 3

At start of odd-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
240
TYPE
C

Odd Spd Wave 1 Odd Spd Wave 1

At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
60
TYPE
C

Odd Spd Wave 2 Odd Spd Wave 2

At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
120
TYPE
C

Odd Spd Wave 3 Odd Spd Wave 3

At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

SP
240
TYPE
C

Ostia's Pulse Ostia's Pulse

At the start of turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2.

SP
300
TYPE
C

R Tome Exp. 1 R Tome Exp. 1

If using red magic and unit survives combat, unit gets 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

R Tome Exp. 2 R Tome Exp. 2

If unit survives combat, all red magic users on team get 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

R Tome Exp. 3 R Tome Exp. 3

If unit survives combat, all red magic users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

R Tome Valor 1 R Tome Valor 1

If unit survives and uses a red tome, unit gets 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

R Tome Valor 2 R Tome Valor 2

If unit survives, all red tome users on team get 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

R Tome Valor 3 R Tome Valor 3

If unit survives, all red tome users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Res Smoke 1 Res Smoke 1

After combat, inflicts Res-3 on foes within 2 spaces of target through their next actions.

SP
60
TYPE
C

Res Smoke 2 Res Smoke 2

After combat, inflicts Res-5 on foes within 2 spaces of target through their next actions.

SP
120
TYPE
C

Res Smoke 3 Res Smoke 3

After combat, inflicts Res-7 on foes within 2 spaces of target through their next actions.

SP
240
TYPE
C

Sparkling Boost Sparkling Boost

At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)

SP
300
TYPE
C

Spd Tactic 1 Spd Tactic 1

At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
60
TYPE
C

Spd Tactic 2 Spd Tactic 2

At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
120
TYPE
C

Spd Tactic 3 Spd Tactic 3

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
240
TYPE
C

Spur Atk Def 1 Spur Atk Def 1

Grants adjacent allies Atk/Def +2 during combat

SP
120
TYPE
C

Spur Atk Def 2 Spur Atk Def 2

Grants adjacent allies Atk/Def +3 during combat.

SP
240
TYPE
C

Spur Atk Res 1 Spur Atk Res 1

Grants adjacent allies Atk/Res +2 during combat

SP
120
TYPE
C

Spur Atk Res 2 Spur Atk Res 2

Grants adjacent allies Atk/Res +3 during combat.

SP
240
TYPE
C

Spur Atk Spd 1 Spur Atk Spd 1

Grants adjacent allies Atk/Spd +2 during combat

SP
120
TYPE
C

Spur Atk Spd 2 Spur Atk Spd 2

Grants adjacent allies Atk/Spd +3 during combat.

SP
240
TYPE
C

Spur Def Res 1 Spur Def Res 1

Grants adjacent allies Def/Res +2 during combat

SP
120
TYPE
C

Spur Def Res 2 Spur Def Res 2

Grants adjacent allies Def/Res +3 during combat.

SP
240
TYPE
C

Spur Spd Def 1 Spur Spd Def 1

Grants adjacent allies Spd/Def +2 during combat

SP
120
TYPE
C

Spur Spd Def 2 Spur Spd Def 2

Grants adjacent allies Spd/Def +3 during combat.

SP
240
TYPE
C

Spur Spd Res 1 Spur Spd Res 1

Grants adjacent allies Spd/Res +2 during combat

SP
120
TYPE
C

Spur Spd Res 2 Spur Spd Res 2

Grants adjacent allies Spd/Res +3 during combat.

SP
240
TYPE
C

Staff Valor 1 Staff Valor 1

While unit lives and uses a staff, unit gets 1.5x SP after combat or after using a healing Assist skill. (Only highest value applied. Does not stack.)

SP
30
TYPE
C

Staff Valor 2 Staff Valor 2

While unit lives, all staff allies on team get 1.5x SP after combat or after using healing Assist skills. (Only highest value applied. Does not stack.)

SP
60
TYPE
C

Staff Valor 3 Staff Valor 3

While unit lives, all staff allies on team get 2x SP after combat or after using healing Assist skills. (Only highest value applied. Does not stack.)

SP
120
TYPE
C

Surtr's Menace Surtr's Menace

At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd/Def/Res+4 for 1 turn and inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces through their next actions.

SP
300
TYPE
C

Sword Exp. 1 Sword Exp. 1

If unit survives, unit gets 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

Sword Exp. 2 Sword Exp. 2

If unit survives, all sword users on team get 1.5x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

Sword Exp. 3 Sword Exp. 3

If unit survives, all sword users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Sword Valor 1 Sword Valor 1

If unit survives and uses a sword, unit gets 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
30
TYPE
C

Sword Valor 2 Sword Valor 2

If unit survives, all sword users on team get 1.5x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
60
TYPE
C

Sword Valor 3 Sword Valor 3

If unit survives, all sword users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Threaten Def 1 Threaten Def 1

Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn.

