Guide #3 - Complete List of Skills | gumi
   

Guide #3 - Complete List of Skills

Assemble your teams wisely: different Units who have the same Skill(s) give +1 level to each other for the Skill(s) they share!

See below all Skills and upgrades! 

Last updated on: March 20.


Here is how New Units will be revealed:


"Normal Skill" effects = Skill's Level 1.

"Max" effects = Skill's Level 6 (maximum).


LEADER SKILL

 

- Blade Master's Power
Normal Skill: Boosts ATK, DEF, MAG and HP by 10% for the squad.
Max: Boosts ATK, DEF, MAG and HP by 30% for the squad. Boosts initiative for each unit of the squad by 15.

- Monarch's Aura
Normal Skill: Boosts ATK and HP by 10% for the squad.
Max: Boosts ATK, MAG and HP by 30% for the squad.

- Supreme Sanctuary
Normal Skill: Boosts DEF and HP by 10% for the squad.
Max: Boosts DEF, ATK and HP by 30% for the squad.

- Cleric's White Light
Normal Skill: Boosts MAG and HP by 10% for the squad.
Max: Boosts MAG, DEF and HP by 30% for the squad.

- Light Creator's Power
Normal Skill: Boosts ATK and HP by 30% for Light units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for Light units in the squad.

- Dark Creator's Power
Normal Skill: Boosts ATK and HP by 30% for Dark units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for Dark units in the squad.

- Water Creator's Power
Normal Skill: Boosts ATK and HP by 30% for Water units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for Water units in the squad.

- Fire Creator's Power
Normal Skill: Boosts ATK and HP by 30% for Fire units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for Fire units in the squad.

- Earth Creator's Power
Normal Skill: Boosts ATK and HP by 30% for Earth units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for Earth units in the squad.

- Thunder Creator's Power
Normal Skill: Boosts ATK and HP by 30% for Thunder units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for Thunder units in the squad.

- King of the Volpis
Normal Skill: Boosts ATK and HP by 30% for volpis units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for volpis units in the squad.

- Undine Royalty
Normal Skill: Boosts ATK and HP by 30% for undine units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for undine units in the squad.

- Jarl's Presence
Normal Skill: Boosts ATK and HP by 30% for berserker units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for berserker units in the squad.

- Elmvalian Leader
Normal Skill: Boosts ATK and HP by 30% for elmvalian units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for elmvalian units in the squad.

- Giant's Aura
Normal Skill: Boosts ATK and HP by 30% for giant units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for giant units in the squad.

- Zephir's Spirit
Normal Skill: Boosts ATK and HP by 30% for zephir units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for zephir units in the squad.

- Vordaria's Doctrine
Normal Skill: Boosts ATK and HP by 30% for human units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for human units in the squad.

- Crystals Mastery
Normal Skill: Decreases the battle crystals cost of each skill by 10% for the squad.
Max: Decreases the battle crystals cost of each skill by 30% for the squad. Boosts DEF and HP by 25% for the squad.

- Arena Experience
Normal Skill: Boosts initiative by 5 for each unit of the squad during 3 turns. Boosts ATK and MAG by 35% for the squad during 3 turns. Boosts HP by 10% for the squad.
Max: Boosts initiative by 25 for each unit of the squad during 4 turns. Boosts ATK, DEF and MAG by 55% for the squad during 4 turns. Boosts HP by 30% for the squad.

- Spirit Hunter's Bravery
Normal Skill: Boosts MAG and HP by 20% for the squad. Decreases the battle crystals cost of each skill by 10% for the squad.
Max: Boosts MAG and HP by 45% for the squad. Decreases the battle crystals cost of each skill by 35% for the squad.

- Light Lord's Power
Normal Skill: Boosts DEF and HP by 30% for Light units in the squad. Boosts interception rate by 20% for Light units in the squad.
Max: Boosts DEF, MAG, ATK and HP by 50% for Light units in the squad. Boosts interception rate by 40% for Light units in the squad.

- Dark Lord's Power
Normal Skill: Boosts MAG and HP by 30% for Dark units in the squad. Boosts the amount of battle crystals gained at end of turn by 1 for Dark units in the squad.
Max: Boosts MAG, ATK, DEF and HP by 50% for Dark units in the squad. Boosts the amount of battle crystals gained at end of turn by 2 for Dark units in the squad.

- Fire Lord's Power
Normal Skill: Boosts ATK and HP by 30% for Fire units in the squad. Boosts critical hit damage by 20% for Fire units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for Fire units in the squad. Boosts critical hit damage by 60% for Fire units in the squad.

- Water Lord's Power
Normal Skill: Boosts DEF and HP by 30% for Water units in the squad. Boosts dodge rate by 20% for Water units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 50% for Water units in the squad. Boosts dodge rate by 40% for Water units in the squad.

