Every Hero in Langrisser Mobile has a unique Talent that provides stat boosts and special abilities. These Talents can be upgraded by increasing a hero's star rank using Memory Shards gained from Summoning and Gate of Fate stages.
Hero | Icon | Talent | Description | Info |
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Sky Dance | ATK and DEF increases by 10/15/20/25%. After taking action, if on defensive terrain or if a skill was used this turn, recovers 15/20/25/30% of Unit HP and gains [Sky Dance]: "Mobility +2, ignores obstruction from enemy units when moving, and damage taken reduced by 50%. Loses this effect after taking damage in battle (After losing this effect in this way, it can only be regained after 1 turn)." Lasts 2 turns. Cannot be dispelled. |
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Systema | ATK and DEF increases by 10/15/20/25%. After using a skill to attack, applies a [Displacement] effect on the enemy: Pushes the target 3 blocks. If there are other units or unpassable terrain in the path, applies another [Displacement] again: Bounce back with the remaining pushback blocks. For each unit affected by [Displacement], gains 1 stack of [Dance Step Preparation], which is removed at the start of the next turn. After taking action, consumes 1 stack of [Dance Step Preparation]. Any buffs on the caster will not lose their turn count, and this unit can move an additional 2/2/3/3 blocks and attack again. (If Act Again has already been triggered this turn, the number of [Dance Step Preparation] stacks consumed doubles for each trigger, up to 5 times per turn.) |
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Mugen Tenshin | ATK and DEF increases by 10/15/20/25%. This unit's attacks are not affected by melee damage reduction. After dealing damage, applies [Stagger] to the enemy: Cannot Guard and cannot attack before the enemy. Lasts 2 turns. (Cannot be dispelled.) When initiating battle, if the enemy is afflicted with [Stagger], they cannot counterattack. After battle, applies [Stun] on the enemy for 1 turn. |
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Book of the Box | Damage dealt increases by 15/20/2530% and Unit Range +1/1/2/2. At the start of battle, gains 1/2/3/3 stacks of [Chaos Excerpt]. After any unit takes action, if they have moved 3 or more blocks, this unit gains 1 stack of [Chaos Excerpt], up to a maximum of 5 stacks. After taking action, can choose to consume any stack of [Chaos Excerpt] to apply [Box Dream Descent] to an equal number of enemies: "After taking action, if moved 3 or more blocks during this turn, Mobility -2 on the next turn and the cooldown of the skill with the shortest cooldown +1." Cannot be dispelled. Lasts 1 turn. |
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Soulsight | ATK & Crit +10/15/20/25%. After taking action, applies [Gaze] to the nearest 1 enemy in a straight line: "After using a skill, gains 'Skill damage reduced by 15/20/25/30%' and [Penetrate]: 'Cannot be Guarded when attacked by Broken-winged Bird.' Lasts 2 turns." ([Penetrate] and [Gaze] ignore immunity, cannot be dispelled. And [Gaze] is removed at the start of the 2nd turn after being applied or when triggered.) |
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Endless Fury | Class disadvantage is reversed, and damage taken is reduced by 15/20/25/30%. When any unit within 3 blocks dies, gains [Fury]: "Does not die upon taking fatal damage. The duration of this effect is reduced by 1 turn, Hero Max HP is reduced by 30/25/20/15%, and then Unit HP is restored to the amount before taking fatal damage. When an enemy ends its turn within 3 blocks, takes damage from this unit which cannot be Guarded." This effect lasts 2 turns and cannot be dispelled. When Unit HP percentage is not higher than the enemy's, restores HP equal to 30% of damage dealt after battle. Otherwise, attacks before the enemy. |
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Tidal Blade | Damage increases by 15/20/25/30%. When taking action in Water, recovers HP equal to 1/1.4/2/2.5x ATK, excess HP is converted to a [Shield] that cannot be dispelled (up to 25% of Max HP). After taking action, can choose any position within 5 blocks to cast [Wavecall]: Pushes enemies and caster within the farthest 3 blocks away in 3 straight lines by 2 blocks, and applies the [High Tide] special effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water. If this skill successfully triggers [Displacement], any buffs on the caster do not lose their turn count, and can attack again, but cannot move. ([Trigger Cooldown] Can only trigger again after 2/3/3/4 turns.) |
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Natural Resonance | INT increases by 10/13/16/20%. Gains [Elemental Affinity]: For each ally with [Elemental Affinity], Unit Range +1 (up to a maximum of +3), and damage dealt increases by 10% (up to a maximum increase of 30%). After actively using a skill, summons 1 [Harmonic Spirit]. ([Harmonic Spirit] possesses [Elemental Affinity], inherits the skill used this time and 100% of current stats, and up to 2 can exist simultaneously.) If no damage was dealt after taking action, can actively retrieve 1 [Harmonic Spirit] and remove the cooldown of the skill it inherited. After retrieve, any buffs on the caster do not lose their turn count, and can attack again (cannot move and summon [Harmonic Spirits]). ([Trigger Cooldown] [Harmonic Spirits] can only be retrieved again after 1/1/2/2 turn(s).) |
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Shrine Maiden of Justice | Damage dealt increases by 15/20/25/30%. After taking action, can summon an [Angel of Justice] at the current location: "After allied units within 3 blocks of the [Angel of Justice] entering battle, recover HP equal to 2x the caster's INT." If there is already a self-summoned [Angel of Justice] on the battlefield, it can be transported to the caster's current location. ([Cooldown Trigger] This effect can be triggered again after 2 turns.) Targets within the [Angel of Justice]'s range, are all considered within the range of this unit's skills, and ranged soldiers will also attack. After taking action, if this unit is within 1-ring range of the [Angel of Justice], gains 1 stack of [Spiritual Perception]: "[Angel of Justice] Range +2, INT increased by 5%, and damage skill cooldowns reduced by 1 turn (stacks up to 3/4/5/5 times, cannot be dispelled). |
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Chapter of Fortune | Damage dealt increases by 15/20/25/30%. Initially has 3 types of "Fortune" effects: [Spiritual Fortune]: "After taking action, heals allies within 2 blocks for an amount equal to 1x the caster's INT." [Great Fortune]: "ATK +10%, INT +10%." [Good Fortune]: "After taking action, gains 1 random buff." A maximum of 3 "Fortune" effects can exist simultaneously. Cannot be dispelled. At start of turn, gains 1 random "Fortune." If possessing 2 or more of the same type of "Fortune," Unit Range +2. After taking action, if possessing 3 or more of the same type of "Fortune," refreshes the cooldowns of all damage skills. |
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Prophecy of Fate | INT increases by 10/15/20/25%. After taking action, can choose to prophesy the first skill an allied unit will use on their next turn. Lasts 1 turn. When the prophesied skill deals damage, its cooldown is reduced by 5 turns. ([Trigger Cooldown] A prophecy can be made again after 4/3/2/2 turns. This prophecy effect is unique, ignores immunity, and cannot be dispelled.) When a prophecy is fulfilled, this unit gains [Augur]: "Unit range +1." Stacks up to 3 times. Cannot be dispelled. Upon reaching the maximum number of [Augur] stacks, the allied unit that fulfilled the prophecy gains an extra turn after taking action. |
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Evil Exterminator | ATK and Crit increase by (10, 15, 20, 25)%. Unit Range +1. Starts in [Walk Mode]: "Damage increased by 15%. Ignores Guard when entering battle." After taking action, for each 1 block of Mobility consumed this turn, Mobility increases by 1 on the next turn (up to +5, cannot be dispelled). If all Mobility is consumed this turn, enters [Sprint Mode]: "When initiating battle and failing to eliminate the enemy, can attack again but cannot move," otherwise enters [Walk Mode]. ([Walk Mode] and [Sprint Mode] cannot exist at the same time, and both ignore immunity and cannot be dispelled.) |