SP
50
TYPE
C

Threaten Def 2 Threaten Def 2

Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn.

SP
100
TYPE
C

Threaten Def 3 Threaten Def 3

Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn.

SP
200
TYPE
C

Threaten Res 1 Threaten Res 1

Inflicts Res-3 on foes within 2 spaces through their next actions at the start of each turn.

SP
50
TYPE
C

Threaten Res 2 Threaten Res 2

Inflicts Res-4 on foes within 2 spaces through their next actions at the start of each turn.

SP
100
TYPE
C

Threaten Res 3 Threaten Res 3

Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn.

SP
200
TYPE
C

Ward Armor Ward Armor

Grants armored allies within 2 spaces Def/Res+4 during combat.

SP
200
TYPE
C

Ward Cavalry Ward Cavalry

Grants cavalry allies within 2 spaces Def/Res+4 during combat.

SP
200
TYPE
C

Ward Dragons Ward Dragons

Grants dragon allies within 2 spaces Def/Res+4 during combat.

SP
200
TYPE
C

Ward Fliers Ward Fliers

Grants flying allies within 2 spaces Def/Res+4 during combat.

SP
200
TYPE
C

With Everyone! With Everyone!

At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.

SP
300
TYPE
C

s

Atk Ploy 1 Atk Ploy 1

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action.

SP
60
TYPE
s

Atk Ploy 2 Atk Ploy 2

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action.

SP
120
TYPE
s

Atk Ploy 3 Atk Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action.

SP
240
TYPE
s

Atk Smoke 1 Atk Smoke 1

After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.

SP
60
TYPE
s

Atk Smoke 2 Atk Smoke 2

After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.

SP
120
TYPE
s

Atk Smoke 3 Atk Smoke 3

After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.

SP
240
TYPE
s

Breath of Life 1 Breath of Life 1

If unit initiates attack, adjacent allies recover 3 HP after combat.

SP
50
TYPE
s

Breath of Life 2 Breath of Life 2

If unit initiates attack, adjacent allies recover 5 HP after combat.

SP
100
TYPE
s

Breath of Life 3 Breath of Life 3

If unit initiates attack, adjacent allies recover 7 HP after combat.

SP
200
TYPE
s

Def Ploy 1 Def Ploy 1

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-3 until the end of foe's next action.

SP
60
TYPE
s

Def Ploy 2 Def Ploy 2

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-4 until the end of foe's next action.

SP
120
TYPE
s

Def Ploy 3 Def Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action.

SP
240
TYPE
s

Def Tactic 1 Def Tactic 1

At start of turn, grants Def+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
60
TYPE
s

Def Tactic 2 Def Tactic 2

At start of turn, grants Def+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
120
TYPE
s

Def Tactic 3 Def Tactic 3

At start of turn, grants Def+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
240
TYPE
s

Drive Atk 1 Drive Atk 1

Grants allies within 2 spaces Atk+2 during combat.

SP
120
TYPE
s

Drive Atk 2 Drive Atk 2

Grants allies within 2 spaces Atk+3 during combat.

SP
240
TYPE
s

Drive Def 1 Drive Def 1

Grants allies within 2 spaces Def+2 during combat.

SP
120
TYPE
s

Drive Def 2 Drive Def 2

Grants allies within 2 spaces Def+3 during combat.

SP
240
TYPE
s

Fortify Def 1 Fortify Def 1

Grants adjacent allies Def+2 through their next actions at the start of each turn.

SP
50
TYPE
s

Fortify Def 2 Fortify Def 2

Grants adjacent allies Def+3 through their next actions at the start of each turn.

SP
100
TYPE
s

Fortify Def 3 Fortify Def 3

Grants adjacent allies Def+4 through their next actions at the start of each turn.

SP
200
TYPE
s

Fortify Res 1 Fortify Res 1

Grants adjacent allies Res+2 through their next actions at the start of each turn.

SP
50
TYPE
s

Fortify Res 2 Fortify Res 2

Grants adjacent allies Res+3 through their next actions at the start of each turn.

SP
100
TYPE
s

Fortify Res 3 Fortify Res 3

Grants adjacent allies Res+4 through their next actions at the start of each turn.

SP
200
TYPE
s

Guidance 1 Guidance 1

If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.

SP
60
TYPE
s

Guidance 2 Guidance 2

If unit has ≥50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.

SP
120
TYPE
s

Guidance 3 Guidance 3

Infantry and armored allies within 2 spaces can move to a space adjacent to unit.

SP
240
TYPE
s

Hone Atk 1 Hone Atk 1

Grants adjacent allies Atk+2 through their next actions at the start of each turn.