- Undine Dynasty
Normal Skill: Boosts MAG and HP by 30% for undine units in the squad. Decreases the battle crystals cost of each skill by 10% for the undine units in the squad.
Max: Boosts MAG, ATK, DEF and HP by 50% for undine units in the squad. Decreases the battle crystals cost of each skill by 30% for the undine units in the squad.

- Divine Plumage
Normal Skill: Boosts ATK and HP by 20% for units in the squad. Boosts critical hit damage by 20% for units in the squad.
Max: Boosts ATK, DEF, MAG and HP by 40% for units in the squad. Boosts critical hit damage by 60% for units in the squad.

- Elmvalian Aesthetic
Normal Skill: Boosts MAG and HP by 30% for elmvalian units in the squad. Boosts summon gauge fill rate by 20% for elmvalian units in the squad.
Max: Boosts MAG, ATK, DEF and HP by 50% for elmvalian units in the squad. Boosts summon gauge fill rate by 60% for elmvalian units in the squad.

- Humanity's Will
Normal Skill: Boosts ATK and HP by 30% for Human units in the squad. Boosts initiative for Human units in the squad by 5.
Max: Boosts ATK, DEF, MAG and HP by 50% for Human units in the squad. Boosts initiative for Human units in the squad by 25.

- General Presence
Special Skill: The Leader Skill is applied to the army if the unit is the leader of the first squad.

 


BRAVE BURST

 

- Gnawing Photon
Normal Skill: Light attack dealing 64 - 127 damage to a single enemy.
Max: Raise damage up to 143 - 287.

- Gnawing Shadow
Normal Skill: Dark attack dealing 64 - 127 damage to a single enemy
Max: Raise damage up to 143 - 287.

- Gnawing Ice
Normal Skill: Water attack dealing 64 - 127 damage to a single enemy.
Max: Raise damage up to 143 - 287.

- Gnawing Flame

Normal Skill: Fire attack dealing 64 - 127 damage to a single enemy.
Max: Raise damage up to 143 - 287.

- Gnawing Wood
Normal Skill: Earth attack dealing 64 - 127 damage to a single enemy.
Max: Raise damage up to 143 - 287.

- Gnawing Shock
Normal Skill: Thunder attack dealing 64 - 127 damage to a single enemy.
Max: Raise damage up to 143 - 287.

- Divine Sword
Normal Skill: Light magic attack dealing 23 - 46 damage to an enemy squad.
Max: Raise damage up to 62 - 124.

- Guilty Ash
Normal Skill: Dark magic attack dealing 23 - 46 damage to an enemy squad.
Max: Raise damage up to 62 - 124.

- Ethereal Blade
Normal Skill: Water magic attack dealing 23 - 46 damage to an enemy squad.
Max: Raise damage up to 62 - 124.

- Flare Ride
Normal Skill: Fire magic attack dealing 23 - 46 damage to an enemy squad.
Max: Raise damage up to 62 - 124.

- Flash Gale
Normal Skill: Earth magic attack dealing 23 - 46 damage to an enemy squad.
Max: Raise damage up to 62 - 124.

- Thunder Expulsion
Normal Skill: Thunder magic attack dealing 23 - 46 damage to an enemy squad.
Max: Raise damage up to 62 - 124.

- Assassination
Normal Skill: Non elemental attack dealing 64 - 127 damage to a single enemy.
Max: Non elemental attack dealing 143 - 287 damage to a single enemy. 40% chance to inflict poison to a single enemy (-16% HP).

- Soul Eclipse
Normal Skill: Dark magic attack dealing 23 - 46 damage to an enemy squad. 20% chance to inflict poison to an enemy squad (-10% HP).
Max: Dark magic attack dealing 62 - 124 damage to an enemy squad. 70% chance to inflict poison to an enemy squad (-20% HP).

- Exorcism
Normal Skill: Fire and Light magic attack dealing 22 - 43 damage to an enemy squad. Reduces DEF by 10% for an enemy squad during 3 turns.
Max: Fire and Light magic attack dealing 58 - 117 damage to an enemy squad. Reduces DEF by 35% for an enemy squad during 3 turns.

- Fenrir's Rage
Normal Skill: Dark and Water magic attack dealing 22 - 43 damage to an enemy squad. Reduces MAG by 10% for an enemy squad during 3 turns.
Max: Dark and Water magic attack dealing 58 - 117 damage to an enemy squad. Reduces MAG by 35% for an enemy squad during 3 turns.

- Divine Punishment
Normal Skill: Light and Dark attack dealing 60 - 121 damage to a single enemy. Reduces DEF by 30% for an single enemy during 2 turns.
Max: Light and Dark attack dealing 136 - 272 damage to a single enemy. Reduces DEF by 55% for an single enemy during 2 turns.