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Trooper Elite | AoE skill damage increases by (15, 20, 25, 30)%. Increases to (150, 200, 250, 300)% when battling enemies without soldiers. After actively attacking, gains 1 stack of [Passion for Battle]: "Mobility +1. ATK and DEF increased by 10%." Can stack up to 3 times. Cannot be dispelled. Lasts 2 turns. After taking action, if the number of [Passion for Battle] stacks has reached the limit, any buffs on the caster will not lose their turn count, and can act again once. ([Trigger Cooldown] This Act Again effect can only trigger again after (4, 3, 2, 2) turns.) |
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Last Protection | ATK and DEF increase by (10, 15, 20, 25)%. This unit's attacks are not affected by melee damage reduction. After taking action, choose a non-summoned allied unit to grant [Protect]. Cannot be dispelled and ignores immunity. When an allied unit with [Protect] is within 3 blocks and performs a normal attack or is attacked, this unit will enter battle instead and can perform a ranged attack. Both units gain a (5, 8, 11, 15)% increase to all stats (excluding HP) and will not die from fatal damage, and will return to its HP before thisl damage was taken. ([Cooldown Trigger] Unflinching effect can only trigger again after (4, 3, 2, 2) turns. Command skill stat boost effects cannot stack with other Command skill effects of the same type.) |
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Sword of Mercy | ATK increases by (10, 15, 20, 25)%. After taking action, if this unit has battled this turn and not eliminating the enemy, gains [Royal Fate]: "When initiating battle, damage dealt increases by (10, 13, 16, 20)% and attacks before the enemy." Lasts 2 turns. When initiating battle and dealing fatal damage, can choose to use Mercy on the enemy, causing them to be immobilized, unable to Guard, attack, or use skills on their next turn, and applies [Reluctant Battle]: "Damage dealt and healing received reduced by 30%." Ignores immunity. Cannot be dispelled. Lasts 2 turns. When using Mercy on the enemy, recovers 100% of Unit HP. |
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Aurorean Pact | Healing effects increase by 10/15/20/25%. After healing an ally, dispels 1 debuff and applies 1 random buff. | Radiant Unicorn 40% of Brightsummoner's "Healing effects increased" effect is added to her "Damage increased" effect, and Unit Range +2. All buffs received by this unit last +1 turn. Sacredstorm Unicorn When entering battle, attacks 1 additional time before the enemy. Skills and active attacks launched by this unit and Brightsummoner cause all blocks hit to gain the special [Thunder Seal] terrain effect for 2 turns: "When enemy units move to this terrain, they take fixed damage equal to 1x the caster's INT after taking action and are afflicted with 'MDEF reduced by 30%' for 2 turns. |
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Heart of the Molder | Deals 15/20/25/30% increased damage. After taking action, if no attack was made this turn, performs "Spell Preparation" to strengthen the next skill cast ([Eradicate] focuses damage, [Agglomerate] increases range, [Catalyze] reduces cooldown). Any buffs on the caster do not lose their turn count, and can move an additional 2 blocks and attack again. ([Trigger Cooldown] "Spell Preparation" can only trigger again after 3/3/2/2 turns.) Each time a different "Spell Preparation" effect from the last is performed, Unit Range +1 (up to +2). [Eradicate]: Attack an additional 1 time, with the additional attack dealing half damage. When using an AoE skill, the Skill Span is reduced by 1. [Agglomerate]: Unit Range +2. Unit can only move in a straight line. [Catalyze]: Cooldown is reduced by 3. After executing other "Spell Preparation" effects, the [Trigger Cooldown] is increased by an additional 1 turn. |
Spell Preparation Eliminate: [Active] Active Skill. Grants [Eradicate]: "When using an attack skill, it can attack an additional 1 time, with the additional attack dealing half damage. When using an AoE skill, the Skill Span is reduced by 1." Ignores immunity. Cannot be dispelled. Lasts until the next attack skill is cast. Agglomeration: [Active] Active Skill. Grants [Agglomerate]: "When using an attack skill, Unit Range +2. Unit can only move in a straight line." Ignores immunity. Cannot be dispelled. Lasts until the next attack skill is cast. Catalyze: [Active] Active Skill. Grants [Catalyze]: "After using an attack skill, its cooldown is reduced by 3. After executing other "Spell Preparation" effects, the [Trigger Cooldown] is increased by an additional 1 turn." Ignores immunity. Cannot be dispelled. Lasts until the next attack skill is cast. |
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Inexorable Brand | Increases ATK and Crit by 10/15/20/25%. This unit's attacks are not affected by melee damage reduction. Ignores obstruction from enemy units when moving, and does not consume Mobility when moving through terrain occupied by units. Applies [Cunning Toxin] to enemies passed through: "Debuff duration is increased by 1 turn, and chance to be critically hit is increased by 20%. When this effect is applied again, its duration is refreshed and it upgrades to [Death's Erosion], inflicting an additional effect: After taking action, if the unit has at least 4 debuffs, it will immediately die (replaced with 'takes fixed damage equal to 5x the caster's ATK' in non-PvP modes)." ([Cunning Toxin] and [Death's Erosion] both ignore immunity and cannot be dispelled. Lasts 2 turns.) | Cunning Toxin Debuff duration is increased by 1 turn, and chance to be critically hit is increased by 20%. When this effect is applied again, its duration is refreshed and it upgrades to [Death's Erosion], inflicting an additional effect: After taking action, if the unit has at least 4 debuffs, it will immediately die (replaced with 'takes fixed damage equal to 5x the caster's ATK' in non-PvP modes). ([Cunning Toxin] and [Death's Erosion] both ignore immunity and cannot be dispelled. Lasts 2 turns.) |
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Alchemical Legacy | INT increased by 10/13/16/20%. After using a Heal or Assist skill, its cooldown is reduced by 1 extra turn. After taking action, can choose to replace the skill used this turn with one of 2/2/3/3 random skills. |
Random Skills:![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() [Illusionary Healing]: [Heal] Active skill. Restores HP to a single unit equal to 3x the caster's INT. Also grants [Illusory Restoration]: When Celica is attacked and takes damage, she recovers HP equal to 1.5x her INT. Lasts 2 turns. [Mass Illusionary Healing]: [Heal] Active skill. Restores HP to multiple units within the span equal to 3x the caster's INT. Grants [Illusory Restoration]: When Celica is attacked and takes damage, she recovers HP equal to 1.5x her INT. Lasts 2 turns. [Recuperate]: [Assist] Heals multiple units in a wide radius. Restores HP equal to 4x the caster's INT, and restores 20% of HP after taking action. Lasts 2 turns. [Blessing]: [Assist] Active skill. Boosts the ATK, INT, and DEF of a single unit by 20% and grants the unit immunity to all debuffs. Lasts for 2 turns. [Divine Wonder]: [Assist] Active skill. Increase damage of multiple units within range by 15% and reduces damage taken by 15%. Lasts 2 turns. Heals affected allies for 3x the caster's INT. |
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Shackles of Supreme Will | When entering battle, damage dealt increases by 15/20/25/30%. Starts with [Radiance Shackles]: "Reduces damage taken by 15/20/25/30%. Immune to all debuffs. When immunity is triggered, gains [Raging Surge]: 'Increases Crit by 15%.' Can stack. Cannot be dispelled. After taking action, if possessing 4 or more stacks of [Raging Surge] and within the [Danger Zone], [Radiance Shackles] is removed, the turn count of buffs active on this unit will not decrease, and this unit can act again." Cannot be dispelled. When not possessing [Radiance Shackles] and entering battle, if the enemy's DEF is greater than or equal to its MDEF, this attack is regarded as magic damage. After taking action, all [Raging Surge] stacks are removed and this unit gains [Radiance Shackles]. |
