Skills

Ace Tactics

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Strategic Masters" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "If this unit is mixed forces, Damage Dealt +15% in battle." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Dark Waltz

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Dark Reincarnation" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When battling against enemies with more than 3 debuffs, Damage Dealt +15%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Demon Domination

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Heroes of Time" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Single target skill damage +15%". Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Divine Incarnation

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Mythical Realm" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Ranged damage dealt +12%. When ending a turn without dealing damage, remove 1 debuff." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Dream of Light

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Legion of Glory" units receive ATK/INT/DEF+20% and MDEF+30%. Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Eternal Light

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Legion of Glory" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When Unit HP is above 80%, damage dealt +15% in battle." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Force of Darkness

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Dark Reincarnation" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Skills gain damage dealt+3% for each turn of cooldown. (Max of 20%)." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Goddess Glow

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Princess Allliance" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When using skills, damage dealt +12%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Imperial Blaze

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Empire's Honor" units receive ATK/INT/DEF+20% and MDEF+30%. Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Imperial Charge

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Empire's Honor" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Damage Dealt +5% for every block moved before attacking (up to 15%)." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Imperial Power

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Empire's Honor" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When battling enemies which you have an advantage against, damage dealt +20%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Imperial Radiance

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Empire's Honor" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When actively attacking and entering battle, damage dealt +12%. Before being forced into battle, dispel 1 buff from the attacker." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Legendary End

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Yeless Legends" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When unit HP < 80%, Damage Dealt +15%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Lifesaver

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Heroes of Time" units receive ATK/INT/DEF+20% and MDEF+30%. Cannot be stacked with other Fusion Powers.

Light of Hope

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Origins of Light" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When unit has 5 or more buffs, damage dealt +15%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Light of Rebirth

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Langrisser Re:Incarnation Tensei" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Single Target Skill Damage +12%, Counterattack damage +12%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Mark of the Sacred Beast

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Origins of Light" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When attacking enemies with lower HP%, damage dealt +15%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Oath of the Ark

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Protagonists" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: Damage when entering battle is increased by 12%. If within 3 blocks of an allied Emperor Lovina, damage is further increased by 5%. Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Obliterate

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Meteor Strike" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When there are no friendly units within 1 block, Damage Dealt +10% and restore 20% HP after taking action. After defeating an enemy, you may move 2 more blocks." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Power of Hope

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Origins of Light" units receive ATK/INT/DEF+20% and MDEF+30%. Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Queen's Ascension

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Princess Alliance" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "After dealing damage to an enemy, deals extra fixed damage (15% of enemy's current HP)." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Resplendent Legend

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Yeless Legends" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Damage Dealt +15% against enemies against which you have no class advantage." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Scions of Light

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Protagonists" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "When a friendly unit is within 2 blocks, damage dealt +15% in battle." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Starbright Sonata

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Heroes of Time" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "AoE damage +20%". Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Supernova

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Meteor Strike" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Before entering battle, increase enemy's chance of being critically hit and critical damage taken by 12%. After defeating an enemy, gain 'Counterattack damage +25%'." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Swan Song

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Mythical Realm" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "After killing an enemy, cooldown time of all skills is reduced by 1. When you die, the cooldown of all allied skills is reduced by 1." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Tactical Mastery

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Strategic Masters" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Unit's mobility type is changed to [Terrain Master]. If terrain increases DEF, damage dealt +15% in battle." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Transmigration

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Langrisser Re:Incarnation Tensei" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "For every 1 enemy within 3 blocks, damage dealt is increased by 5% (up to 20%)." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

Vindication

Cost: ••
Cooldown: 3
Range: Self
Span: All

[Fusion Power] Active use. All "Legion of Glory" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: "Counterattack damage +20%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.

PHYSICAL DAMAGE

Air Slash

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Melee soldiers will also attack. This skill does not receive melee range penalties.

Rebellion

Cost: ••
Cooldown: 3
Range: 5
Span: 3 Lines

[Physical Damage] Attacks enemies along 3 lines, dealing 0.3x AoE damage, causing them to swap positions randomly, and inflicting "Can only move in a straight line" which lasts 1 round. If there is an active [Shield of the Kingdom] with a specified Defensive zone, cause another 0.1x AoE damage to all enemies within the Defensive Zone and trigger all effects of this skill.

Evil Cleave

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Ignore guard and deal 1.4x damage. After battle, steal 1 buff from the target.

Mai Shigure

Cost: ••
Cooldown: 2
Range: 2
Span: 3

[Passive] When having at least 3 stacks of talent, this skill has span +1. [Physical Damage] Attacks enemies in range, dealing 0.3x AoE damage. Inflicts [Arrow Rain]: "After taking action, if this unit did not move, take one instance of [Fixed Damage] equal to 2x Caster's ATK. For every 1 block moved, this damage decreases by 0.5x. Lasts 2 turns."

Anglia Hammer

Cost: ••
Cooldown: 3
Range: Self
Span: 2

[Physical Damage] Deals 0.35x AoE damage to all enemies within 2 blocks and inflicts "Damage Dealt -20%". Lasts 2 turns.

Destruction Fist

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1x damage. This skill attacks twice. After battle inflict 1-2 stacks of [Continuous Raid].

Kaleido Fencer

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Melee soldiers also attack. Before and after battle deal 1 instance of fixed damage equal to 1x Caster's ATK. This skill is not affected by melee range penalties.

Coin Bullet

Cost: ••
Cooldown: 3
Range: 5
Span: Line

[Physical Damage] Attacks enemies in a line, dealing 0.15x AoE Damage. Also inflicts "ATK/INT -10%" and [Ridicule]: "When physically attacking Van's allies within 3 blocks of him, he will enter battle instead, and will take -20% physical damage while guarding." Lasts 2 turns.

Lohengrin

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Physical Damage] Attacks enemies in range for 0.3x AoE Damage. Dispels 1 buff from each and this unit gains "Immune to ATK/INT down". Lasts 2 turns.

Silvery Cross

Cost:
Cooldown: 3
Range: 6
Span: Line

[Physical Damage] Attacks enemies in a line for 0.2x AoE Damage. Also inflict "Cannot use Passive Skills". Lasts 2 turns.

Flash Icicle

Cost: ••
Cooldown: 5
Range: Self
Span: 2

[Physical Damage] Attacks enemies within 2 blocks of self, dealing 0.36x AoE Damage. Also inflict "Movement -2". Lasts 2 turns. If the enemy already has a movement down effect, then have a 20% chance to inflict "Cannot Act". After use, this unit gains [Block]. Lasts 2 turns.

Pulse Shot Type 1

Cost: ••
Cooldown: 2
Range: 4
Span: Single

[Physical Damage] Attacks an enemy on a line, dealing 1.4x damage. Ranged soldiers will also attack. After battle, inflict "Silence". Lasts 2 turns.

Wrestle

Cost:
Cooldown: 4
Range: 1

[Physical Damage] Directly deal 0.1x AoE Damage to one enemy and cause [Displacement]: Move the target to behind this unit. After using this skill, if the [Displacement] effect was successful and this unit is on defensive terrain, may attack again. This act again effect may only occur once per turn.

Sweep

Cost: ••
Cooldown: 2
Range: 3
Span: 3 Lines

[Physical Damage] Attacks enemies along 3 lines, dealing 0.25x AoE Damage and cause [Displacement]: Push all targets back 2 blocks.

Hurricane Dance

Cost: ••
Cooldown: 3
Range: Self
Span: 3

[Physical Damage] Attacks enemies within range, dealing 0.33x AoE damage. Enemies hit a random equipment effect disabled (outside of Max HP effects). Lasts 2 turns. If the enemy is an NPC, this effect is instead "Random stat -25%". Lasts 2 turns.

Aqua Blast

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. If used on water, also deals +35% damage.

Arc Slash

Cost: ••
Cooldown: 3
Range: 5
Span: Line

[Physical Damage] Attack enemies along a line, dealing 0.2x damage. 50% to inflict 1 random debuff. If under [Ogre], this becomes "Fatal Arc Slash": Skill range +1, does 0.3x damage, chance of debuff is 100%.

Armor Pierce

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. After battle, inflict "DEF -30%". Lasts 2 turns.

Ashglow Strike

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.1x damage and causes [Displacement] effect, pushing the target back 2 blocks. For every block you move before you attack, the Damage you deal will be increased by 20% (Up to 60%). Before battle, inflicts [Curse of Wounding]: Prevents the target from being healed, dealing damage equal to 20% of healing instead. Lasts 1 turn. Cannot be dispelled.

Assault

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1x damage. Inflicts cannot be healed. Lasts 1 turn. Damage increased by 20% with every block moved before attacking (up to 60%).

Autumn Leaf Cutter

Cost:
Cooldown: 3
Range: 3
Span: 2

[Physical Damage] Attack multiple enemies for 0.1x AoE damage. If under [Ogre], this skill becomes ""Fatal Autumn Leaf Cutter": Skill Span +1, deal 0.15x damage, 50% chance to inflict 1 random debuff.

Backbreaker

Cost:
Cooldown: 1
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.2x damage. If the target is not guarded, then [Displacement]: Target will be moved behind user after battle.

Barrage

Cost: ••
Cooldown: -
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Critical hit rate +20%. This skill may be used up to 3 times in a row, after which it turns into [Reload]. Reload: [Active] Restore 50% HP to self and refill Barrage charges. After use this skill becomes [Barrage].

Beast Shock

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy unit and deals 1.5x damage. Before entering battle, you receive the [Beast Shock] effect: Adds 40% of DEF and MDEF to ATK and makes all enemy units 1 block adjacent to you unable to move or guard. Lasts 1 turn.

Blade Assault

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1x damage and inflicts "Cannot Guard". Lasts 2 turns. Damage Dealt by this skill increases by 15% for every block moved before battle (up to 75%).

Blade of Freedom

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Before battle, disables the enemy's passives. Lasts 1 turn.

Breaking Edge

Cost: ••
Cooldown: 3
Range: Self
Span: 2

[Physical Damage] Attacks enemies within 2 blocks for 0.3x AoE damage and inflict "Damage Dealt -20%" and "Cannot Act Again". Lasts 2 turns.

Broken Blade

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. After battle, inflict "Damage Dealt -20%". Lasts 2 turns.

Broken Dream

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. If you have melee soldiers, they will also attack. If there are no friendly units within 3 blocks of you, this attack ignores guard and you can move 2 blocks after defeating the enemy.

Burning Sun

Cost: ••
Cooldown: 4
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, gain [Divine Guard]: Replaces ATK with 1x (DEF+MDEF). Lasts 2 turns. After battle, restores HP equal to 50% of damage dealt.

Butterfly Dance

Cost: ••
Cooldown: 3
Range: Self
Span: 1 Ring

[Physical Damage] Attacks all enemies in 1 surrounding ring, dealing 0.3x AoE damage and causing enemies to Bleed: "After moving on your next turn, take fixed damage equal to 2x the attacker's ATK. Lasts 2 turns."

Calamity

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Ignores guard and attacks a single enemy, dealing 1.3x damage. Before battle, steals up to 2 buffs from the enemy.

Chain Hook

Cost: ••
Cooldown: 3
Range: 4 (Straight)
Span: Single

[Physical Damage] Directly deals 0.25x damage to a single enemy. Causes [Displacement] effect: pulls the enemy next to this unit and decreases target's Mobility by 2 blocks. Lasts 1 turn.

Chain Lightning

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Critical hit rate increased by 20%. If this skill defeats an enemy, its cooldown is reduced by 4 turns. Deals fixed damage before this unit attacks, and when landing a critical hit, deal fixed damage again after battle (damage is equal to 1x hero's ATK).

Come At Me!

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Physical Damage] Attacks enemies in range, dealing 0.3x AoE Damage. Dispel 1 buff from each target and inflict [Incite]: "When battling against Grenier, damage dealt -15% and damage taken +30%. Lasts 2 turns."

Counterstrike

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.7x damage. Before entering battle, gain [Windride] for 2 turns. If this skill defeats the target, replace this skill with [Decimate].

Cunning Snipe

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Effective against Fliers. Before battle, if SKILL is higher than the target, inflict "Movement -2" after battle. Otherwise, inflict "ATK/INT -30%". Lasts 1 turn. Cannot be dispelled.

Dark Demise

Cost: ••
Cooldown: 2
Range: 6
Span: 1 Line

[Physical Damage] Attacks all enemies in a line, dealing 0.35x AoE damage and dispelling 2 buffs. Critical hit rate is increased by 15%.

Deadeye

Cost: ••
Cooldown: 5
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Effective against fliers. Before battle, damage dealt increases by 30%. Inflicts "Cannot be buffed". Lasts 2 turns.

Netherflame Stampede

Cost: ••
Cooldown: 3
Range: Self
Span: 2 Tiles

[Physical damage] Deal 0.33x AoE damage to all enemies within 2 blocks. Also applies "cannot Recieve healing" to [Infantry] units for 2 turns. After using this skill, all terrain hit are affected with the [Netherflame] special effect for 2 turns.

Death From Above

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Physical Damage] Critical hit rate +20%. Attacks multiple enemies in range, dealing 0.3x AoE damage. Inflicts 2 random debuffs, and if the enemy has less than 100% HP, also deal 50% damage.

Demon Dragon's Fury

Cost: ••
Cooldown: 5
Range: Self
Span: 2

[Physical Damage] Attacks enemies within 2 blocks of self for 0.33x AoE damage. Also inflict "Cannot be healed" and "Cannot Guard". Lasts 2 turns. After use may move 3 blocks.

Blast Sword

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.2x damage. Before entering battle, for every attribute of the enemy that is higher than your own (except HP), damage is increased by 10%. After battle, each of these attributes will be decreased for the enemy by 10%, and increased for yourself by 10%. Lasts 2 turns.

Decimate

Cost: ••
Range: 1
Span: Single

[Passive] Restore 20% HP upon taking damage that would otherwise have been fatal. After triggering this effect, replaces this skill with [Counterstrike]. [Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before entering battle, you gain [Realm of Darkness]: Reduces the ATK & DEF of all enemy units within 3 blocks by 10% and increases their chances of being critically hit by 10%. Lasts 2 turns. After use, replaces this skill with [Counterstrike] and enter cooldown.

Desert's Bite

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Ignores guard and attacks a single enemy, dealing 1.3x damage. After dealing damage, inflict "Movement -2". Lasts 1 turn. Cannot be dispelled.

Desolation

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispel 5 buffs from the enemy. Inflict 50% strength Curse of Wounding for 2 turns. Cannot be dispelled.

Disarm

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. After dealing damage, inflict "Unit Range -1". Lasts 1 turn. Cannot be dispelled.

Divine Sanction

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. If the enemy is a [Demon], then before battle inflict "Damage Taken +20%." Lasts 2 turns. After battle, restore 30% of damage dealt as HP. Melee soldiers will also attack. This skill is not affected by melee range penalties.

Dimension Slice

Cost: ••
Cooldown: 5
Range: 2
Span: Single

[Physical Damage] Attacks an enemy unit, dealing 1.3x damage. Melee soldiers will also attack. Before battle, convert 2 enemy buffs into random debuffs. This skill is not affected by melee range penalties.

Divebomb

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. If the enemy's movement type is not [Flying], then after ending action deal 0.15x AoE damage to enemies within 2 blocks of self.

Double Tap

Cost:
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1x damage. Has a 40% chance to attack twice.

Dragon's Breath

Cost: ••
Cooldown: 5
Range: Self
Span: 2

[Physical Damage] Deals 0.36x AoE damage to enemies within 2 blocks and inflicts 1 debuff. Also grants [Windride]: "When HP>50%, "Damage Taken" -15%." Lasts 2 turns.

Dragon Dance

Cost: ••
Cooldown: 5
Range: Self
Span: 2 Rings

[Physical Damage] Deals 0.1x AoE damage to enemies within 2 rings of self. After use, gain [Windride], lasts 1 turn. After dealing damage, transfer all hit enemies next to self. If this unit has a special effect from a Fusion Power and there are at least 3 enemies adjacent to self, then may act again, but cannot move or move again. Act Again is on a 3-turn cooldown. When triggering the Act Again on this skill, buffs do not decrease in duration.

Dragon of the Darkness Flame

Cost: ••
Cooldown: 6
Range: Self
Span: Single

[Physical Damage] Deals 0.3x AoE damage to yourself and all enemies within 4 blocks (cannot die by casting this skill). After battle, gain [Dark Dragon]: "Mobility +1, Crit Damage +20%, and you can act again after attacking (Act Again effect can only trigger once per turn)." Lasts 3 turns. Once the effect has ended, you become [Stunned] for 1 turn. (None of this skill's effects can be dispelled, and they ignore immunity.)

Double-bladed Strike

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1x damage. 40% chance of attacking twice. If this unit is in [Strike Stance], attacking twice is guaranteed, and this unit will attack first.

Eclipse

Cost: ••
Cooldown: 5
Range: 4
Span: 2

[Physical Damage] Teleport to a chosen square in range and deals 0.3x AoE damage to enemies within a 2-block range and steal 1 buff. If you land a critical hit, apply 1 debuff.

Emerald Blast

Cost: ••
Cooldown: 4
Range: Self
Span: 2 Rings

[Physical Damage] Attacks enemies within 2 rings for 0.3x AoE damage. If this skill defeats an enemy, then CD-2 and will also be used once more with -50% damage dealt (This effect can only occur once per turn).

Emerald Crusher

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Effective against Fliers. Before battle, dispels a max of 3 debuffs from self. Gain 10% damage dealt for each 1 debuff dispelled, and after battle, transfer the removed debuffs to the target.

Empowering Dragon Seal

Cost: ••
Cooldown: 3
Range: 4
Span: Single

[Physical Damage] Directly attacks a single enemy, inflicting 0.2x physical damage, enemy gains [Dragon Seal]: "When attacked by Renata, cannot be guarded and damage taken +40%", lasts 2 turns. cannot activate "move again" type effects, "Passives are disabled", and "Movement -2". Lasts 1 turn.

Ephemeral Illusion

Cost: ••
Cooldown: 5
Range: Self
Span: 3

[Physical Damage] Deals 0.2x AoE damage to all enemies within 3 blocks of you and reduces their soldier range by 1 for 2 turns. If enemies hit are in Water, they will be silenced for 2 turns. After battle, grants the [Tidal Surge] effect: The terrain you are on will be regarded as Water. Lasts 2 turns.

Ethereal Fire Machete

Cost: ••
Cooldown: 3
Range: 5
Span: 1 Line

[Physical Damage] Attacks all enemies along a line, dealing 0.25x AoE damage. Has a 25% chance of stunning each target. Lasts for 1 turn.

Exile

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks an enemy for 1.5x damage. If this attack is not guarded, then teleports the target backwards, up to 3 spaces away.

Finger Shot

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks an enemy unit, dealing 1.3x damage. When equipped with melee soldiers, the soldiers will attack too. Also causes [Displacement]: pushes the target back 2 blocks and reduces their ATK and SKILL by 20% for 2 turns.

Fury of Wildfire

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, dispel 2 buffs from the target. If this unit has [Arms of Wildfire], then will attack twice when using this skill.

Flaying Wing

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. If the target unit's movement type is "Flying", this unit gains "Damage taken -15%" and "Damage Dealt +15%" before battle.

Fist of the Mortal Flame

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks an enemy unit, dealing 1.4x damage. Critical hits deal [Evil Fire] to both the enemy and yourself after battle: "All damage taken +15% and any healing received is converted into damage equal to 50% of the healing amount. Lasts 2 turns. (This effect cannot be dispelled)". Negative effects are ignored if you are under the [Dark Dragon] effect.

Flash

Cost: ••
Cooldown: 1
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Critical hit rate increased by 20%.

Flying Dagger

Cost: ••
Cooldown: 2
Range: 7
Span: 1 Line

[Physical Damage] Attacks enemies on one line, dealing 0.25x AoE damage. Targets hit will be afflicted with 1 stack of [Lacerate]. After use, may transfer to a defensive terrain tile within 2 blocks.

Flying Dragon Fist

Cost: ••
Cooldown: 3
Range: 3
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.2x damage. Melee soldiers will also attack. Also inflicts "Movement -2, cannot guard." Lasts 2 turns. This skill does not have melee penalties.

Flying Slash

Cost: ••
Cooldown: 2
Range: 2
Span: 2

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. If this unit's movement is higher than the target, then this unit will attack first and after battle restore 20% of damage dealt as HP. Melee soldiers will also attack. This skill is not affected by melee range penalties.

Focused Snipe

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. If the enemy has a debuff, this attack ignores 20% of enemy's DEF, and after attacking reduce this skill's cooldown by 2 turns.

Frontal Assault

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.7x damage. Before battle, adds 20% of ATK to DEF and deactivates enemy passive skills. Lasts 2 turns.

Fusion – Dark Emperor Sword

Cost: ••
Cooldown: 6
Range: Self
Span: 2 Rings

[Physical Damage] Deals 0.3x AoE damage to all enemies within 2 blocks and dispels 2 buffs. At the same time, affected enemies cannot receive "Act Again" effects. Lasts for 3 turns. (Cannot be dispelled.)

Gale EX

Cost: ••
Cooldown: 5
Range: 3
Span: 3

[Physical Damage] Attack multiple enemies for 0.2x damage, with a 50% chance for 1 random debuff. If under [Ogre], this skill becomes "Arcane Gale": Skill span +1, damage is 0.3x, chance of debuff is 100%.

Gravity Surge

Cost: ••
Cooldown: 3
Range: Self
Span: 2

[Physical Damage] Attack multiple enemies within 2 blocks of self, dealing 0.36x damage while also dispelling 2 buffs from each target.

Grenade Blast

Cost: ••
Cooldown: 1
Range: 3
Span: 2

[Physical Damage] Attacks multiple enemies within range, dealing 0.3x AoE Damage. Also cause [Displacement]: Pushes the units 1-2 blocks away from the chosen block for this skill. This skill may only be used a max of 3 times.

Heartless Requiem

Cost: ••
Cooldown: 5
Range: Self
Span: 5

[Physical Damage] Deals 0.35x AoE damage to all enemies within 5 blocks and reduces their crit rate by 30%. At the same time, affected enemies cannot receive "Act Again" buffs. Lasts for 2 turns.

Heaven's Shockwave

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Effective against fliers. Before battle, dispel 2 buffs from the target. If this unit has [Arms of Strata], then this skill also deals fixed damage equal to 1x Hero's ATK after battle.

Heavy Shelling

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Physical Damage] Attacks enemies in range for 0.33x AoE Damage and inflicts DEF -20%. Lasts 2 turns.

Heroic Strike

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.6x damage. Cause the target to only be able to move in straight lines. Lasts 2 turns, cannot be dispelled. Restores HP to all allies equal to this unit's ATK x1.5. Melee soldiers will also attack. This skill is not affect by melee range penalties.

Long Lance

Cost: ••
Cooldown: 2
Range: 1
Span: 3 Lines

[Physical Damage] Attacks all enemies in 3 straight lines, dealing 0.5x AoE damage and reducing their ATK and INT by 20% for 2 turns. (Cannot trigger range increase effects.)

Hundred Strike Punch

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks an enemy unit, dealing 1.3x damage. All damage taken by this unit before battle is reduced by 20% for 1 turn. If in [Majin] state, this skill deals +30% damage, and damage taken is reduced by 20%. After successfully eliminating the target, its cooldown is reduced by 2 turns.

Hyakka Ryoran

Cost: ••
Cooldown: 5
Range: 4
Span: 3 Lines

[Physical Damage] Attacks all enemies along 3 lines, dealing 0.36x AoE damage and inflicts "SKILL -30%", "Damage Taken +30%" and "Heal Reversal"*: "All outgoing healing effects are turned into damage equal to 30% of the healing amount." Lasts 2 turns. *In-game debuff tooltip erroneously claims the Heal Reversal is undispelable

Holy Thunder

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy for 1.4x damage and cause [Displacement]: Pushes target back 2 blocks. After battle, restore 20% damage dealt as HP and disable the target's passives. Lasts 1 turn.

Impure Desire

Cost: ••
Cooldown: 4
Range: 1
Span: Single

[Passive] For every debuff on this unit, after taking action, [Impure Desire] CD-2. [Physical Damage] Attacks a single enemy, dealing 1.4x damage. Before battle, replace ATK with 1.6x DEF and remove up to 3 debuffs from self. For every debuff removed this way, gain 10% damage dealt, and after battle transfer these debuffs onto the target.

Impure Shockwave Shield

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.2x damage. For every block moved before attacking, damage dealt +15% (up to 45%). Before entering battle, inflict enemy with 1 random undispelable debuff. Lasts 1 turn.

Incinerating Slash

Cost: ••
Cooldown: 3
Range: 5
Span: Line

[Physical Damage] Attacks enemies in 1 line, dealing 0.3x AoE damage. Effective against Infantry. Inflicts [Inflame]: "After taking action, take fixed damage equal to Clotaire's (ATK+INT)x1. Lasts 2 turns. Cannot be dispelled."

Javelin

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks an enemy, dealing 0.8x damage. For every block moved before attacking, damage dealt is increased by 20% (up to 60%). Melee soldiers will also attack. After use, may move 2 blocks. This skill is not affected by melee range penalties.

Judgment

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.2x damage. Before entering battle, DEF & MDEF of unit increase by 30%. Lasts 2 turns.

Judgment of Light

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.8x damage. Effective against Demons. Before battle, dispel 5 buffs and inflict "Damage Dealt-20%". Lasts 2 turns, cannot be dispelled. After battle restore HP to allies within 2 blocks for 2x Caster's ATK.

Justice

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, grants the [Holy Guard] effect: Replaces ATK with 1.6x MDEF. When attacked by a ranged attack within 2 blocks, you can counterattack. Lasts 2 turns.

Killing Blow

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. If all soldiers for the user are dead before combat, this attack will ignore guard and hit the enemy hero directly.

Knowing Strike

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks an enemy unit, dealing 1.3x damage. +10% SKILL for every 1 block moved before battle (max +30%).

Lightning

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. If the enemy is defeated, the cooldown of this skill is decreased by 3.

Lightning Flash

Cost: ••
Cooldown: 4
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.6x damage. If the target is defeated, the cooldown of this skill is decreased by 3 turns. After use may act again, but are afflicted with the Low Morale effect: "Damage dealt -50%." Lasts 1 turn.

Lightning Speed

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.6x damage. Grants [Gale] and [Windride] after battle. Lasts 2 turns.

Long Range Snipe

Cost: ••
Cooldown: 4
Range: 7
Span: Line

[Physical Damage] Attacks enemies along a line, dealing 0.25x AoE damage. When hitting 2 enemies, deals +50% damage to the further target. When hitting 3 or more enemies, deals +100% damage to the furthest target.

Magic Eye

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Physical Damage] Crit chance increased by 10%. Attacks multiple enemies within range, dealing 0.3x AoE damage and inflicts 1 random debuff. Deals additional damage to Mages.

Maneuver

Cost: ••
Cooldown: 3
Range: 3
Span: Single

[Physical Damage] Deals 1.2x damage. If this attack is not guarded, swaps position with the target after battle. Reduces damage taken by 20%. Lasts 2 turns.

Master of Ice

Cost: ••
Cooldown: 5
Range: Self
Span: 4

[Physical Damage] Deals 0.25x AoE damage to enemies within 4 blocks and inflicts them with a debuff treating the terrain they are on as [Water]. Lasts 2 turns. Also grants the user [Tidal Surge]: The terrain you are on will be regarded as [Water]. Lasts 2 turns.

Neutralizing Fire

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.25x damage. When you are on defensive terrain, deals fixed damage once before battle. (Damage is equal to 1x Hero's ATK.)

Ninjutsu - Sacred Cow

Cost: ••
Cooldown: 2
Range: 5
Span: Line

[Physical Damage] Attacks along 1 line for 0.3x AoE damage. Cause [Displacement]: Pushes all targets back 3 blocks.

Noble Charge

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Dispels 3 enemy buffs before battle. Before entering battle, critical damage is increased by 8% for every enemy within a 2-ring span (up to 32%). If the enemy is defeated, this skill's cooldown is reduced by 3 turns.

Onrush

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, Unit DEF & MDEF increase by 30%.

Ouka Houshin

Cost: ••
Cooldown: 3
Range: 5
Span: 1 Line

[Physical Damage] Attacks all enemies along 1 line, dealing 0.3x AoE damage and causing enemies to Bleed: "After moving on your next turn, take fixed damage equal to 2x the Attacker's ATK. Lasts 2 turns"

Penetrate

Cost: ••
Cooldown: 3
Range: 5
Span: Line

[Physical Damage] Attacks enemies in a line, dealing 0.33x AoE Damage, and cause [Displacement]: Enemies are pushed back 2 blocks.

Phantom Raid

Cost: ••
Cooldown: 5
Range: Self
Span: 4

[Physical Damage] Crit chance increased by 30%. Deals 0.3x AoE damage to all enemies within 4 blocks. Effective against Mages. After use, may move 3 blocks.

Phoenix Dance

Cost: ••
Cooldown: 5
Range: Self
Span: 2 Rings

[Physical Damage] Deals 0.35x AoE damage to all enemies within 2 blocks. You then gain Nirvana: "Blocks 1 fatal attack, and then heals 10% of Hero's HP. This status triggers for a max of 1 revival" and Lance Phalanx: "DEF increases by 20%." Takes physical damage for friendly units within 2 blocks. After melee battles, triggers "Barb" fixed damage. Lasts 2 turns.

Phoenix Wave

Cost: ••
Cooldown: 5
Range: Self
Span: 3

[Physical Damage] Deals 0.35x AoE damage to all enemies within 3 blocks. In addition, before being cast, dispels all debuffs casted on you. After battle, restores 100% HP. Grants [Steel Titan] and [Immunity] for 2 rounds.

Plunder

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Ignores guard and attacks a single enemy, dealing 1.1x damage. After battle, steals up to 3 buffs from the enemy.

Power Stab

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, grants [Power Stab]: Replaces ATK with 1.6x DEF. Lasts 2 turns.