- Blazing Inferno
Normal Skill: Fire magic attack dealing 31 - 63 damage to an enemy squad.
Max: Fire magic attack dealing 85 - 169 damage to an enemy squad.

- Wrath of the God of War
Normal Skill: Dark and Fire magic attack dealing 29 - 59 damage boosted by MAG to an enemy squad.
Max: Dark and Fire magic attack dealing 80 - 159 damage boosted by MAG to an enemy squad.

 


BRAVE SUPPORT

 

- Blaze Force
Normal Skill: Boosts ATK by 30% for the squad during 3 turns.
Max: Boosts ATK by 50% for the squad during 3 turns. Boosts critical hits rate by 30% for the squad during 3 turns.

- Rock Armor
Normal Skill: Boosts DEF by 30% for the squad during 3 turns.
Max: Boosts DEF by 50% for the squad during 3 turns. Boosts ATK by 45% for the squad during 3 turns.

- Harvester Mastery
Normal Skill: Units generate their maximum amount of battle crystals during 1 turn.
Max: Units generate their maximum amount of battle crystals during 5 turns. Heals 5+(18% of unit's MAG) HP for the squad at the end of the turn during 5 turns.

- Venom Clearing
Normal Skill: 50% chance to cure poison for the squad.
Max: 100% chance to cure poison for the squad. Heals 40+(65% of unit's MAG) HP for the squad.

- Burning Feathers
Normal Skill: Heals 5+(16% of unit's MAG) HP for the squad at end of turn during 3 turns.
Max: Heals 5+(24% of unit's MAG) HP for the squad at end of turn during 3 turns. 90% chance to cure poison for the squad.

- Curing
Normal Skill: Heals 10+(50% of unit's MAG) HP for the squad.
Max: Heals 50+(70% of unit's MAG) HP for the squad. Boosts MAG by 45% for the squad during 3 turns.

- Elemental Mastery
Normal Skill: Boosts elemental damage by 10% for the squad during 3 turns.
Max: Boosts elemental damage by 50% for the squad during 3 turns. Adds Fire and Water elements to attacks during 3 turns.

- Tactical Mastery
Normal Skill: Boosts infiltration damage by 30% for the squad during 3 turns.
Max: Boosts infiltration damage by 70% for the squad during 3 turns. Boosts infiltration range by 80% for the squad during 3 turns.

- Weakness
Normal Skill: Reduces ATK by 10% for an enemy squad during 3 turns.
Max: Reduces ATK by 30% for an enemy squad during 3 turns. Reduces DEF by 25% for an enemy squad during 3 turns.

- Climb Pain
Normal Skill: 10% chance to inflict poison to an enemy squad (-10% HP).
Max: 50% chance to inflict poison to an enemy squad (-18% HP). Reduces MAG by 25% for the enemy squad during 3 turns.

Summoner Ancestry
Normal Skill: Boosts summon gauge fill rate by 10% for the squad during 3 turns.
Max: Boosts summon gauge fill rate by 50% for the squad during 3 turns. Decreases the battle crystals cost of each skill by 25% for the squad during 3 turns.

- Manalight Circle
Normal Skill: Boosts MAG by 30% for the squad during 3 turns.
Max: Boosts MAG by 50% for the squad during 3 turns. Boosts elemental damage by 40% for the squad during 3 turns.

Critical Awakening
Normal Skill: Boosts critical hit damage by 30% for the squad during 3 turns.
Max: Boosts critical hit damage by 70% for the squad during 3 turns. Boosts critical hits rate by 30% for the squad during 3 turns.

- Nocturance
Normal Skill: Adds the elements of Fire to the attacks for 2 turns.
Max: Adds the Fire, Water, Earth and Thunder elements to attacks during 3 turns. Increases elementary damage against weak elements by 40% for the squad during 3 turns.
Wall Breaker
Normal Skill: Reduces interception rate by 25% for an enemy squad during 3 turns.
Max: Reduces interception rate by 45% for an enemy squad during 3 turns. Reduces block rate by 45% for an enemy squad during 3 turns.

- Flare Dust
Normal Skill: Boosts critical hits rate by 15% for the squad during 3 turns. Boosts ATK by 30% for the squad during 3 turns.
Max: Boosts critical hits rate by 35% for the squad during 3 turns. Boosts ATK by 50% for the squad during 3 turns. Boosts critical hit damage by 60% for the squad during 3 turns.

- Lunar Fireworks
Normal Skill: Heals 10+(50% of unit's MAG) HP for the squad. Boosts elemental damage against weak elements by 30% for the squad during 3 turns.
Max: Heals 50+(70% of unit's MAG) HP for the squad. Boosts elemental damage against weak elements by 70% for the squad during 3 turns. Decreases the battle crystal cost of each skill by 25% for the squad during 3 turns.