Raging Surge 'Increases Crit by 15%.' Can stack. Cannot be dispelled. After taking action, if possessing 4 or more stacks of [Raging Surge] and within the [Danger Zone], [Radiance Shackles] is removed, the turn count of buffs active on this unit will not decrease, and this unit can act again." Cannot be dispelled. When not possessing [Radiance Shackles] and entering battle, if the enemy's DEF is greater than or equal to its MDEF, this attack is regarded as magic damage. After taking action, all [Raging Surge] stacks are removed and this unit gains [Radiance Shackles]. |
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Dark Wings of Determination | ATK & DEF increase by 10/15/20/25%. After actively dealing damage, applies 1 stack of [Shadow Feather] to the enemy. Lasts 3 turns. (Can stack up to 3 times and refreshes the target's [Dark Feather] turn duration each time it is applied.) If the enemy has 1 stack of [Shadow Feather], when fighting against Tabres, they take 20% increased damage. If the enemy has 2 stacks of [Shadow Feather], they can be selected as target by Tabres anywhere on the battlefield to use her skills. After selecting, Tabres teleports to an empty block adjacent to the target and casts the skill on them. If the enemy has 3 stacks of [Shadow Feather], they cannot counterattack when attacked by Tabres. |
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The First King's Resolve | Damage taken reduced by 10/15/20/25%. After taking action, applies [Seal of Supremacy] to the chosen enemy: "Attacks after the enemy in battle." Ignores immunity and cannot be dispelled. Lasts 3 turns. ([Trigger Cooldown] This effect can only trigger again after 2 turns.) When an enemy with [Seal of Supremacy] is within 3 blocks, its offensive and defensive stats are reduced by 10/13/16/20%. Upon death, manifests the martial spirit of past emperors' [Imperial Will]. [Imperial Will]: Can cast [Battle Echo] on 1 chosen non-summoned allied unit, causing it to inherit all of [Tyrantel]'s abilities and act immediately. (This effect can be triggered once per battle.) |
Imperial Will Cannot move or attack, and immune to all debuffs. |
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Queen of the Frigid Abyss | Deals 10/15/20/25% increased damage. Unit is not affected by melee damage reduction. After taking action, choose 2 allies to deal 0.1x AoE magic damage and apply [Chain Whip]: Offensive ability increases for 2 turns. Cannot be dispelled. ([Trigger Cooldown] This effect can be triggered again after 3/3/2/2 turns.) After dealing damage with an active attack, applies [Bone-Chilling Cold] to the enemy. Ignores immunity and cannot be dispelled. [Bone-Chilling Cold]: "If affected by this effect again during its duration, receive [Freeze]: When engaging in battle with the Sovereign of the Ice Abyss, all stats excluding HP decrease by 20%." Lasts 2 turns. When an enemy with [Bone-Chilling Cold] dies, all skill cooldowns are reduced by 2 turns. |
Chain Whip All damage dealt, fixed damage, Crit, Crit Damage, INT, ATK, and SKILL increase by 10%." Cannot be dispelled. Lasts 2 turns. |
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Agito's Ambition | After taking action, gains 1 [Ambition]: ATK & DEF increase by 3/4/5/6%. Stacks up to 5 times. Lasts 3 turns. Upon killing an enemy, refreshes all [Ambition] to the maximum turn duration. When possessing 3 or more [Ambition], gains Mobility +2. When possessing 5 [Ambition], active attacks deal 20% more damage, and can move 3 blocks after attacking. |
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Aggressive Evolution | ATK & DEF increase by 10/15/20/25%. At the start of the turn, randomly gain 1 type of [Aggressive Evolution] effect not yet possessed. Cannot be dispelled. Lasts 2 turns. Utilizes the advantages of [Aggressive Evolution] to amplify it, making it a permanent effect. Upon triggering an upgrade, immediately gains an additional 1 type of [Aggressive Evolution] effect not yet possessed. [Gravity Control] +1 Mobility. Move at least 5 blocks in a single turn to gain an upgrade: +1 additional Mobility (cannot be dispelled). [Super Regeneration] After battle, recovers 20% of Unit HP. Upgrades when Unit HP is above 90% after battle: Healing amount is doubled (cannot be dispelled). [Hyper-Sensitivity] When attacked, strikes before the enemy. Upgrades when ending a turn within the Danger Zone: Also applies to active attacks (cannot be dispelled). [Super Sonic] Unit Range +1. Upgrades when undamaged after battle: Additional Unit Range +1 (cannot be dispelled). [High Frequency] Ignores 15% of enemy DEF. Upgrades when successfully eliminating an enemy: Doubles ignored DEF effect (cannot be dispelled). |
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The Price of Salvation | Unit ignores class disadvantage. INT increases by 10/13/16/20%. Using a skill does not trigger a cooldown. Starts turn with 15 [Energy]. Casting requires [Energy] equal to the skill's cooldown. After taking action, can choose to enter the [Dormant] state: "Unable to attack, move, or use skills. Unit HP is reset on removal and gains 8/10/12/15 [Energy]." Lasts 1 turn. (These effects ignore immunity and cannot be dispelled.) |
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Will of the Wolf King | Deals 15/20/25/30% increased damage. After battle, recovers HP equal to 15% of damage dealt. Begins with [Might of the Moon Wolf]: "Mobility +2. Does not die upon taking fatal damage, and instead recovers 20% HP, removes this effect, and gains [Lone Wolf's Revenge]: When initiating battle, this hero gains 1 additional attack, cannot be counterattacked, and reflect damage taken decreases by 100%. Cannot receive healing from other allies. After taking action, if this unit is not below 80% HP, this effect is removed and this unit gains [Might of the Moon Wolf]." Each time [Lone Wolf's Revenge] is removed, healing effects are reduced by 30%. Can be stacked. (These effects ignore immunity and cannot be dispelled.) |
Might of the Moon Wolf Mobility +2. Does not die upon taking fatal damage, and instead recovers 20% HP, removes this effect, and gains [Lone Wolf's Revenge]. Lone Wolf's Revenge When initiating battle, this hero gains 1 additional attack, cannot be counterattacked, and reflect damage taken decreases by 100%. Cannot receive healing from other allies. After taking action, if this unit is not below 80% HP, this effect is removed and this unit gains [Might of the Moon Wolf]." Each time [Lone Wolf's Revenge] is removed, healing effects are reduced by 30%. Can be stacked. (These effects ignore immunity and cannot be dispelled.) |
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Eternal Crimson Flame | Damage increases with Unit HP, up to a maximum of (15, 20, 25, 30)%. After actively dealing damage, applies [Soul-Burning Plague] to the enemy 3 times. Each application has a (40, 50, 60, 70)% chance of succeeding. After taking action, takes fixed damage equal to 0.7x the caster's INT. When a debuff is dispelled from this unit, [Soul-Burning Plague] will be prioritized. Stacks up to 5 times. Lasts 2 turns. |
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Hope in a Wandering World | INT increases by (10, 13, 16, 20)%. After taking action, the space where you are located will gain [Arcane Mark]: "This terrain has '[Command]: ATK and INT for all allies within 2 blocks increase by 10%, MDEF for all enemies within 2 blocks is reduced by 10%'" which last 2 rounds. After attacking, you can teleport to a friendly [Arcane Mark] and remove it, and [Arcane Mark] will not be applied during the current round. ([Arcane Mark] has higher priority than other terrain effects.) | ||
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Will of the True Dragon | ATK and DEF increase by (10, 15, 20, 25)%, doubling when fighting Dragons. After taking action, you can choose to obtain a [Will] effect ([Cooldown Trigger]: [Will] effects can only be triggered again after 2 rounds): [Lone Brigade]: Attacks ignore Guard. [Rebellion]: Skill damage increases by 25%. [Survival]: Skill cooldowns are reduced by 1 turn. When possessing all 3 [Will] effects, damage dealt is increased by (10, 15, 20, 25)%, and you can act again after attacking. ([Will] effects cannot be immunized or dispelled, and act again can only trigger once per round.) |