Punch Kick Flurry

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.8x damage. Disable the target's armor (aside from max HP effects). Lasts 2 turns. If the target is a non-player character, instead inflict "DEF -25%". If this unit has less than 3 stacks of [Hungry], also inflict "Stun". Lasts 1 turn. After battle, the target is inflicted with "Healing Recieved -50%". Lasts 2 turns, cannot be dispelled.

Purifying Javelin

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Melee soldiers also attack. Before battle, dispel 2 buffs from the target. After battle, inflict [Curse of Wounding]: "Received healing effects are instead converted to damage equal to 10% of the amount healed". Lasts 1 turn.

Quick Strike

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.2x damage. For every one block moved before battle, damage dealt +3% (up to 15%). If this unit moves at least 10 blocks before battle, then this attack ignores guard.

Raging Thunder

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Grants [Windride] before battle: When HP>50%, Damage Taken -15%. Lasts 2 turns.

Raging Waves

Cost: ••
Cooldown: 5
Range: 5
Span: 3 Lines

[Physical Damage] Attacks enemies along 3 lines for 0.3x AoE Damage. Enemies on water have a 25% chance to be frozen for 1 turn. When hitting at least 3 enemies, CD -3 for this skill.

Raid

Cost:
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Ignores guard and deals 1.3x damage. For every block moved before battle, damage dealt-5% (Up to -20%).

Ram

Cost:
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.2x damage and causing [Displacement]: Pushes the target back 2 blocks. Decreases Mobility by 2 and disables guard. Lasts 1 turn.

Resentful Barb

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.6x damage. Before battle cause the target and all enemies with [Chain of Vengeance] to have their passives disabled. Lasts 2 turns. After battle, cause [Displacement]: Push the target back 3 blocks.

Riposte

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Ignores guard and attacks enemy hero directly, dealing 1.2x damage. Critical hit rate increased by 20%.

Roar

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, dispels 2 enemy buffs and inflicts ATK-20%. Lasts 1 turn.

Roaring Bomb

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Physical Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage and reduces their damage dealt by 20%. Lasts for 2 turns.

Rose Lash

Cost: ••
Cooldown: 2
Range: 6
Span: Line

[Passive] Guards all attacks for adjacent allies. [Physical Damage] Deals 0.1x AoE damage in a line, and deal fixed damage equal to Hero's DEF+MDEFx1. If the enemies are mixed forces, then this cannot be immunized against. Also increases guard range to 2 and gain [Rose Parade]: "After battle, trigger [Crystal Spike] fixed damage. Lasts 2 turns."

Rout

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1x damage. Causes [Displacement]: Pushes the target back 2 blocks and inflicts stun for 1 turn.

Zero Divide

Cost: ••
Cooldown: 2
Range: 3
Span: 1 Line

[Physical Damage] Attacks all enemies in 1 straight line, dealing 0.3x AoE damage that ignores 15% of enemy DEF.

Sanctified Wrath

Cost: ••
Cooldown: 3
Range: Self
Span: 2

[Physical Damage] Attacks enemies within 2 blocks, dealing 0.3x AoE damage and dispelling 2 buff. When unit is within [Sword of Protection], may move another 3 blocks after battle.

Savage Attack

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.2x damage. When you are on defensive terrain, casts "Stun" on enemies before battle begins. Lasts 1 turn.

Scintillating Strike

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.6x damage. After battle, inflict "Accessory equipment ability is disabled". Lasts 2 turns, cannot be dispelled. If the target is an NPC, they instead gain "Damage Taken +30%". Lasts 2 turns, cannot be dispelled.

Scorching Lance

Cost: ••
Cooldown: 1
Range: 6
Span: Line

[Physical Damage] Attacks all enemies in a line, dealing 0.27x AoE Damage. If this skill hits at least 3 targets, CD-1.

Sealing Technique

Cost: ••
Cooldown: 3
Range: 3
Span: 1

[Physical Damage] Directly deals 0.3x AoE damage to one enemy and dispels 3 buffs. Inflicts "Cannot Attack" and "Cannot use active skills". Lasts 1 turn. Cannot be dispelled.

Shadow Assault

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Before entering battle, reduces the enemy's ATK & INT by 20% for 2 turns.

Shadow Slash

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. If no blocks were moved before battle, then this attack will ignore guard, and if the enemy is killed, may move 2 blocks. This skill is not affected by melee penalties.

Shadow Raid

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Ignores guard and attacks enemy hero directly, dealing 1.3x damage.

Sheep's Ram

Cost: ••
Cooldown: 3
Range: 6
Span: Line

[Physical Damage] Attacks enemies along 1 line for 0.4x AoE Damage and disables their weapon effects (aside from HP). Lasts 2 turns. If the enemy is a non-player character, then inflict "ATK/INT -25%" instead. Damage from this attack is decreased for each enemy hit, from near to far, by 20% (up to -60%). Also causes [Displacement]: Knock back the targets by 3 blocks.

Shield Bash

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1x damage. Before entering battle, stuns the target for 1 turn.

Silver Spear

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Effective against Demons. Melee soldiers will also attack. This skill does not suffer from melee range penalties. When unit is within range of [Sword of Protection], may move another 3 blocks after battle.

Skein Staff

Cost: ••
Cooldown: 2
Range: 5
Span: 1 Line

[Physical Damage] Atacks all enemies in a line, dealing 0.4 AoE damage. Grants [Steel Titan] for 2 turns.

Skybreaker Shot

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Effective against fliers. Against fliers, this skill ignores guard. After battle, inflict "Cannot Act Again". Lasts 1 turn, cannot be dispelled.

Skyfall Strike

Cost: ••
Cooldown: 5
Range: 2
Span: 2

[Physical Damage] Teleports to the chosen square and then attacks enemies within 2 blocks for 0.33x AoE damage, reduces their ATK/INT by 10% and inflicts unbuffable. Lasts 2 turns. Also dispels 2 buffs. Adjacent enemies take 30% increased damage.

Smash

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Causes [Displacement]: Pushes the target back 2 blocks, decreases DEF by 20%, and disables guard effects. Lasts 2 turns.

Snare

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Enemy's Mobility decreases by 2. Lasts 1 turn. (Cannot be dispelled.)

Snipe

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage, with a bonus against [Flier] unts. After battle, has a 50% chance of silencing the enemy's active skills for 1 turn. (This effect cannot be dispelled.) *Bonus vs Flier is a 30% attack boost.

Soaring Dragon Blade

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Before battle, dispels 3 buffs from the enemy.B

Sonic Blade

Cost:
Cooldown: 1
Range: 6
Span: 1 Line

[Physical Damage] Attacks all enemies in a straight line, dealing 0.18x AoE damage. If this lands a critical hit, this skill's cooldown is reduced by 1.

Spinblade Boomerang

Cost:
Cooldown: 2
Range: 6
Span: 1 Line

[Physical Damage] Select one tile in this skill's range. May then select another tile perpendicular to the previously selected tile. Attacks all enemies along the selected line, dealing 0.2x AoE damage.

Spirit Breath

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before entering battle, if this unit's ATK is higher than the enemy, inflict 2 random debuffs on the enemy.

Spirit Gun

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Melee soldiers will also attack. If in [Majin] state, this skill gains +1 Range and deals +30% damage, and after successfully eliminating the target, its cooldown is reduced by 2 turns.

Star Stab

Cost: ••
Cooldown: 3
Range: 7
Span: 1 Line

[Physical Damage] Attacks all enemies in a straight line, dealing 0.33x AoE damage. When attacking, teleport to the furthest point in the skill's casting radius. If this attack hits 2 or more enemies, this skill randomly swaps the positions of enemies hit.

Sturmlanze

Cost:
Cooldown: 3
Range: 5
Span: 1 Line

[Physical Damage] Attacks all enemies in 1 straight line, dealing 0.25x AoE damage. When attacking, teleports to the furthest point in the skill's casting range.

Sun Slash

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. After battle, restores HP equal to 30% of damage dealt.

Supremacy Strike

Cost: ••
Cooldown: 4
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. For every 1 buff on this unit, damage dealt +2% (up to 10%). Before entering battle, if this unit has a special effect from a Fusion Power, then this unit will attack first, and if at the same time the target does not have a special effect from a Fusion Power, then this attack cannot be guarded against.

Surf's Up

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Physical Damage] Attacks an enemy unit, dealing 1.5x damage. Unit gains [Tidal Surge] for 1 turn.

Sword Dance

Cost: ••
Cooldown: 2
Range: Self
Span: 1 Ring

[Physical Damage] Deals 0.36x AoE damage to all enemies within 1 block. Prevents enemy from being healed. Lasts 1 turn.

Sword of the Darkness Flame

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks an enemy unit, dealing 1.2x damage that ignores Guard. Before battle, dispel 2 enemy buffs. Critical hits deal 1 instance of [Fixed Damage] to the enemy and yourself after battle (damage = Hero's ATK x 2). Negative effects are ignored if you are under [Dark Dragon] effect.

Sword Soul

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispels 5 buffs from enemies. Also inflict "Cannot be healed". Lasts 2 turns. Cannot be dispelled.

Strong Wind Snipe

Cost: ••
Cooldown: 4
Range: 4
Span: Single

[Physical Damage] Attacks a single enemy, dealing 0.8x damage. Damage dealt increases by 15% for each block from the target (up to +90%). Also grants this unit Mobility +2. Lasts 1 turn.

Thousand Arrows

Cost: ••
Cooldown: 2
Range: 3
Span: 3

[Physical Damage] Deals 0.3x damage to enemies within range and dispels 1 buff. Can move again after battle.

Thousand Hooves

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.7x damage. Inflicts Mobility-2 and cannot guard. Lasts 2 turns. Cannot be dispelled.

Throw Spear

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Melee soldiers also attack. This skill is not affected by melee penalties.

Total Destruction

Cost: ••
Cooldown: 3
Range: 2
Span: 3 lines

[Physical Damage] Attacks all enemies in 3 straight lines, dealing 0.35x AoE damage and inflicts a [Displacement] effect: Pushes targets back 2 blocks.

Umbrella Gun

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. When attacking adjacent enemies, after battle cause [Displacement]: Push the target back 2 blocks. Melee soldiers also attack. This skill does not recieve melee range penalties. If this unit has less than 3 stacks of [Hungry], then this skill will attack first.

Usurp

Cost: ••
Cooldown: 3
Range: 3
Span: Single

[Physical Damage] Attacks one enemy in a straight line out from this unit, dealing 1.5x damage. After battle, steal up to 3 buffs, and causes [Displacement]: pushes the target back 3 blocks.

Vertical Limit

Cost:
Cooldown: 4
Range: 1
Span: 1

[Physical Damage] Directly deals 0.2x AoE damage to an enemy unit on the battlefield, and applies "Unable to take Action" for 1 turn.

Whirlwind Staff

Cost:
Cooldown: 2
Range: Self
Span: 1 Ring

[Physical Damage] Deals 0.3x AoE damage to all enemies within 1 block. Gains [Steel Titan] for 2 turns.

Fist of Wildfire

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Melee soldiers will also attack. If this unit has [Arms of Wildfire], then stun the enemy before battle. This attack is not affected by melee range penalties.

Wind Whisper

Cost: ••
Cooldown: 2
Range: Self
Span: 1 Ring

[Physical Damage] Deals 0.3x AoE damage to nearby enemies and debuffs each target.

Wingmate Strike

Cost: ••
Cooldown: 4
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Critical hit rate is increased by 20%. After battle, for every 1 female ally, this skill's cooldown is reduced by 1.

Zero Storm

Cost:
Cooldown: 3
Range: Self
Span: 1 Ring

[Physical Damage] Deals 0.25x AoE damage to all enemies within 1 block of yourself. In addition, reduces the cooldown of all skills by 1 turn.

Gravity Repulse

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks an enemy on a line, dealing 1.4x damage. Melee soldiers also attack. For every block moved before battle, damage dealt +5% (up to 15%). If this skill is not guarded against, then cause [Displacement]: Pushes target back 2 blocks. This skill does not suffer melee range penalties.

Night's Punishment

Cost: ••
Cooldown: 3
Range: Self
Span: 2

[Physical Damage] Deals 0.36x AoE damage to all enemies within 2 block of yourself. Reduces the enemy DEF by 20% an MDEF by 30% for 2 turns. If enemy unit is standing on a friendly [Guardian Key], damage is increase by 20%.

Against the Times

Cost: ••
Cooldown: 3
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. For each target enemy skill on cooldown, increase this skill damage by 10%. After battle apply "At the end of next action, the duration of all buffs is reduced by 1 extra turn." (Cannot be dispelled.)

Dark Tremor

Cost: ••
Cooldown: 3
Range: Self
Span: 2

[Physical Damage] Deals 0.4x AoE damage within 2 blocks of yourself, deals an additional 20% damage to Demon and Holy units. Reduces the enemy DEF by 20% for 2 turns.

Crusade of the Damned

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Melee Soldiers will also attack. Before battle apply "Unable to Heal." and [Surrender] for 2 Turns. Surrender: After taking action, take [fixed damage] equal to 20% of HP, and if an ally unit is within 2 blocks, randomly apply [Surrender] to one of them. (This skill is not affected by melee damage reduction.)

Burning Blood Charge

Cost: ••
Cooldown: 1
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. Reduces 30% of the hero's current HP before battle, and causes fixed damage of the same amount to the enemy unit.

Coral Salvo

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, causing 1.5x damage. Effective against Aquatics. If the enemy is in Water, this attack ignores Guard. Before battle, inflicts Stun on the enemy, which lasts 1 round and cannot be dispelled. If you are in [Mysterious Ocean Current], damage is increased by 20%.

MAGIC DAMAGE

Acid Burns

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. Inflicts "Cannot be healed". Lasts 2 turns.

Maelstrom Dance

Cost: ••
Cooldown: 2
Range: 3
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.6x damage. Before entering battle gain solder range +1. After battle, enemy is considered to be in water. Lasts 2 turns. Also inflict "After taking action, this unit and allies within 1 ring take [Fixed Damage] equal to 2x Caster's INT." Cannot be dispelled. Lasts 2 turns.

Watercolor Dreamscape

Cost: ••
Cooldown: 3
Range: 5
Span: 3 Lines

[Magic Damage] Attacks enemies along 3 lines, dealing 0.3x AoE Damage and dispelling 1 buff. Also restores HP to allies in range equal to 3x Caster's INT and dispel 1 debuff.

Chain Destruction

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attacks multiple enemies in range, dealing 0.3x AoE damage. Inflicts 2 random debuffs. After use may move 3 blocks.

Soul Erosion

Cost:
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. If the target has an effect that prevent fatal damage, this skill has damage dealt +30%.

Glow Hammer

Cost:
Cooldown: 1
Range: 7
Span: 1 Ring

[Magic Damage] Select a tile in range and attacks enemies within 1 ring of that tile for 0.3x AoE Damage. After use, if damage was dealt, then 1 other ally within 2 blocks will have all skill CDs reduced by 1.

Pleiades Ray

Cost: ••
Cooldown: 4
Range: 6
Span: 3 Lines

[Magic Damage] Attacks enemies along 3 lines for 0.33x AoE Damage. Effective against [Mage] and [Holy] units. Also inflict ATK/INT and MDEF -20%. Last 2 turns.

Arcane Blast

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attacks multiple enemies within range, dealing 0.36x AoE damage. Deals additional damage to mages and holy units. Reduces targets' MDEF by 30% for 2 turns.

Lucid Dream

Cost: ••
Cooldown: 2
Range: 2
Span: 2

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. If the enemy hero is not female, then damage dealt+20% and this attack ignores guard.

Thorny Touch

Cost:
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Inflicts [Thorny Touch]: "If this unit ends its turn inside a "Forest" or "Grassland", then take fixed damage equal to 2x Caster's INT. Lasts 1 turn. Cannot be dispelled. For every 1 stack of [Mana], this duration is increased by 1, up to +2 turns."

Black Hole

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attacks multiple enemies within range, dealing 0.36x AoE damage. Deals 2 random debuffs* to each unit. *ATK/INT -20%, DEF -20%, MDEF -30%, Damage dealt -20%, Damage taken -20%, Heal block, Unbuffable, Silence, Disable Passives, 20% HP fixed damage, Mobility-2. All debuffs last 2 turns except Mobility down which lasts 1 turn.

Blade of Divine Light

Cost: ••
Cooldown: 4
Range: 3
Span: 3

[Magic Damage] Attack multiple enemies in range, dealing 0.33x AoE damage, and lower enemy's DEF/MDEF by 20%. Lasts 2 turns.

Blizzard

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. Effective against lancers. Enemy's Mobility decreases by 2 blocks. Lasts 1 turn.

Blood Dance

Cost: ••
Cooldown: 2
Range: Self
Span: 2

[Magic Damage] Deals 0.1x AoE damage to all enemies within 2 blocks, then 50% of user's HP as fixed damage. However, this hero loses the same amount of HP.

Breath of the Goddess

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage and dispels 1 buff. Deals additional damage to Demons. Restores HP of multiple friendly units within range equal to caster's INT x3 and dispels 1 debuff.

Broken Spear

Cost: ••
Cooldown: 5
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.1x damage. Melee soldiers will also attack. For every block you move before attacking, damage dealt increases by 10% (up to 50%). Inflicts a debuff on the enemy that cannot be dispelled. Lasts 1 turn. *Debuff list: Unbuffable, Silence, Heal Block, Stun, Movement-5

Calamity Throw

Cost: ••
Cooldown: 3
Range: 7
Span: 1 Line

[Magic Damage] Attacks all enemies along a line, dealing 0.33x AoE damage. In addition, inflicts 2 random debuffs.

Chaotic Strategy

Cost: ••
Cooldown: 2
Range: 3
Span: 1

[Magic Damage] Directly deals 0.25x magic damage to one enemy unit, dispelling 2 buffs and causing that unit's soldiers to be unable to attack. Lasts 1 turn. Cannot be dispelled.

Charm

Cost: ••
Cooldown: 3
Range: 3
Span: Single

[Magic Damage] Directly deals 0.1x magic damage to one enemy. If this target is not female, then they cannot act the next turn, and after ending action, they will deal fixed damage to allies within 1 block equal to 25% of remaining HP. Cannot be dispelled.

Chaotic Missile

Cost: ••
Cooldown: 3
Range: 6
Span: Line

[Magic Damage] Attacks enemies along a line, dealing 0.33x AoE Damage. Effective against Holy units and deals 1 random debuff to them.

Chronostrike

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.6x damage. After battle restore 20% of damage dealt as HP. If the target currently has a cooldown total of 3 or more, then this attack will strike first, deal 20% increased damage, and will inflict "Cannot be healed" before battle. Lasts 1 turn.

Cleanse

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Demons. Dispels 2 buffs from the target after battle.

Doom Oracle

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attack a single enemy, dealing 1.6x damage, if the target is afflicated has [Spellbound], this damage is increased by 20%. Recovers HP equal to 20% of damage dealt and teloports to any block within 2 blocks after battle.

Aqua Purification

Cost: ••
Cooldown: 3
Range: Self
Span: 4

[Magic Damage] Attacks enemies within 4 blocks of self for 0.3x AoE damage. Enemies which are in water will have 2 buffs removed. For every stack of [Mana], after this attack restore HP to allies within 4 blocks of self for 0.5x INT and remove 1 debuff.

Dark Dragon Breath

Cost: ••
Cooldown: 5
Range: 5
Span: 3 Lines

[Magic Damage] Attacks all enemies within 3 straight lines, dealing 0.36x times AoE damage. Effective against Holy units. Also inflicts 1 random debuff.

Dark Matter

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. In addition, reduces enemy's healing effects by 100%. Lasts for 2 turns. Cannot be dispelled.

Dark Reaper

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.3x damage. Ignores 30% of enemy MDEF. After battle, restores 50% of damage dealt as HP.

Decay

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. Prevents enemy from receiving buffs. Lasts 2 turns.

Demolish

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Deals 0.3x damage enemies in range and dispels 1 buff. Critical hit rate +15%. Effective against Demons.

Magic Blade Flash

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, disables enemy passive skills for 1 round. Melee soldiers will also attack. (This skill is not affected by melee damage reduction.)

Demonic Plant

Cost: ••
Cooldown: 6
Range: 2
Span: Single

[Magic Damage] Attacks an enemy unit, dealing 1.3x damage and applying [Demon Seed]: "After taking action for the turn, take [Fixed Damage] equal to 2x Kurama's INT; when attacked by the Demonic Plant skill, MDEF is reduced by 50%" When in [Yoko] state, this skill gains +1 Range and soldiers can attack alongside.

Desiccate

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. 50% chance to silence the enemy for 1 turn. Lasts 2 turns.

Discipline

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Melee soldiers will also attack. After battle, restores HP to self equal to 20% of damage dealt.

Disintegrate

Cost: ••
Cooldown: 5
Range: 5
Span: Self

[Magic Damage] Attacks enemies within 5 blocks of self for 0.45x AoE damage and inflicts ATK/INT-25%. Also reduces the higher stat of DEF or MDEF by 25%. Lasts 2 turns.

Dragon Blow

Cost: ••
Cooldown: 5
Range: 5
Span: 3 Lines

[Magic Damage] Attacks all enemies in 3 straight lines, dealing 0.36x AoE damage. Effective against Demons. Also dispels 1 buff.

Dragon Slave

Cost: ••
Cooldown: 3
Range: 3
Span: 4

[Magic Damage] Attacks an enemy along a line to deal 0.4x AoE damage to the affected area. Effective against Dragons. Deals increased damage to enemies closer to the target space (+10% at 2 blocks, up to +30%). When in [Rage] status, skill range +1. Also applies special terrain [Ruins] to affected blocks for 2 turns. [Ruins]: "When an enemy moves to this space, after action, receive 1 random debuff."

Earthquake

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attacks enemies within range, dealing 0.4x AoE damage. Ineffective against Fliers. Enemy's ATK, INT, and DEF decrease by 20%. Lasts 2 turns.

Elven Aura

Cost: ••
Cooldown: 5
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.6x damage. Melee soldiers will also attack. Before battle, grants [Elven Aura]: [Command] When friendly units within 2 blocks move, all passable terrain is treated as "Forest". After taking action, restore 30% HP. Lasts 2 turns.

Feast of the Night

Cost: ••
Cooldown: 5
Range: Self
Span: 5

[Magic Damage] Attacks enemies within 5 blocks of self for 0.3x AoE damage and inflicts 1 random debuff* on each target. Also causes all allies within range to gain "Damage Dealt +10%" and "After actively attacking in battle, heal 15% of damage dealt as HP after battle." Lasts 2 turns. *Debuff list: ATK/INT-20%, DEF-20%, MDEF-30%, Damage Taken+20%, Damage Dealt-20%, Unbuffable, Passive Block, Silence, Heal Block, 20% HP Fixed Damage, Movement-2 and cannot guard

Fireball

Cost:
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Infantry.

Elemekia Flame

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, inflict "ATK/INT -20%," which lasts 2 turns and cannot be dispelled. Melee soldiers will also attack. When using this skill, if there are no debuffs on this unit, the cooldown of this skill will be reduced by 2. (This skill is not affected by melee damage reduction.)

Forget

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. Deactivates all enemy passive skills. Lasts 2 turns.

Freeze Strike

Cost:
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Lancers.

Dignified Light

Cost:
Cooldown: 2
Range: 6
Span: Line

[Magic Damage] Attacks enemies in one line, dealing 0.35x AoE damage and inflicts Damage Dealt-10%. Lasts 2 turns.

Godly Menace

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.6x damage. Before battle, grants the effect: Before battle, deals fixed damage to the enemy equal to 2x your INT and restore HP equal to 2x your INT. Lasts 2 turns. After battle, gain the Godly Menace effect: All enemies within a 2-block span suffer -3 mobility and are unable to guard. Lasts 1 turn.

Heaven's Sanction

Cost: ••
Cooldown: 5
Range: Self
Span: 5

[Magic Damage] Critical hit rate increased by 50%. Attacks multiple enemies within range, deals 0.35x AoE damage. Effective against Demons.

Heartpiercing Glow

Cost: ••
Cooldown: 4
Range: 7
Span: 1 Line

[Magic Damage] Attacks enemies along one line for 0.33x AoE damage, inflict one random debuff and "Cannot Act Again". Lasts 2 turns.

Holy Dragon Breath

Cost: ••
Cooldown: 5
Range: 5
Span: 3 Lines

[Magic Damage] Attacks all enemies within 3 straight lines, dealing 0.36x AoE damage. Effective against Demons. Also dispels 1 buff on the targets hit.

Holy Illumination

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against demons. After battle, the tile hit by this skill, as well as tiles within 1 square gain the effect [Holy Illumination]: "When an enemy unit ends their action on this tile, 1 buff is dispelled."

Holy Justice

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.6x damage. Before battle, dispels 5 enemy debuffs and renders them unable to receive buffs. Lasts 2 turns. Cannot be dispelled.

Holy Light

Cost:
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.4x damage. Effective against demons. After battle, heal the ally with the lowest HP equal to 2x Caster's INT.

Holy Word

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Demons. After battle, heals ally with the lowest HP% (4x caster's INT).

Holy Missile

Cost: ••
Cooldown: 3
Range: 6
Span: 1 Line

[Magic Damage] Attacks all enemies along 1 line, dealing 0.33x AoE damage. Deals additional damage to Demons. In addition, dispels 1 buff.

Holy Shield Bash

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. For every dead ally, damage increased by 15%, up to 45%. Melee soldiers will also attack. When successfully defeating an enemy, CD -2. This skill does no receive melee range penalties.

Ice Dragon's Breath

Cost: ••
Cooldown: 5
Range: 5
Span: 3 Lines

[Magic Damage] Attacks all enemies within 3 straight lines, dealing 0.36x times AoE damage. Super effective against Lancers. Also reduces the enemy's Mobility by 1 for 2 turns.

Ice Lance

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Lancers. After battle, the terrain under the target gains 2 turns of [Frost]: "When enemy units move onto this tile, they are inflicted with movement -2. Lasts 1 turn."

Ice Missile

Cost: ••
Cooldown: 3
Range: 6
Span: 1 Line

[Magic Damage] Attacks all enemies along 1 line, dealing 0.33x AoE damage. Deals additional damage to Lancers. In addition, decreases enemy's Mobility by 1 block. Lasts 2 turns.

Jade Toad Arithmetic

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Hero critical hit rate +50%. After battle, restore HP equal to 50% of damage dealt.

Light Array

Cost: ••
Cooldown: 2
Range: 3
Span: 2x5

[Magic Damage] Attacks multiple enemies within range, dealing 0.2x AoE damage, and cause all affected tiles to gain [Dazzling Light]: "If an enemy unit with the movement type [Flying], [Cavalry], or 'all terrains are considered grasslands' move onto this tile, they expend 1 extra point of movement. When allied units with the movement type [Infantry] and [Aquatic] move onto this tile, they may move 2 blocks after attacking."

Lightning Strike

Cost:
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Cavalry.

Magic Flash

Cost: ••
Cooldown: 2
Range: 3
Span: Single

[Magic Damage] Ignores guard and attacks a single enemy, dealing 1.4x damage. Before entering battle, soldier range+1. After ending action, if this unit is on defensive terrain, gain [Smoke]: "All damage taken-30%. Lasts 1 turn."

Meteor

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attacks multiple enemies within range, dealing 0.36x AoE damage, with a bonus when battling against Infantry. Enemy loses 20% HP after taking action in the next turn.

Mind Bore

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. Enemy's MDamage taken increases by 20%. Lasts 2 turns.

Ode Dance

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Ignore 20% of target's MDEF. After battle, restore HP to [Dance Partner] equal to Caster's INT x2.

Pillar of Flame

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Infantry. After battle, the terrain under the target and blocks within 1 space gain 2 turns of [Ember]: "When enemy units move onto this tile, take 15% of max HP as fixed damage."

Pyromancy

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Infantry. Melee soldiers will also attack. This skill is not affected by melee range penalties.

Qigong Wave

Cost:
Cooldown: 1
Range: 1
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.4x damage. Effective against demons. Physical damage dealt by soldiers is instead considered magic damage.

Reality Slash

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Critical hit rate+15%. This unit will attack before the opponent.

Reaper's Touch

Cost: ••
Cooldown: 3
Range: 4
Span: 1

[Magic Damage] Directly deals 0.2x damage to a single enemy and adds a debuff: The enemy's healing effects deal 35% of their healing as damage. Lasts 2 turns. (This effect cannot be dispelled.)

Redemption

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. After battle, restores all allies' HP (2x caster's INT). Melee soldiers also attack.

Renne – Annihilation

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.3x damage. If the enemy has 3 or more debuff statuses, this attack reduces the enemy's MDEF by 100% and the enemy cannot counter.

Retribution

Cost: ••
Cooldown: 3
Range: Self
Span: 2

[Magic Damage] Deals 0.3x AoE damage to all enemies within 2 blocks and dispels 2 buffs.

Rose Whip Thorn Wheel

Cost: ••
Cooldown: 6
Range: Self
Span: 4

[Magic Damage] Deals 0.2x AoE damage to all enemies within a 4-block radius and gain [Rose Whip Thorn Wheel]: "After the enemy takes action, enemies within the 4-block radius of Kurama take [Fixed Damage] equal to 2x his Int" Lasts 2 turns. When in [Yoko] state, Rose Whip Thorn Wheel and its effect gain +1 span.

Searing Void

Cost: ••
Cooldown: 5
Range: Self
Span: 3 Rings

[Magic Damage] Deals 0.33x AoE damage to enemies within 3 rings. Effective against infantry. Inflicts [Burn]: "After taking action, take fixed damage equal to the caster's INT x2. Lasts 2 turns."

Shadow Spear

Cost:
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Holy units.

Siphon

Cost: ••
Cooldown: 2
Range: 1
Span: Single

[Magic Damage] Attacks an enemy, dealing 1.5x damage. After battle, heals this unit for 30% of the damage dealt.

Skyfall

Cost: ••
Cooldown: 5
Range: Self
Span: 5

[Magic Damage] Attacks enemies within 5 blocks, dealing 0.32x AoE damage. Effective against fliers. The higher the enemy's mobility, the more damage this skill inflicts, increasing damage by 5% per mobility (up to 25%).