 


BRAVE GUARD

 

- Defense Stance
Normal Skill: Boosts DEF by 30% for the squad during 3 turns.
Max: Boosts DEF by 50% for the squad during 3 turns. Reduces the damage of the next hit sustained by 25% for the squad.

- Illusion
Normal Skill: Boosts dodge rate by 15% for the squad during 3 turns.
Max: Boosts dodge rate by 35% for the squad during 3 turns. Boosts interception rate by 30% for the squad during 3 turns.

- Revenge Impulse
Normal Skill: Boosts interception rate by 15% for the squad during 3 turns.
Max: Boosts interception rate by 35% for the squad during 3 turns. Boosts ATK by 45% for the squad during 3 turns.

- Quickening
Normal Skill: Boosts initiative by 5 for the squad during 3 turns.
Max: Boosts initiative by 25 for the squad during 3 turns. Boosts dodge rate by 30% for the squad during 3 turns.

- King's Shield
Normal Skill: Reduces the damage of the first hit of each attack sustained by 10% for the squad during 3 turns.
Max: Reduces the damage of the first hit of each attack sustained by 30% for the squad during 3 turns. Heals 40+(65% of unit's MAG) HP for the squad.

- Lucent Purge
Normal Skill: 50% chance to cure poison for the squad.
Max: 100% chance to cure poison for the squad. Heals 40+(65% of unit's MAG) HP for the squad.

- Healing Guard
Normal Skill: Heals 5+(16% of unit's MAG) HP for the squad at end of turn during 3 turns.
Max: Heals 5+(24% of unit's MAG) HP for the squad at end of turn during 3 turns. Boosts DEF by 45% for the squad during 3 turns.

- Iron Wall
Normal Skill: Boosts block rate by 15% for the squad during 3 turns.
Max: Boosts block rate by 35% for the squad during 3 turns. Boosts DEF by 45% for the squad during 3 turns.

- Energy Rush
Normal Skill: Boosts the amount of battle crystals gained at the end of the turn by 1 for each unit of the squad during 4 turns.
Max: Boosts the amount of battle crystals gained at the end of the turn by 3 for each unit of the squad during 3 turns. Heals 5+(22% of unit's MAG) HP for the squad at the end of the turn during 4 turns.

- Baldr's Will
Normal Skill: Increases the squad's maximum HP by 15% for 3 turns.
Max: Increases the squad's maximum HP by 35% for 3 turns. Heals 40+(65% of the unit's MAG) HP for the squad.

- Crystal Blockade
Normal Skill: Reduce the battle crystals drop rate by 10% for an enemy squad during 3 turns.
Max: Reduce the battle crystals drop rate by 30% for an enemy squad during 3 turns. Increases the battle crystal cost of each skill by 20% for an enemy squad during 3 turns.

- Light Sword's Judgement
Normal Skill: Heals 10+(50% of unit's MAG) HP for the squad. Adds the elements of Light and Dark to the attacks for 3 turns.
Max: Heals 50+(70% of unit's MAG) HP for the squad. Adds the elements of Light and Dark to the attacks for 3 turns. Reduces the damage of the first hit of each attack received by 45% for the squad during 3 turns.

- Blessed Barrier
Normal Skill: Protects the squad for 4 turns thanks to a magic barrier whose HP correspond to 25% of the unit's MAG.
Max: Protects the squad for 4 turns thanks to a magic barrier whose HP correspond to 45% of the unit's MAG. Reduces the damage of the first hit of each attack inflicted on the squad by 25% for 4 turns.

- Lone Wolf's Howl
Normal Skill: Boosts infiltration damage by 70% for the unit during 3 turns. Boosts ATK by 50% for the unit during 3 turns.
Max: Boosts infiltration damage by 110% for the unit during 3 turns. Boosts ATK by 70% for the unit during 3 turns. Boosts critical hit rate by 35% for the unit during 3 turns.

 


SUMMON SKILL

 

- Wyvern / Bahamut
Normal Skill: Summons Bahamut.
Max: Increase the Stats of Bahamut.

- Memetes / Lodaga
Normal Skill: Summons Lodaga.
Max: Increase the Stats of Lodaga.

- Leviathan
Normal Skill: Summons Leviathan.
Max: Increase the Stats of Leviathan.

- Phoenix
Normal Skill: Summons Phoenix.
Max: Increase the Stats of Phoenix.

- Alneu / Altri
Normal Skill: Summons Altri.
Max: Increase the Stats of Altri.

- Behemoth
Normal Skill: Summons Behemoth.
Max: Increase the Stats of Behemoth.

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