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Shield of Primed Will | ATK and DEF increase by (15, 20, 25, 30)%. After taking action, you can summon a [Shield of the Kingdom] which takes (60, 70, 80, 90)% of Hoffman's stats. If there is already a [Shield of the Kingdom] on the battlefield, you can choose to teleport it to within 2 blocks around yourself. ([Cooldown Trigger] You can summon or teleport [Shield of the Kingdom] again after 2 turns.) [Shield of the Kingdom]: Unable to move, attack, or be displaced. Cannot be healed and immune to all debuffs. After specifying the Defensive Zone, cannot be controlled. Lasts 3 rounds. [Glorious Defensive Formation]: [Active] Designate a 3-line Defensive Zone (Range 7) and gain [Command]: "Enemies within the Defensive Zone will receive "ATK/INT -15%." Lasts 4 rounds, cannot be dispelled." |
Shield of the Kingdom Skills Immobilized and cannot attack, be displaced, or receive healing, and is immune to all debuff effects. After designating a defensive area, Shield of the Kingdom cannot be controlled for 3 turns. Glorious Garrison: [Active] Can select a defensive area within 3 straight lines and gains: "[Command] Enemies in the defensive area have 15% decreased ATK & INT." Lasts 4 turns. Cannot be dispelled. Meticulous Defense Formation: [Active] When activated, teleports Shield of the Kingdom to within 2 blocks of oneself. |
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Glory of the Kingdom | ATK and DEF increase by (12, 16, 20, 25)%. At the start of a turn, gain 1 stack of [Glory]: "Damage dealt increases by (5, 6, 8, 10)%", up to a maximum of 3 (cannot be dispelled). If you have reached the maximum stacks of [Glory] at the start of a turn, all stacks of [Glory] are removed and the cooldown of all skills will be reduced by (3, 4, 5, 5). After taking action, you can choose to use a [Control Skill]: [Revitalization]: Remove 1 stack of [Glory] and restore 30% of unit HP. (CD 0 - Self) [Imperial Order]: Gain 1 stack of [Glory] and grant an ally "ATK/INT +20%" for 2 rounds. (CD 0 - Range 3) [Spur]: Gain 1 stack of [Glory] and allow an ally to act again. (CD 3 - Range 3) |
Revitalization [Active] Removes 1 stack of [Radiance] and restores 30% HP for oneself. Decree [Active] Gains 1 stack of [Radiance] and causes an allied unit to gain "ATK & INT +20%" for 2 turns. Dash [Active] Gains 1 stack of [Radiance] and grants 1 allied unit that has already taken action the chance to act again. (Can only be used again after 3 turns.) |
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Royal Devotion | When there are no allies within 1 block, ATK and DEF increase by (10, 13, 16, 20)%. Once in each battle, after taking action, designate one other non-summoned ally to obtain [Oath of Loyalty] and gain [Command]: "All stats except for Max HP increase for yourself and allies with [Oath of Loyalty] by (5, 8, 11, 15)%." When an ally with [Oath of Loyalty] kills an enemy or dies, this unit recovers 100% HP and if it has already acted this turn, it can act again. When an ally with [Oath of Loyalty] dies, this unit gains [Nemesis]: "Movement is not restricted by terrain. When entering battle, this unit attacks first and ignores 30% of enemy DEF." ([Oath of Loyalty], [Nemesis], and Command effects cannot be dispelled or immunized. Stat increases from Command effects do not stack with those from similar Command effects. Act again can only trigger once per turn.) | ||
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Lost Islands Flow | ATK increases by 15/20/25/30%. After taking action, select a location to apply [Mysterious Ocean Current] to that location and surrounding terrain within 1 block/1 ring/1 ring/2 blocks for 2 rounds: "When a unit ends its turn here, this terrain effect is removed, and the unit receives additional effects." If the unit is an ally, restore 15% HP and gain a random buff. If the unit is an enemy, receive fixed damage equal to 15% of its Max HP and "All passable terrain is treated as 'in Water'." , which lasts for 1 round. ([Cooldown Trigger]: [Mysterious Ocean Current] can be applied again after 1 turn.) When moving through allied [Mysterious Ocean Current] terrain, gains 2 blocks of Mobility reduction mitigation. | Mysterious Ocean Current After a unit takes action, if it is located on this terrain, the special effect is removed and it gains an effect based on whether it is an ally or enemy: When the unit is an ally, it recovers 15% HP and gains 1 random buff. When the unit is an enemy, it takes [fixed damage] equal to 15% of its Max HP and gains "regards the current terrain as Water" for 1 turn. ([Trigger Cooldown] The effects of applying [Mysterious Ocean Current] terrain can only trigger again after 1 turn.) |
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Trailblazer | When a friendly unit is within 3 blocks of you, ATK is increased by (15, 20, 25, 30)%. After taking action, apply [Route Marker] to targeted blocks for 1 turn: At the end of action, ally units recover 15% HP and when non-flying allies pass through terrain within 2 blocks of itself, gain a chance to mitigate 1 block of mobility reduction. (After casting [Route Marker], it can only be cast again after (3, 2, 2, 1) turns.) | ||
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Source of Chaos | Unit ignores class disadvantage and ATK is increased by (15, 20, 25, 30)%. After taking action restore (10, 13, 16, 20)% HP and (5, 6, 8, 10)% of ATK is added to one random other attribute, except HP. This effect cannot be dispelled. After actively dealing damage to an enemy there is a (50, 60, 80, 100)% chance of inflicting [Nightmare] or [Demoniac] on them. [Nightmare]: Lose control of the unit. In non-PVP modes, this effect becomes "Damage dealt decreased by 30%". [Demoniac]: Hero class type is changed to [Demon]. Lasts 1 turn. Talent Note: The chances of each debuff are not equal; [Demoniac] has a higher chance than [Nightmare]. [Nightmare] Note: In PVP a unit with this effect will move last, and will basic attack if a target is avaliable to basic attack. |
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Warrior of Light | For each buff you have, ATK and DEF increase by (2, 3, 4, 5)%, up to (20, 30, 40, 50)%. Gain additional effects based on the number of buffs on this unit. 5 buffs: After using a skill to cause damage, the cooldown for that skill is reduced by 2. 8 buffs: When actively attacking and entering combat, you attack before the enemy. 10 buffs: When actively attacking and entering combat, you will not die after receiving fatal damage, instead restoring 30% HP. |
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Chimera Berserker | Damage dealt and DEF increase with higher HP%, up to (12, 16, 20, 25)%. After taking action, choose an ally to apply [Flow Break]: "Dispel 3 debuffs. For each debuff dispelled, heal 10% HP. Apply 1 random buff, and also grants immunity to Stun, Unbuffable, and Mobility reduction. Lasts 2 turns." This effect has a (2, 2, 1, 1) turn cooldown. | Flow Break [Active] Dispels up to 3 debuffs from the target, restoring 10% of their HP for each debuff dispelled. When using this skill, applies 1 random buff and grants them immunity to stun, buff block, and Mobility reduction for 2 turns. |
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Genius Sorceress | Unit Range +(1, 1, 2, 2). When this unit has a buff, damage dealt increases by (15, 20, 25, 30)%. After taking action or after an ally is attacked, there is a (20, 25, 30, 40)% chance to gain [Wrath]: "Mobility +2. For the next active attack, hero crit rate increases by 100%." When an ally dies, this unit gains [Wrath]. [Wrath] lasts 3 rounds, cannot be dispelled, and is removed after attacking. | ||
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Stitch in Time | Upon entering battle, ATK and DEF increase by (10, 15, 20, 25)%. Before the end of the action phase, cast one extra skill on self ([Time Trend], [Time Condensation]). [Time Trend]: After taking action, the duration of all debuffs, buffs, and cooldowns will be reduced by 1 additional turn. [Time Condensation]: After taking action, the duration of all debuffs, buffs, and cooldowns will not be reduced this turn. After taking action, if in the [danger zone] , gains [Divine Amber]: When taking fatal damage, instead of dying, (10, 20, 30 50)% of HP is restored. Ignores immunity. Cannot be dispelled. Lasts for 1 turn. [Divine Amber] can only trigger again after 3 turns. |