Sleep

Cost: ••
Cooldown: 3
Range: 2
Span: 1

[Magic Damage] Directly deals 0.25x damage to a single enemy. Dispels 3 buffs. Enemy is stunned for one turn. Cannot be dispelled.

Soul Engrave

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attack enemies in range for 0.35x AoE damage, inflict 1 random debuff, and inflict non-summon enemies with [Soul Seal]. Lasts 2 turns. Also steals 1 random buff. [Soul Seal] cannot be immunized or dispelled.

Soul Scream

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. On enemies with [Soul Seal], ignore 15% MDEF, and after battle restore 50% of damage dealt as HP. If defeating an enemy with [Soul Seal], summon a Painted Puppet at the enemy's location.

Soul Judgment

Cost:
Cooldown: 3
Range: 5
Span: Line

[Magic Damage] Attacks enemies in one line, dealing 0.25x AoE damage and causing a displacement effect: pulls all targets in 2 blocks and reduce their movement by 2. Last 1 turn.

Psychic Corruption

Cost: ••
Cooldown: 3
Range: All
Span: 4

[Magic Damage] Deals 0.3x AoE damage to enemies within 4 blocks of self or within 4 blocks of the Magic Puppet. Enemies are afflicted with "Cannot be healed" and "Cannot be buffed", lasts 2 turns.

Starbright Sword

Cost: ••
Cooldown: 3
Range: 3
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Before entering battle, soldier range+1. After ending action, dispel 2 debuffs and restore 1.5xINT HP to allies within 2 blocks of self.

Starfall

Cost: ••
Cooldown: 5
Range: Self
Span: 5

[Magic Damage] Summons 4 meteors to attack within an area, each dealing 0.3x AoE damage. One enemy can only be hit a max of twice this way, with the second hit dealing -50% damage. For every enemy hit by this skill, CD-1 on this skill.

Starglow

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attacks multiple enemies within range, dealing 0.36x AoE damage and dispels 1 buff.

Rocky Restraint

Cost: ••
Cooldown: 2
Range: 2
Span: 1

[Magic Damage] Directly deals 0.25x AoE damage to one enemy, inflicts "cannot move" and "cannot guard" for 1 turn. If the target is on "Mountain" or "Wall" terrain, then this effect cannot be dispelled. For every stack of [Mana], after this attack convert 1 buff into a debuff, with a maximum of 3 conversions.

Sun God's Lance

Cost: ••
Cooldown: 3
Range: 6
Span: Line

[Magic Damage] Attack multiple enemies in a line, dealing 0.33x AoE damage, with a 50% chance to silence the targets. Lasts 2 turns.

Thunder Dragon Breath

Cost: ••
Cooldown: 5
Range: 5
Span: 3 Lines

[Magic Damage] Attacks all enemies within 3 straight lines, dealing 0.36x times AoE damage. Effective against Cavalry. Inflicts DEF-20%. Lasts 2 turns.

Thunder Missile

Cost: ••
Cooldown: 3
Range: 6
Span: 1 Line

[Magic Damage] Attacks all enemies along 1 line, dealing 0.33x AoE damage. Effective against Cavalry. Inflicts DEF-20%. Lasts 2 turns.

Thunder Storm

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. Effective against Cavalry. Inflicts DEF-20%. Lasts 2 turns.

Thunderzone

Cost: ••
Cooldown: 5
Range: Self
Span: 3 Ring

[Magic Damage] Deals 0.33x AoE damage to all enemies within a 3-ring span. Effective against Cavalry. Inflicts DEF-20%. Lasts 2 turns.

Tornado

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. Effective against Fliers. Inflicts ATK-20%. Lasts 2 turns.

Transworld Augury

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.6x damage. If there is an allied [Gate] within 2 blocks of this unit, damage dealt +20%. After battle, restore 20% of damage dealt as HP, and transfer this unit to a tile within 2 blocks.

Ultimate Quip

Cost: ••
Cooldown: 5
Range: 3
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage, dispels 1 buff, and inflicts 1 random debuff.

Vine Tangle

Cost: ••
Cooldown: 3
Range: 3
Span: 3

[Magic Damage] Attacks enemies within range, dealing 0.33x damage. If the enemies hit are in "Forest" or "Grasslands", inflict movement -3. Lasts 2 turns. If not, inflict movement -1. Lasts 2 turns.

White Dragon Breath

Cost: ••
Cooldown: 5
Range: 5
Span: 3 Lines

[Magic Damage] Attacks all enemies along 3 lines, dealing 0.36x AoE damage. Effective against Fliers. Also inflicts ATK&INT-20%. Lasts 2 turns.

Wind Blade

Cost:
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Fliers.

Wind Cutter Dagger

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.3x damage. Melee soldiers will also attack. Before battle, dispels 1 enemy buff and inflicts ATK&INT-20%. Lasts 1 turn.

Commander's Ferocity

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Melee soldiers will also attack. If this unit has [Offensive], then this attack will ignore 30% of the enemy's DEF and MDEF. If this unit has [Defensive], after battle restore HP to all allies equal to this unit's INT x2 and get CD -1 for this skill. This skill is not affected by melee range penalties.

Icy Grip

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.6x magic damage. Deals additional damage to [Lancers]. Apples "Mobility -2" to the enemy for 2 turns. If the enemy already has a Mobility reduction effect, this damage increases by 20%.

Bad Omen

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.5x damage. Gains additional effects based on the number of [Perceptual] and [Rational] stacks. When the number of [Perceptual] stacks is greater than or equal to [Rational], after battle dispell 2 debuffs from allies within 3 blocks. When the number of [Rational] stacks is greater than or equal to [Perceptual], ignore 20% of enemy MDEF.

Vortex of Destruction

Cost: ••
Cooldown: 3
Range: 5
Span: 3

[Magic Damage] Attacks multiple enemies within range, dealing 0.36x AoE damage, and applying a special terrain effect [Vortex of Destruction] for 1 round at the target location. [Vortex of Destruction]: "This terrain has [Command]: 'Enemies within 2 blocks have MDEF reduced by 10%, and when moving outside the command range consume 1 additional point of Mobility per block. If an enemy ends its turn within the command range, it will be teleported to the center of [Vortex of Destruction]." ([Vortex of Destruction] has higher priority than other terrain effects.)

HEAL: Abilities That Heal - May Have Passive Built In

Crystal Restoration

Cost:
Range: 2
Span: Single

[Heal] Active use. Heal one ally unit for 3x user's INT, and add [Crystal Healing]: "After being attacked and taking damage, restore 1.5x Caster's INT as HP. Lasts 2 turns."

Tidal Dream

Cost:
Cooldown: 1
Range: 3
Span: Single

[Heal] Active use. Restore HP to self and target equal to 3x Caster's INT. Also gives "After being damaged by an attack, restore HP equal to 3x Caster's INT". Lasts 2 turns. After use this unit gains [Tidal Surge]. Lasts 2 turns. If the target's movement type is "Aquatic", the target also gains this effect.

Devotion

Cost:
Range: 2
Span: Single

[Heal] Active use. Heal one ally unit for 5x user's INT and add [Devotion]: "Hero's class type is [Holy]. Before entering battle, cause enemy to gain 2 stacks of [Sin]. After battle restore HP equal to Caster's INT x3." Lasts 2 turns. Cannot be dispelled. Effect is removed after 1 activation.

First Aid

Cost:
Cooldown: 3
Range: Self
Span: Single

[Heal] Restores 100% of Unit HP.

Frontline Rescue

Cost:
Range: 2
Span: Single

[Heal] Restore HP to one ally (3x Caster's ATK) and dispel 1 debuff. Also grants "After taking action, restore HP equal to 1.5x Caster's ATK". Lasts 2 turns.

Heal

Cost:
Range: 2
Span: Single

[Heal] Restores HP to a single unit (5x caster's INT) and dispels 1 debuff.

Help, Senjinmaru!

Cost:
Cooldown: 5
Range: Self
Span: Single

[Heal] Restores 70% HP to self. Grants "Immunity". Unit becomes unable to attack, move, guard, use skills, or be targeted by enemy normal attacks or skills. Lasts 1 turn. Cannot be immunized or dispelled.

Mass Crystal Healing

Cost: ••
Cooldown: 2
Range: 3
Span: 3

[Heal] Active use. Heal multiple allies units for 3x Caster's INT, and add [Crystal Healing]: "After being attacked and taking damage, restore 1.5x Caster's INT as HP. Lasts 2 turns."

Mass Heal

Cost: ••
Cooldown: 1
Range: 3
Span: 3

[Heal] Restores HP of multiple units within range (3x caster's INT) and dispels 1 debuff from each.

Prayer

Cost: ••
Cooldown: 3
Range: 3
Span: 6

[Heal] Restores HP of multiple units within range (4x caster's INT) and restores 20% of Unit HP after taking action. Lasts 2 turns.

Salvation

Cost:
Range: 1
Span: Single

[Heal] Active use. Heals a single ally unit for 3.5x Caster's ATK and dispels 2 debuffs.

Shinpachi's Nature

Cost: ••
Cooldown: 3
Range: Self
Span: Single

[Passive] Before being forced into battle, have a 20% chance to cause both units to be unable to attack. This effect has a 1 turn cooldown. [Heal] Restore 100% HP to self and become unable to be normal attacked or made the target of skills by enemies. Lasts 1 turn, cannot be dispelled.

Gift of the Wind

Cost:
Cooldown: 1
Range: 3
Span: Single

[Heal] Restore 5x INT HP to one target and grant 2 random immunity effects for 1 turn. For every stack of [Mana], remove 1 debuff and grant 1 buff.

ASSIST

Act Again

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Assist] Allows 1 ally that has taken action to act again. Also restores their HP. (2x caster's INT).

Ancient Song

Cost:
Cooldown: 3
Range: Self
Span: Single

[Assist] This unit gains "ATK increases by 20%" and "active attacks have a 50% of not consuming [Escalation]". Lasts 4 turns.

Howling Spirit

Cost:
Cooldown: 4
Range: Self
Span: Single

[Assist] Gain [Boost] and [Precaution] for 2 turns. After use may attack again. Buffs do not decrease in duration.

Soul Contract

Cost: ••
Cooldown: 5
Range: 2
Span: Single

[Passive] When enemy units die, this skill has cooldown -2. [Assist] Active use. Cause target to gain [Contract]: "Cannot be killed in one hit. Lasts 2 turns." When allies activate the [Contract] effect, gain [Soul Drain]: "Cannot gain the [Contract] effect again. Cannot be immunized or dispelled." If there is an ally with [Contract] on the map, Leo Beck takes 10% of his current HP as [Fixed Damage] after he takes action. (Skill use limit: 3)

Code Refactoring

Cost:
Cooldown: 2
Range: Self
Span: All

[Assist] Active use. Joa & Conny gain [Reinforcements] and "Critical Hit Rate +20%". Lasts 2 turns.

Advanced Teleport

Cost:
Cooldown: 3
Range: Self
Span: Self

[Assist] Active use. Teleports self to a square up to 7 spaces away and gain "Damage Taken -20%" and "After taking action, restore 20% HP." Lasts 1 turn.

Aim

Cost:
Cooldown: 2
Range: Self
Span: Single

[Assist] Increases unit damage dealt by 10%. Lasts 1 turn. After use may move 2 blocks and attack.

Alhazard Bloodthirster

Cost: ••
Cooldown: 1
Range: Self
Span: Single

[Assist] Active skill. Sacrifices all soldiers, rendering them unable to be healed. When attacking, increases damage dealt by 30% and grants immunity to all debuffs. Also restores HP equal to 50% of damage dealt. This effect cannot be dispelled and lasts for 1 turn.

Alternate

Cost:
Cooldown: 3
Range: 3
Span: Single

[Assist] Causes [Displacement]: Drags a friendly unit to your side and swaps positions with them. After use, may move 2 blocks and attack.

Attack Blessing

Cost: ••
Cooldown: 2
Range: 3
Span: Single

[Assist] Target ally gains 2 buffs: "When attacking and entering battle, damage dealt +30%" and "When attacking and entering battle, reduces damage taken by 50%". Lasts 2 turns.

Augment

Cost:
Cooldown: 4
Range: Self
Span: Single

[Assist] Grants this unit [Augment]: All Physical Damage dealt is considered Magic Damage. 10% of INT is added to ATK. Lasts 4 turns.

Aurora Ring

Cost: ••
Cooldown: 4
Range: Self
Span: 5

[Assist] Active Skill. Dispels up to 5 debuffs on multiple units within range and grant the following effects: "Immune to fixed damage", "After taking action, restore 50% HP." Lasts 2 turns.

Beach Party

Cost: ••
Cooldown: 5
Range: Self
Span: Single

[Assist] Upon use, this unit gains [Command] Aquatic Heroes within 3 blocks treat all passable terrain as "Water" when moving. Lasts 2 turns.

Bestial Outbreak

Cost: ••
Cooldown: 3
Range: 2
Span: Single

[Assist] Can be used if there is a Wolf Soul on the battlefield. Kills the Wolf Soul and teleports a selected ally to that position. If this unit has already completed an action, may act again. Cannot be used on NPCs.

Blood of the Shika

Cost:
Cooldown: 5
Range: Self
Span: Single

[Assist] ATK or INT is increased by 50% (whichever is lower) for 3 turns. After use, may move 2 blocks and attack.

Cheer

Cost: ••
Cooldown: 6
Range: Self
Span: 6

[Assist] Allies in range gain ATK, INT, DEF, MDEF, and SKILL +10.66%. Lasts 6 turns.

Chivalry

Cost: ••
Cooldown: 4
Range: Self
Span: Single

[Assist] Upon use, gain ATK+30%, [Immunity], [Blast], and [Reinforcement]. Lasts 2 turns. After use, may move 3 blocks and attack.

Cold Blood

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Assist] Upon use, Critical hit rate and Critical Damage increases by 15%. Lasts 2 turns. After use may move 2 blocks and attack.

Dark Barrier

Cost:
Cooldown: 4
Range: 3
Span: Single

[Assist] Active use. Grants 1 target "Dark Barrier". The barrier prevents damage up to 20% of Max HP. Lasts 2 turns, cannot be dispelled. After use, may move 2 blocks and attack. When using this skill, buffs on this unit will not be reduced in duration.

Death Howl

Cost: ••
Cooldown: 3
Range: Wolf Soul
Span: Single

[Assist] Can be used if there is a Wolf Soul on the battlefield. Kills the Wolf Soul and deals 0.2x physical AoE damage and 0.2x magic damage to enemies within 3 blocks. Also deals 2 random debuffs to each target hit.

Astral Vine

Cost:
Cooldown: 4
Range: Self
Span: Single

[Assist] Upon use, gain "ATK/INT +20%" and "unit will not be affected by melee damage reduction." Lasts 2 turns. After use, may move 2 blocks and attack. When using this skill, this unit's buffs will not decrease in duration.

Demonic Arts

Cost:
Cooldown: 4
Range: Self
Span: Single

[Assist] Grants Demonic Arts: All MDamage you deal is considered PDamage. 10% of ATK is added to INT. Lasts 4 turns.

Disguise

Cost:
Cooldown: 3
Range: All
Span: Single

[Assist] Target one other ally, converts this hero's type to that of the target hero. Lasts 2 turns. After use my move 3 blocks and attack. When using this skill, buffs will not decrease in duration.

Dispel

Cost: ••
Cooldown: 1
Range: 2
Span: 3

[Assist] Dispels up to 3 debuffs of allies within range. Restores HP (1.5x Caster's INT).

Divine Appointment

Cost: ••
Cooldown: 2
Range: 3
Span: Single

[Assist] Active use. Increase a target unit's ATK, INT, and DEF by 20%. Lasts 2 turns. Also grants [Bodyguard]: "Takes physical hits for allies within 2 blocks. Lasts 2 turns." Also restores HP (3x Caster's INT).

Dolly

Cost: ••
Cooldown: 3
Range: Self
Span: Single

[Assist] Teleports self up to 4 blocks away and grants: "After taking action, heals all allies within 2 blocks for HP equal to 2x Iris' INT." Lasts 2 turns.

Eat Candy

Cost:
Cooldown: 3
Range: Self
Span: Single

[Assist] Restore 50% HP and gain 1 stack of [Sugar]. Lasts 6 turns, can be stacked. After use may move 3 blocks and attack. If [Sugar] gets to 2 stacks, gain [Sugar Overdose]: "Hero Movement -1, Damage Dealt -15%." When using this skill, buffs will not decrease in duration. [Sugar] and [Sugar Overdose] cannot be immunized or dispelled. When in [Shiroyasha] status, [Sugar Overdose] does not take effect.

Excitation

Cost: ••
Cooldown: 3
Range: Self
Span: 3

[Assist] Heals 30% HP to allies in range and grants them "Movement +1" and [Regenerate]. Lasts 2 turns.

Fleeting Flash

Cost: ••
Cooldown: 4
Range: Self
Span: Single

[Passive] When equipped with ranged soldiers, unit's movement type is changed to [Flying]. [Assist] Teleports you to any block in range and grants you +2 Mobility and the [Deathblow] effect: Before initiating battle if at least 1 enemy is within a 1-block range of the target, this attack directly attacks the enemy hero. Lasts 1 turn.

Floral Realm

Cost:
Cooldown: 1
Span: Single

[Active] Choose one of the following effects: Floral Regalia: [Assist] Used on allied female heroes. Remove 1 stack of [Effulgence] from self, and the target gains [Floral Regalia]: The next instance of AoE damage taken is decreased by 35%. Cannot be dispelled. Full Bloom: [Assist] Used on allied female heroes. Remove 1 stack of [Effulgence] from self, and the target gains [Full Bloom]: "After taking action, if no damage was dealt, then deal 0.1x AoE damage to enemies within 1 ring. Lasts 2 turns, cannot be dispelled. After using one of the above effects, set the cooldown of Floral Realm to 1 turn.

Forest Transfer

Cost: ••
Cooldown: 2
Range: 3
Span: Single

[Assist] Active use. Transfers selected allied unit to a "Forest" or "Grassland" tile in range. Cannot be used on NPCs.

Glory of the Faithful

Cost: ••
Cooldown: 4
Range: Self
Span: Single

[Assist] Active use. Restores 50% HP and gain [Glory of Faith]: For every square moved before battle, all stats aside from HP are increased by 5% (up to 25%). Lasts 1 turn. May act again after use, with movement being being equivalent to what was remaining before use of this skill, and may only move in straight lines. When using this skill, buff durations will not be reduced.

God King's Aegis

Cost: ••
Cooldown: 3
Range: 2
Span: 3

[Assist] Active use. Restores HP to multiple allies within range for 2.5x Caster's ATK. Also dispels 1 debuff from each and adds 2 random immunity effects. Lasts 2 turns. When this unit loses [Commandment], this skill becomes [God King's Wrath]: "[Physical Damage] Attacks a single enemy for 1.4x damage. Causes displacement effect: pushes the target back 3 blocks. After battle, restore 50% of damage dealt as HP. May then move 2 blocks."

Gospel

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Assist] Target ally gains "ATK/INT +20%", "DEF +20%", and "Immunity". Lasts 2 turns.

Holy Light Mirror

Cost: ••
Cooldown: 2
Range: 3
Span: Single

[Assist] Active use. Target ally is immune to and reflects all debuff effects. After being attacked and taking damage, restore HP equal to 1.5x Caster's INT, and deal fixed damage to the attacker equal to 2x Caster's INT. Lasts 2 turns.

Holy Light Recall

Cost:
Cooldown: 2
Range: 7
Span: Single

[Passive] After taking action, the ally within 2 blocks who has the lowest HP will recover HP equal to 2x Caster's INT. [Assist] Active use. Transfer 1 ally to a block next to this unit and restore HP equal to 3x Caster's INT.

Immolation

Cost:
Cooldown: 4
Range: Self
Span: Single

[Assist] When used, grants [Immolation]: "After actively dealing damage, deal additional fixed damage equal to Clotaire's ATK+INT x1." Lasts 4 turns. After use, may move 2 blocks and attack. When using this skill, this unit's buffs will not decrease in duration.

Immolation Crystallization

Cost:
Cooldown: 4
Range: Self
Span: Single

[Assist] Upon use, adds 15% of ATK to INT. Lasts 4 turns. After use, may move 2 blocks and attack. When using this skill, this unit's buffs do not reduce in duration.

Instant Transfer

Cost:
Cooldown: 3
Range: Self
Span: Single

[Assist] Teleports to a block within 7 blocks of your current position and grants "Mobility +1", "Damage Taken -30%", and [Sword's Breath]: "After dealing damage, deals 0.1x AoE damage to all enemies within 1 block". Lasts 1 turn.

Le Jardin d'Iris

Cost: ••
Cooldown: 5
Range: 2
Span: Single

[Assist] Teleports 1 friendly unit to any 1 block within 5 blocks of the target's current position and grants "Unaffacted by terrain effects when moving", "Damage Taken -20%", "Damage Dealt +20%". Lasts 2 turns.

Mass Attack

Cost: ••
Cooldown: 2
Range: 3
Span: 3

[Assist] Allies within range gain "ATK/INT +20%" and "Immunity to ATK/INT Down, Silence". Lasts 2 turns.

Mass Protect

Cost: ••
Cooldown: 2
Range: 3
Span: 3

[Assist] Allies within range gain "DEF +20%" and "Immunity to DEF/MDEF Down, Cannot Be Healed". Lasts 2 turns.

Mass Resist

Cost: ••
Cooldown: 2
Range: 3
Span: 3

[Assist] Allies within range gain "MDEF +30%" and "Immunity to stun, unbuffable, and mobility reduction effects". Lasts 2 turns.

Master of Magic

Cost:
Cooldown: 4
Range: Self
Span: Single

[Passive] When using "Ultimate Magister", damage dealt +50%, and deal an instance of [Fixed Damage] equal to caster's INTx1. [Assist] Active use. This unit gains [Magic Barrier]: "-30% damage taken from the next magic attack". Lasts 3 turns. After use, may move 2 blocks and attack. When using this skill, buffs on this unit do not decrease in duration.

Miracle

Cost: ••
Cooldown: 4
Range: 3
Span: 4

[Assist] Allies in range are healed for 3x Caster's INT and gain "Damage Dealt +15%" and "Damage Taken -15%". Lasts 2 turns.

Ninjutsu - Hot! Hot! Hot!

Cost:
Cooldown: 4
Range: Self
Span: Single

[Assist] Active use. Deals 0.1x AoE damage to self, and gains Movement +2 and ignore enemy obstruction when moving. After ending action, all blocks passed through by this unit will gain [Embers]: "When enemies end turn on this tile, they will take 15% of Max HP as fixed damage." Lasts 3 turns.

Oath of Protection

Cost:
Cooldown: 15
Range: 3
Span: Single

[Assist] Target one non-summon ally and grant [Oath of Protection]. If this ally is within 3 blocks, then take physical attacks for this ally. This unit will not die from taking fatal damage while guarding this way, instead restoring 50% HP. This effect can only occur once per battle. [Oath of Protection] cannot be immunized or dispelled. When the ally with [Oath of Protection] dies, Gintoki Sakata will gain [Shiroyasha] permanently.

Power of Longevity

Cost:
Cooldown: 2
Range: Self
Span: Single

[Assist] Active use. All heroes within 3 blocks of self are considered to be in "Grassland". Lasts 1 turn.

Quick Step

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Assist] After use, increase skill by 30%. Lasts 2 turns. After use may move another 2 blocks and attack.

Ranger's Heart

Cost:
Cooldown: 2
Range: Self
Span: Single

[Assist] Terrain you are standing on will be regarded as [Forest]. Lasts 1 turn. May attack after use.

Ready to Go

Cost:
Cooldown: 4
Range: 2
Span: Single

[Assist] Target ally loses all soldiers. Summon an Angyn #1 with the same stats as the soldiers destroyed.

Regenerate

Cost:
Cooldown: 1
Range: 2
Span: Single

[Assist] Grant buff to one ally: "Restore 10% HP after battle". Lasts 2 turns.

Regroup

Cost:
Cooldown: 2
Range: 4
Span: Single

[Assist] Heals one ally for 5x Caster's INT. If the target has no soldiers and has already taken action, then that unit may act again.

Reset

Cost:
Cooldown: 1
Range: 2
Span: Single

[Assist] Active use. Cause target ally to have all skill CDs reduce by 1. Also heals that ally equal to 5x Caster's INT.

Resist

Cost:
Cooldown: 1
Range: 3
Span: Single

Rewind

Cost: ••
Cooldown: 5
Range: 3
Span: 4

[Assist] Restores HP to allies in range equal to 3x Caster's INT, and decreases the CD on all their skills by 3.

Righteous Advance

Cost:
Cooldown: 1
Range: Self
Span: Single

[Assist] After use, dispel 1 debuff from self and restore 50% HP. May then move 2 blocks and attack. When using this skill, buffs will not decrease in duration. This skill may only be used up to 3 times.

Sea of Miracles

Cost: ••
Cooldown: 4
Range: Self
Span: 5

[Assist] Restore HP to allies in range equal to 2x Caster's INT, removes 2 debuffs from each, reduces CD of all skills by 1 turn and grants "Damage Dealt +15%". Lasts 2 turns.

Shield

Cost:
Cooldown: 1
Range: 3
Span: Single

[Assist] Target gains "DEF +20%" and "Immunity to DEF/MDEF Down, Cannot Be Healed". Lasts 2 turns.

Strategic Regroup

Cost: ••
Cooldown: 2
Range: 3
Span: 3

[Assist] Active use. Restores the HP of multiple units within range by an amount equal to 3x the caster's INT, dispels 1 debuff effect, and grants the effect: After battle, restores 30% of HP to soldiers. Lasts 2 turns

Speed Reload

Cost:
Range: Self
Span: Single

[Assist] After use, all skill cooldowns -4 and this unit gains critical hit rate +30%. Lasts 2 turns.

Sprint

Cost: ••
Cooldown: 3
Range: Self
Span: 3

[Assist] Allies within range gain "ATK/INT +20%", "Movement +1", and "Immunity to Mobility Down, Passive Disable". Lasts 2 turns.

Strengthen

Cost:
Cooldown: 1
Range: 3
Span: Single

[Assist] Target ally gains "ATK/INT +20%" and "Immunity to ATK/INT Down, Silence". Lasts 2 turns.

Strike

Cost: ••
Cooldown: 3
Range: Self
Span: Single

[Assist] Gain "ATK/INT +20%". Lasts 1 turn. After use, may move 3 blocks and attack.

Tactical Guidance

Cost:
Cooldown: 4
Range: 3
Span: Single

[Assist] Copy 3 of this unit's dispellable buffs onto an allied unit, max of 2 turn duration. After use, may move another 2 blocks and attack. When using this skill, buffs on this unit will not be decreased in duration.

Tactical Retreat

Cost: ••
Cooldown: 5
Range: 4
Span: 4

[Assist] Activate to teleport all allied units within range that are below 100% HP back to your side while healing for 3x the caster's INT.

Teleport

Cost: ••
Cooldown: 2
Range: 2
Span: Single

[Assist] Teleports 1 friendly unit to any 1 block within 7 blocks of the target's current position. (Invalid for non-player units.)

Tidal Surge

Cost: ••
Cooldown: 3
Range: Self
Span: Single

[Assist] All passable terrain are treated as Water. Lasts 2 turns. After use, may move 2 blocks and attack.

Turbocharge

Cost:
Cooldown: 2
Range: Self
Span: Single

[Assist] This unit gains movement +2, damage dealt +10% when attacking in battle, and "AoE skill range +1, cannot be dispelled". Lasts 3 turns.

Wild Power

Cost: ••
Cooldown: 3
Range: Wolf Soul
Span: Single

[Assist] Can only be used when a Wolf Soul is on the battlefield. Eliminates the Wolf Soul and grants all friendly units within 3 blocks of the caster +2 Mobility, as well as 30% increased ATK and INT for 2 turns.

Wind Spiral

Cost: ••
Cooldown: 4
Range: Self
Span: Single

[Assist] Replaces ATK with 1.5x MDEF. Lasts 4 turns. After use, may move 3 blocks and attack.

Wolf Down

Cost:
Cooldown: 3
Range: Self
Span: Single

[Assist] After use, dispel 2 debuffs from self and remove 5 stacks of [Hungry], then heal 80% of this unit's HP. No [Hungry] can be gained from Talent on the turn this skill is used.

Royal Resolve

Cost:
Cooldown: 3
Range: Self
Span: Single

[Assist] After use, dispel 2 debuffs from this unit, restores 30% HP (doubled if this unit's HP <50%) and gain [Reinforcements]. Lasts 2 turns.

Sebrick's Blessing

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Command] Allies within 2 blocks are 30% less likely to be critically hit and take 15% less ranged damage. [Assist] Improve the effects of [Control Skills] at the end of this round. [Revitalization]: Remove 1 stack of [Glory] and restore 80% of unit HP. (CD 0 - Self) [Imperial Order]: Gain 1 stack of [Glory] and grant an ally "ATK/INT +30%", "DEF +20%", and "MDEF +30%" for 2 rounds. (CD 0 - Range 3) [Spur]: Gain 1 stack of [Glory]. Allow an ally to act again. Target ally gains "Mobility +2" for 2 rounds. (CD 3 - Range 3)

SUMMON

Summon Arachnid

Cost: ••
Cooldown: 5
Range: 3
Span: Single

[Summon] Summons 1 Spider Demon Elf.

Summon Bomb

Cost: ••
Cooldown: 5
Range: 3
Span: Single

[Summon] Summons 1 Magic Bomb. (The bomb inherits 2x the summoner's INT at the moment of summoning.)

Summon Construct

Cost:
Cooldown: 4
Range: 3
Span: Single

[Summon] Summon a Construct and carry out 1 random "Renovation". (The Contruct inherits 100% of the summoner's HP and its remaining attributes are equal to 100% of the summoner's corresponding stats at that moment.

Summon Flaming Bone Archer

Cost: ••
Cooldown: 5
Range: 3
Span: Single

[Summon] Summons a Flaming Bone Archer.

