Chained Echoes

Chained Echoes

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A Look at Combat Mechanics Behind the Scenes [Patch 1.1]
By Seeking Solace
This guide includes exclusive info about the damage and healing formulas, overdrive mechanics, aggressiveness mechanics, hate mechanics, ultimate mechanics, state mechanics, passive ability mechanics, active ability mechanics, and patch changes in details.
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The Damage and Healing Formulas
The Damage Formula
((ATK ^ 2 / DEF) * Ability Multiplier / Attacker Modifier) * Damage Multiplicative State Modifier * Attacker Modifier * Overdrive Modifier * Critical Modifier * Elemental Modifier * Passive Modifier * Mech Modifier * Random
The Healing Formula
(Power + (MND + MAG / 4) * Ability Multiplier * Overdrive Modifier * Random) * Critical Modifier * Passive Modifier * Mech Modifier
Attacker Modifier
  • player character = 1
  • enemy character = 2
Overdrive Modifier (Green)
  • damage dealt and healing done = 1.25
  • damage received = 0.85
Overdrive Modifier (Red)
  • damage dealt and healing done = 1
  • damage received (physical) = 1.25
  • damage received (magical) = 1.5
Critical Modifier
  • 1.5, up to 2 with the Crit Damage Up passive.
  • 1 if no critical hit has been triggered.
Elemental Modifier
1 + Element Bonus + Vulnerability Bonus - Enemy Resistance
  • The Element Bonus is the bonus granted by the [Element] Attack passives. Applies if Enemy Resistance is less than 0, otherwise is equal to 0.
  • The Vulnerability Bonus is equal to the number of vulnerability debuffs triggered. (Oil, Wet, Dry, Heavy)
  • Enemy Resistance is 0 by default. The bestiary displays the resistances of each enemy in %. (30% = 0.3)
Damage Multiplicative State Modifier
  • Refers to the positive states that multiply damage output. (Elemental Pact, Heaven or Hell, etc...)
  • 1 by default, +X depending on the effect of the state(s).
Mech Modifier (Gear 0)
  • damage dealt and received = 0.75
  • healing done = 0.5
Mech Modifier (Gear 2)
  • damage dealt and received = 1.25
  • healing done = 1.5
Notes
  • Random = 1 ~ 1.025
  • Power is a fixed number with a value that varies by ability.
Takeaways
  • The offensive stats (ATK and MAG) have a significantly higher weight in damage calculations than defensive stats (DEF and MND).
  • Considering the first point, offensive buffs / debuffs make a bigger difference than defensive buff / debuffs, so always prioritize applying the former first. (e.g. Debuffing an enemy's attack would protect you significantly better than buffing your party's defense, especially so in harder difficulties.)
  • The ATK and MAG stats are so strong that it's never a good idea to prioritize Critical Chance over them.
  • On the other hand, it's never worth equipping DEF UP passives. MND UP should only be equipped on characters who do mostly nothing but heal.
  • In mech battles, healing is especially very effective at gear 2 with a modifier of +50% extra healing.
  • For some reason, magic casting enemies are especially dangerous in overheat, dealing +50% extra damage instead of the typical +25%.
Enemy Stats Per Setting
Setting
Modifier
Low
75%
Normal
100%
High
115%
Note: This is in respect to their bestiary's displayed stats.
Overdrive Mechanics
The Overdrive Area Size Per Setting
Foot Battles
Setting
Range
Wide
30 - 90
Normal
40 - 90
Extra Tight
40 - 80
Twisting Wind*
0 - 20 and 41 - 60
*A boss ability.
Mech Battles
Setting
Range
Wide
14 - 86
Normal
24 - 76
Extra Tight
34 - 66
Action Effects on the Overdrive
Foot Battles
Action
Effect
Switching
-5
Defending
-5
Normal Attacking
+5
Abilities
+7
Overdrive Action-Type Match
-12
Ultimate
-15
Mech Battles
Gear
Effect
1
Default
2
Reverse
0
No Effect
Overdrive Action-Type
The Overdrive's required action type is limited by the actions available to the 4 active characters. For example, if none of them have a Utility-type ability, the Overdrive will never ask you to perform one.
Hate Mechanics
How Hate Works
  • 60% of the time, the target is completely random.
  • 40% of the time, enemies pick the target that they hate the most. If they don’t hate anyone yet, they pick a random target.