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Sword of Holy Radiance | INT increased by (10, 13, 16, 20)%. After using skills, after taking action, restores (10, 13, 16, 20)% HP to your soldiers. At the start of battle, gains a buff depending on the unit type. When this unit is Holy, gain [Concentration]: "10% of INT is added to DEF, when actively attacking and entering battle, dispell 2 buffs from the enemy. When this unit is Mage, gain [Scorching]: "This unit gains +2 Range when using a skill. After actively attacking and entering battle, apply 2 random debuffs to the enemy unit." [Concentration] and [Scorching] cannot be dispelled and ignores immunity. |
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Defender of the Night | When unit moves, all passable terrain is considered as Plains. DEF increases by (5,10,15,20)%. ATK increases by(2,3,4,5)% for every 1 block moved before battle (up to (8,12,16,20)%) Gain (1,1,2,2) stacks of [Guardian Key] at the start of battle. Before the end of your turn, after taking action, you can apply [Guardian Key] on a target location. [Guardian Key]: "At the end of Elisse's turn, an ally unit on [Guardian Key] consumes [Guardian Key] and can move again 4 blocks and attack. (This effect can only be triggered once per round, and any buffs do not lose thier turn count.) There can only be 1 [Guardian Key] within 3 blocks at a time. When [Guardian Key] is on defensive terrain, it will have higher terrain priority. [Guardian Key] can be used within 5 blocks of Elisse, but not on the tile she currently stands on. |
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Primal Resonance | INT + (5,10,15,20)%. At the start of the battle gain 2 stacks of [Perceptual] and [Rational]. When the number of [Perceptual] stacks is greater than or equal to [Rational] unit range +1. After initiating battle and dealing damage, Heal ally units within 3 blocks by (1.5,2,2.5,3)x caster's INT When the number of [Rational] stacks is greater than or equal to [Perceptual] unit range +1. Before initiating battle, deals fixed damage equal to caster's INT x(.5,.8,1.1,1.5). When an ally unit end their turn, after actively attacking, convert 1 [Rational] into [Perceptual], otherwise convert 1 [Perceptual] into [Rational]. [Perceptual] and [Rational] cannot be dispelled and ignores immunity. Can be stacked up to 4 times. |
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Talons of Justice | When attacking and entering battle, ATK and critical hit rate +(10, 13, 16, 20)%. After battle deal [Fixed Damage] to the target and to enemies within 1 diagonal block to the target equal to (0.5, 1, 1.5, 2)x ATK and deal 1 random debuff. After taking action, choose one enemy target and inflict [Detect Evil]: "When using skills on allies, inflict (1, 2, 3, 3) random debuffs." Cannot be immunized or dispelled. Lasts 3 turns. After use must wait 3 turns before using again. |
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Sonata of the Depths | When this unit has buffs, INT +(10, 15, 20, 25)%. At the start of a map, allies within 1 block gain [Wondrous Bubble]: "Next instance of AoE damage taken -(15, 25, 35, 45)%. After taking action have a 50% chance to gain 1 random buff". After this, every time this unit uses skills 3 times, after taking action will once again activate the [Wondrous Bubble] effect. [Wondrous Bubble] lasts 3 turns, cannot be dispelled and wears off after taking 1 instance of AoE damage. |
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Destruction and Repression | When fighting an unit with a lower HP percentage than this unit, ATK & DEF increases by (10, 13, 16, 20)%. After taking action, (20, 30, 40, 50)% chance to gain [Escalation]: "For the next active attack, hero crit chance increases by 100%. If this attack is a damage-dealing skill, that skill's cooldown is reduced by 2 turns." |
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Realm of Holy Illumination | When there are allies within 2 blocks, damage taken -(10, 15, 20, 25)%. If not, Damage Dealt +(10,15,20,25)%. When entering battle, the enemy will not attack first. When taking fatal damage, instead of dying restore (20, 30, 40, 50)% HP. This effect can only be triggered once per battle. |
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Divine Strings | ATK +(10, 13, 16, 20)%. After taking action, if this unit has not attacked, then take (1, 1, 2, 2)x the leftover movement of this unit and add it to the range of damaging skills used by this unit (This includes line skills). Lasts 2 turns. Cannot be dispelled. Can be stacked up to 8. When stacking, the duration is set to the max amount. |
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Snow Minstrel | If there is another allied unit within (2, 2, 3, 3) blocks, damage dealt increases by (15, 20, 25, 30)%. After actively dealing damage to an enemy, reduces thier Mobility by 1 to 2 at random and renders them unable to Guard for 1 turn. |
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Spiritual Force | ATK & DEF inceases as Unit HP decreases, increasing by up to (25, 30, 35, 40)%. After using a straight-line AoE skill, inflicts a [Displacement] effect on the enemy: Repeals all targets 1 block. After taking action, for each time damage is dealth this turn (including fixed damage), gains 1 stack of [Scared Tree Armor]: Can block damage equal to (5, 6, 6, 8)% of Max HP. Stackable up to (3, 3, 4, 4) times. Cannot be dispelled. |
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Advent of Chaos | Damage dealt +(15, 20, 25, 30)%, Unit range +(1, 1, 2, 2). After taking action, select 2 enemy units to apply [Spellbound] to: "Healing given and received are both reduced by 30%. When moving beyond 2 blocks, consume 1 additional mobility for each block moved." Lasts 2 turns. This effect has a Cooldown of (3, 3, 2, 2) turns. When this unit dies, applies [Dimension Gate] on the terrain and summon a clone from another world at the beginning of the next turn. This clones inherits Awakener's stats reduced by 30% (except HP) and lasts for 3 turns. If the clone kills an enemy, recover all HP and the Clone becomes Awakener. This effect can only be triggered once per battle. |
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Genesis Orbment | If this unit has at least 2 buffs, INT and DEF +(10, 13, 16, 20)%. After actively dealing damage, restore HP to (1, 1, 1, 2) allies with the lowest HP equal to (1, 1.5, 2, 2.5)x Agnes's INT. Other allies within 5 blocks do not die from fatal damage, instead gaining [Near Death]: "Movement -2. Damage Dealt -50%. Silenced. Lasts 2 turns, cannot be immunized or dispelled." This can only occur (1, 1, 2, 2) times per battle, and once per unit. |
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Shattering Fist | After dealing damage, inflict [Continuous Raid], lasts 2 turns. Can be stacked up to 3 times. Whenever an enemy is inflicted with [Continuous Raid], the duration of all stacks is refreshed. When entering battle, for every 1 stack of [Continuous Raid], all stats on this unit +(4, 6, 8, 10)% and after battle restore (4, 6, 8, 10)% of damage dealt as HP. | ||
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Tempered Resolve | ATK and SKILL +(10, 13, 16, 20)%. After taking action, gains 1 [Heroism] for each instance of damage dealt (including fixed damage) this turn. If this unit didn't attack, remaning Mobility is converted into [Heroism]: "Damage Dealt in battle +(1, 1, 2, 3)% when entering battle. Cannot be immunzed or dispelled. Stackable up to (10, 10, 7, 7) times." If after taking action, this unit has attacked this turn and has (10, 10, 7, 7) stacks of [Heroism], then restore (20, 30, 40, 50)% HP and act again, and when finished acting remove all stacks of [Heroism]. Act Again may only occur 1 per turn. |
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AI Buddies | ATK and Critical Hit Rate +(10, 13, 16, 20)%. At the start of a battle, summon a [Shadow Image: Joa] adjacent to self, taking (80, 90, 100, 110)% of Connie's stats. | ||