Summon Skeleton

Cost: ••
Cooldown: 3
Range: 3
Span: Single

[Summon] Summons a Skeleton.

Summon Sky Archer

Cost: ••
Cooldown: 4
Range: 3
Span: Single

[Summon] Summon a Sky Archer.

Summon Undead

Cost: ••
Cooldown: 4
Range: 3
Span: Single

[Summon] Summon a Necromancer.

TRANSFORM

1.2

Cost: ••
Cooldown: 6
Range: Self
Span: Single

[Transform] After use, may move 3 blocks and attack. Also gain [120%]: "All stats except for HP +20% (cannot stack with Fusion Power). For every 1 block moved before attacking, ATK increases by 5% (up to a maximum of 15%). Can block 1 instance of fatal damage and restore 20% HP. (Only triggers once in the effect duration). After attacking, move an extra 5 blocks". Lasts 2 turns. After effect has ended, lose 90% of remaining HP.

Darklight Synthesis

Cost:
Cooldown: 6
Range: Self
Span: Single

[Transformation] When used, become [Demonized]: "Damage Dealt +20%. Movement +1. After dealing damage to enemies, inflict 2 random debuffs." Lasts 3 turns. When [Demonized] has 1 turn left, this unit cannot be controlled, will end turn in place, hero damage taken is reduced by 80%, cannot move, cannot be displaced, cannot be teleported. After taking action, all units within 4 adjacent lines of this unit takes 0.4x AoE magic damage and is inflicted with 3 random debuffs. When [Demonized] ends, restore 100% HP to self and all skills have their cooldowns reduced by 3. [Demonized] cannot be dispelled or immunized. When using this skill, buffs on this unit will not be reduced in duration.

Demonic Advent

Cost: ••
Cooldown: 5
Range: Self
Span: Self

[Transform] All of your healing increase effects are replaced with damage increase effects and you enter the [Demonic Advent] status: In this form, [Breath of Life] becomes [Breath of Darkness]. When enemy units move to affected blocks, they are afflicted with 1 random debuff after taking action and take fixed damage once. This damage is equal to Licorice's INT x1.2. Can act again after using this skill (Cannot move). Using this skill in [Demonic Advent] status cancels [Demonic Advent].

Divine Bestowment

Cost: ••
Cooldown: 3
Range: Self
Span: Self

[Transform] Use to reduce the cooldown of all your skills by 3 turns. Grants Divine Bestowment: Mobility -3. When using skills, unit range increases by 3. After taking action, heals self for 1.5x INT and dispels 1 debuff. When using this skill while Divine Bestowment is active, removes Divine Bestowment and allows you to act again.

Fruits of Worlds Past

Cost:
Cooldown: 6
Range: Self
Span: 3

[Transform] After using, enter [Yoko] state: "All passable terrain is treated as Grassland, ignore melee damage mitigation, ignore 20% of enemy's MDEF when attacking." Lasts 2 turns. After the effect has ended, you are unable to counterattack for 2 turns.

Psychic Eruption

Cost:
Cooldown: 5
Range: Self
Span: 3

[Passive] After being attacked and taking damage, gain [Erupt]: Movement +1, and when actively attacking, Damage+30%. Lasts 1 turn. [Transform] Active Use. Restores 30% HP, and enter the [Majin] state: Gain the [Erupt] effect. After combat, heal 30% of damage dealt as HP. Lasts 3 turns. When transformation ends, this unit is inflicted with "Damage Dealt -30%" and "Movement -1". Lasts 2 turns. (All effects from this skill cannot be dispelled or immunized) [Transform] Use to recover 30% HP. Also enter the [Majin] state: Directly gain the [Erupt] effect; After battle, restores HP equal to 30% of damage dealt by the unit. Lasts 3 turns. After the state ends, you deal -30% damage and suffer -1 Mobility for 2 turns.

Spirit Unification

Cost:
Cooldown: 5
Range: Self
Span: Self

[Transform] Active use. All cooldowns reduced by 1 (including this skill). Gain [Ogre]: "Damage dealt+30%, damage taken-30%, Movement +1, when dealing damage to an enemy unit, inflict 1 random debuff". Lasts 3 turns. If already under [Ogre], then extend the duration by 3 turns. When [Ogre] wears off, gain "Cannot use active skills". Lasts 2 turns. Effects from this skill cannot be dispelled or immunized against. When using this skill, buff durations on this character will not be reduced.

Mold

Cost:
Cooldown: 2
Range: Self
Span: Self

[Transform] Active use. Switch this unit's [Concentration] and [Scorching] buff. Gain ATK/INT +20%. Last 2 turns. (If there is an allied unit named "Precia" on the battlefield, lasts 4 turns). Can move an additional 2 blocks and attack again.

ACTIVE

Airdrop Shelling

Cost: ••
Cooldown: 5
Range: 1
Span: Single

[Active] Targets a friendly unit, moves it to a selected square and deals 0.2x AoE damage to enemies within 3 blocks of the target.

Evilbreak Law

Cost:
Cooldown: 4
Range: Self
Span: All

[Active] Active use. All enemies with [Detect Evil] and enemies within 1 ring of these enemies gain 2 random debuffs. After use, may move 3 blocks and attack. When using this skill, buffs on this unit do not decrease in duration.

Fated Beckon

Cost: ••
Cooldown: 6
Range: 2
Span: 3

[Active] Teleports multiple enemy units to the vicinity of the target and deals 0.2x AoE damage. Also apples the [Gravity Field] special terrain effect for 2 turns: If an enemy is within 2 blocks of [Gravity Field] after taking action, they are teleported to its center. (Gravity Field has a high terrain level priority.)

Cold Shield

Cost:
Cooldown: 4
Range: 3
Span: Single

[Active] Active use. Select an empty tile to add the [Cold Shield] effect: "This tile has [Command] Allied units within 2 blocks gain DEF and MDEF +10% while enemy units within 1 block have movement -2. Lasts 1 turn." After use may move 3 blocks and attack, and buffs on this unit do not decrease in duration.

Tsubame-Otoshi

Cost:
Cooldown: 2
Range: Self
Span: Single

[Active] Transfer self to the selected tile. After taking action, this unit and friendly units within 2 blocks gain "Damage Dealt +10%". Lasts 1 turn.

Arcane History

Cost:
Cooldown: -
Range: -
Span: -

[Active] Choose one of three skills. These skills are set at random at the beginning of each turn. This skill will have the same cooldown as the selected skill, up to 3 CD. *Skill Pool: Fireball, Lightning, Freeze Strike, Wind Blade, Holy Word, Cleanse, Tornado, Blizzard, Thunder Storm, Meteor, Retribution, Black Hole, Mass Attack, Mass Resist, Mass Heal

Arcane Tome

Cost: ••
Cooldown: -
Range: -
Span: -

[Active] Choose one of the following effects: Range: 3 / Span: 3 Rain of Destruction: [Magic Damage] Consume 4 stacks of [Fire] to attack multiple enemies for 0.38x AoE damage. Effective against Infantry. After their next action, the targets take 1x Caster's INT of [Fixed Damage]. Range: 3 / Span: Single Fury Thunder: [Magic Damage] Consume 4 stacks of [Thunder] to attack a single enemy for 1.6x damage. Before entering battle, soldier range +1. Effective against Cavalry. Inflict DEF-30%, lasts 2 turns. Range: 2* / Span: Single Secret Teleportation: [Assist] Active use. Consume 2 stacks of [Fire] and [Thunder] and teleport 1 ally to a selected square and grant them "Damage Dealt +10%". Lasts 1 turn. Cannot be used on NPCs. After using any of the above effects, set the cooldown of [Secret Magic Tome] to 1 turn. *The range of the teleport is 7 squares from the targeted units current position

Bounty

Cost:
Cooldown: -
Range: All
Span: Single

[Active] Cause enemy to gain "Damage Taken+10%". Cannot be immunized or dispelled. Costs 2 [War Tokens]

Crystal Wrist

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Takes all attacks for adjacent allies. [Active] Guard range increases to 2. ATK/INT+20%. Gain [Reinforcements] and [Parry] effects. Lasts 2 turn

Crystal Blade

Cost: ••
Cooldown: -
Range: -
Span: -

[Active] Choose one of the following skills: [Crystal Edge: Barrier] Attacks a single enemy, dealing 1.5x damage. Before battle, gain [Amethyst Cover]. After battle restore HP equal to 30% of damage dealt. [Crystal Edge: Shield] Attacks a single enemy, dealing 1.5x damage. Before battle, gain [Amethyst Shield]. after battle restore HP equal to 30% of damage dealt. After using one of the above skills, set the cooldown of Crystal Edge to 2 turns.

Dance Invitation

Cost:
Cooldown: 3
Range: 3
Span: Single

[Active] Active use. Cause [Displacement]: Pull ally to this unit's side, then cause the target, this unit, and [Dance Partner] to gain 1 random buff. May then move 2 blocks and attack. When using this skill, buffs on this unit do not decrease in duration.

Demonic Guard

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Takes magic damage for adjacent allies. [Active] Increases Guard's range to 2 blocks. Whenever this unit receives [MDamage] from 2 blocks away, it performs a counterattack. This effect lasts for 2 turns.

Destiny Snare

Cost:
Cooldown: 4
Range: All
Span: Single

[Active] After use, inflict 2 enemies with [Chain of Vengeance]: "Damage Taken from Wandering Duelist +20%. Cannot be immunized or dispelled." Lasts 2 turns. After use, may move 2 blocks and attack. Buffs on this unit will not decrease in duration.

Dismiss

Cost: ••
Cooldown: -
Range: 4
Span: Single

[Active] Removes one enemy unit's soldiers. Cannot be immunized. Costs 3 [War Tokens].

Rule of Law

Cost: ••
Cooldown: 2
Range: All
Span: Single

[Active] Inflict 1 enemy with [Rule of Law]: "Subject to all [Law]s. After taking action, if this unit has at least 4 [Sin], then gain "Cannot Act". Lasts 1 turn. Also removes the [Rule of Law] effect." Lasts 2 turns, cannot be dispelled. After taking action, restore HP to allies within 3 blocks for 3x Caster's INT.

Dimensional Shift

Cost:
Cooldown: 4
Range: 2
Span: Single

[Active] Choose 1 target. If target is an allied unit, applies 2 random buffs and causes a [Displacement] effect: swap positions with the target. If target is enemy, applies 2 random debuffs. If enemy is afflicated with [Spellbound], also applies a [Displacement] effect: Swap positions with the target. After use, can move an additional 2 blocks and attack. (After using this skill, any buffs on the caster do not lose their turn count.

Divine Guard

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Suffers all attacks instead of nearby allies. [Active] Guard Range increases to 2 blocks, Crit received decreases by 20%, and grants [Divine Guard]; Replaces ATK with 1x (DEF+MDEF). Lasts 2 turns.

Dominating Command

Cost: ••
Cooldown: -
Range: -
Span: -

[Active] Choose one of the following skills: All Out Attack: [Assist] Active use. Allies within range gain ATK/INT +20%. Lasts 2 turns. All Out Defense: [Assist] Active use. Allies within range gain DEF +20%, MDEF +30%. Lasts 2 turns. All Out Destruction: [Assist] Active use. Allies within range gain "Critical hit rate +20%". Lasts 2 turns. After using any of the above skills, set the cooldown of Dominating Command to 2 turns.

Focus Elements

Cost:
Cooldown: -
Range: Self
Span: Single

[Active] After use, gain [Focus Elements]: "Cannot attack, move, or be displaced. Cannot use skills aside from [Dracomorph]. After taking action restore 20% HP and gain [Dragonmight]: "Movement +1. Hero ATK, DEF and MDEF +7%. Can be stacked up to 4 times." From 1-4 stacks of [Dragonmight], also gain the following bonuses in this order: "After actively attacking, after battle restore 25% of damage dealt as HP", "Unit Range +2", "Immunity", "Damage Dealt +15% and Ignore Guard". [Dracomorph] Transfer self to a chosen square and remove [Focus Elements]. Sacrifice all soldiers and permanently gain "Hero Max HP +30% and restore 50% HP. When entering battle will attack 1 additional time. Soldier Max HP is reduced by 90% and cannot be healed. Movement type is changed to [Flying]." After use, may act again, with movement equal to the number of saved [Dragonmight] stacks. (When Focus Elements is used, it will be replaced with Dracomorph. All effects from Focus Elements, Dragonmight and Dracomorph cannot be dispelled or immunized.)

Great Dragon Barrier

Cost: ••
Cooldown: 4
Range: Self
Span: Single

[Passive] Takes [MDamage] for friendly adjacent units. [Active] The range of Guard increases to 2 blocks. Grants "Great Dragon Barrier": Converts 1.4x MDEF into ATK and renders all friendly units within 2 blocks immune to fixed damage. Lasts 2 turns.

Guard

Cost:
Cooldown: 2
Range: Self
Span: Single

[Active] After use, take physical attacks for allies within 2 blocks. Lasts 2 turns.

Health First

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Block 1 instance of fatal damage and restores 10% HP. (Can only trigger once per battle.) [Active] Take all physical damage for allies within a 2-block radius and gain the [Healthy] effect: Your DEF is replaced by 0.6x your ATK. Lasts 2 turns.

Here's Your Chance, Wataru!

Cost:
Cooldown: 4
Range: 3
Span: Single

[Active] Active use. Causes the target to be unable to move or guard. Lasts 1 turn. After use, may move 2 blocks and attack. When using this skill, buffs will not decrease in duration, and if the target's HP is higher than Wataru, then this skill's effects cannot be dispelled.

Hooklock

Cost:
Cooldown: 2
Range: 4
Span: Single

[Active] Used on defensive terrain or units. Causes [Displacement]: Pulls this unit to the target. After use may move 2 blocks and attack. This displacement effect cannot be immunized. During this effect the unit's movement is considered Flying. When using this skill, buffs on this unit do not decrease in duration.

Holy Guard

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Take all attacks for friendly units you are next to. [Active] Guard Range increases to 2 blocks, and you gain the [Holy Guard] effect: Replaces ATK with 1.6x MDEF, and when attacked by a ranged attack within 2 blocks, you can counterattack. Lasts 2 turns.

Inspire

Cost: ••
Cooldown: -
Range: Self
Span: 3

[Assist] Active use. Restore 2x INT HP to multiple targets in range, dispel 1 debuff, grant movement+1, and immunize against mobility down effects. Lasts 2 turns. For summoned units, also grant Damage Dealt+20%. Lasts 2 turns. Costs 3 [War Tokens].

Iron Fist

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Takes physical attack instead of nearby ally. [Active] Guard Range increases to 2 blocks, ATK increases by 20%, grants buff [Block]. Lasts 2 turns.

Iron Rose

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Takes magic damage for friendly units within 1 block. [Active] Guard range increases to 2 blocks. Takes 20% less magic damage and gains [Iron Rose]: Substitutes DEF with 80% of MDEF and deals fixed damage to the enemy equivalent to 250% of MDEF when battle ends. Lasts 2 turns.

Lance Phalanx

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Takes physical attack instead of nearby ally. [Active] Guard Range increases to 2 blocks. DEF increases by 20%. When attacked with a melee attack, always triggers [Barb] Fixed Damage after battle. Lasts 2 turns.

Lightflow

Cost:
Cooldown: 2
Range: Self
Span: Single

[Active] Remove 2 debuffs from self and gain 2 stacks of [Mirror Shine] as well as 2 random immunity effects. Lasts 2 turns.

Mirror Guard

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Takes all attacks for adjacent allies. [Active] Guard range increases to 2. Add 15% of INT to DEF and MDEF and may counterattack ranged attacks at 2 range. Lasts 2 turns.

Magic Armor Substitute

Cost:
Cooldown: 3
Range: 2
Span: Single

[Active] Create a substitute on the target block. Lasts 2 turns. After use may move 2 blocks and attack. When this unit uses a line AoE skill, the substitute will also use an identical skill. Enemies can only take damage once. (You may only have 1 substitute. When using this skill, this unit's buffs do not decrease in duration.)

Nature's Covenant

Cost:
Cooldown: 5
Range: Self
Span: Single

[Active] Enter the Nature's Covenant Form, gaining the bonuses of all Talent Forms. Lasts 2 turns. Cannot be dispelled or immunized against. After use, may move 2 blocks and attack. When in this form, cannot choose a Form using Talent. When Nature's Covenant ends, may choose a Form again on the following turn. When using this skill, buffs on this unit will not reduce in duration.

Oath of Origin

Cost:
Cooldown: 3
Range: All
Span: Single

[Active] Target one ally female unit. Offensive and defensive attributes of both this unit and the target are greatly increased, and this unit also gains "Damage Dealt +15%" and "When this hero ignores guard, ignore class effects". Lasts 4 turns. If the target female unit is in [Origins of Light], both units also gain [Promise]: "When an ally with [Promise] is defeated, all allies with [Promise] restore 60% HP and gain [Immunity]. Lasts 2 turns." Lasts 4 turns. Cannot be dispelled.

Phase Shift

Cost: ••
Cooldown: 4
Range: Self
Span: Single

[Active] Upon use, marks the square you are currently standing on, and then teleport to a chosen square within range. Gain [Phase]: "Hero damage taken-75%. Before actively attacking and entering battle, restore 100% of unit's HP. After taking action, transfer self back to the previously marked square. Lasts 1 turn. Cannot be dispelled."

Phoenix Fang Blast

Cost: ••
Cooldown: 3
Range: 4
Span: Single

[Active] Active use, causes displacement effect: Move self next to the target, after which may move 3 blocks and attack. The displacement effect cannot be immunized against.

Enduring Faith

Cost:
Cooldown: 3
Range: Self
Span: Single

[Assist] When used, dispels 2 debuffs from self and recover 30% HP. After use, may move another 2 blocks and attack.

Blinking Sword

Cost:
Cooldown: 5
Range: All
Span: Single

[Active] Used on an ally or [Soul Scraps]. Transfers self to the selected tile, gain [Immunity] and "ATK/INT +20%". Lasts 2 turns. After use may move 3 blocks and attack.

Reconfiguration

Cost:
Cooldown: -
Range: -
Span: -

[Active] Choose 1 of the following skills: Reconfiguration - Infantry: Restore 100% HP to target ally and dispel all debuffs. They gain [DEF Break]. Lasts 2 turns. Target Hero's class type becomes Infantry. Lasts 1 turn. Reconfiguration - Lancer: Restore 100% HP to target ally and dispel all debuffs. They gain [Regenerate]. Lasts 2 turns. Target Hero's class type becomes Lancer. Lasts 1 turn. Reconfiguration - Cavalry: Restore 100% HP to target ally and dispel all debuffs. They gain [Blast]. Lasts 2 turns. Target Hero's class type becomes Cavalry. Lasts 1 turn. After using any of the above skills, set CD of Reconfiguration to 2 turns.

Reign of Glory

Cost: ••
Cooldown: 4
Range: Self
Span: Single

[Active] When used, gain [Legendary Glory]: "Elwin's special equipment has 100% activate rate. Lasts 1 turn." Also gain [Immunity] for 2 turns. After use, may move 3 blocks and attack. If this unit is not a mixed troop, then may move 4 blocks instead. When this skill is used, duration of buffs will not decrease.

Sacred Tree Shield

Cost:
Cooldown: 4
Range: Self
Span: Single

[Passive] All passable terrain is treated as "Forest", and units will not be affected by Mobility reduction caused by terrain. [Active] Grants [Command] to self: All allies within 2 blocks get the Sacred Tree Shield effect. Lasts 2 turns.

Shadow Duel

Cost: ••
Cooldown: 2
Range: 3
Span: Single

[Active] Teleports self to a block within 1 space of an enemy with [Ranger's Mark] and attack for 1.4x damage. Before entering battle, this unit gains [Immunity] and immunity to melee damage penalties. Lasts 2 turns. If this unit has [Deathshadow], then in battle both units will not have their soldiers attack, and the heroes will instead directly attack each other. After battle, restore 50% HP, and gain "Counterattack Damage +50%" and "Movement +3". Lasts 1 turn. This effect cannot be dispelled.

Shadow Leap

Cost:
Cooldown: 4
Range: All
Span: Single

[Active] After use, transfer self next to an enemy with <100% HP. If there is a "Shadow of Alhazard" within 3 blocks or an enemy with [Despair] within 1 block, may act again. When using this skill, buffs on this unit will not decrease in duration.

Shadow Steal

Cost: ••
Cooldown: 2
Range: 7
Span: Line

[Active] Teleports unit to the furthest space in this skill's range. Steals 1 random buff from each enemy unit passed through in this manner.

Sleeved Card

Cost:
Cooldown: -
Range: -
Span: -

[Active] Choose 1 of the following skills: Sleeved Card - Tanzaku: [Active] Consume 1 set of [Ino], [Shika], or [Cho] and this unit gains "After actively dealing damage, randomly gain 1 of [Ino], [Shika], or [Cho]." Lasts 1 turn. Sleeved Card - Tane: [Active] Consume 1 of each of [Ino], [Shika], and [Cho] and this unit gains "Damage Dealt +20%. Equipment Resonance activation rate is increased by 100%." Lasts 1 turn. Sleeved Card - Hikari: [Active] Consume 3 of [Ino], [Shika], or [Cho] and this unit gains "[Command] All allies have their Equipment Resonance activation rates increased by 20%." Lasts 2 turns. After using one of the above skills, the cooldown of this skill is set to 1 turn. This unit gains "Unit Range +2". Lasts 1 turn. After use may act again, with movement equal to movement left over when this skill was used. Buffs do not decrease in duration when using this skill. The consumed buffs go in the order of [Ino], [Shika], [Cho].

Spiritcall Strike

Cost: ••
Cooldown: 1
Range: 2
Span: Single

[Active] Choose one of the following skills: Spiritcall Strike - Firm: [Physical Damage] Attacks a single enemy, dealing 1.5x damage. After dealing damage in battle, reduce the target's DEF by 20%. Lasts 1 turn. Spiritcall Strike - Flexible: [Magic Damage] Attacks a single enemy, dealing 1.5x damage. Physical damage dealt by soldiers is instead considered magic damage. After dealing damage in battle, reduce the target's MDEF by 20%. Lasts 1 turn. When using either of the above skills, soldiers will also attack. This skill is not affected by melee range penalties. After using one of the above skills, set the cooldown of Spiritcall Strike to 1 turn.

Strong Arm

Cost: ••
Cooldown: 3
Range: Self
Span: Single

[Passive] Take physical attacks for adjacent allies. [Active] Guard Range increases to 2 blocks, grants buffs [Parry] and [Barb]. Lasts 2 turns.

Sword of Protection

Cost:
Cooldown: 3
Range: 3
Span: Single

[Active] Active use. Target terrain gains [Sword of Protection]: "This terrain has [Command] All allied units within 1 block will have their non-HP stats increased by 10% (If Rozalia has 1 stack of [Faith], the command range of [Sword of Protection] increases to 2. If she has 3 stacks, then [Sword of Protection] gains the effect: "After active attacking and entering battle, restore 20% of damage dealt as HP after battle." Lasts 3 turns." After use, may move another 3 blocks and attack. (When using this skill, buffs on this unit will not be reduced in duration, and that terrain cannot be replaced by other terrain effects other than [Sword of Protection].)

Torrential Component

Cost:
Cooldown: 4
Range: Self
Span: Single

[Active] Tiles within 2 blocks gain 1 turn of [Stream]. After use may move again, where moving through allied [Stream] tiles allows for 2 chance to negate mobility reduction. When using this skill, buffs on this unit do not decrease in duration.

Tranquility

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Bears all attacks for allied units within 1 block. [Command] Friendly units within 2 blocks are 30% less likely to be critically hit and also take 15% less ranged damage. [Active] Guard range increases to 2 blocks and Command range increases to 3 blocks. Lasts 2 turns.

Triton

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Takes [PDamage] for adjacent friendly units. When in water, converts 1.4x DEF into ATK. [Active] The range of Guard increases to 2 blocks. Grants the effect [Tidal Surge]: The terrain you are on will be regarded as [Water]. Lasts 2 turns.

Unbreakable Guardian

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Passive] Take physical attacks for adjacent allies. [Active] Guard Range increases to 2 blocks, gain "Chance of being critically hit -20%" and [Power Stab]: Replace ATK with 1.6x DEF. Lasts 2 turns.

Walls of Jericho

Cost: ••
Cooldown: 2
Range: Self
Span: Single

[Active] Active use. Take all attacks for allies within 2 blocks. Gain DEF+20%, "Chance of being critically hit -20%". Lasts 2 turns.

Scarlet Awakening

Cost:
Cooldown: 4
Range: Self
Span: Single

[Active] After use, this unit gains [Command]: Units within 3 blocks are 20% less like to be critically hit and take 35% reduced fixed damage. Lasts 2 turns. After use may move 3 blocks and attack. When using this skill, buffs on this unit will not decrease in duration.

Keen Eyes of Winter

Cost:
Cooldown: 1
Range: 4
Span: Single

[Active] Sends forth a Snow Owl to a chosen block within range for 2 turns. After use, can move an additional 2 blocks and attack again. (Only one snow Owl can exist at a time. After using this skill, any buffs on the caster do not lose their turn count.) After use this skill is replace with [Snow Owl Sense]. [Snow Owl Sense] [Command] All enemy units within 2 blocks of "Snow Owl" have chance of being critically hit +10% [Passive] When cast skills, a two-block range around the "Snow Owl" are seen as being within range. Ranged soldiers will also attack in this case. After taking action, may move "Snow Owl" up to 2 blocks 1 time. When "Snow Owl" disappears, skill changes to [Keen Eyes of Winter].

Shield of Protection

Cost: ••
Cooldown: 3
Range: Self
Span: Single

[Passive] Takes all attacks for adjacent allies. Immune to displacement. [Active] Guard range increases to 2 blocks, adds 20% of ATK to DEF, and gain [Command]: "When allies within 2 blocks battle with enemies outside the range of this command, damage taken -10%." Lasts 3 turns.

Night Baptism

Cost:
Cooldown: 3
Range: Self
Span: Single

[Active] Steal 2 buffs from enemies within 1 ring. If there is a [Guardian Key] in the skill range, remove the terrain effect and trigger the talents end of action effect.

Rhythm

Cost:
Cooldown: 4
Range: Self
Span: Single

[Active] After using this skill, Convert 1 stack of [Sentimental] or [Rational] into the other, depending on which stack is larger. Gain "Damage Increased by 20%" and "Damage reflected is reduced by 30%" for 2 turns. Can move 2 additional blocks and attack again after use. (After using this skill, the turn count for current buffs is not reduced).

Brillant Blade

Cost: ••
Cooldown: -
Range: -
Span: -

This skill changes based on which form this unit has. When switching forms, the cooldown of this skill is reset. [Concentration] Blazing Sun: CD 3, Range: 2, Span: Single [Magic Damage] Attacks a single enemy, dealing 1.5x damage. Before entering battle, deal [fixed Damage] equal to 1x INT. If you have melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.) [Scorching] Radiance: CD 3, Range: 6, Span: Line [Magic Damage] Attack all enemies in a straight line, dealing 0.33x AoE damage. Makes targets randomly swap positons. Before attacking, dispel 2 debuffs from this unit and grants immunity to ATK & INT reduction effects and effects that silence active skills.

Time Traveler

Cost:
Cooldown: 4
Range: 3
Span: Single

[Active] Active Skill. When used on a friendly hero, grants "Whenever a skill is used to deal damage, the cooldown of that skill is reduced by 3" for 1 turn. The caster gains Mobility +2" for 1 turn. (If the target ally is named Roland, both the target and caster gains a random buff.)

Hail to the King

Cost: ••
Cooldown: 4
Range: Self
Span: Single

[Passive] After using this skill, replace it with any of the following skills you already do not have: [Sword Dance], [Shield Bash], or [Crusade of the Damned] for 2 turns. [Active] Active Skill. Gain [Rupture] for 3 turns. (This cannot be dispelled).After use you many move an additional 3 blocks and attack. When using this skill, buffs on this unit will not decrease in duration.

Across the Sea

Cost: ••
Cooldown: 3
Range: Self
Span: 3

[Active] Active Skill. ATK & INT of multiple units within range increase by 20% and friendly 'Infantry' and 'Cavalry' movement type units gain "When in water and in command range of a [Route Marker], movement type is considered 'Aquatic'." Last 4 Rounds.

Purge

Cost:
Cooldown: 4
Range: Self
Span: Single

[Passive] When there are allies with [Oath of Loyalty] within 3 blocks, this unit negates one instance of fatal damage, restoring 20% HP instead (can be triggered once per battle). [Active] Gain [Immunity] and "When moving, can pass through enemy units" for 2 rounds. After use, may move 3 blocks and attack. (After using this skill, buff durations on this unit will not be reduced.)

Eternal Wishing Star

Cost:
Cooldown: 4
Range: Self
Span: Single

[Active] For each stack of [Glory], gain a random buff. After use, may move 3 blocks. If you have 2 or more stacks of [Glory], may instead move 4 blocks and attack. (After using this skill, cannot use [Control Skills] after taking action, and buff durations on this unit will not be reduced.)

Soul of Origin

Cost:
Cooldown: 4
Range: Self
Span: Single

[Active] Gain [Enduring Soul]: "Gain [Immunity] and a shield equal to 25% Max HP. Gain [Reinforcement] for 2 turns when the shield is removed, cannot be dispelled." After use, may move 4 blocks and attack. (After using this skill, any buffs on the caster do not lose their turn count.)

Awakening of the Will

Cost: ••
Cooldown: -
Range: -
Span: -

[Active] Choose to release a skill awakened through [Will[ effects. The cooldown of this skill inherts the cooldown of the skill used. [Lonely Brigade] - [Dragon Soul Reverse Blade]: Attacks a single enemy, dealing 1.4x damage. This damage is treated as magic damage. Melee soldiers also attack. After use, may move 3 spaces. (This skill is not affected by melee damage reduction.) (CD: ?, Range: ?, Span: Single) [Rebellion] - [Dragon Slumber Fantasy]: Deals 0.36x AoE damage to all enemies within 2 blocks. Inflicts Unbuffable and "cannot trigger revival effects" for 2 turns. ("Cannot trigger revival effects" only take effect in PvP modes.) (CD: ?, Range: Self, Span: ?) [Survival] - [Dragon Resurrection]: Restores 30% HP for multiple units within range and grants [Regenerate] and "damage taken -15%" for 2 turns. (CD: ?, Range: ?, Span: ?)