SP
50
TYPE
s

Hone Atk 2 Hone Atk 2

Grants adjacent allies Atk+3 through their next actions at the start of each turn.

SP
100
TYPE
s

Hone Atk 3 Hone Atk 3

Grants adjacent allies Atk+4 through their next actions at the start of each turn.

SP
200
TYPE
s

Hone Spd 1 Hone Spd 1

Grants adjacent allies Spd+2 through their next actions at the start of each turn.

SP
50
TYPE
s

Hone Spd 2 Hone Spd 2

Grants adjacent allies Spd+3 through their next actions at the start of each turn.

SP
100
TYPE
s

Hone Spd 3 Hone Spd 3

Grants adjacent allies Spd+4 through their next actions at the start of each turn.

SP
200
TYPE
s

Panic Ploy 1 Panic Ploy 1

At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.

SP
60
TYPE
s

Panic Ploy 2 Panic Ploy 2

At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.

SP
120
TYPE
s

Panic Ploy 3 Panic Ploy 3

At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.

SP
240
TYPE
s

Res Ploy 1 Res Ploy 1

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-3 until the end of foe's next action.

SP
60
TYPE
s

Res Ploy 2 Res Ploy 2

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-4 until the end of foe's next action.

SP
120
TYPE
s

Res Ploy 3 Res Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-5 until the end of foe's next action.

SP
240
TYPE
s

Res Tactic 1 Res Tactic 1

At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
60
TYPE
s

Res Tactic 2 Res Tactic 2

At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
120
TYPE
s

Res Tactic 3 Res Tactic 3

At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

SP
240
TYPE
s

Savage Blow 1 Savage Blow 1

If unit initiates attack, foes within 2 spaces of target take 3 damage after combat.

SP
50
TYPE
s

Savage Blow 2 Savage Blow 2

If unit initiates attack, foes within 2 spaces of target take 5 damage after combat.

SP
100
TYPE
s

Savage Blow 3 Savage Blow 3

If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.

SP
200
TYPE
s

Spd Ploy 1 Spd Ploy 1

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-3 until the end of foe's next action.

SP
60
TYPE
s

Spd Ploy 2 Spd Ploy 2

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-4 until the end of foe's next action.

SP
120
TYPE
s

Spd Ploy 3 Spd Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-5 until the end of foe's next action.

SP
240
TYPE
s

Spd Smoke 1 Spd Smoke 1

After combat, inflicts Spd-3 on foes within 2 spaces of target through their next actions.

SP
60
TYPE
s

Spd Smoke 2 Spd Smoke 2

After combat, inflicts Spd-5 on foes within 2 spaces of target through their next actions.

SP
120
TYPE
s

Spd Smoke 3 Spd Smoke 3

After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions.

SP
240
TYPE
s

Spur Atk 1 Spur Atk 1

Grants adjacent allies Atk+2 during combat.

SP
50
TYPE
s

Spur Atk 2 Spur Atk 2

Grants adjacent allies Atk+3 during combat.

SP
100
TYPE
s

Spur Atk 3 Spur Atk 3

Grants adjacent allies Atk+4 during combat.

SP
200
TYPE
s

Spur Def 1 Spur Def 1

Grants adjacent allies Def+2 during combat.

SP
50
TYPE
s

Spur Def 2 Spur Def 2

Grants adjacent allies Def+3 during combat.

SP
100
TYPE
s

Spur Def 3 Spur Def 3

Grants adjacent allies Def+4 during combat.

SP
200
TYPE
s

Spur Res 1 Spur Res 1

Grants adjacent allies Res+2 during combat.

SP
50
TYPE
s

Spur Res 2 Spur Res 2

Grants adjacent allies Res+3 during combat.

SP
100
TYPE
s

Spur Res 3 Spur Res 3

Grants adjacent allies Res+4 during combat.

SP
200
TYPE
s

Spur Spd 1 Spur Spd 1

Grants adjacent allies Spd+2 during combat.

SP
50
TYPE
s

Spur Spd 2 Spur Spd 2

Grants adjacent allies Spd+3 during combat.

SP
100
TYPE
s

Spur Spd 3 Spur Spd 3

Grants adjacent allies Spd+4 during combat.

SP
200
TYPE
s

Threaten Atk 1 Threaten Atk 1

Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.

SP
50
TYPE
s

Threaten Atk 2 Threaten Atk 2

Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.

SP
100
TYPE
s

Threaten Atk 3 Threaten Atk 3

Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.

SP
200
TYPE
s

Threaten Spd 1 Threaten Spd 1

Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.

SP
50
TYPE
s

Threaten Spd 2 Threaten Spd 2

Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.

SP
100
TYPE
s

Threaten Spd 3 Threaten Spd 3

Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.

SP
200
TYPE
s