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Snowfield Frost | When fighting with units whose Mobility is not greater than the caster, ATK and DEF increased by (12, 16, 20, 25)%. After taking action, if in the [Danger Zone], gains [Snow Guard]: "Immune to all debuffs and when forced into battle, gains '[Command] Reduces the Moblity of all enemies within 1 block by 2 for 1 turn.' Can block damage up to (12, 16, 20, 25)% of Max HP. Cannot be dispelled." ([Trigger Cooldown] Once the shield disappears, it can only be regained after (2, 2, 1, 1) turns.) |
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Commandment of Glory | For every 1 ally within 3 blocks, Healing Effects +(2, 3, 4, 5)%, up to (10, 15, 20, 25)%. At the start of a map, declare 1 [Law] for the enemy. After taking action, declare 1 [Law] for the enemy. If the enemy triggers the [Law], they will gain 2 stacks of [Sin]: "Cannot be dispelled or immunized. Stacks up to 7 times." When the enemy has at least 4 stacks of [Sin]. Damage Taken +(5, 8, 11, 15)%, ATK and INT -(5, 8, 11, 15)%. When the enemy has 7 stacks of [Sin], after taking action be afflicted with 1 turn of silence. This effect cannot stack with other command skills. If the enemy does not gain a stack of [Sin] this turn, they will lose 1 stack of [Sin]. If 2 consecutive turns pass without gaining a [Sin], all stacks will be removed. |
Sins: • Rash Act: [Active] Applies the first Commandment to the enemy, [Rash Act]: After taking action, if this unit moved more than 3 blocks, they gain 2 stacks of [Sins]. • Evil Words: [Active] Applies the second Commandment to the enemy, [Evil Words]: After using a non-damaging skill, this unit gains 2 stacks of [Sins]. • Sinful Thoughts: [Active] Applies the third Commandment to the enemy, [Sinful Thoughts]: Before dealing damage, this unit gains 2 stacks of [Sins]. |
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Ancestral Shield | For every unit within (1, 2, 2, 3) rings, ATK and DEF +(3, 4, 5, 6)%, up to (15, 20, 25, 30)%. When AoE skills deal damage to at least (3, 3, 2, 2) enemy units, also inflict DEF -(10, 15, 15, 20)%. Lasts 2 turns. This unit also gains [Immunity] and [Reinforcements]. Lasts 2 turns. | ||
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Bloodseeking Spinner | Critical hit rate and Critical damage +(12, 16. 20. 25)%. After dealing damage to an enemy, inflict 1 stack of [Lacerate]: "After taking action, receive unresistable fixed damage equal to 0.5x the inflictor's ATK. Can be stacked up to 5 times. Lasts 3 turns." When using line skills, the furthest tile in range will receive 2 turns of [Spinblade]: "When enemies end turn within 1 ring of this tile, take fixed damage equal to 1x Zion's ATK." [Spinblade] has a higher priority than other terrain effects. After taking action, if there is [Spinblade] on the map, may choose a direction from which to take back all [Spinblade], and enemies in range takes (0.1, 0.12, 0.12, 0.15)x AoE damage. If the same enemy takes damage, they will take -40% in succession. (After use, must wait (3, 2, 2, 1) turn before this effect can be used again) |
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Call of the Abyss | Unit Range +(1, 1, 1, 2). When HP >70%, Damage Dealt +(10, 15, 20, 25)%. After any ally on the map enters battle, if the enemy's HP <15%, then deal 1 sinstace of fixed damage equal to (1, 1.2, 1.5, 2)x Leo Beck's INT. |
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Smart Awakening | Unit damage increases with HP, up to (18, 22, 26, 30)%. After taking action, gain [Machine Learning]: "INT +5%. Unit Range +1. Can be stacked up to 2 times. Cannot be dispelled." |
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Soul-drain Blade | Ignore class disadvantage. When entering battle, damage dealt +(10, 15, 20, 30)%. At the start of a map, gain [Blade Spirit]: "ATK +10%, Movement +2, Revive after taking fatal damage with (20, 30, 40, 50)% HP and remove [Blade Spirit]. (Each time revive effect is activated, restore 50% less HP) Cannot be immunzed, dispelled, or stacked." When an enemy unit dies, the tile that unit is standing on is affected with [Soul Scraps]. When Sword of Light and Darkness ends turn, may consume an allied [Soul Scraps] within 1 ring of self to replenish [Blade Spirit]. [Soul Scraps] has a higher priority than other terrain effects. |
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Otherworldly Space | Damage Dealt +(15, 20, 25, 30)%. After taking action, may select 2 tiles to recieve the [Gate] effect: "When allies end action on this tile, transfer the unit to the other Gate tile. When enemies end action within 3 blocks of Gate tiles, they receive 1 random debuff. Gates last 3 turns." (Each ally can only be transferred 1 time per turn. After use, must wait another (5, 4, 4, 3) turns before Gates may be created again. Gates have a higher priority compared to other terrain effects.) When allied [Gate] tiles exist on the map, this unit gains unit range +2. | Oracle From Beyond [Assist] Active skill. Teleports 1 friendly unit to any 1 block within 7 blocks of the target's initial position. (Cannot be used on non-player units.) |
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Mirror Shield Dazzle | Damage Taken -(10, 15, 20, 25)%. After taking action, gain (1, 2, 2, 3) stacks of [Mirror Shine]: "INT +2%. When buff removal effects are used on this unit, [Mirror Shine] is prioritized. Can be stacked up to 5 times." Does not die when taking fatal damage, instead restoring (20, 30, 40, 50)% HP and gain (3, 4, 4, 5) stacks of [Mirror Shine]. This may only occur once per map. |
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Adaptation | When in water, ATK and DEF +(12, 16, 20, 25)%. AoE skills will cause the hit tiles to gain (1, 1, 1, 2) turns of [Stream]: "When this unit or enemies are on [Stream], they are considered to be in water. Enemies that have movement types other than flying or aquatic will expend 1 additional point of movement per tile when travelling on this terrain." |
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Self-Appointed Hero | ATK +(15, 20, 25, 30)%. After taking action, may choose to defend in one direction, gaining "When attacked from the direction this unit is defending, physical damage taken -(10, 15, 20, 30)%, after taking damage restore (1, 1, 1.5, 1.5)xATK HP. Lasts 3 turns, cannot be dispelled" as well as "Movement +2. Lasts 3 turns." Cooldown of 2 turns before you may choose another direction to defend from. |
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Blood Hunt | Critical hit rate +(10, 15, 20, 30)%. When attacking and entering battle against enemies with less than 90% HP, damage dealt +(15, 20, 30, 40)% and after battle restore (15, 20, 25, 30)% of damage dealt as HP. For every 1 enemy on the map that has less than 100% HP, this unit gains movement +(1, 2, 2, 3), up to (2, 4, 4, 6). |
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Lone Avenger | When an ally dies, this unit heals (20, 30, 40, 50)% HP, and permanently inflict the attacker with [Chain of Vengeance]: "When attacked by Wandering Duelist, Damage Taken +(15, 20, 25, 30)%. Cannot be immunized or dispelled." After actively attacking an enemy in battle, all enemies that have [Chain of Vengeance] will take (0.1, 0.12, 0.15, 0.2)x the amount of damage Wandering Duelist did in battle as fixed damage. This cannot be immunized and is capped to 4x Wandering Duelist’s ATK. |
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Dune Hunt | When there are enemies within (2, 2, 3, 3) blocks, ATK, DEF, and SKILL +(10, 13, 16, 20)% and this unit does not suffer melee range penalties. After actively attacking, may move 2 blocks, and after taking action may use [Grappling Hook]: "May be used on defensive terrain or units. Causes [Displacement]: Pull this unit to the selected target. This effect cannot be immunized. When moving using this effect, this unit's movement is considered to be Flying." This effect has a cooldown of (4, 3, 3, 2) turns. |
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Sand Ballad | After taking action, choose one ally to be [Dance Partner] and this unit gains [Command]: "This unit and the Dance Partner have all stats aside from HP increased by (5, 8, 11, 15)% and gain immunity to stun. If the two units are in closed position (adjacent), DEF and MDEF are further increased by (2, 3, 4, 5)% and when forced into battle, hero physical damage taken -15%. If the two units are in handhold (diagonally arranged within 1 block), ATK and INT are further increased by (2, 3, 4, 5)%. If the two units are in promenade (3 blocks away but not in a straight line), after dealing damage may move 2 blocks." Lasts 4 turns. You may only have one Dance Partner at a time. Choosing a Dance Partner has a cooldown of 3 turns. [Dance Partner] cannot be dispelled or immunized. The stats gained via this command cannot be stacked with commands of the same kind. | ||