Arcane Flash

Cost:
Cooldown: 3
Range: 5
Span: Single

[Active] Use on self, defensive terrain, or friendly [Arcane Mark] to teleport to the target space. After use, can move 2 blocks and attack. (After using this skill, any buffs on the caster do not lose their turn count.)

PASSIVE

Accelerated Aid

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, increases the Mobility of 1 adjacent friendly unit by 1 and grants immunity to Mobility reduction effects and Curse of Wounding (healing taken is converted into damage). Lasts 1 turn.

Adversity

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When HP<70%, ATK/DEF+10%.

Ally's Memories

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When there are allies within 2 blocks, ATK +8% and after actively enteirng battle, restore 20% of damage dealt as HP.

Ambush

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When on defensive terrain, critical hit rate +15%, fixed damage dealt +30%, and healing received +30%.

Bandit Killer

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After dealing damage, steal 1 buff from the enemy. When forced into battle, if the enemy is an Assassin, this unit will attack first and steal 2 buffs from the enemy before battle.

ATK Break

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Before battle, 50% chance to reduce enemy's ATK & INT by 20%. Lasts 1 turn.

ATK Command

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] ATK & INT of all allies within 2 blocks increases by 10%.

ATK Intimidate

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] After taking action, decreases ATK & INT of all enemies within 2 surrounding blocks by 15%. Lasts 1 turn.

ATK Support

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, 1 adjacent ally gains ATK/INT+15% and immunity to: ATK/INT down, Silence. Lasts 1 turn.

ATK Support (L)

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] After taking action, 2 friendly units within 2 blocks (not including this unit) gain Damage Dealt +15% and immunity to: ATK/INT Down, Silence. Lasts 1 turn.

Back Stab

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When actively attacking and entering battle, if the target unit's health is 100%, deal fixed damage once before combat. (Damage is 2x Hero's ATK)

Backtrack

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacking, damage increases by 10%. After battle, gain another chance to move. The number of blocks you can move will be equal to the number of blocks moved before battle. This move again effect has a 2-round cooldown.

Barb

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacked with a melee attack, after battle, if Unit HP is above 50%, triggers [Barb]: Deals FIxed Damage once to the enemy (Damage = 2.5x Hero's DEF)

Battle Cry

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Before initiating combat, dispels 1 buff from the enemy, decreases enemy's ATK & DEF by 10%. Lasts 1 turn.

Beguile

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When entering battle, if the enemy has less than 100% HP, Damage Taken -15%. May move 3 blocks after battle. This effect has a 1 turn cooldown.

Black Guard Aegis

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When forced into battle, after battle deal one instance of [Fixed Damage] equal to Hero's DEFx1.5.

Blast

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When initiating combat, if Unit HP is above 80%, damage taken is decreased by 30% during battle.

Fiery Field

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, if this unit is within the [Danger Zone], restore 10% HP to this unit for every other allied unit on the map (max of 40%).

Block

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacked with a melee attack, 30% chance to decrease physical damage taken by 30%.

Bloodcrystal Blessing

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Prevent fatal damage once, restoring 20% HP. After this effect takes place, when actively dealing damage to enemies, gain 1 stack of [Blood Crystal's Force]: "Damage taken-2%", can stack up to 5 times. When you have 5 stacks of [Blood Crystal's Force], then after ending action lose all stacks of [Blood Crystal's Force] and regain a chance to prevent fatal damage. [Blood Crystal's Force] cannot be dispelled or immunized against.

Bloodbath

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When Unit HP is lower than enemy HP, when entering battle, ATK & DEF increase by 10%.

Bloody Deluge

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When entering battle, this skill reflects 15% of damage received back to the attacker. After battle, heals all other allies for a percentage of this hero's Max HP (equal to 50% of the percentage of damage reflected).

Blood Frenzy

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After actively attacking twice, at the end of action, may act again. Also gain [Frenzy]: "All damage taken +15%. Lasts 2 turns. Cannot be dispelled or immunized." After taking this extra action, this counter starts again.

True Blue Dragon Soul

Cost: ••
Cooldown: -
Range: -
Span: -

[Command]All allied cavalry units gain 15% increased ATK & INT , They also gain 10% increased ATK when initiating battle against Lancer Soldiers, and First Strike when initiating battle against Infantry heroes. When Leon is equiped with his Exclusive Equipment, all allied Cavalry can move without terrain restrictions. [Passive] For every 1 block moved, hero's normal attack damage icnreases by 6%, up to 30%.

Flower Formation

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] When there are at least 3 other friendly units on the map, gain [Command]: "Units within 2 blocks have a -20% chance of being critically hit and -10% ranged damage taken." When there are at least 2 other friendly female heroes, gain [Command]: "Units within 2 blocks have magic damage taken -15%".

Body of Effulgent Beryl

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When forced into battle, 30% chance to reduce enemy's damage by 90%. This effect has a 2-turn cooldown.

Boost

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When entering battle, Unit ATK increases by 7%.

Broken Arrow

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When ranged attacked, ATK+15%, Damage Taken-10%, and may counter physical ranged attacks from up to 3 spaces away.

War Goddess

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When fighting melee battles, ATK+15% and disable enemy's Weapon ability (aside from HP increases) before battle. When the target is an NPC, then the latter effect is instead ATK/INT-25%. Lasts 1 turn.

Charge

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Before attacking, for every 1 block moved, ATK increases by 5% (up to 15%).

Consecration

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After battle, 40% chance to restore HP of all other allies (15% of their Max HP).

Counterattack

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Takes physical damage for adjacent allies. When attacked, increases ATK by 12%.

Crush

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When HP% is higher than the enemy's, ATK+12% when entering battle.

Crystal Spike

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After being attacked in battle, then after battle deal one instance of fixed damage equal to Freya's DEF+MDEFx1. If the enemy is mixed forces, then this cannot be immunized against.

Deadly

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When initiating combat, ATK increases by 12%.

Deathmatch

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When entering battle, unit's ATK & SKILL increase by 12%, DEF & MDEF decrease by 7%.

DEF Break

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Before battle, 50% chance to reduce enemy's DEF by 20%. Lasts 1 turn.

DEF Command

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] DEF of all allies within 2 blocks increases by 10%.

DEF Intimidate

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] After taking action, decreases DEF of all enemies within 2 blocks by 15%. Lasts 1 turn.

DEF Support

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, 1 adjacent ally gains "Damage Taken -15%" and Immunity to: DEF & MDEF down and Cannot be Healed. Lasts 1 turn.

DEF Support (L)

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] After taking action, 2 friendly units within 2 blocks by gain "Damage Taken -15%" and Immunity to: DEF & MDEF down and Cannot be Healed. Lasts 1 turn.

Deflection

Cost:
Cooldown: -
Range: -
Span: -

[Passive] INT and DEF +5%. Allies that pass through [Gate] gain "Damage Taken -15%". Lasts 1 turn.

Demon God's Bulwark

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Takes magic damage for adjacent allies. After taking action, if this unit has dealt damage this turn, this skill restores 30% of the unit's Max HP.

Detect

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Critical hit rate+10%. After dealing damage, 50% chance to disable enemy's passive skills; 100% chance if crit. Lasts 2 turns.

Dominating Formation

[Passive] Takes all attacks for adjacent allies. [Physical Damage] Attacks along 5 lines for 0.1x AoE damage. Guard Range increases to 2. Gain chance of being critically hit -20%. Lasts 2 turns. The attacked terrain gain [Sinkhole] for 2 turns: "Enemies on this terrain cannot receive 'Move Again' or 'Act Again' effects."

Drift

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When actively attacking, damage taken -10%. After battle, may move again in a straight line, equal to leftover movement +2. This effect has a 2-turn cooldown.

Edict of Light

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When there are enemies with [Conquest] or allies with [Retreat] on the map, this unit gains movement+2. [Active] Choose one effect: "Edict of Conquest": Active use. Inflict one enemy with [Conquest]: "Allies of the caster within 2 blocks have ATK/INT+10%. Lasts 3 turns." When allies attack units with [Conquest], before battle dispel 1 buff from the enemy, and if the target is killed, after battle restore 30% HP. "Edict of Retreat": Active use. Grant one ally [Retreat]: "Cannot normal attack or use skills. Before being forced into battle, restore HP equal to Caster's ATKx3. Lasts 1 turn." [Conquest] and [Retreat] cannot be dispelled or immunized. After using one of the above effects, cooldown of Edict of Light is set to 3 turns.

Elemental Echo

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After actively using a skill to deal damage, the cooldown of that skill will be randomly reduced by 1-5 turns.

Endure

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When entering battle, DEF+7%.

Enduring Journey

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, if this unit has not dealt damage this turn, it is healed for 20% of its HP and it gains [Tidal Surge]: All terrain is treated as Water for 2 turns.

Entrenchment

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Immune to displacement effects. While guarding, unit restores 20% of Max HP upon taking damage that would otherwise be fatal. Can trigger twice per battle.

Ephemeral Flower

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When equipped with melee soldiers, this unit's movement type is changed to [Flying]. After being forced into battle, the enemy deals fixed damage to itself equal to the enemy hero's (ATK + INT) x1 and heals Shilinka for the same amount. If Shilinka is in the [Slumber] status, this effect is doubled.

Fair Fight

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When entering battle with Unit HP higher than 90%, if your DEF is higher than the enemy's, you will strike the enemy first.

Faith

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When actively attacking, damage increases by 15%. After battle, restores 2x the caster's INT as HP to the friendly unit with the lowest HP (not including this unit).

Fallen Petals

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] Every time a unit dies, remove 1 stack of [Effulgence] from this unit. When forced into battle in melee, damage taken-5%, damage dealt+10%. If the target's HP is below 100%, this effect is doubled.

Fearless Stance

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Takes all physical attacks for adjacent allies. Immune to "Stun". When attacked from the direction this unit is defending, DEF and MDEF +8%.

Force of Will

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When an ally unit dies, restore 20% HP. Also gain [Lonely Resolve]: "When attacked, heal 30% HP before battle, and after battle, restore 30% of damage dealt as HP. Lasts 1 turn."

Gale

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, 20% chance to act again. Can only occur once per turn.

Gallop

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Unit movement+2. When this unit is [Mixed Forces], then after taking action restore 30% HP.

God's Blessing

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Immune to "Cannot be healed". After taking action, if this unit does not have [Almighty Guard], then gain [Divine Guard]: "ATK is replaced with DEF+MDEFx1." Lasts 2 turns. Cannot be dispelled. This effect has a 2 turn cooldown.

Guerrilla Tactics

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When unit HP is 100%, DEF+10%. After actively attacking, may move 2 blocks (Cooldown of 1 turn).

Ha!

Cost:
Cooldown: -
Range: -
Span: -

[Passive] 30% chance to trigger when entering battle, reducing enemy's Range by 1. (This effect can only trigger once per 2 turns)

Heavy Crossbow Support

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, if there are allies within 1 block of this unit, gain [Preemptive Counterattack] and increased counter range. Counter range increase is equal to the number of allies adjacent to this unit. Lasts 1 turn.

Heavy Shield

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] When attacked with a melee attack, 25% chance to damage taken decreased by 50%.

Hegemony

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] When entering combat, dispels 1 enemy buff, decreases enemy DEF by 20%. Lasts 1 turn.

Holy Shield

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Upon attacking and entering battle, MDEF +10%.

Indomitable

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Grants 20% HP upon taking damage that would otherwise have been fatal. Can be triggered once per battle.

Instant Flash

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When HP>90%, if SKILL is higher than the enemy's before entering battle, this unit will attack first.

Iron Helmet

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] When attacked with a ranged attack, 25% chance to reduce damage taken by 50%.

Iron Wall

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When Unit HP is above 90%, DEF & MDEF increase by 10%.

Last Stand

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When Unit enters battle with HP<50%, DEF/MDEF+10%.

Legion

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When Unit HP>90%, ATK/DEF+10%.

Light Reflect

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Received Heal Effect +15%. Before being attacked with a melee attack, Unit ATK & DEF increase by 10%.

Lonely Moon

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When initiating a melee attack, hero's damage is reduced by 20%. After taking action, if your soldiers are all dead, you can act again. This effect has a 3-turn cooldown.

Magic Stitch

Cost:
Cooldown: -
Range: -
Span: -

[Passive] At the end of action, randomly causes one enemy unit within the [Danger Zone] to gain [Magic Mark]: "Damage taken from Noemi +5%". Lasts 3 turns. Can be stacked up to 3 times. When actively attacking units with [Magic Mark], heal 20% of damage dealt as HP after battle and remove 1 [Magic Mark] effect.

MDEF Break

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Before battle, 50% chance to reduce enemy MDEF by 25%. Lasts 1 turn.

MDEF Command

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] MDEF of all allies within 2 blocks increases by 15%.

MDEF Intimidate

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] After taking action, increases MDamage taken by all enemies within 3 blocks by 20%. Lasts 1 turn.

MDEF Support

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, 1 adjacent ally is granted MDEF+20% and Immunity to: Stun, Cannot Receive Buffs, Mobility Down. Lasts 1 turn.

Meditation

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When Unit HP>90%, INT/MDEF+10%.

Memories of War

Cost: ••
Cooldown: -
Range: -
Span: -

[Command] Allied [Infantry], [Lancer], and [Cavalry] units within 2 spaces gain Damage Dealt +12%, Damage Taken -12% when actively attacking and entering battle.

Mind's Eye

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Crit increased by 15%. When damage is dealt, nullify enemy's passive skills. Lasts 2 turns.

Move Again

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When initiating combat, damage increases by 10%. If remaining Mobility is not zero, can move again after attacking.

Natural Warding

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When on Forest, Mountain, and Grassland terrain, soldier damage is not reduced in melee battles. When entering battle with a melee attack, damage taken is reduced by 20%.

Ninjutsu

Cost:
Cooldown: -
Range: -
Span: -

[Passive] All passable terrains are treated as Plains. If the terrain increases DEF, ATK increases by the same value.

Ogre Brawn

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Unit Mobility +1. After battle, restores 15% Unit HP.

Parry

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Take physical attacks for adjacent allies. When attacked, adds 7% of ATK to DEF.

Petal Storm

Cost:
Cooldown: -
Range: -
Span: -

[Passive] At the end of action, deal 0.1x AoE damage to enemies within 1 ring, with a 25% chance to inflict "Random Equipment ability is disabled (Except Max HP)". Lasts 2 turns. If the target is an NPC, the effect i instead "Random stat-25%". Lasts 1 turn.

Power of Revival

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When this unit is on "Forest" or "Grasslands", damage taken-20%, skills range+1, and after taking action, restore HP to allies within 2 blocks of self equal to INTx1.5.

Precaution

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacking and entering battle, DEF+12%.

Preemptive Counterattack

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When forced into battle, 10% chance to attack before the enemy. For every 10 points of SKILL you have, this chance is increased by an additional 1%.

Protect

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Physical damage taken decreased by 5%. When nearby allies are under physical attack, enters the battle instead of them.

Rage Scale

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When entering battle, reflects 20% of physical damage received by the unit. After battle, unit recovers a percentage of HP equal to 1x the percentage of the amount reflected.

Crystal of Rebirth

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Takes all attacks for adjacent allies. After being attacked and taking damage, restore HP to self equal to 1.5x ATK.

Regrowth

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] After taking action, restores Unit HP within 2 blocks by 2x own INT.

Reinforcement

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, restores 20% Unit HP.

Ride the Wind

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Physical damage increases by 5% for every 1 block moved before attacking (up to a max of 25%).

Resurging Gale

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Crit chance is increased by 10%. After dealing damage, if this unit has a [Sweep Formation] effect, it can move another 4 blocks. This move again effect has a 1-round cooldown.

Roundabout

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacking, Damage Dealt +10%. After battle, you may move 2 blocks. Move again effect has a 1-turn cooldown.

Run Away!

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacking and entering battle, damage taken -20%. If the enemy is not killed, cause [Displacement]: This unit moves 3 blocks away from the target. This displacement cannot be immunized.

Rupture

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When actively dealing damage, deals additional fixed damage to the enemy. (Damage = 2x hero's ATK)

Ruthless

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] Crit Damage increases by 20%. When critically attacking and entering battle, grants "All damage taken decreased by 30%" after battle. Lasts 1 turn.

Sacred Beast Aegis

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Takes all damage for adjacent friendly units. When attacked, there is a 30% chance to dispel 1 buff from the enemy before battle.

Seal

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When dealing damage to enemies, 50% chance to deactivate enemy's active skills. Lasts 2 turns.

Cripple

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When HP is 100%, before attacking and entering battle, inflict movement-2 and cannot guard. Lasts 1 turn.

Shadow Hunter

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Skill +15%. If this unit has [Deathshadow], then when actively attacking, [Assassin] type soldiers will ranged attack alongside this unit, and this unit may ignore guard up for attacks up to 3 spaces away.

Shadow Sneak

Cost:
Cooldown: -
Span: -

[Passive] If there are no allies within 2 blocks and no damage was dealt this turn, then after ending action gain [Shadow Sneak]: "When this unit is at 100% HP, cannot be targeted by normal attacks or skills." Lasts 1 turn. This effect has a 1 turn cooldown.

Shadow Coordination

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After actively dealing damage, the enemy gains [Shadow Mark]. When the Magic Puppet battles against enemies with [Shadow Mark], then it will ignore guard, gain damage dealt+30% and damage taken-50%.

Shadow Wing

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] Ignore unit obstruction when moving. Before entering melee battle, for every stack of [Supreme], restore 10% HP, up to 30%. After actively dealing damage, gain buff: "Have 2 chances to negate mobility reduction". Lasts 1 turn.

Skill Aid

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, increases the SKILL of 1 nearby ally by 20%. Also grants immunity to "healing reversal" (healing applied converted into damage) and "inability to Act Again" for 1 turn.

Skill Command

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] Increases skill of all allies within 3 blocks by 20%

Skill Support (S)

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After action, increase Skill of 1 adjacent ally by 20%, as well as giving immunity to "Heal Reversal" (damage from outgoing heals) and "Cannot Act Again". Lasts 1 round.

Skill Swagger

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] After taking action, reduces the SKILL of all enemy units within 3 blocks by 20% for 1 turn.

Skybreaker

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Before entering battle, if the target's movement is at least 4, inflict movement -2 for 1 turn.

Sly Stride

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Crit Rate +10%. After defeating an enemy in battle, may move another 3 blocks.

Smoke

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After actively entering battle, 30% chance to reduce all damage taken by 30% for 1 turn.

Sneak

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacking, Crit increased by 10%. Damage taken decreased by 20%.

Sneak Attack

Cost:
Cooldown: -
Range: -
Span: -

[Passive] If Crit Damage is dealt when entering battle, 1 extra fixed damage can be triggered after battle. (Damage = 2x hero's ATK)

Solidarity

Cost:
Cooldown: -
Range: -
Span: -

[Passive] For every 1 allied unit within 2 surrounding blocks, DEF & MDEF increase by 5%, up to 15%.

Steel Titan

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Increases all damage by 10% and adds 10% of ATK to DEF.

Star Flash

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After actively attacking in battle, teleports self to a square within 3 spaces.

Kiss of the Succubus

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When battling non-female heroes, restore 30% of damage dealt as HP after battle.

Sun Shade

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When entering battle with a melee attack, after battle, 30% chance to restore HP (30% of damage dealt in this battle).

Surprise Attack

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacking and entering battle, if unit's SKILL is more than 2x that of the enemy, this attack ignores Guard. If it is more than 3x that of the enemy, deals damage directly to the enemy hero.

Sword's Breath

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After attacking an enemy, deal 0.1x AoE damage to all enemies within 1 ring.

Taunt

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After actively dealing damage, inflict [Taunt]: "After taking action, if you have not moved, then take fixed damage equal to 3x inflictor's ATK. For every block moved, this fixed damage is reduced by 0.5x. Lasts 2 turns, cannot be dispelled."

Tenacity

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When attacked, gain "DEF+5%". Lasts 1 turn. Can be stacked.

Ultimate Training Regimen

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When equipped with melee soldiers, soldier range is increase by 1. When using Maid-type soldiers, gain immunity to fixed damage.

Warfare Tactics

Cost:
Cooldown: -
Range: -
Span: -

[Passive] If this unit is on defensive terrain, then after battle deal fixed damage equal to 1x ATK and restore 20% HP to self, and if actively attacking, may move 3 blocks after attacking.

Violent Dash

Cost: ••
Cooldown: -
Range: -
Span: -

[Passive] For every 1 block moved before battle, Crit increases by 5%, Crit Damage increases by 5% (up to 15%).

Wind Pressure

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After this unit deals damage, deals damage to enemies within 2 blocks (0.1x hero's ATK). 50% chance to deal a random debuff to each target.

Windride

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When HP is above 50%, damage taken is decreased by 15%.

Winning Strategy

Cost:
Cooldown: -
Range: -
Span: -

[Passive] When enemies die, gain 1 [Battle Strategy] and increases all stats, excluding HP, of all friendly units' soldiiers by 2%. (Cannot be dispelled and cannot be immunized against. Can increase stats by up to 10%)

Heart of Twin Moons

Cost:
Cooldown: -
Range: -
Span: -

[Passive] Negate fatal damage once and restore 10% HP. If this unit is in water, restore 60% HP instead. This may only occur once per map.

Abyssal Erosion

Cost:
Cooldown: -
Range: -
Span: -

[Command] All enemy units within 3 blocks have a 30% chance of being inflicted with [Demoniac] at the end of action.

Navigation Strategy

Cost:
Cooldown: -
Range: -
Span: -

[Command] After taking action, when in the command range of a [Route Marker], gain a random buff.

Walk on the Waves

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After taking action, apply [Wave Walker] to the two closest allies within 2 blocks: "When moving through a friendly [Mysterious Ocean Current], gain chance to mitigate 2 blocks of Mobility Reduction." Lasts 1 round. ([Wave Walker] cannot coexist with other efects that mitigate Mobility Reduction.)

Undermine

Cost:
Cooldown: -
Range: -
Span: -

[Passive] After actively causing damage to an enemy, randomly apply [Incitement] or [Dissension]. [Incitement]: "Soldier Range -1. Before actively attacking and entering combat, soldiers lose 30% HP." Lasts 1 round. [Dissension]: "Hero Range -1. Cannot receive act again effects." Lasts 1 round.

Will of the World

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] After triggering Talent to gain [Will] effect or act again, all "Mythical Realm" allies receive ATK/INT/DEF +20% and MDEF +30%, as well as the effect: "Melee damage +15%, reflect damage received -30%". Lasts 4 turns. (Cannot be stacked with other Fusion Power effects.) [Physical Damage] Attacks a single enemy, dealing 1.6x damage. If you have 2 or more [Will] effects, the enemy cannot counterattack in this battle. After battle, deals 0.3x AoE damage to the target and enemies at up to 3 blocks in 3 straight lines bheind the target. If the enemy is eliminated, you will randomly receive one [Will] effect that you do not already possess.

Glowing Judgment

Cost: •••
Cooldown: 3
Range: 3
Span: Single

[Passive] For every friendly [Arcane Mark] on the battlefield, damage dealt is increased by 10% (up to 30%). [Magic Damage] Attacks a single enemy, dealing 1.6x damage. Long-range soldiers will also attack. Effective against all units except for Mages. Before battle, if the enemy has been afflicted by a reduction in MDEF, this attack will ignore Guard. If the enemy is not killed, it will be stunned for 1 round.

Glorious Return of Destiny

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] When you have [Glory], you will not die when receiving fatal damage. Instead, remove all stacks of [Glory], revive with 30% HP, and reduce the cooldown of all skills by 5. (This effect can occur once per battle.) [Physical Damage] Attacks a single enemy, dealing 1.3x damage. For every stack of [Glory], damage increases by 15%. If you have 2 or more stacks of [Glory], the enemy is stunned before battle for 1 round (cannot be dispelled). After killing an enemy, remove all stacks of [Glory] and reduce the cooldown of all skills by 5, and you can move another 5 spaces.

Shield of Bloodstained Wings

Cost: •••
Cooldown: 4
Range: Self
Span: 3

[Passive] When there is a [Shield of the Kingdom] summoned by you within 3 blocks, damage dealt is increased by 20%. [Physical Damage] Deals 0.36x AoE damage to all enemies within 3 blocks and inflicts "Cannot be healed" for 1 round. If the enemy already has the "Cannot be healed" effect, addtionally stun the enemy for 1 round. If [Shield of the Kingdom] has a specified Defensive Zone, deals additional 0.12x AoE damage to all enemies within the Defensive Zone and trigger all skill effects.

Fated Invasion

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] After taking action, restore 15% HP for yourself and allies with [Oath of Loyalty]. This effect is doubled if you have [Nemesis]. [Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispel 5 buffs from the enemy. If there are allies with [Oath of Loyalty] within 3 blocks or if you have [Nemesis], this attack ignores Guard and damage is increased by 20%. If the enemy is eliminated, the cooldown of this skill is reduced by 5 turns, and you can move 3 spaces after battle; otherwise, you can act again. ([Cooldown Trigger] These two effects share cooldown and can be triggered again after 2 rounds.)

Ashurane's Fury

Cost: •••
Cooldown: 4
Range: 5
Span: Straight

[Passive] When you are on [Mysterious Ocean Current] and using a skill to attack, Unit Range +2, and you can move 2 spaces after attacking. [Physical Damage] Attacks all enemies in a straight line, dealing 0.4x AoE damage, and applying "All passable terrain is treated as 'in Water'" and "Fixed damage taken is increased by 30%" which last for 2 rounds. At the same time, [Mysterious Ocean Current] is applied to the targeted area. When using this skill, if in [Water] or a friendly [Mysterious Ocean Current], the span is increased to 3 straight lines.

Plunderpuss

Cost: •••
Cooldown: 3
Range: 1
Span: Single

[Passive] Increase DEF by 20% when in Water. [Physical Damage] Attacks a single enemy, dealing 1.6x. Before battle, steals up to 2 buffs from the enemy, and after battle, teleport to any block within 2 blocks of a friendly [Route Marker]. If this skill kills the enemy, its cooldown is reduced by 2 turns

The End is Nigh

Cost: •••
Cooldown: 3
Range: Self
Span: Single

[Transform] Use to enter [Chaos] state: "[Nightmare] and [Demoniac] applied through talent cannot be dispelled. When entering battle, damage dealt increases by 20% and damage taken is reduced by 20%. After using [Dark Tremor], all enemy Demon heroes gain [Nightmare]. This unit gains "Will not die when suffering fatal damage, instead of dying, consume the [Chaos] state, and recover 30% of HP." After this skill is used, it is replaced with [Judgment of the Abyss]. After use, the unit can move 3 additional blocks and attack again. After this skill is used, any buffs the unit has will not lose their turn count. [Chaos] cannot be dispelled and ignores immunity. Judgment of the Abyss CD: 3 Turns, Range: 1 Block, Span: Single target [Passive] When battling against Holy or Demon heroes, hero ATK increases by 15%. Increase chance of enemies getting [Demoniac] in command range of [Abyssal Corrosion] to 60%. [Physical Damage]: Attacks a single enemy, dealing 1.6x damage. Before battle, turn 3 of the enemy buffs into random debuffs, and applies "All healing received by the target is turned into damage equal to 50% of the healing amount" for 2 turns (cannot be dispelled). If this skill kills the enemy, its cooldown is reduced by 2 turns, and [Nightmare] and [Demoniac] will apply to a random enemy. When the [Chaos] state is consumed, this skill is replaced by [The End is Nigh].

Ragna Blade

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive] Before actively dealing damage, cause the enemy to be 10% more likely to receive a critical hit. (This effect is increased to 20% in [Wrath] status.) [Magic Damage] Attacks a single enemy, dealing 1.7x damage. Extra effective against Demons. Before battle, disables enemy Armor and Headgear effects (except for Max HP). When the target is a non-player hero, reduces DEF and MDEF by 25% instead. Lasts 2 rounds. When in the [Wrath] state, this skill is unaffected by melee reduction, and critical damage increases the closer this unit is to the target, up to 60%.

Ra Tilt

Cost: •••
Cooldown: 4
Range: 3
Span: Single

[Passive] When fighting an enemy with lower INT than yourself, damage taken is reduced by 10%. (If this unit does not have any debuffs, this effect is increased to 20%.) [Magic Damage] Attacks a single enemy, dealing 1.7x damage. Extra effective against Demons. Melee soldiers will also attack. If this unit does not have any debuffs, before battle, dispel 5 buffs from the enemy and restore 100% HP. If unit's INT is more than 3x that of the enemy, deals damage directly to the enemy hero. (This skill is not affected by melee damage reduction.)

Sword of Light

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive] Damage dealt to Demons increases by 20%. [Physical Damage] Attacks a single enemy, dealing 1.5x damage. For every buff you have, damage increases by 3% (up to 30%). Melee soldiers will also attack. After using this skill, buff duration will not decrease. (This skill is not affected by melee damage reduction.)

Flare Fusion

Cost: •••
Cooldown: -
Range: -
Span: -

This skill changes based on which form this unit has. When switching form, the cooldown of this skill is reset. [Concentration] Radiance Strike: CD 3, Range: 2, Span: Single [Magic Damage] Attacks a single enemy, dealing 1.6x damage. If you have melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.) Before battle, dispels 3 buffs from the enemy. If the enemy has 2 or more debuffs, attacks first this battle. If this skill kills the enemy, gain "When actively attacking and entering battle, deal [fixed damage] equal to 2x INT." for 2 turns. [Scorching] Radiance Realm: CD 3, Range: 3, Span: 3 [Magic Damage] Attacks multiple enemy units within range, dealing 0.36x AoE damage. Inflicts 1 random debuff for 2 turns. If this skill hits 3 or more enemies, gain "When actively attacking and entering battle, increases damage dealt by 20%" for 2 turns.