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Ace Trick | If an ally is within (1, 2, 2, 3) blocks, INT +(10, 13, 16, 20)%. At the start of a turn, place (2, 3, 3, 4) terrain effect blocks within 2 rings of self which last 1 turn, randomly from [Ino], [Shika], [Cho]: "When an ally moves onto this tile, after taking action gain 1 random buff, and grant Kaguya a buff corresponding to this tile type." [Ino], [Shika], [Cho] cannot be resisted, dispelled, and can be stacked up to 3 times. |
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Antigravity Engine | DEF +(5, 10, 15, 20)%. For every 1 block moved, ATK +(1, 2, 3, 4)%, up to (5, 10, 15, 20)%. After actively dealing damage, cause enemies within (1 ring, 2 blocks, 2 blocks, 2 rings) to have their movement increase effects convert to movement decrease effects. Lasts 1 turn. |
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Dragon Rebirth | When actively entering battle, damage dealt +(10, 12, 15, 20)%. When this unit has no soldiers, before entering battle cause enemy soldiers to deal 90% reduced damage and after taking action gain [Shield]: "Take up to 25% of Hero's HP worth of damage." Cannot be dispelled. When this hero dies, deal (0.25, 0.3, 0.4, 0.5)x AoE damage to the source of the damage and permanently inflict "Damage Taken +20%". Cannot be dispelled. |
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Twin Elements of the Venerable One | ATK +(10, 12, 15, 20)%. INT is replaced with 1x ATK. At the start of a battle, gain [Duality Ward]: "Movement +3. Before being forced into battle, if the enemy's ATK < INT, then cause the enemy hero to deal physical damage during this attack. If the opposite is true, cause the enemy hero to deal magic damage during this attack. After being attacked 1 time, this effect wears off." When this hero enters battle using a physical skill, gain [Firm], and when this hero enters battle using a magic skill, gain [Flexible]. If after taking action, both [Firm] and [Flexible] are active, they will be consumed, after which this unit restores (50, 60, 80, 100)% HP and gains [Duality Ward]. [Firm], [Flexible], and [Duality Ward] all cannot be immunized or dispelled. |
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Ironblood Formation | Damage Dealt +(10, 15, 20, 30)%. Before ending action, may use one Stratagem skill: Offensive Formation: When there are 2 allies within 1 diagonal block of this unit, usage of this skills grands this unit and those 2 units [Offensive]: "Soldier ATK +25%", "Movement increases by 5-that unit's base movement". Lasts 3 turns. Defensive Formation: Use on 3 allies who form a line. Restore 70% of those units' soldier HP, and they gain [Defensive]: "Soldier DEF and MDEF +15%", "Cannot be displaced". Lasts 3 turns. [Offensive] and [Defensive] applies to this unit cannot be dispelled or stacked. After using one of these Strategem skills, must wait (4, 3, 3, 2) turns before one can be used again. |
Formation Skills • Heavy Strike Formation [Active] If there are 2 allied units within a 1-block diagonal line of the caster, then the caster and these 2 allies gain [Power Attack]: Soldier ATK +25%, and allied units with Base Mobility of less than 5 gain bonus Mobility (amount is equal to 5 minus the unit's Base Mobility). Lasts 3 turns. • Endurance Formation [Active] 3 allied units on a 3-block straight line restore 70% of Soldier HP and they, along with the caster, gain [Endure]: Soldier DEF & MDEF increase by 15% and they are immune to displacement. Lasts 3 turns. (Power Attack and Endure cannot be dispelled from the caster and cannot stack.) |
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Twin Moons of the Star Ocean | When in water, all stats except HP +(12, 16, 20, 25)%. If on this turn, a [Displacement] effect was successfully executed on an enemy unit, may act again, while also gaining "All terrain is considered water" and "Movement +2". Lasts 2 turns. This effect has a (4, 3, 3 2) turn cooldown. |
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Inner Demon | Int increases with unit HP, up to (10, 12, 15, 20)%. When actively dealing damage to enemies, (50, 60, 80, 100)% chance to inflict one debuff. When attacked and taking damage (50, 60, 80, 100)% chance to inflict one debuff on the attacker. | ||
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The Elysium Strategy | For every unit within (1,2,2,3) rings, damage dealt is increased by (4, 5, 6, 7)%, up to (20, 25, 30, 35)%. Before ending action, may "deploy" 2 allied units. After deploying units gains + (1, 2, 2, 3) move, lasts 1 turn. (Cooldown on deploy is 4 turns). Deploy: Choose ally within 4 blocks of self and teleport them up to 2 blocks from their current position. |
The Elysium Strategy [Active] Activate to teleport any 2 other allied units to any 1 block within range. (Cannot be used on non-player controlled units). |
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Soul Hunter | Before ending action, you may use an additional skill: [Soul Trace]: Apply [Soul Seal] to a non-summon enemy. Damage dealt to Kertesz -20%. Lasts 2 turns. Cannot be dispelled or immunized. When battling against units of that enemy's class type, INT is increased by (20, 25, 30, 40)%. [Soul Fragment]: Deal AoE damage to one enemy with [Soul Seal]. If the enemy is killed this way, summon a Painted Puppet. When this unit dies, summon a Painted Puppet. Painted Puppets inherit the stats of the deceased unit. If in a non-arena mode, the stats are capped to 150% of Kertesz's stats. There can be a maximum of 2 enemy hero Painted Puppets at any time. Painted Puppet Skills: Soulbreaking Omen: [Passive] Active attacks ignore guard and will attack first. Song of Death: [Passive] After taking action, decrease 1 random stat of enemies within 2 blocks by 20%. Lasts 1 turn. |
Painting Puppet Skills Painting Puppets inherit 100% of the Max HP and other stats of their killer when they die. In non-PvP modes, these stats cannot exceed 150% of Kertesz's stats. Up to 2 Puppets of the enemy can exist at a time. Upon death, inflicts 2 debuffs on enemies within a 3-block range. Heartbreaking Omen [Passive] Active attacks benefit from First Strike and ignore Guard. Song of Death [Passive] After taking action, reduces one random stat of all enemy units within 2 blocks by 20% for 1 turn. |
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Ode to Flame | All allies within 3 blocks have their healing efffects received increased by (8, 12,16, 20)%. After taking action, you may summon a [Holy Candle] (only once per map). The Holy Candle has stats based off Elma's at the time of summoning multiplied by (100, 105, 110, 120)%. Holy Candle Cannot move,attack or be displaced. Immune to all debuffs. All allies within 3 blocks have magic damage taken -20%. Arrival: [Active] Teleport to a space closest to the summoner. Candlelight Blessing: [Passive] After being attacked and taking damage, restore HP to allies within 3 blocks equal to x2 INT. Holy Light Healing: [Heal] Can be used on self or on summoner. Restore HP to allies within range equal to 1.5 Caster's INT and dispel 1 debuff. |
Holy Candle Cannot move,attack or be displaced. Immune to all debuffs. All allies within 3 blocks have magic damage taken -20%. Arrival: [Active] Teleport to a space closest to the summoner. Candlelight Blessing: [Passive] After being attacked and taking damage, restore HP to allies within 3 blocks equal to x2 INT. Holy Light Healing: [Heal] Can be used on self or on summoner. Restore HP to allies within range equal to 1.5 Caster's INT and dispel 1 debuff. |
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Wild Spirit | When this unit is on a forest, grassland, or desert, ATK is increased by (5, 10, 15, 20, 25)%, and after taking action, restore (10, 13, 16, 20, 25)% of HP. Before ending turn, this unit may choose one of the following 3 forms. Cannot be dispelled or immunized against: Bear Form: Healing received +30%. Add 15% of ATK to DEF and MDEF. Unit does not receive melee penalties. Wolf Form: Movement type of this unit changes to terrain master. Movement +1. Critical hit rate +15%. Hare Form: After taking action, restore HP to allies within 2 blocks equal to This Unit's ATK x1.5. After choosing one of these forms, you must wait 5 turns before you may choose again. |
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Climactic Bond | When entering battle, ATK/DEF/Damage Dealt+(5, 8, 11, 15)%. After taking action, all debuffs on self are reduced an additional turn. When an enemy dies, cause (1, 2, 2, 3) random enemies to gain [Despair]: "Passives disabled. Wehttam's attacks cannot be guarded against. Lasts 2 turns." | ||
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Mana Rhythm | If a unit outside of this one within (2, 3, 3, 4) blocks uses an active skill, then this unit gains 1 [Mana Energy]: INT and Skill Damage+(2, 3, 4, 5)%. Can be stacked up to 4 times. Cannot be immunized or dispelled. When this unit has [Mana Energy] and uses a skill, then after taking action remove all [Mana] stacks and restore HP to allies within (2, 3, 3, 4) blocks equal to (1.5, 2, 2.5, 3)x INT. | ||
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Blades of Resolve | When entering battle, ATK and Critical Hit Rate + (10, 13, 16, 20)%. If this unit did not attack this turn, then after taking action can choose to enter a Battle Stance for one turn. Cannot be immunized or dispelled. Strike Stance: Movement+1, Skill Range+2, Damage Dealt+20%, Ignore Guard. Riposte Stance: Movement+1, when there are no allies within 2 blocks, Damage Taken-35%, Counter Damage+50%, can counterattack ranged attacks, after being attacked restore 35% HP and gain ignore guard. Lasts 1 turn. |
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Force of Annihilation | After using a skill, INT/DEF/MDEF+(4, 5, 6, 7)%. Can be stacked up to 3 times. Cannot be dispelled. Before entering battle, if this unit has at least (100, 90, 80, 70)% HP, then normal attacks will attack twice. |
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Skyrender | Critical hit rate and damage against targets in a straight line from this unit is increased by (5, 8, 11, 15)%. After actively dealing critical damage, deal one instance of fixed damage equal to (0.5, 0.8, 1.1, 1.5)x Hero's ATK on the target and enemies within 1 block of that target. Targets can only receive a maximum of 1 instance of fixed damage this way. | ||
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Blood Moon | AoE damage +(5, 8, 11, 15)%. After dealing AoE damage, for each enemy hit, heal (5, 8, 11, 15)% HP and deal fixed damage to those targets and any targets within 1 block for INTx(0.2, 0.3, 0.4, 0.5) damage. | ||
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Marching in Line | When unit HP is at least 80%, physical damage taken -(10, 15, 20, 25, 30)%. When attacked by an AoE line skill, allies behind this unit have their damage taken reduced by (30, 40, 50, 65, 80)%. |
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Force Scout | ATK +(10, 12, 15, 20)%. Ignore enemy unit obstruction when moving. All passable terrain are treated as "Grasslands". When moving through units or blocks within 1 block of these units, gain up to (2, 2, 3, 3) chances to ignore mobility reduction. For every unit passed through this turn, before using an AoE skill or entering battle, gain [Reconnaissance]: "Damage Dealt +8%, Damage Taken -20%." Lasts 1 turn. Can be stacked up to 2 times. Cannot be dispelled. This effect has a cooldown of (4, 3, 3, 2) turns. | ||
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Azure Realm | Critical hit rate and critical damage +(15, 20, 25, 30)%. Any enemy within (2, 3, 4, 5) blocks that ends turn with 100% HP will take one instance of fixed damage equal to Selvaria's ATK x(0.5, 1, 1, 1.5). |
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Roastmaster | After taking action, 1 enemy within (2, 2, 3, 3 ,4) blocks will receive (1, 2, 2, 3, 3) random debuffs. Before entering battle, the enemy receives 3 random debuffs, and if the enemy has at least 5 debuffs, then they will deal 10% extra damage but receive 20% extra damage. | ||
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Blood of the Yato | When entering battle, ATK and DEF +(10, 15, 20, 30)%. After attacking, gain [Hungry]: Can be stacked up to 7 times. After stacking 5 times gain [So, so Hungry]: "Hero Movement -1. When entering battle, attack after the enemy." After taking action have (100, 85, 70, 50)% chance to gain [Hungry]. [Hungry] and [So, so Hungry] cannot be immunized or dispelled. | ||
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Soul of the Samurai | After an ally has been attacked, gain 1 stack of [Samurai Spirit]: "ATK +(3, 4, 6, 8)%. Damage Taken -(3, 4, 6, 8)%. Lasts 4 turns. Can be stacked up to 4 times. Cannot be dispelled." When 4 stacks of [Samurai Spirit] is reached, gain [Shiroyasha]: "Movement +2. Damage Dealt in battle +30%. This unit attacks first." When an ally dies, gain 4 stacks of [Samurai Spirit], and if this unit has already taken action, this unit may act again. [Shiroyasha] cannot be dispelled or immunized. The act again effect may only occur 1 time per turn. | ||
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Wisdom of Strata | ATK+(5, 7, 10, 12, 15)%. Before dealing damage to enemies, disable their passives. Lasts 1 turn. After taking action, if there are no allies within 1 block, gain [Arms of Strata]: "ATK+(5, 7, 10, 12, 15)%, Unit Range+1, Immune to all debuffs. Lasts 3 turns, cannot be immunized or dispelled." This effect can only be gained once every (6, 6, 6, 6, 5) turns. |
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Stardust Glow | When attacking and entering battle. ignore (10, 13, 16, 20)% of target's MDEF, and critical hit rate and critical damage are increased by (10, 13, 16, 20)%. After taking AoE damage, restore HP to self and ally with lowest HP equal to (1.5, 2, 2.5, 3)x Kayura's INT. |
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Righteousness of Wildfire | ATK/DEF+(10, 15, 20, 25)%. When attacking and entering battle, will not die when taking fatal damage, instead returning to the HP amount before dealing damage. Can only occur (1, 2, 2, 3) times per battle. Before attacking and entering battle, or when ending action within the [Danger Zone], gain [Arms of Wildfire]: "Damage Dealt+(5, 8, 11, 15)%, Physical Damage Taken-(10, 15, 20, 30)%, Movement+1, Immune to all debuffs. Lasts 3 turns, cannot be immunized or dispelled." This effect can only be gained once every (6, 6, 6, 5) turns. |
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Secret Skill - Wild Ox | Will not die when taking fatal damage, instead restoring (10, 15, 20, 25, 30)% HP. May occur (1, 1, 1, 1, 2) times per battle. After activating a revive effect, gain [Battle-scarred]: "Damage Dealt +10%. When attacked and entering battle, DEF+15%. Movement +1." Can be stacked up to 2 times. Cannot be dispelled or immunized against. | ||
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Ninjutsu - Shadow Step | Critical hit rate and critical damage increased by (15, 20, 25, 30)%. After actively attacking and dealing damage, (50, 60, 80, 100)% chance of dealing 1 random ninjutsu effect on the enemy. Lasts 1 turn. Cannot be immunized against or dispelled. Before being attacked and entering battle, cause both units to be unable to attack, and afterwards transfer self next to the closest ally. (This effect has a (4, 4, 3, 3) turn cooldown.) |
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Divine Dragon's Might | For every ally on the map, ATK and DEF+(2, 3, 4, 6)%, up to (10, 15, 20, 30)%. At the start of a turn, restore (20, 30, 45, 60)% of own HP. When Wataru's HP is at 100%, ranged damage taken -(15, 20, 25, 30)% and may counterattack ranged attacks from 2 blocks away. | ||
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Vermilion Nova | When unit HP is 100%, ATK+(10, 13, 16, 20)% and move+(1, 1, 1, 2). At the end of action gain [Physical Shield]: "The next instance of physical damage is reduced by (50, 55, 60, 70)%." (This effect cannot occur again for another 3 turns after reducing damage) When actively attacking in melee and entering battle, after battle restore life equal to (10, 15, 20, 30)% of damage dealt. |