Trial in the Dark

Cost: •••
Cooldown: 5
Range: 2
Span: Single

[Passive] After casting [Time Trend], gain [Shining Sharpness]: Increase damage by 15% for 1 turn. [Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispels 5 buffs from the enemy. After battle, increase the cooldown of all skills by 1. If you have melee soldiers, they will also attack. If the enemy is not killed, revert to the state at the beginning of its action. ([Trigger Cooldown] This effect can be triggered again after 2 turns.)

Sword of Destruction

Cost: •••
Cooldown: 5
Range: 1
Span: Single

Activate to reduce Max HP by 30% and summon a Sword Shade to your side, with stats identical to your own at the time of summoning. The shade has the skills Air Slash, ATK Command, and Sword Dance. When the shade dies, your Max HP returns to normal.

Dimensional Detonation

Cost: •••
Cooldown: 4
Range: All
Span: 4

[Passive] After taking action, if this unit did not attack and is on an allied [Gate], then may move another 2 blocks and attack. Buffs on this unit will not decrease in duration. This act again effect has a cooldown of 2 turns. [Magic Damage] Used centering on self or on [Gate]. Attacks enemies within 4 blocks for 0.4x AoE damage, deals 2 random debuffs, as well as [Falsehood]: "When ending turn within 3 blocks of [Gate], gain 2 random debuffs. Cannot be dispelled. Lasts 2 turns." If this attack hits at least 3 enemies, cooldown is reduced by 2.

Brilliant Halo

Cost: •••
Cooldown: 3
Range: Self
Span: 4

[Passive] When allies gain [Near Death], this skill gets CD-1. [Heal] Heal allies within range for 3x Caster's INT and dispel 2 debuffs. Also grant them "Restore 20% HP after taking action" and "Damage Dealt +15%". Lasts 2 turns. Also removes all [Near Death] effects from allies.

Wish Upon a Star

Cost: •••
Cooldown: -
Range: -
Span: -

[Active] Choose one of the following prayer effects. Prayer I: [Immortal]: After use, max HP +15% and recover 100% of HP. Can only be used once per battle. Set the cooldown of Wish Upon A Star to 0 turns. Prayer II: [Fly]: Movement +1 and unit's movement type becomes "Flying". Can only be used once per battle. Set the cooldown of Wish Upon A Star to 0 turns. Prayer III: [Creation]: [Magic Damage] Deals 0.3x AoE damage to multiple enemies within range (3 Range, 4 Span). If the enemy is not on defensive terrain, convert 2 random buffs into debuffs*. Set the cooldown of Wish Upon A Star to 3 turns. All buffs from this skill cannot be dispelled. *Debuff list: ATK/INT-20%, DEF-20%, MDEF-30%, Damage Dealt-20%, Damage Taken+20%, Cannot be healed, Cannot be buffed, Silence, Passive disable, After taking action lose 20% HP, Movement -2 and cannot guard

Spirit Tremble

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Ignores 20% of the target's DEF and MDEF. If this unit's INT>ATK, then this attack will deal magic damage. Melee soldiers will also attack. This skill is not affected by melee penalties. After battle, may move 2 blocks, and the terrain this unit ends action on will gain [Terror Totem]: "This terrain has [Command] Enemies within 4 blocks have ATK/DEF-10% and randomly receive 2 debuffs at the start of a turn." Lasts 2 turns.

Hermes Trismegistus

Cost: •••
Cooldown: 3
Range: Self
Span: Single

[Passive] Immune to stun. Recover 20% HP upon taking damage that would otherwise have been fatal. Can be triggered once per battle. [Active] Guard all attacks within 2 blocks. Gain [Hermes Trismegistus]: "Chance of being critically hit reduced by 30%. When forced into battle, 30% chance to reduce all damage taken by 50%." Lasts 3 turns. [Hermes Trismegistus] cannot be dispelled or immunized.

High Seas

Cost: •••
Cooldown: 4
Range: 1
Span: Single

[Passive] After taking action, if this unit is not on a "Water", "Swamp" or "Depths" tile and has not attacked, then gain [Tidal Surge] for 1 turn. This effect has a 1 turn cooldown. [Physical Damage] Attacks a single enemy, dealing 1.6x damage. Before battle, disables enemy passives and prevent enemy from receiving buffs. Lasts 1 turn, cannot be dispelled. If this unit has leftover movement, then may move after attacking.

Blue Flame Thrust

Cost: •••
Cooldown: 5
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy on a line, dealing 1.6x damage. Ignore melee penalties. Before entering battle, restore 100% HP to self, dispel up to 5 buffs from the target, and inflict DEF -30%. Lasts 2 turns. Cannot be dispelled. After battle, deal 0.25x AoE damage to the 4 blocks along the line of the target.

Roast

Cost: •••
Cooldown: 5
Range: Self
Span: 4

[Assist] Restores HP equal to 3x Caster's INT to allies in range. Grants [Quip]: After taking action, deals 1 random debuff to 2 enemies within 4 blocks. Lasts 2 turns.

Amethyst Blast

Cost: •••
Cooldown: 6
Range: Self
Span: 4

[Passive] Negate one instance of fatal damage, afterwards restoring 100% HP and reducing all skill cooldowns by 5. Also lose [Amethyst Cover] or [Amethyst Shield] effects and become unable to reobtain them. This effect will only occur once per map. [Physical Damage] Attacks self and enemies within 4 blocks for 0.3x AoE damage. Before use, dispel all debuffs from self. The lower this unit's HP, the more damage done, up to +100% damage dealt.

Supreme Battle

Cost: •••
Cooldown: 6
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.5x damage. If there are 2 or more enemies within a 1-ring span after battle, may act again, but cannot move or move again (Act again effect cannot be triggered more than twice in the same turn). Upon successfully eliminating a target, this skill's cooldown is reduced by 6 turns. This effect has a 1 turn cooldown.

Sword of Demise

Cost: •••
Cooldown: 5
Range: 3
Span: 4

[Magic Damage] Attacks multiple enemies in range, dealing 0.4x AoE damage, and inflicts "Critical Hit Rate -20%", "Critical Damage -20%", "Skill -20%". Lasts 2 turns.

Jade Storm

Cost: •••
Cooldown: 5
Range: 2
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Effective against Fliers. Before battle, convert 2 buffs on the target into random debuffs. For every buff converted this way, gain +20% damage dealt. After battle, unit's terrain is considered "Forest". Lasts 1 turn.

Perdition

Cost: •••
Cooldown: 3
Range: 1
Span: Single

[Command] Increase the ATK & INT of all allied units within 3 blocks by 10% if a shield effect is active on them. [Passive] After taking action, if located on Forest, Mountain, or Grassland, gains Mobility +2 for 1 turn. [Active] Select 1 skill to use: Fierce Charge: [Physical Damage] After selecting a target, casts "Vertical Limit" and "Zero Divide" in sequence, than advances 1 block and casts "Long Lance". Sprinting Sweep: [Physical Damage] After selecting a target, casts "Vertical Limit" and "Long LAnce" in sequence, than advances 1 block and casts "Zero Divide". AImmune to all debuffs while using any of these skills and deals 0.2x AoE damage 3 times to the target separately, and changes the cooldown of Perdition to 3 turns. If the enemy's Max HP is more than 5x the caster's, the damage dealt increases by 300%.

Absolutely Reliable Ray

Cost: •••
Cooldown: 1
Range: 3
Span: 4

[Heal] Active use. Restore HP to allies in range equal to 3x Caster´s INT and dispel 2 debuffs. 50% chance of reducing this skill's cooldown by 1. The healing ray has a 50% chance to cause side effects, and can apply one at a time: [Spiritualization]: All terrain is treated as grasslands when moving, and ignore enemy unit obstruction. Lasts 1 turn. [Gigantify]: Damage dealt +10%. Damage Taken +5%. Lasts 1 turn. [Minimize]: Damage dealt -5%. AoE damage taken -10%. Lasts 1 turn. [Metalize]: Cannot be displaced. Lasts 1 turn.

Breath of the Tides

Cost: •••
Cooldown: 5
Range: 3
Span: Straight

Attacks all enemies in 3 straight lines, dealing 0.2x AoE damage and pushing them back 3 blocks. If you are in Water, you'll have a 20% chance to [Freeze] the enemy for 1 turn. If this skill hits 3 or more enemies, you can take an additional action. (This act again effect can only trigger once per round)

Moon Phase Pull

Cost: •••
Cooldown: 3
Range: 3
Span: 1

[Physical Damage] Directly deals 0.26x AoE damage to an enemy and cause [Displacement]: Pulls target adjacent to this unit. Also inflict "Movement -2", lasts 1 turn. Cannot be dispelled. After use, this skill becomes "Moonrise Wave". Moonrise Wave: [Physical Damage] Attacks a single enemy, dealing 1.5x damage. In water, hero's damage +40%. After battle, restore 30% of damage dealt as HP and inflict "All terrain is treated as water". Cannot be dispelled. Lasts 2 turns. After use, this skill becomes "Moon Phase Pull".

Fearless Hurricane

Cost: •••
Cooldown: 4
Range: Self
Span: Single

This unit gains [Fearless Hurricane]: After dealing damage, all enemies within a 2-ring span are teleported to your side and you deal 0.15x damage within a 1-ring radius. If this unit has a [Sweep Formation] effect, it can move another 4 blocks. Lasts 1 turn. Also increases ATK by 20% and grants the [Ride the Wind] and [Reinforcement] effects. Lasts 2 turns. Can act again after use. This next movement's Mobility is equal to remaining Mobility at the time of using this skill +4, and you can only move in a straight line.

Grand Cross

Cost: •••
Cooldown: 6
Range: Self
Span: 3

Deals 0.44x AoE damage to all enemies within 3 blocks and dispels 3 buffs. After battle, grants the [Physical Barrier] effect: The first time you take physical damage, damage taken is reduced by 90%. [Magic Barrier]: The first time you take magic damage, damage taken is reduced by 90% (This effect can only be obtained once every 3 turns). Lasts 3 turns.

United Heart Dance

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive] When this unit has a [Dance Partner], unit range +2. The first time this skill is used in each dance position, CD-3. [Magic Damage] Attacks a single enemy, dealing 1.6x damage. If in a dance position, before battle deal 1x this unit's INT fixed damage and after battle deal 1x Dance Partner's ATK or INT (whichever is higher) fixed damage. If the target is [Mixed Forces], this fixed damage cannot be immunized. After use, this unit gains [Dancing Guard]: "When in a dance position, if either partner is attacked, the other partner will deal fixed damage to the attacker equal to 1x5x ATK or INT (whichever is higher)." Lasts 1 turn. Cannot be dispelled.

Killing Wind

Cost: •••
Cooldown: 0
Range: 1
Span: Single

Attacks a single enemy, dealing 1.7x damage. Before entering battle, gain [Windride], lasts 2 turns. Every time this skill is used, the damage dealt by it is permanently reduced by 15% (up to 30%). After battle, may move 3 blocks, and if there are no enemies within 1 block of this unit, this skill becomes [Decimate].

Subverting The Order

Cost: •••
Cooldown: 5
Range: 6
Span: 3 Lines

[Physical Damage] Attacks enemies along 3 lines, dealing 0.36x AoE damage. Randomizes the positions of the enemies hit and cause them to only be able to move in straight lines. Lasts 1 turn, cannot be dispelled. If this attack hits at least 3 targets, then CD-3 for this skill.

Dimensional Metastrophe

Cost: •••
Cooldown: 4
Range: 3
Span: 3

[Passive] After taking action for the first time or after activating this skill, significantly increases the offensive and defensive stats of all "Heroes of Time" allied units, and deal +8% increased damage, increasing by a further 8% when fighting enemies afflicted with [Spellbound]. Lasts 4 turns. (This effect cannot be stacked with other Fusion Power skills.) [Magic Damage] Summons 6 Spell Bombs to attack random enemies within range. Each Spell Bomb deals 0.15x AoE Damage, increasing each enemy's damage taken in turn by 10% when hitting the same enemy consecutively. Spell Bombs also apply 2 random debuffs to enemies hit. When only 1 enemy is hit, this skill's cooldown is reduced by 3 turns. If the enemy does not have soldiers, damage dealt is also increased by 300%. When this skill eliminates an enemy, removes the trigger cooldown for talent.

Secret Ancestral Record

Cost: •••
Cooldown: 4
Range: 2
Span: Single

[Active] Choose one of the follow skills: Secret Ancestral Record: Firm [Physical Damage] Attacks a single enemy, dealing 1.7x damage. Secret Ancestral Record: Flexible [Magic Damage] Attacks a single enemy, dealing 1.7x damage. Physical damage dealt by soldiers will instead be treated as magic damage. When using one of the above skills, convert 3 buffs on the target into debuffs, after battle restore HP equal to 30% of damage dealt, and inflict "Cannot Guard". Lasts 2 turns. Melee soldiers will also attack. This skill is not affected by melee range penalties. After successfully defeating an enemy with this skill, its cooldown is reduced by 3.

Overlord's Ambition

Cost: •••
Cooldown: 3
Range: Self
Span: All

[Passive] After attacking with a normal attack, deal 0.1x AoE damage to enemies within 1 ring. This effect can only occur once every 3 turns. [Faction Buff] Active use. All "Empire's Honor" units receive ATK/INT/DEF+20% and MDEF+30%, as well as the effect: When entering battle, damage dealt +18%, lasts 4 turns. Cannot be stacked with other Fusion Power effects. Also give [Iron Blooded Ambition] to self: "Movement+1, Damage Dealt+15%, Sword Dance Span +1, Shield Bash Range +1, if this unit has 'Iron Fist' equipped, then physical damage taken -25%. Gain [Hegemony]. Lasts 4 turns." [Iron Blooded Ambition] cannot be immunized or dispelled.

Blade Flurry

Cost: •••
Cooldown: 5
Range: Self
Span: Rings

[Passive] Negate an AoE attack which otherwise would have been fatal. (Can activate 3 times per map) When an ally within Talent range is attacked, the attacker and 2 enemy units within 3 spaces of that attacker will be inflicted with "Damage Dealt -15%". Lasts 1 turn. [Physical Damage] Attacks enemies within 2 rings for 0.3x AoE damage, and deals 1x ATK of fixed damage. Also prevents the targets from being healed. Lasts 2 turns.

Descent of Chaos

Cost: •••
Cooldown: -
Range: Self
Span: 5

Attacks enemies within 5 blocks of self for 0.33x damage, and deal 2 random debuffs. After this skill does damage, the next cast will have +0.05 skill damage and will add 1 extra random debuff, but the cooldown increases by 1. Max of +0.1 skill damage, +2 random debuffs, and +2 cooldown.

Enchanting Shadow

Cost: •••
Cooldown: 5
Range: 2
Span: Single

[Passive] AoE damage will also grant stacks of [Paragon of Elegance]. [Assist] Active use. Grants ATK+20%, Damage Dealt +10%. When moving, will not be obstructed by other units. Also gain [ATK Break] and [DEF Break]. Lasts 2 turns. Grants 1 stack of [Paragon of Elegance]. After use may move 3 blocks and attack. When using this skill, duration of buffs will not decrease.

Collapsing Lance

Cost: •••
Cooldown: 6
Range: 2
Span: 3

[Physical Damage] Deal 0.4x AoE damage to enemies within 2 blocks of the selected tile and inflict terrain effect [Collapsing Lance]: "This tile has [Command] Enemies within 2 blocks battling against Caroline have ATK/INT reduced by 15%. When moving to terrain outside [Collapsing Lance], expend 1 additional point of movement per tile. Before dealing damage or ending action, take 1 instance of fixed damage based on the unit's base movement, maxing out at 3.5x Caroline's ATK." After use, all tiles hit by this skill also have all enemy terrain effects removed, and this unit may then move up to 4 blocks in a straight line. [Collapsing Lance] has a higher priority compared to other terrain effects.

Raging Storm

Cost: •••
Cooldown: 5
Range: 1
Span: Single

Attacks a single enemy, dealing 1.6x damage. After battle, 100% of your HP will be restored. When you successfully eliminate a target, cooldown is reduced by 4 turns. If the enemy is not killed, they will be stunned for 1 turn. (Cannot be dispelled.)

Benevolence

Cost: •••
Cooldown: 4
Range: 2
Span: Single

Attacks a single enemy, dealing 1.6x damage. After battle, all friendly units are healed (caster's INT x2) and 1 debuff can be dispelled. If you have melee soldiers, they will also attack. Before you attack, this unit's damage dealt will be increased by 20% and damage taken will be reduced by 20% for 2 turns. If the enemy hero is a [Demon], they will be stunned before you attack. Lasts 1 turn. (Cannot be dispelled.)

Lady of the Flowers

Cost: •••
Cooldown: 3
Range: Self
Span: All

[Passive] Takes all damage for adjacent allies. Immune to unbuffable. [Fusion Power] Guard range increases to 2, increase command ranges on self by 1. Gain [Advanced Holy Guard]: Replaces ATK with MDEFx1.6 and may counterattack ranged attacks within 2 blocks. Cannot be dispelled. Also grants all [Princess Alliance] units ATK+20%, DEF+20%, MDEF+30%, as well as the effect: "For every female hero on the map, damage dealt in battle +3% (up to 18%)." Lasts 4 turns.

Eye of the Storm

Cost: •••
Cooldown: 5
Range: 1
Span: Single

Attacks a single enemy, dealing 1.3x damage. Before battle, dispel 2 buffs from the target, and after battle, inflict "Cannot be buffed" and "Passive skills disabled". Lasts 2 turns. Cannot be dispelled. When successfully defeating any enemy, CD-3 for this skill. If this unit is not [Demoralized], then for every point of movement granted by [Wandering Princess] Damage +5% and dispel 1 buff after battle for this skill. (Up to 20% damage and dispelling 4 buffs)

Burning Illusion

Cost: •••
Cooldown: 4
Range: -
Span: -

[Passive] After dealing damage to at least 2 units in one attack, gain [Command] effect: "When allies within 3 blocks are attacked by units with [Shattered Flame]. then they will gain unit range +1. Lasts 2 turns." [Active] You may choose 1 effect: Flarefire - Ruin: [Physical Damage] Attacks one enemy for 1.8 damage. Before battle, dispel 5 buffs from the target. If the target has [Shattered Flame], then this attack cannot be guarded against. Set the cooldown of Burning Illusion to 4 turns. Flarefire - Demise: [Magic Damage] Attacks enemies along 3 lines, dealing 0.36x AoE Damage. Effective against Infantry. Also inflict "Fixed Damage Taken +20%", and [Inflame]: "After taking action, take fixed damage equal to Clotaire's ATK+INTx1. Lasts 2 turns." Set the cooldown of Burning Illusion to 4 turns. All effects from Flarefire - Demise cannot be dispelled.

Spirit Dancer

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive] At the end of action, one adjacent ally will gain immunity to all debuffs. Lasts 1 turn. [Magic Damage] Attacks a single enemy, dealing 1.6 damage. Melee soldiers will also attack. Before battle, gain [Elven Dance]: "All passable terrain are considered Forests, and will not recieve any terrain movement penalties. At the end of an action, recover 30% HP." Lasts 3 turns. After battle, may move 3 spaces. This skill does not receive melee range penalties.

Prodigal Son

Cost: •••
Cooldown: 4
Range: 2
Span: Single

Attacks directly, ignoring enemy Guard skills to deal 1.3x damage. Increases Crit by 20%. When landing a critical hit, restores HP equal to 30% of damage after battle. Before battle, steals up to 2 buffs from the enemy. Even if the attack does not eliminate the enemy, it will activate all of your effects that usually only trigger after killing a target.

Blazing Illusion

Cost: •••
Cooldown: 5
Range: 1
Span: 1

When used, this unit gains [Searing Flames]: "Immune to fixed damage. After action, deal 0.1x AoE damage to self. When using skills to deal damage, CD-2. Lasts 2 turns." Also summons a copy of the user with equal stats outside of HP. This summon has the skills [Teleport], [Meteor], and [Deceiving Illusion].

Knights of Asteria

Cost: •••
Cooldown: 4
Range: 2
Span: Single

[Passive] Mobility +2 when this unit has [Heroism]. When forced into battle by a physical attack, the higher this unit's SKILL is than the attacker, the less physical damage is taken, reducing up to 80%. This effect can only occur once every 2 turns. [Physical Damage] Attacks a single enemy, dealing 1.8x damage. Melee soldiers will also attack. After battle deal [fixed damage] that ignores immunity once to up to 3 enemies within 2 blocks of the target equal to 1x Elaine's ATK. If the enemy is defeated, gain 4 stacks of [Heroism]. This skill is not affected by melee range penalties.

Guardian of the Night

Cost: •••
Cooldown: 4
Range: 2
Span: Single

[Passive] When a [Guardian Key] acts again a unit, restore Soldier HP by 25% and gain "Damage Increase by 10%" for 1 turn. [Physical Damage] Attack a single enemy, dealing 1.6x damage. Ignores 30% of enemy DEF. Melee soldiers will also attack. After battle, inflicts a [Displacement] effect: Pushes the target back 2 blocks, reducing their mobility by 2. Last for 1 Round (Cannot be dispelled). When pushed into another unit or unpassable terrain, the enemy is stunned for 1 turn. (Cannot be dispelled). After battle can move 2 blocks and gain "Damage taken is reduced by 20%" for 1 turn.

Candlelight Sanctuary

Cost: •••
Cooldown: 4
Range: Self
Span: 5

Active use. Units within range gain Damage Dealt +15%, Damage Taken -15%. Lasts 2 turns. Restores 3x Caster's INT, and gives [Holy Light Mirror] to self, as well as a command effect: "Allies within 3 blocks are immune to 'Cannot be healed'". Lasts 2 turns.

Eternal Glory

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] At the start of a map and when an ally dies, all "Legion of Glory" allies gain ATK/INT/DEF +20%, MDEF +30%, as well as the effect: Damage Dealt in battle +15%. For every ally death gain another +3% damage, up to 12%. Lasts 4 turns. Does not stack with other Fusion Powers. [Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispel 5 buffs and disable the enemy's passives for 2 turns. After battle inflict "Cannot be healed" for 2 turns. Cannot be dispelled.

Secret Strategy

Cost: •••
Cooldown: -
Range: -
Span: -

[Active] Choose one of the following effects: Smokescreen: [Assist] Active use. Target unit gains [Smokescreen]: "[Command]All enemy units within 1 block have movement-1 and cannot guard." Lasts 2 turns. Reassess: [Assist] Active use. Target unit gains [Reassess]: "Before entering battle, dispel up to 4 debuffs from self. For every debuff dispelled this way, restore 15% HP." Lasts 2 turns, cannot be dispelled. After using one of the above skills, set the cooldown of Devious Strategy to 3 turns. If this unit has a special effect from a Fusion Buff, then after use may move another 3 blocks and attack. When using this skill, buffs on this unit will not be decreased in duration.

Divine Sanctuary

Cost: •••
Cooldown: 4
Range: Self
Span: Single

[Passive] Takes all attacks for adjacent friendly units. After you trigger Unflinching, heals hero for an additional 100% HP and grants [Superhuman Bravery]: The higher Unit HP is, the more physical damage taken is reduced. Damage taken can be reduced by up to 30%. Lasts 3 turns. [Command] Crit damage taken by all friendly units within 2 blocks reduced by 30% and fixed damage taken reduced by 20%. [Active] Guard span increases to 2 blocks, Command span increases to 3 blocks, and you gain the Advanced Holy Guard effect: Increases ATK by 1.6 times your MDEF. When attacked by a ranged unit within 2 blocks, you can counterattack. Lasts 4 turns. (This effect cannot be dispelled.)

Heavenly Domination

Cost: •••
Cooldown: 6
Range: Self
Span: 2

[Physical Damage] Attacks enemies within 2 blocks of self for 0.44x AoE Damage. Inflict [Shock]: "For every block moved before attacking, take 0.5x Caster´s ATK as fixed damage (up to 3x)" and "Cannot be healed". Lasts 1 turn. After this skill is used, the unit gains "Damage Taken -20%" and allies within 2 blocks gain ATK/INT +10%. Lasts 2 turns. Cannot be dispelled.

Malefic Demon Edge

Cost: •••
Cooldown: 4
Range: 1
Span: Single

[Passive] Every time a unit dies, gain [Bloodthirsty]: "ATK+5%. Can be stacked 4 times. Cannot be dispelled." Also reduce the cooldown of Malefic Demon Edge by 1 turn. [Physical Damage] Ignores guard and deals 1.4x damage. Critical hit rate+30%. If this attack kills the enemy, gain 1 stack of [Bloodthirsty].

Enduring Hope

Cost: •••
Cooldown: 6
Range: Self
Span: 6

Heals all nearby units for 30% of their Max HP. ATK/INT/DEF/MDEF/SKILL are increased by 12.66%. Mobility is increased by 1. Lasts 6 turns.

Overwhelming Evil

Cost: •••
Cooldown: 5
Range: All
Span: Single

[Active] Active use. Inflict [Evil] on the target: "When ending action, 3 allies within 3 blocks will be given 3 random debuffs*." Lasts 3 turns. This effect cannot be dispelled. This skill then becomes [Dark Abyss]. Dark Abyss: Range Self, Span 5 [Magic Damage] Attacks enemies within 5 blocks of self for 0.36x AoE damage. Inflicts 2 random debuffs** on each target. For every 1 enemy hit, [Overwhelming Evil] CD-1. After use, this skill becomes [Overwhelming Evil]. *Debuff list: ATK/INT-10%, DEF-10%, MDEF-15%, Damage Taken+10%, Damage Dealt-10% **Debuff list: ATK/INT-20%, DEF-20%, MDEF-30%, Damage Taken+20%, Damage Dealt-20%, Unbuffable, Passive Block, Silence, Heal Block, 20% HP Fixed Damage, Movement-2 and cannot guard

Lance Blaster

Cost: •••
Cooldown: 3
Range: 3
Span: Single

[Passive] When triggering Talent effect, if this unit already has [Escalation], they gain "before initiating battle, recovers 30% of unit Max HP" for 1 turn. [Physical Damage] Attacks a single enemy, dealing 1.5x damage. This attack is regarded as magic damage. Melee soldiers will also attack. If the enemy is in [Gravity Field], after taking action, deals additional 0.2x physical AoE damage to all enemies within its range. (This skill is not affected by melee range reduction.)

Demon Within

Cost: •••
Cooldown: 5
Range: 4
Span: 1

Directly deals 0.2x physical damage to a single enemy. This hero's soldiers are switched with teh enemy hero's soldiers. Enemy soldier change effect is canceled after taking damage 2 times. Lasts 3 turns. (This effect cannot be dispelled. Soldier change only affects soldier class advantage relationship).

Resounding Might

Cost: •••
Cooldown: 5
Range: 6
Span: Lines

When used, gain 1 [Battle Strategy]. Attack enemy units along 3 lines, dealing 0.3x AoE damage and inflicting 1 random debuff. Also recover HP of ally units in range equal to 3x Caster's INT and dispel 1 debuff. If this skill hits at least 2 enemies, gain 1 extra [Battle Strategy].

Fury of the Rose

Cost: •••
Cooldown: 3
Range: Self
Span: All

[Passive] Takes all damage for adjacent allies. Immune to cannot be healed. [Fusion Power] Guard range increases to 2 and gain [Rose Parade]: "After battle, trigger [Crystal Spike] fixed damage." Also grants all [Origins of Light] units ATK+20%, DEF+20%, MDEF+30%, as well as the effect: "Damage dealt in battle +12%. If this unit is not [Mixed Forces], then damage is further increased by 5%." Lasts 4 turns. Cannot be stacked with other Fusion Powers.\

Layla's Blessing

Cost: •••
Cooldown: 4
Range: Self
Span: Single

[Stance Shift] When used, Layla grants all of her power to Gerold (changing into a single Dark Knight Cavalry unit) and this unit gains Grand Augmentation: Hero's damage is considered as physical damage and 50% of INT is added to ATK. Lasts 2 turns. After using, you can move an extra 3 blocks and attack again. When used, this skill is replaced with Gerold's Ward: [Stance Shift] When used, Gerold grants all of his power to Layla (changing into a single Layla unit) and this unit gains Arcane Expertise: Hero's damage is considered as magic damage and 50% of ATK is added to INT. Lasts 2 turns. After using, you can move an extra 3 blocks and attack again. After use, replaces this skill with [Layla's Blessing].

Lake Toya

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] After taking action, if no damage was dealt this turn, gain [Iaido]: "Before entering battle, deal 0.25x AoE Damage to enemies within 1 ring. Wears off after activating once. Lasts 1 turn." [Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispel 5 buffs and disable all equipment effects aside from max HP effects. Lasts 2 turns. Cannot be dispelled. If the target is a non player character, then inflict all stats -25% instead. If the enemy does not die, the cooldown of this skill is reduced by 5. This cooldown reduction effect may only occur once every 2 turns.

Adaptive Hacking

Cost: •••
Cooldown: -
Range: 2
Span: Single

[Passive] After taking action, may upgrade this skill one time. Max of 3 upgrades. Every time this skill is upgraded, its damage is increased by 5% and cooldown is increased by 1 (max cooldown of 2). [Magic Damage] Attacks a single enemy, dealing 1.3x damage. *Upgrades: When upgrading you may choose between "Damage Upgrade", "Functional Upgrade" or "Battery Upgrade". On the first and third upgrades, the following effects will be available to select at random: Damage Upgrade: "Effective against Infantries and Lancers"/"Effective against Cavalries and Fliers"/"Effective against Holy and Mage units"/"Deal 1x INT Fixed Damage to the target before battle" Functional Upgrade: "After battle, silence the enemy for 1 turn"/"Before battle, gain 'Damage Taken -20%', lasts 1 turn"/"Before battle, inflict unbuffable for 2 turns, cannot be dispelled" Battery Upgrade: "After battle, heal other allied units for 1.5x this unit's INT"/"After battle, restore 50% of damage dealt as HP"/"After taking action, restore HP to units within 2 blocks for 1.5x this unit's INT and remove 1 debuff" On the second upgrade, the following effects will be available to select: Damage Upgrade: "Before battle, inflict ATK/INT -30%, DEF -30%, MDEF -30% and SKILL -30%. Lasts 2 turns, cannot be dispelled." Functional Upgrade: "This skill has unit range +2, but damage dealt -10%" Battery Upgrade: "Healing effects -30%, but after dealing damage in battle, this skill's CD -2"

Ultimate Construct

Cost: •••
Cooldown: None
Range: Construct
Span: Single

Can be used if there is a Construct on the battlefield. Eliminates the Construct and deals 0.2x magic AoE damage to enemies within 3 blocks while afflicting them with 2 random debuffs. After this, summons 1 Ultimate Construct. The Ultimate Construct inherits 100% of the summoner's Max HP, and its remaining attributes are equal to 100% of the summoner's corresponding stats at that moment. Before the original Construct is destroyed, stats are additionally increased by 4% for each Strengthening Component possessed. When the Ultimate Construct enters battle, attack frequency will greatly increase and it will inherit all components effects of the original Construct. When summoned, it will gain a chance to take action.

Village's Hope

Cost: •••
Cooldown: 3
Range: Self
Span: Single

[Passive] Takes all attacks for adjacent allies. [Active] Guard range increases to 2. Gain [Power Stab] and "SKILL+30%". Lasts 3 turns. Gain 2 stacks of Tenacity. After ending action, the terrain under this unit gains [My Territory]: "All terrain is treated as 'City Wall', and the unit is not affected by terrain obstruction. After taking action, restore 20% HP. Lasts 2 turns."

Conquest of Winter

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] After the first time this unit takes action or whenever "Strategic Masters" allies defeat an enemy, all "Strategic Masters" allies gain ATK/INT +20%, DEF +20%, MDEF +30% and the effect: "When battling units with Mobility not higher than the caster, damage dealt in battle +15%". Lasts 4 turns. This does not stack with other Fusion Power effects. [Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle dispel 3 buffs from the target. If the target's movement type is not [Flying], then this unit will attack first. After battle inflict "Cannot move or guard". This unit gains "Damage Taken -20%". The above effects last 1 turn and cannot be dispelled.

Timesong Illusionbreaker

Cost: •••
Cooldown: 5
Range: 3
Span: 4

[Passive] If this unit has skills under cooldown, unit range +2. [Magic Damage] Attacks multiple enemies in range, dealing 0.4x AoE damage and inflicts 2 random debuffs as wellas "After taking action, all skill cooldowns +1". Lasts 1 turn, cannot be dispelled. After use, this unit gains [Time Shield]: "Damage Taken -10%, all enemy "Resonance: Clock" cooldown reduction effects cannot activate." Lasts 2 turns, cannot be dispelled.

Ultimate Magister

Cost: •••
Cooldown: 5
Range: 2
Span: 2

Attacks multiple enemy units within the span, dealing 0.2x AoE damage. Also affects all blocks hit with the [Runic Ruins] effect for 2 rounds: "When a single enemy unit moves to this block, their Mobility is reduced by 2 for 1 turn". With each stack of Hein's talent [Gained Knowledge], this skill will gain 1 range or 1 span (up to 4 blocks in range and a 4-block span—max range and span are achieved at 4 stacks).

Crystal Blossom

Cost: •••
Cooldown: 5
Range: 1
Span: Single

Attacks a single enemy, dealing 1.6x damage. After battle, nullifies enemy weapon skills. Lasts 2 turns. Cannot be dispelled. When the target is not a player hero, this effect changes, reducing damage dealt by 30%. Lasts 2 turns. Cannot be dispelled. After battle, deals 0.2x AoE damage to all enemies within 2 blocks. Terrain hit is effected by Crystal Radiance for 1 round.

Rage of the Darkness Flame

Cost: •••
Cooldown: 5
Range: 2
Span: Single

[Passive] If this unit is under [Dark Dragon], then after actively attacking and entering battle and scoring a critical hit, inflict the target with [Evil Fire]: "All damage taken+15%, 50% of heals received is converted into damage. Lasts 1 turns." Cannot be dispelled. [Physical Damage] Ignores guard and deals 1.2x damage. Before battle, dispel 2 buffs from the target. If a crit occurs, after battle deal one instance of [Fixed Damage] equal to 2x Hero's ATK to self and the target. Cannot be immunized. If this unit is under [Dark Dragon], then this unit does not suffer the negative effects.

Crimson Command

Cost: •••
Cooldown: 3
Range: Self
Span: -

[Passive] Take all attacks for adjacent allies. Immune to "movement down". [Command] Allies within 2 blocks cannot be displaced. Fixed damage taken -35%. [Active] Choose one of the following effects: Command - Lance Protection: Guard range increases to 2. Command range increases to 3. This hero's type becomes lancer. Before being attacked in battle, for every block moved by the enemy before battle, they gain "damage taken +10%" (up to 50%). Lasts 3 turns. Command - Cavalry Charge: Guard Range increases to 2. Command Range increases to 3. This hero's type becomes cavalry. Damage dealt against infantries +20%. Lasts 3 turns. After using one of the above effects, CD of this skill is set to 3.

Lightning Shuriken

Cost: •••
Cooldown: 6
Range: 5
Span: Lines

Attacks enemies along 3 lines for 0.38x AoE damage. Critical hit rate is increased by 20%. Inflicts "Movement Down", randomly from 1-3 points. Lasts 2 turns. If this attack hits 3 or more enemies, then CD-3.

Frozen Clutch

Cost: •••
Cooldown: 4
Range: Self
Span: Single

[Passive] Takes all physical attacks for adjacent friendly units. When in water, ATK is equal to 1.4x DEF. [Active] Guard range is increased to 2 blocks. Grants the [Tidal Surge] and [Frozen Clutch] effects: [Command] All enemies within 2 blocks are treated as being in water, and they cannot trigger effects that allow them to act again. Lasts 2 turns.

Queen's Whip

Cost: •••
Cooldown: 5
Range: 3
Span: Single

Directly deals 0.1x magic damage to a single friendly unit on the battlefield, dispels all debuffs, and increases their Mobility by 2. Also significantly increases offensive stats (all damage dealt, fixed damage, Crit, crit damage, INT, ATK, and SKILL increase by 10%). Lasts 2 turns (This effect cannot be dispelled)

The Amazing Jean Paul

Cost: •••
Cooldown: 5
Range: 4
Span: 4

Active use. Teleports self to a selected square, then heals allies within 4 spaces for 3x INT and dispels 3 debuffs from each. Also gain buff: "After ending action, restore HP to allies within 2 spaces for 2.5x INT, and dispels 1 debuff from each." Lasts 3 turns.

Ironblood Glory

Cost: •••
Cooldown: 5
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.7x damage, and after battle, permanently inflict [Collapse]: "Soldier healing received -80%. Cannot be dispelled." Melee soldiers will also attack. If this unit has [Offensive], then this skill will attack first, and before battle, dispel 5 buffs. If this unit has [Defensive], then after battle may move 3 blocks, and after taking action, all allies within 1 ring gain "Damage Taken -15%", "After battle, restore 30% of soldier HP". Lasts 2 turns. This skill is not affected by melee range penalties.

Suppressing Fire

Cost: •••
Cooldown: 3
Range: 4
Span: 3

[Physical Damage] Attacks enemies in range, dealing 0.4x AoE damage. Effective against infantry. Inflict movement -2 and cannot guard. Lasts 2 turns. After use, may move 3 blocks.

Pulse Blast

Cost: •••
Cooldown: 4
Range: 5
Span: Line

[Physical Damage] Attack enemies in a line, dealing 0.4x AoE damage. Inflict "Unit Range -1". Lasts 1 turn. Also dispel 2 buffs from the targets. If Joa is in range, then starting from the block in front of him add another 3 line, 5 range AoE.

True Black Fang

Cost: •••
Cooldown: 5
Range: 5
Span: Straight

Crit increased by 30%. Attack all enemies in 3 straight lines, dealing 0.3x AoE damage. Extra effect against [Mages]. Critical hits apply 1 random debuff. When attacking, teleports to the furthest point in the skill's casting radius. After battle, gains the chance to move another 3 blocks.

Bloody Edge

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive] After defeating an enemy, gain "Before being forced into battle, enemy takes 2x This Unit's ATK as fixed damage." Lasts 1 turn. [Physical Damage] Ignores guard and attacks a single enemy for 1.4x damage. Critical hit rate +30%. When successfully defeating an enemy, this skill's CD -2, and this unit gains "Max HP +15%" permenantly (cannot be dispelled) and then restores 15% HP. Max increase of 30%.

Sacred Beast Hymn

Cost: •••
Cooldown: 8
Range: Self
Span: Single

Teleports to the skill's casting point and directly gain [Triton's] active effect, [Great Dragon Barrier]'s active effect, and [Beast Shock]'s enemy immobilization and Guard effects, then casts [Master of Ice] once.

Awaken Nature

Cost: •••
Cooldown: 6
Range: Self
Span: Single

[Passive] When this unit does not have [So, so Hungry], Hero's normal attacks have damage dealt +20% and before entering battle, restore 30% of the unit's HP. [Active] When used, unit gains ATK +20%, [Immunity] and [Combative Nature]: "Damage Dealt +30%. Physical Damage Taken -30%. After using a skill to deal damage, reduce its cooldown by 5." Lasts 2 turns. After use may move 4 blocks and attack. [Combative Nature] cannot be dispelled, and during its effect you will not gain [Hungry]. After the effect ends, gain 3 stacks of [Hungry].

Winning Hand

Cost: •••
Cooldown: 4
Range: 2
Span: Single

[Passive] For the duration of this map, for every [Ino], [Shika], and [Cho] consumed, [Winning Hand] has its critical hit rate increased by 6%. [Magic Damage] Attacks a single enemy, dealing 1.7x damage. Before battle, inflict 2 undispellable debuffs on the target. Lasts 1 turn. After battle, this unit gains "Damage Taken -20%". Lasts 1 turn. This unit may then move 3 blocks.

Star Sword Scream

Cost: •••
Cooldown: 3
Range: 3
Span: Single

[Passive] When you have at least 5 allied units, INT+10%, Move+3, Hero physical damage taken-20%. [Magic Damage] Ignores guard and attacks a single enemy for 1.6x damage. Before entering battle, soldier range+1. After ending turn, dispel 3 debuffs and restore 3x INT HP to allies within 3 blocks.

Spirit Infusion

Cost: •••
Cooldown: -
Range: Self
Span: Single

[Active] When used, gain [Double Spirit Sword]: "Damage dealt +20%. When normal attacking in melee range, hero will attack twice" and [Spirit Sword Shards]: "Unit normal attack range +1". Lasts 2 turns, cannot be immunized or dispelled.

Soulfreeze Elegy

Cost: •••
Cooldown: 5
Range: Self
Span: 5

Attacks enemies in range for 0.35x AoE damage and inflict 2 random debuffs. For every enemy hit, restore 20% HP. For every enemy with [Soul Seal] killed by this unit, summon a Painted Puppet at the enemy position.

Dark Side of the Moon

Cost: •••
Cooldown: 5
Range: 4
Span: 3

[Passive] When attacked and taking damage, gain [Moonshadow]: "AoE damage taken-25%. When ending action, dispel 3 debuffs from self. Lasts 1 turn." When under [Moonshadow] status, cannot be targeted by enemy normal attacks or be chosen as the target for enemy skills. Gaining [Moonshadow] this way has a 3 turn cooldown. [Magic Damage] Teleports self to a chosen square and deals 0.35x AoE damage to enemies within 3 blocks, steals 1 buff from each target and deals 1 debuff to each target. Gain [Dark Side of the Moon]: "Enemy units within 2 blocks receive 50% less healing." Lasts 1 turn.

Senkou

Cost: •••
Cooldown: 3
Range: 3
Span: Line

[Passive] When forced into battle by a ranged attack, have a 30% chance for this unit to take 20% reduced damage. [Physical Damage] Attacks all enemies on 1 line, dealing 0.6x AoE damage to the closest target hit. If the target's DEF is higher than their MDEF, then this attack deals magic damage. Enemies past that take 0.2x AoE damage. All targets hit are afflicted with "Armor Skill Disabled (Aside from Max HP effects)" and "Mobility -2" . If the target is an NPC, the armor skill disabled is replaced by reduced DEF by 25%. Lasts 2 turns.

Crouching Tiger

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive] If this hero's skill is higher than the opponent's before battle, then this hero gains "Physical damage taken -30%". [Physical Damage] Attacks a single enemy, dealing 1.6x damage. Critical hit rate and damage increased by 20%. Melee soldiers will also attack. This skill is not affected by melee range penalties.

Healing Hands

Cost: •••
Cooldown: 5
Range: Self
Span: 5

[Passive] After using skills on an ally, targets within 2 blocks of that ally will be healed for 1x Klose's INT and have 1 debuff dispelled. [Heal] Dispel 3 debuffs from allies within range and heal them for 3x Caster's INT, and grants [Pure White Protection]: "The lower this unit's HP, the more healing received, up to +30%", lasts 2 turns. [Pure White Protection] cannot be dispelled.

Wrathbringer

Cost: •••
Cooldown: 5
Range: 5
Span: Lines

Attacks enemies in 3 lines for 0.36x AoE damage. Effective against cavalry. Disables helm equipment abilities (excluding Max HP effects), lasts 2 turns. If the target is an NPC, then instead inflicts MDEF-25%, lasts 2 turns. If the enemies hit are in "Forest", "Grasslands", "Mountain", or "Water", then convert 1 random buff into a debuff.

Rose Whip Blossom

Cost: •••
Cooldown: 5
Range: Self
Span: 4

Deals 0.2x damage to all enemies within 4 blocks of you and inflicts the [Demonic Seed] effect: "After taking action for the turn, take fixed damage equal to 2x Kurama's INT. When attacked by the Demonic Plant skill, MDEF is reduced by 50%". Grants [Rose Whip Blossom]: Located within 4 blocks of Kurama. If under the effects of [Demonic Seed], the enemy takes Kurama's INT x2 as fixed damage before dealing damage. Lasts 2 turns. When cast in [Yoko] status, this skill's range and effect increase by 1.

Sacred Tree Aura

Cost: •••
Cooldown: 3
Range: Self
Span: 5

[Passive] When this unit is in "Forest", immune to ATK/INT Down and silence. [Magic Damage] Attacks units within 5 blocks of self for 0.35x AoE damage. Enemies are inflicted with "When actively attacking and entering battle, damage dealt -20%". Lasts 2 turns. All squares hit by this skill also gain [Breath of Tranquility] for 1 turn: "Enemies on these squares have their critical hit rate reduced by 30%".

Elemental Destruction

Cost: •••
Cooldown: 3
Range: 2
Span: Single

Attacks a single enemy, dealing 1.5x damage. Before entering battle, soldier range is increased by 1. After battle, heals this unit for 30% of the damage dealt. Super effective against [Infantry], [Cavalry], [Lancers], and [Fliers].

Great Knight Thunderstrike

Cost: •••
Cooldown: 3
Range: 1
Span: Single

[Passive] When battling with Flier or Cavalry heroes, restore 20% HP to self before entering battle. [Physical Damage] Attacks a single enemy, dealing 1.5x damage. If this unit is mixed forces, then after battle gain [Windride] and "Movement is not obstructed by terrain", lasts 2 turns. When successfully defeating an enemy, this skill gains CD-3.

Peace of Mind

Cost: •••
Cooldown: 3
Range: Self
Span: Single

[Passive] Take all attacks for friendly units you are next to and cannot be displaced. [Command] All friendly units within 2 blocks take 15% less ranged damage, have 30% less chance of being critically hit, and healing effects on them are increased by 15%. [Active] Guard range increased to 2 blocks and Command range increased to 3 blocks. All enemy units within a 2-block radius cannot benefit from Move Again effects. Lasts 3 turns.

Fearless Strike

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Command] All allies within this unit's Talent command range which are mixed troops are immune to stat debuffs. [Physical Damage] Attacks a single enemy, dealing 1.6x damage. Critical hit rate is increased by 20%. Before battle, dispel 2 buffs. When defeating an enemy, this skill's CD is reduced by 4. If this skill does not defeat an enemy but a critical hit is scored, this skill's CD is reduced by 3.

Righteous Duel

Cost: •••
Cooldown: 4
Range: 3
Span: Single

[Passive] Take all attacks for adjacent friendly units. [Active] Designates 1 enemy and teleports them to the nearest empty block within a 1-block range of you. You also gain [Almighty Guard] effect: Replaces your ATK with your MDEF + DEF x1 and Guard range increases to 2 blocks. Lasts 4 turns (this effect cannot be dispelled). Afterwards, deals 1.2x physical damage to the target. After battle, gain the [Righteous Duel] effect: All adjacent enemies within 1 block suffer -3 Mobility and are unable to Guard. Lasts 2 turns.

Hellfire Cleansing

Cost: •••
Cooldown: 5
Range: 3
Span: 4

[Passive] Before dealing AoE damage, inflict [Hellfire]. After this unit or allies with [Contract] enter battle with enemies, then trigger one instance of the fixed damage from Leo Beck's Talent. When the target dies, Leo Beck gains "All Stats +2%. Can be stacked up to 5 times. Cannot be dispelled." [Hellfire] lasts 2 turns and cannot be dispelled. [Magic Damage] Attacks enemies in range for 0.4x AoE damage and convert 2 buffs into 2 random debuffs for each target hit.

Blue Dragon Strike

Cost: •••
Cooldown: 5
Range: 1
Span: Single

Attacks a single enemy, dealing 1.7x damage. After attacking and ending your turn, all enemies within 1 ring of Leon take 0.3x AoE damage, are moved randomly to another location on the battlefield (within the AoE span), and receive a debuff.

Avatar of the Asura

Cost: •••
Cooldown: 4
Range: Self
Span: 2

Attacks enemies within 2 rings, dealing 0.2x AoE damage. 50% chance to disable passives on targets hit. Lasts 2 turns. After attacking, summon a copy of self next to this hero, copying his current stats. This summon has the skills "Zero Storm", "Ethereal Fire Machete", and "Substitute". When the summon dies, Leonhardt restores 30% HP and has all skill cooldowns reduced by 1. The summon effect in this skill can only occur once every 4 turns, and you may only have 1 summon at once.

Holy Soul Fury

Cost: •••
Cooldown: 5
Range: 3
Span: 4

[Passive] Immune to "Curse of Wounding" and "Heal Reversal". [Physical Damage] Attacks enemies in range for 0.36x AoE damage. Effective against Demons. Blocks in range gain [Sacred Grounds]: "When enemies move onto this tile, dispel 1 enemy buff and deal 1 instance of fixed damage equal to caster's ATKx1."

Chant of Life

Cost: •••
Cooldown: 3
Range: 3
Span: Single

[Passive] Every time this hero's talent removes 1 debuff, also add 1 buff. [Assist] Active use. Grants a single unit ATL, INT and DEF +20%, as well as immunity to all debuffs. After taking action, heal allies within 2 blocks for 2x Liana's INT, and remove 2 debuffs. Lasts 2 turns. Also grant "Immunity" to self. Lasts 1 turn.

Dark Despair

Cost: •••
Cooldown: 5
Range: Self
Span: 5

Deals 0.3x AoE damage to all enemies within a 5-block radius and applies 1 random debuff. Restores HP of multiple friendly units within range equal to caster's INT x3 and dispels 1 debuff.

Magic Vortex

Cost: •••
Cooldown: 5
Range: 3
Span: 1

Directly deals 0.1x AoE damage to a single enemy and, taking the target as the center of the attack, teleports all enemies in a 3-block radius to the target's side. Reduces the target's Mobility by 3 and afflicts them with [Ultimate Bomb]: When this status ends, deals 4x Liffany's INT as fixed damage to self and friendly units within 2 blocks. Lasts 2 turns. (The Ultimate Bomb effect cannot be dispelled and its fixed damage ignores invulnerability.)

Light's Embrace

Cost: •••
Cooldown: 5
Range: 2
Span: Single

[Passive] If an assist skill was used this turn and there is at least 1 friendly unit adjacent after taking action, then may act again. (Cooldown of 2 turns) [Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against any non-Holy units. After battle, restore HP to all allied units equal to 2x Caster's INT. After taking action, cause self and 1 random adjacent ally to gain [Holy Shield]: "When HP is 100%, damage taken -25%". Lasts 1 turn.

Glory of the Devotee

Cost: •••
Cooldown: 3
Range: Self
Span: All

[Passive] Take all attacks for adjacent allies. Immune to displacement, "Curse of Wounding" and "Heal Reversal". [Command] Allies within 2 blocks have "chance of being critically hit -20%". Holy allies also gain "DEF+10%". [Active] Guard range increases to 2, command range increases to 3. Add 15% of INT to DEF and MDEF and may counterattack ranged attacks from 2 range. Also causes self and all Holy type allies to gain ATK +20%, DEF +20% and MDEF +30%. Lasts 4 turns.

Bloodfury Tide

Cost: •••
Cooldown: 4
Range: 3
Span: 3

Attacks multiple enemies within range, dealing 0.3x AoE damage. All targets hit are afflicted with "All outgoing healing is converted into damage equal to 35% of the amount healed". Lasts 1 turn, cannot be dispelled. Also cause all blocks hit by this skill to gain [Blood Marsh]: "When an enemy ends action on this tile, they will be afflicted with [Curse of Wounding] equal to that of Listell's Talent."

Polymorph

Cost: •••
Cooldown: -
Range: -
Span: -

This effects of this skill varies with the Form the hero is in. Upon changing Form, automatically reset the cooldown of this skill. Bear Form: Palm Strike: [Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, stun the target for 1 turn. Wolf Form: Ripping Fang: [Physical Damage] Ignores guard and attacks a single enemy, dealing 1.3x damage. After battle, deal fixed damage equal to 1x Caster's ATK. Hare Form: Invigorated: [Heal] Upon use, heal multiple allies in range equal to 2x Caster's ATK and dispel 2 debuffs from each. Nature's Covenant: Wild Force: [Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before battle, stun the target for 1 turn. After battle, deal fixed damage equal to 1.5x Caster's ATK. Restore HP to all allies equal to 2x Caster's ATK.

Impure Shockwave

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive] After taking action, restore 20% HP to self and the Magic Puppet. [Magic Damage] Attacks a single enemy for 1.6x damage. Effective against Holy units. Before battle, inflict "ATK/INT-30%", "DEF-30%", "MDEF-30%", and "SKILL-30%". Lasts 2 turns. Cannot be dispelled.

Divine Pardon

Cost: •••
Cooldown: 1
Range: 3
Span: 3

[Passive] After taking action, cause 1 random enemy without [Sin] to gain 2 stacks of [Sin]. When enemies trigger a [Law], inflict 1 random debuff. [Heal] Remove 1 debuff from allies within range, then restore HP equal to 3x Caster's INT. After taking action, cause enemies with [Sin] to be afflicted with a number of debuffs equal to the number of [Sin] they have.

Wind God Realm

Cost: •••
Cooldown: 5
Range: Self
Span: Single

Upon use, gain [Advanced Wind Spiral]: "Your ATK is substituted with MDEF x 1.5. (Cannot be dispelled.)" for 6 turns. Also gain [Wind God Realm]: Within 2 blocks of your position, other non-Flier allies may move up to an additional 2 blocks without any movement expenditure (ignores terrain penalty). [Ed: For example, if Leon uses Chivalry, he can move up to 5 blocks afterward if 2 of those blocks are within her aura. This effect also stacks with an effect such as Alustriel's talent, which has a similarly worded description.] Lasts 2 turns. After use, you can move an extra 3 blocks and attack again.

Ultra Purge

Cost: •••
Cooldown: 5
Range: Self
Span: 5

Deals 0.3x AoE damage to all enemies within a 5-block radius and dispels 1 buff effect. If an effect is dispelled, afflicts the enemy with 1 powerful debuff. If a Demon is among the targets, dispelling and debuffing continues until there are no buff effects remaining on this target. At the same time, reduces all Cooldown Triggers of all friendly units in range by 1 turn and dispels 1 debuff effect. If a Holy unit is among the targets, dispelling and buffing will continue until there are no debuff effects remaining on this target.

Spark of the World's Soul

Cost: •••
Cooldown: 6
Range: 3
Span: 3

[Passive] For every 2 stacks of [Mana Energy], unit range+1, AoE skill span+1, Line skill range+1. [Magic Damage] Attacks enemies in range for 0.33x AoE damage and inflict [Backlash]: "After taking action, if a skill was used this turn, take fixed damage equal to 2x Caster's INT. Lasts 2 turns, cannot be dispelled."

Holy Damnation Direct Hit

Cost: •••
Cooldown: 7
Range: 1
Span: Single

[Passive] When this unit does not have [Commandment], movement +3. When this unit has [Commandment], after taking action, restore HP to the two ally units with the lowest HP. Restore amount is equal to 1.5x Mariel's ATK. [Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispels 3 buffs from the target. Causes displacement effect: Target is pushed back 3 spaces. When this attack is guarded against, damage dealt +15%. After ending action, gain [Righteous Fury]: "Damage Dealt +20%. Attacks Ignore Guard. After using a skill to do damage, all skills have their cooldowns decreased by 3 turns." Lasts 1 turn. ([Righteous Fury] cannot be immunized against or dispelled)

Lord of the Currents

Cost: •••
Cooldown: -
Range: All
Span: 1 Ring

[Passive] When in water, will prevent fatal damage and restore 50% HP. Can only occur once per battle. [Physical Damage] Can target self, "Water", "Depths" or "Swamp" tiles, or tiles with the [Stream] effect. Deal 0.1x AoE damage to enemies with 1 ring. After use, this skill becomes [Turbulent Vortex]. [Turbulent Vortex]: Ignore guard and deal 1.4x damage. If the enemy is on water, critical hit rate +20%. After use, all enemies on water will take 1x This Unit's ATK as fixed damage. After use, this skill becomes [Lord of the Currents]. This attack does not receive melee range penalties.

Royal Honor

Cost: •••
Cooldown: 1
Range: 3
Span: 4

[Passive] When allies guard, they will gain 1 stack of [Service]: "All stats except HP +2%. Can be stacked 3 times" When [Service] is stacked 3 times, gain the effect: "When guarding allies, can heal 20% of HP before battle." [Heal] Active use. Restore HP to multiple allies in range equal to 3x Caster's INT. Also removes 2 debuffs.

Flameslash Drop

Cost: •••
Cooldown: 5
Range: 3
Span: 3 Lines

[Passive] When battling against enemies with [Burning Flame], damage taken -15%. [Physical Damage] Attacks enemies along 3 lines, dealing 0.36x AoE Damage and dispels 2 buffs from each. If this skill hits at least 3 enemies, critical hit rate is increased by 60% inflict a stack of [Burning Flame], and reduce the CD of this skill by 3.

Forest's Dirge

Cost: •••
Cooldown: 4
Range: 2
Span: Single

[Magic Damage] Attacks a single enemy, dealing 1.6x damage. Before battle, inflict "Damage Taken+20%" and "Forest's Seed": "When this unit dies, become the inflictor's Ancient Dryad." Lasts 2 turns. Cannot be dispelled. After battle, the target and self gain [Meadow]: "[Command] When units within 1 ring move, all terrain is treated as "Grasslands". Lasts 2 turns." You may only have 1 Ancient Dryad at a time. [Ancient Dryad] has [Forest Guard]: [Passive] Guards physical attacks for adjacent units. When on Forest or Grasslands, guard range increases to 2 and this unit gains [Indomitable] and [Regeneration]. [Active] Treats current terrain as "Forest". Lasts 2 turns.

Sunpiercing Arrow

Cost: •••
Cooldown: 4
Range: 2
Span: Single

[Passive] Damage dealt+10%. After battle, may move 2 blocks. [Physical Damage] Attacks a single enemy, dealing 1.6x damage. Effective against fliers. Before battle, if the target has 2 or less movement, then this attack will ignore guard. After battle, inflict silence and passive silence. Lasts 2 turns, cannot be dispelled.

Strategist's Garb

Cost: •••
Cooldown: 5
Range: Self
Span: Single

Active use. For the next two times this unit actively attacks and enters battle, "Damage Taken -20%, Damage Dealt +20%". During this effect also gain "Unit Range +2. After action, restore HP equal to 1.5x INT and dispels 1 debuff." All effects from this skill cannot be dispelled.

Finale Encore

Cost: •••
Cooldown: 5
Range: Self
Span: 3

[Active] Upon use, gain an extra stack of talent and restore HP to allies within range equal to 2x Caster's INT, as well as giving the buff "Damage Dealt +15%". Lasts 2 turns. After using this skill, gain "After ending action, restore HP to allies within 2 blocks equal to 2x Caster's INT". Lasts 2 turns. Also gain [Aria]: "All enemies on the map have a chance to gain [Slumber] each time they take action: 'Cannot Act next turn. Wears off if attacked.'" Lasts 2 turns. [Aria] cannot be dispelled and can only activate a maximum of 4 times during its duration. Chance of activation increases the closer units are to Nymph, up to 100% chance. If a unit already has [Slumber], they will not be targeted for this effect.

Dragonmight Fury

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] For every stack of [Dragonmight], Talent death trigger damage dealt +25%, and when attacking and entering battle without soldiers, Hero damage dealt +15%. [Physical Damage] Attacks a single enemy, dealing 1.5x damage. After battle, attack enemies within 1 block for 0.33x damage. For every stack of [Dragonmight], AoE span +1.

The Prince's Secret Technique!

Cost: •••
Cooldown: 4
Range: 2
Span: Single

[Physical Damage] Ignores guard and deals 1.3x damage. Skill is increased by 30%. After battle steal up to 2 buffs.After sucessfully defeating an enemy, may move 3 blocks and reduce this skill's cooldown by 3.

Roaring Bomb II

Cost: •••
Cooldown: 5
Range: 3
Span: 4

[Physical Damage] Attacks multiple enemies for 0.38x AoE damage, and inflicts "Damage Dealt -20%", "Damage Taken +20%". Lasts 2 turns. This skill also has a 15% chance to inflict "Unable to perform normal attacks" on enemy heroes. Lasts 1 turn, cannot be dispelled

Lone Shadow

Cost: •••
Cooldown: 2
Range: Self
Span: Single

After use, increase crit rate and crit damage by 15%, Hero's skill range +1. Lasts 2 turns. After use may move again with leftover movement +2, but may only move in straight lines. When this skill is used, buffs will not be decreased in duration.

Heroic Slash

Cost: •••
Cooldown: 3
Range: 1
Span: Single

Attack a single enemy, dealing 1.7x damage. Before battle, if this unit has 1 stack of [Rapid Advance], then dispel 4 buffs from the target. If this unit has 2 stacks of [Rapid Advance], then this unit will attack first.

Fated Curse

Cost: •••
Cooldown: 4
Range: 6
Span: 3 Lines

[Passive] When Patsyr dies, all non-female enemies on the battlefield have their passives disabled. This cannot be dispelled. [Magic Damage] Attacks enemies along 3 lines for 0.1x AoE damage. If the enemy is on non-defensive terrain, then also deal 2x Patsyr's INT as fixed damage. Cannot be immunized. Also inflict [Shadow Curse]: "After taking action, if this unit is on non-defensive terrain, then take 1.5x caster's INT as fixed damage. Cannot be immunized. Lasts 2 turns." Shadow Curse cannot be dispelled.

Dark Thorn

Cost: •••
Cooldown: 3
Range: 3
Span: Single

[Passive] Before actively entering battle, lose 5% unit HP and increase damage dealt be 10%. [Physical Damage] Ignores guard and deals 1.3x damage. Critical hit rate+20%. Soldier range+1. If your SKILL is higher than the enemy's, restore 20% HP after battle.

Savage Trampling

Cost: •••
Cooldown: 6
Range: 6
Span: 1 Line

[Physical Damage] Gain ATK and DEF +20%. Lasts 2 turns. Attacks enemies on 3 lines, displacing self and enemies while dealing 0.1x AoE damage. Enemy terrain effects are cleared along the attack path, while apply 2 turns of [Path of the Ancestors]: "When non-flying allies move through these tiles, gain 1 chance to ignore mobility reduction." After taking action, deal 0.35x AoE damage to enemies within 2 blocks and randomly cause 1-3 enemies to be unable to act. Lasts 1 turn. Starting on the fourth turn, every turn this skill's range is decreased by 1, to a minimum of 3 blocks. This effect only occurs in Arena modes.

Runic Void

Cost: •••
Cooldown: 5
Range: Self
Span: 5

Deal 0.3x AoE damage to all enemies within a 5-block radius. Damage increases as you get closer to your target. Damage is increased by 10% for every 1 block (up to 50%). Inflicts 5 [Arcane Resonance] stacks on the enemy: After taking action on your next turn, take fixed damage equal to Rachel's INT x0.5. Can be stacked. Lasts 2 turns.

Lunar Flare

Cost: •••
Cooldown: 5
Range: 4
Span: Straight

Attacks all enemies along 3 lines, dealing 0.2x AoE damage and applying "Burn": At the end of the next turn, take fixed damage equal to 1x Rainforce's ATK. Lasts 2 turns. When attacking, teleports ot the furthest point in the skill's casting radius. If this attack hits 2 or more enemies, this skill triggers a [Teleport] effect: Teleports enemies hit to a random position and adds an additional stack of [Burn]. If this attack hits 3 or more enemies, this skill's cooldown is cleared and it adds an additional stack of [Burn].

Azure Flame Slash

Cost: •••
Cooldown: 6
Range: 3
Span: 3

Attacks multiple enemies within range, dealing 0.3x AoE damage, and has a 50% chance to inflict 1 random debuff. Also afflicts the enemy with 2 stacks of Burn: After taking action on your next turn, take fixed damage equal to 1x Rean's ATK. Lasts 2 turns. When in [Ogre] status, this skill becomes Termination Slash - Dawn, skill span increases by 1, damage coefficient increases to 0.36x, and the chance to apply debuffs increases to 100%. When in [Ogre] status, applies Burn, dealing fixed damage that ignores immunity.

Thunderous Flash

Cost: •••
Cooldown: 4
Range: 1
Span: Single

Attacks a single enemy, dealing 1.6x damage. If the target unit's movement type is [Flying], attacks the enemy first before battle. If the target has a "Dragon Seal" effect, grants [Unflinching] before battle: Grants 20% HP upon taking damage that would otherwise have been fatal. Only triggers 1 time per battle. Lasts 2 turns.

Pater Mater

Cost: •••
Cooldown: 5
Range: 6
Span: Straight

Attacks all enemies in 3 straight lines, dealing 0.3x AoE damage and inflicts a [Displacement] effect: Pushes targets back 1 block. Reduces the DEF or MDEF of enemies hit (whichever is highest) by 30% for 2 turns.

Brilliant Moment

Cost: •••
Cooldown: 3
Range: 5
Span: Line

[Command] Enemies in the direction this unit is defending have critical hit rate -20%. Allies 3 blocks in the opposite direction have ATK/INT +15%. [Physical Damage] Attacks enemies along 3 lines for 0.36x AoE damage, dispels 1 buff from each and causes them to only be able to move in straight lines. Lasts 1 turn, cannot be dispelled. After use, this unit gains [Command]: "Enemies in the direction this unit is defending will take Ricky's ATK x1.5 fixed damage before they actively deal damage. If the enemy is [Mixed Forces], then this cannot be immunized. Activates a max of 3 times. Lasts 2 turns, cannot be dispelled."

Furious Gladiator

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive] If after taking action this unit is on defensive terrain, this unit gains "Damage Dealt +15%" and "Counter Range +1". Lasts 1 turn. [Physical Damage] Attacks a single enemy, dealing 1.6x damage. Critical hit rate +30%. Melee soldiers will also attack. If SKILL is higher than the target, inflict [Stun] before battle. Lasts 1 turn. Cannot be dispelled. After battle, restore HP equal to 30% of damage dealt. This skill is not affected by melee range penalties.

Ultimate Judgment

Cost: •••
Cooldown: 6
Range: 1
Span: Single

Attacks a single enemy, dealing 1.6x damage. Before entering battle, the terrain under the target's location will gain [Sword of Protection]: "This terrain has [Command] All allied units within 1 block will have their non-HP stats increased by 10% (If Rozalia has 1 stack of [Faith], the command range of [Sword of Protection] increases to 2. If she has 3 stacks, then [Sword of Protection] gains the effect: "After active attacking and entering battle, restore 20% of damage dealt as HP after battle." Lasts 3 turns." Before battle, inflict the target with "Unit Range -1". Lasts 1 turn. Cannot be dispelled. When unit is within [Sword of Protection], may move another 3 blocks after battle.

Crystal Ward

Cost: •••
Cooldown: 5
Range: Self
Span: 4

Restores HP to units within range equal to 3x Caster's INT, and add [Crystal Healing]: "After being attacked and taking damage, restore 1.5x Rozenciel's INT as HP. Lasts 2 turns." This unit enters the [Crystal Crest] status: "Cannot attack, move, use skills, or be displaced. Healing effects +20%. Damage taken -20%. Talent span +1. Negate one fatal attack. After taking action, restore HP to units within this unit's talent range for Rozenciel's INT x2, as well as giving them 2 stacks of [Crystal Barrier]. Lasts 2 turns." (Crystal Crest cannot be dispelled or immunized against. Revive can only occur once per activation.)

Ultra Ballistic Fury of Wildfire

Cost: •••
Cooldown: 3
Range: 1
Span: Single

[Passive] When attacking and entering battle, inflict [Melt Armor]: "Physical Damage Taken+10%. Lasts 1 turn. If this unit has [Arms of Wildfire], inflict 15% instead." [Physical Damage] Attacks a single enemy, dealing 1.5x damage. Before entering battle, cause all enemies within 2 blocks to be unable to activate revive effects. Lasts 1 turn. This effect can only occur in Arena modes. If this unit has [Arms of Wildfire], then will attack twice when using this skill.

Frigid Slash

Cost: •••
Cooldown: 4
Range: 3
Span: 4

[Passive] When fighting an enemy within 3 blocks of caster and within 2 blocks of Snow Owl, INT increases by 15%. [Magic damage] Attacks multiple enemy units within range, dealing 0.4x magic damage and applies "Active skill Silence" and "Unable to Act Again" for 2 turns. The caster also gains [Winter Blockade]: After enemies take action within 2 blocks of Snow Owl, they take fixed damage once (equal to 1.5x INT)

Wave Whisper

Cost: •••
Cooldown: 5
Range: 5
Span: Straight

[Command] All friendly units within 2 blocks take 15% less ranged damage, have a 30% less chance of being critically hit, and healing effects on them are increased by 15%. [Magic Damage] Attacks all enemies in 3 straight lines, dealing 0.36x AoE damage. Inflicts a [Displacement] effect: Pushes back all targets 2 blocks. Also effects all blocks hit with the [Dazzling Light] effect for 2 rounds: When enemy units with [Flying] or [Cavalry] movement types, or enemies who treat all passable terrain as Plains move onto this block, they consume 1 additional point of Mobility. When friendly units with [Infantry] or [Aquatic] movement types move onto this block, after attacking, they can move another 2 blocks.

Mourning of Light

Cost: •••
Cooldown: 6
Range: 5
Span: 3 lines

[Magic Damage] Attacks enemies along 3 lines for 0.38x AoE damage, and inflicts 2 debuffs. If this unit is [Demonized], then enemy Holy heroes hit will be converted into Demon class. Lasts 2 turns.

Sakura Rising

Cost: •••
Cooldown: 5
Range: Self
Span: 2 Ring

Attacks all enemies in a 2-ring radius, dealing 0.36x AoE damage. Renders targets unable to be healed for 1 turn and inflicts [Bleed]: After moving on your next turn, take fixed damage equal to 2x the attacker's ATK. Lasts 2 turns. For every 1 enemy hit, you gain 1 Reiken-Arataka effect after this battle (can gain up to 2).

Valkyria Power

Cost: •••
Cooldown: -
Range: Self
Span: Single

[Active] After use, restore 30% HP to self and gain "Cannot Move", "Cannot Move Again", "Cannot be teleported", "Critical hit rate +20%", "Unit Range +7", "Damage dealt in battle reduced the closer the target is, up to 35%." Lasts 1 turn. This skill is replaced with [Valkyria Flash]. At the end of the next turn, this skill will change back to [Valkyria Power]. All effects from Valkyria Power cannot be dispelled or immunized against. Valkyria Flash: [Physical Damage] Ignore guard and attacks a single enemy, dealing 1.4x damage. If the enemy is at least 9 spaces away, hero damage dealt +20%, both units will not have soldiers attack and will both deal damage to the hero directly.

Spear of Solidarity

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Command] Allies within 3 spaces who have 100% HP have Hero damage taken -25%. [Physical Damage] Attacks an enemy within a straight line and deals 1.5x damage. Before battle, gain [Power Stab]: ATK is replaced with 1.6xDEF. Lasts 2 turns. Causes [Displacement]: Pushes the enemy back 3 blocks, and if there are other units or unpassable terrain within those blocks, then that enemy is stunned for 1 turn. Melee soldiers will also attack. This skill is not affected by melee range penalties.

Spuit Lance

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] Immune to "Curse of Wounding" and "Heal Reversal". [Physical Damage] Attacks a single enemy, dealing 1.7x damage. After battle the enemy is inflicted with "Cannot be healed" and [Blood Curse]: "After taking action, take one instance of [Fixed Damage] equal to 15% of max HP and heal all enemies for the same amount." Lasts 2 turns. This skill's effects cannot be dispelled.

Divine Judgment

Cost: •••
Cooldown: 5
Range: Self
Span: 5

Critical hit rate increased by 60%. Attacks enemies within 5 blocks of self, dealing 0.38x AoE damage. Dispels 2 buffs from each target. Effective against Demons. When hitting demons, this skill also stuns for 1 turn. When hitting 3 or more enemy units, this skill's cooldown is reduced by 1. When successfully defeating an enemy with this skill, this skill's cooldown is reduced by 1.

Flaming Rend

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.6x damage. After battle and ending action, deals 0.33x AoE damage to enemies within 3 blocks, and inflict a debuff that deals 20% of max HP as fixed damage at the end of their next action.

Bloody Grip

Cost: •••
Cooldown: 5
Range: 2
Span: Single

Attacks a single enemy, dealing 1.6x damage. Melee soldiers will also attack. Restores HP equal to 30% of damage after battle. This attack ignores 20% DEF for each enemy adjacent to the target (up to 40%). If there are no enemies within 2 blocks of the target, you can act again after defeating the target. (This act again effect can only trigger once per round)

For Tsuu!

Cost: •••
Cooldown: 3
Range: 5
Span: Single

[Passive] Damage taken -15%. Take all attacks for adjacent allies. [Active] Teleport next to target ally and grant that ally "AoE Damage -20%" and "Immunity". Lasts 2 turns. Guard range increases to 2. Lasts 3 turns.

Ranger's Eye

Cost: •••
Cooldown: 4
Range: All
Span: Single

Applies [Ranger's Mark]: Damage taken from Sigma increased by 15%. Cannot be dispelled. Ignores immunity. After Sigma actively deals damage to targets with [Ranger's Mark], Ranger's Mark is cleared and skill is replaced with [Windsear Strike]: Attacks a single enemy unit, dealing 1.5x battle damage. Extra effective against [Fliers]. After use, this skill is replaced with [Ranger's Eye].

Shadow Stormshatter

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Physical Damage] Ignores guard and attacks a single enemy, dealing 1.4x damage. Before entering battle, gain "movement +1", "Skill +30%" and "Damage Taken -20%". Lasts 2 turns. If a critical hit occurs, CD-1 for this skill.

Trade War Strategy

Cost: •••
Cooldown: -
Range: -
Span: -

[Passive] Any time a summoned unit dies, gain 1 [War Token]. [Active] Choose one effect: [All Eggs in One Basket]: [Active] Costs 5 [War Tokens]. Restore 100% of a target's life, as well as grant ATK, INT, DEF+30%, Damage Dealt+10%. Lasts 1 turn. If this target has already moved, then they may act again. Set the cooldown of Trade War Strategy to 2 turns. [Long-term Investment]: [Active] Costs 1 [War Token], restore 2x INT HP to one ally, and grant [Investment]: "At the start of a turn, gain 1 random buff, and for every defeated enemy, the unit that granted this buff gains 2 [War Tokens]. Lasts 3 turns." [Investment] cannot be immunized or dispelled.

Duel Invitation

Cost: •••
Cooldown: 1
Range: 7
Span: Single

[Active] Use to apply [Duel] to 1 enemy unit: "Can only target the caster for normal attacks and skills." Cannot be dispelled. Lasts 2 turns. In non-pvp modes this debuff is replaced with "Damage dealt -30%." After use, this unit gains "ATK +20%" and "DEF +20%". Lasts 2 turns. This hero also gains [Lure]: "When battling an enemy with [Duel], chance of being Critically hit -100%." Cannot be dispelled or immunized. Lasts 2 turns. When this unit has [Lure], this skill becomes [Electric Sword]. Electric Sword CD: 3 , Range: 3, Span: 2: [Active] Teleports to target location, then deals 0.25x AoE damage to enemies within 3 blocks. This deals magic damage and has a 50% chance to inflict 1 random debuff. If one of the targets hit has [Duel] can move another 2 blocks and attack again (This act again effect can only occur once per turn. Buffs do not decrease in duration when triggering this effect). When [Lure] effect ends on this unit, this skill changes back to [Duel Invitation].

Chaos Helix

Cost: •••
Cooldown: 5
Range: 2
Span: Single

Attacks a single enemy, dealing 1.6x damage. Melee soldiers will also attack. If the enemy's DEF is lower than their MDEF, 70% of INT is added to ATK before battle. Otherwise, before battle, adds 70% of ATK to INT and deal magic damage. Additionally inflicts the enemy with [Curse of Wounding]: Prevents the target from being healed, dealing damage equal to 20% of healing instead. Lasts 2 turns. If the enemy hero is a Holy unit, before battle, their Skill Range is reduced by 1 for 1 turn.

Cleansing Light

Cost: •••
Cooldown: 1
Range: 3
Span: 3

[Passive] Buffs applies by this hero's talent cannot be dispelled. [Heal] Removes 2 debuffs from allies within range and heals them for 3x INT.

Wyvern Dance

Cost: •••
Cooldown: 5
Range: Self
Span: 2 Ring

Deals 0.36x AoE damag to all enemies within 2 rings. After, grants you [Wyvern Dance]: Unit normal attack range +1. Before entering battle, if your SKILL is higher than the enemy's, you will strike first and enter [Super Guard]: When friendly units within 2 blocks are attacked, you enter the battle instead of them. Lasts 2 turns.

Fire All Weapons

Cost: •••
Cooldown: 6
Range: 5
Span: 1 Ring

[Physical Damage] Attacks multiple enemies within range, dealing 0.35x AoE damage. Enemies will take 20% HP fixed damage after taking their next action. At the start of the second turn following the use of this skill, deal 0.38x AoE damage to enemies within range.

Decisive Blade

Cost: •••
Cooldown: 5
Range: 1
Span: Single

[Passive] After taking action, if this unit has [Blade Spirit], deal 0.1x AoE damage to all enemies within 1 ring and restore 20% HP. [Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispel 5 buffs from the enemy and inflict [Exhaust]: "Cannot activate revive effects. Lasts 2 turns. Cannot be dispelled." If this unit has [Blade Spirit], this unit will attack first. May only prevent revive effects in Arena modes.

Evil Devour

Cost: •••
Cooldown: 3
Range: 3
Span: Single

[Passive] Cannot be killed when actively attacking. Can only occur once per battle. If there are any enemies within 3 blocks with [Detect Evil], this unit has damage taken -15%. [Physical Damage] Critical hit rate is increased by 30%. Ignore guard and attack. Ranged soldiers will also attack. Damage multiplier from this attack is equal to the strongest single target skill the target has (Lowest of 1.3x, up to 2x). After battle restore 30% of damage dealt as HP.

Lifestealer Spinblade

Cost: •••
Cooldown: 5
Range: 6
Span: Line

[Passive] When using AoE skills and hitting at least 3 targets, add one extra stack of [Lacerate]. [Physical Damage] Attacks enemies along 3 lines for 0.3x AoE damage. Critical hit rate is increased by 30%. Deal 1 random debuff to enemies hit. If the target has at least 3 stacks of [Lacerate]. also inflict "ATK/INT -25%". Lasts 2 turns. After attacking may move 3 blocks.

Advancing Carol

Cost: •••
Cooldown: 9
Range: Self
Span: 3

[Assist] Active use. Allies within range gain Movement +1, ATK/INT +15%, "When actively attacking and entering battle deal +30% damage, take half damage, and reduce reflect damage by 30%", and immunity to ATK/INT down effects. Lasts 2 turns.

Flesh and Steel Blast

Cost: •••
Cooldown: 5
Range: 1
Span: Single

Attacks a single enemy, dealing 1x damage. Before attacking, damage increases by 20% for every block moved (up to 60%), and inflicts a [Displacement] effect: Pushes the target back 2 blocks. When pushed into another unit or unpassable terrain, the enemy is stunned. Lasts 1 turn. Upon eliminating a target, cooldowns are reduced by 4 turns. Grants [Battle Will] after battle: Before entering battle, restores HP equal to ATK x1. Lasts 2 turns. If in [120%] status, healing is increased to ATK x1.5.

Ultra Ballistic Heaven's Shockwave

Cost: •••
Cooldown: 5
Range: 7
Span: Line

[Physical Damage] Attacks enemies along a line for 0.36x AoE damage. Effective against fliers. Dispels 2 buffs from each target hit. If this unit has [Arms of Strata], then also deal fixed damage equal to 1xHero's ATK. If this skill hits at least 3 targets, CD-3.

Archaic Ascension

Cost: •••
Cooldown: -
Range: -
Span: -

[Passive] Immune to unbuffable. If this unit is under the effects of [Strategem: Militarism] or [Strategem: Stoicism], then soldiers gain physical damage taken -35%. [Active] Choose one of the following effects: [Strategem: Militarism]: [Assist] Gain Command: "Units within 3 blocks gain ATK/INT+15%, before battle deal 0.5x Towa's ATK as fixed damage, and when defeating an enemy with a skill, that skill gets CD-1." Lasts 3 turns, cannot be dispelled. [Strategem: Stoicism]: [Assist] Gain Command: "Units within 3 blocks gain DEF+15%, immunity to fixed damage and displacement." Lasts 3 turns, cannot be dispelled. After using one of the above effects, may move 3 blocks and attack. Set the cooldown of Archaic Ascension to 5 turns.

Oracle

Cost: •••
Cooldown: 3
Range: 2
Span: Single

[Passive]: After taking action, if the number of [Perceptual] and [Rational] stacks are equal, reduce the Cooldown of the skill used this turn by 1. [Magic Damage] Attack a single enemy, dealing 1.7x damage. Gains additional effects based on the number of [Perceptual] and [Rational] stacks. When the number of [Perceptual] stacks is greater than or equal to [Rational], before battle, dispel 3 enemy buffs. When the number of [Rational] stacks is greater than or equal to [Perceptual], before battle, apply 3 random debuffs. If this attack is not guarded against, inflicts a [Teleport] effect. Teleports the enemy within 3 blocks of the caster. After using this skill, all [Perceptual] stacks become [Rational], and all [Rational] stacks become [Perceptual].

Reversal of Fate

Cost: •••
Cooldown: 3
Range: 4
Span: Single

[Passive] This unit does not receive melee range penalties. After taking damage and falling below 50% HP for the first time, gain [Shield]: "Takes up to 50% of Max HP in damage. Cannot be dispelled." You may only have one type of [Shield] effect at any moment. [Active] Select an enemy unit and exchange HP% with that unit. May act again after usage. This unit's buffs will not reduce in duration.

Killing Machine

Cost: •••
Cooldown: 4
Range: 2
Span: Single

Ignores guard and attacks a single enemy, dealing 1.4x damage. Critical hit rate is increased by 20%. When successfully defeating an enemy, may move 2 blocks after battle. After ending action, if there are no enemies within 2 rings, then this unit will gain [Hide]: "Cannot be targeted by enemy's normal attacks or be chosen as the target of a skill. Lasts 1 turn. Cannot be dispelled. This effect wears off after taking or dealing damage or if there is an enemy within 1 space.

Regal Strike

Cost: •••
Cooldown: 3
Range: 1
Span: Single

[Passive] When using skills to attack and enter battle and the target has 3 stacks of [Continuous Raid]. after battle this skill gets CD -3. This effect has a 1 turn cooldown. [Physical Damage] Attacks a single enemy, dealing 1.6x damage. Before battle inflict 1 random debuff. If the target has 3 stacks of [Continuous Raid], damage dealt +40%.

Blazing Dragon Soul

Cost: •••
Cooldown: 3
Range: Self
Span: Single

[Passive] Takes physical attacks for adjacent allies. After activating revive effect in talent, gain [Tenacious]: If there are allies in the map, then will not die when taking fatal damage, instead restoring 30% HP and reducing max HP by 35%. Cannot be immunized or dispelled. Tenacious can only active up to twice per battle. [Active] Guard range increases to 3. Chance of being critically hit-30%. Gain immunity to "cannot be healed" and [Power Stab]. Lasts 3 turns. All of the above effects cannot be dispelled.

Devastating Arrow Rain

Cost: •••
Cooldown: 2
Range: 3
Span: 3

[Physical Damage] Attacks enemies in range for 0.33x AoE damage. Effective against fliers. Afterwards dispel 2 buffs from each target and inflict "AoE damage taken +10%". Lasts 2 turns. After use may move 3 blocks.

Starfall Hurricane

Cost: •••
Cooldown: 5
Range: 4
Span: Single

[Passive] Prevent fatal damage once, restoring 50% HP. Then activates the on-death effect of [Wings of Destruction]. This can only occur once per battle. Afterwards, this unit is inflicted with "Damage Dealt -30%", lasts 1 turn, cannot be dispelled or immunized against. [Active] Choose 1 target for a [Displacement] effect: Pulls this unit towards the target. When this unit stops, deals damage to enemies within 3 blocks for 0.3x AoE damage, then deals an instance of [Fixed Damage] to self for 30% of max HP. After use, remove all debuffs on self, and gain "Immunity" for 1 turn. The displacement and fixed damage on self from this skill cannot be immunized or reduced.

Moonsurge

Cost: •••
Cooldown: 3
Range: 1
Span: Single

[Passive] When [The Immortal] is active, terrain is treated as water, and when actively attacking and entering battle, this unit is immune to fixed damage. [Physical Damage] Attacks a single enemy for 1.5x damage. 2.0x if this unit is in water. After ending action, if there are no allies within 2 blocks, then CD-1 for this skill.

Unending Pursuit

Cost: •••
Cooldown: 4
Range: 1
Span: Single

[Passive] Prevent fatal damage once, restoring 20% HP. Can activate once per map. [Physical Damage] Attacks a single enemy, dealing 1.7x damage. After battle restore 30% of damage dealt as HP. Also inflict the target and all enemies with [Chain of Vengeance] with "Cannot be Healed" and "Critical Hit Rate -20%". Lasts 2 turns.

Dragon Blade Deathblow

Cost: •••
Cooldown: 4
Range: 1
Span: Single

[Physical Damage] Attacks a single enemy, dealing 1.9x damage. Before battle, dispel 5 buffs. If the enemy has 1 or less movement or they are stunned, then damage dealt +20% and they cannot activate revive effects. The latter effect only activates in PvP. When successfully defeating an enemy, gain [Depletion]: "Damage Dealt -30%. After ending action, restore 30% HP." Lasts 1 turn. ([Depletion] cannot be dispelled or immunized against.)

Shadow of Alhazard

Cost: •••
Cooldown: 7
Range: 2
Span: 3

[Passive] When battling against Holy units, Hero's ATK/DEF/MDEF+15%. If this hero is a demon class, this effect is instead +60%. [Physical Damage] Attacks enemies within 3 blocks of the selected square for 0.15x AoE damage, and summon "Shadow of Alhazard". This unit also gains ATK+20% and [Immunity]. Lasts 2 turns. After use may move 3 blocks and attack. Shadow of Alhazard: Demon Class. Inherits 75% of the summoner's Max HP. Cannot move, attack or be displaced. Immune to all debuffs. Has the following skills: Demon Sword's Protection: [Command] For every enemy within 3 blocks, the summoner gains "Damage Taken-15%", up to 45%. Shadow Domination: [Command] All "Dark Reincarnation" allies on the map gain +5% to all stats except HP. Tainted Blood Regeneration: [Passive] After taking action, restore 30% HP to the summoner.

Rending Blow

Cost: •••
Cooldown: 4
Range: 2
Span: Single

[Passive] Critical Hit Rate+20%. Soldiers will attack with the hero for ranged attacks. [Physical Damage] Attacks a single enemy, dealing 1.5x damage. This attack will ignore class effects. If the enemy is defeated, then after battle gain [Strike Stance] and the effect: "Before entering battle, deal 2x ATK of fixed damage to the enemy". If not, gain [Riposte Stance], lasts 1 turn. This skill is not affected by melee range penalties.

Maneuver Shift

Cost: •••
Cooldown: -
Range: -
Span: -

[Active] Select one of the following effects, as well as gain a permanent "movement +1 and all stats +5% (except HP)". The latter effect may be stacked up to 3 times. Speed Stance: [Assist] This unit gains +3 movement. If moving at least 4 blocks before entering battle, this unit will attack first. Strike Stance: [Assist] Gain "For every block moved before battle, damage dealt +3% (Up to 15%)." Defensive Stance: [Assist] This unit gains "Damage Taken -15%", cannot be displaced, and Counterattack Damage+20%. After taking action, restore 35% HP. This unit may only have one Form active at a time. All Forms cannot be immunized against or dispelled.

High Stakes

Cost: •••
Cooldown: 15
Range: Self
Span: Single

Consumes 99% of hero's remaining HP, triggering the hero talent's death effect. (Cannot affect the caster.) At the same time, affected units deal 15% increased damage and take 15% less damage. Duration is equal to that provided by talent.

Divine Rite

Cost: •••
Cooldown: 5
Range: 3
Span: 4

[Passive] When this hero dies, dispel 2 debuffs from all allies within 5 blocks of self, and restore HP equal to 3x Young Jessica's INT. Also grants "Damage Taken -15%". Last 2 turns. Cannot be dispelled. [Magic Damage] After selecting a target, damage will be done on the selected square and within 3 blocks of that target for 0.36x AoE damage, as well as dispelling 1 buff. Effective against Demons. Also heals allies within range for 3x Caster's INT and dispels 2 debuffs, as well as granting "Damage Taken -15%". Lasts 1 turn.

Blazing Light of the Holy Sword

Cost: •••
Cooldown: 4
Range: 2
Span: Single

Attacks a single enemy for 1.6x damage. Before battle, dispel all debuffs from self, and restore 30% of unit's HP. Before battle, dispel 2 enemy buffs. If the target has less than 3 movement or is stunned, then dispel another 3 buffs. When using melee soldiers, they will also attack. After defeating an enemy, CD-3 for this skill. This skill is not affected by melee range penalties.

Dark Tincture

Cost: •••
Cooldown: 4
Range: 2
Span: Single

Attacks a single enemy, dealing 1.4x damage. If you have Melee Soldiers, they will also attack. If in [Majin Form], this skill gains 1 range and deals an additional 30% damage, and after successfully eliminating the target, its cooldown is reduced by 3 turns. If the target is not eliminated, they will be unable to receive healing for 2 turns. This effect cannot be dispelled.

Heart of Alhazard

Cost: •••
Cooldown: -
Range: Self
Span: Single

Removes all debuffs on self and destroys all soldiers. Then gain [Alhazard Bloodthirster]: "Soldiers cannot be healed. Damage Dealt +30%. Immune to all debuffs. After attacking, heal 50% of damage dealt as HP." Also gain "After defeating an enemy in battle, can move another 3 blocks." Lasts 1 turn. After use, this skill becomes [Killing Blow]. After next action, this skill becomes [Heart of Alhazard]. (All effects from this skill cannot be dispelled or immunized against)