  • If two characters have an equal amount of hate, and are not hate capped at 100, enemies would target the character who is placed earlier in order.
How different actions accumulate Hate
Action
Effect
Enemies Affected
Defending
-5
All Enemies
Normal Attacking
+5
Target Enemy
Single-Target Abilities
+10*
Target Enemy
Multi-Target Abilities
+5*
All Enemies
Buffing / Healing / Utility Abilities
+5*
All Enemies
Ultimate Abilities
+15*
Target Enemy / All Enemies
Single-Target Taunt Abilities
+20*
Target Enemy / All Enemies
Multi-Target Taunt Abilities
+15*
Target Enemy / All Enemies
*Exceptions exist.
Takeaways
  • Even with starting hate, a character can only have up to 55% chance of getting targeted by enemy single-target attacks.
  • A character only needs to have higher hate than everyone else to have a higher likelihood of getting targeted more often. The difference does not matter.
  • Taunting abilities aren’t very effective at drawing aggro.
  • The accessory, “Knight’s Honor”, and the passive, “War Cry”, are your best bets if you want enemies to aggro a certain character. Do keep in mind that they do not stack.
  • Defending is the only action in the game that drops accumulated aggro, although it's very minor.
  • Hate caps at 100. This means that eventually enemies would start picking random targets 100% of the time again.
Enemy Aggressiveness Mechanics
What is Aggressiveness?
Aggressiveness is the likelihood that an enemy would use an ability instead of normal attacking.
Enemy Aggressiveness Per Setting
Setting
Modifer
Low
-15
Normal
0
High
+15
The Aggressiveness Formula
The enemy uses an ability if the following condition is met:
Random + Setting Modifier > 100 - Ability Priority
Where:
  • Random: a random number between 0 and 100.
  • Setting Modifier: the modifier based on the setting.
  • Ability Priority: A number indicating the priority of the ability.
Every time the enemy makes a normal attack, his ability priority increases by a variable amount, depending on the enemy. If the enemy uses an ability, their ability priority drops back to 0.
Ultimate Mechanics
How Different Events Accumulate the Ultimate Bar
Event
Effect
All Player Character Actions
+3
Landing a Critical Hit
+3
Exploiting a weakness with Specialist
+3|+6 |+9*
Ultra Move
200%|300%|400%*
Note: Spirit and Cres actions do not fill the bar by default, but the bonuses from landing critical hits or exploiting a weakness with Specialist do apply.
*For passive level 1, 2, and 3 respectively. Exploiting multiple weaknesses doesn't stack.
Takeaways
  • Multi-hit and Multi-target physical attacks with a high Crit is the primary method of increasing the Ultimate bar as fast as possible.
  • Ultra Move multiplies the accumulation rate. Strongly recommended on characters with multi-hit attacks and a high crit rate, most notably Mikah and Sienna.
  • Lenne's [Element] Coat buffs can serve to trigger Specialist. Together with Ultra Move, this enables fully charging the Ultimate move bar in a single action.
Ultimate Effects Per Character
Character
Effect
Deals 200% (300%) physical damage to all enemies and reduces their offensive and defensive stats by 25% for 3 turns.
Deals 300% (400%) physical damage to all enemies.
Deals 300% (400%) magic damage to all enemies.
Removes all status effects from all party members, raises all of their status resistances by +1 (+2), and resets the status resistances of all enemies to 0.
Regenerates all TP and grants the HP Regen buff with a potency of [5 + 5%HP] ([5 + 10%HP]), and the TP Regen buff with a potency of 5 (10).
Deals 500% (700%) physical damage to a single enemy, and grant Sienna an Agililty Buff and a Crit Buff of 25% for 5 turns each.
Deals 50% (70%) x 10 magic damage to a single enemy.*
Revives and fully heals all allies. (Also, grants the HP Regen buff to all alive allies with a potency of [5 + 5%HP])
Grants the Physical-Resist state, which negates the next 2 (3) physical attacks on all allies.
Deals 300% (400%) physical damage to all enemies.
Deals 50% (70%) x 10 physical damage to a single enemy.
Grants the Magic-Resist state, which negates the next 2 (3) physical attacks on all allies.
Deals 300% (400%) magic damage to all enemies.
Fireworks: deals up to 200% x 2 magic damage to all enemies.
Note: Parenthesis indicate effect with the Ultimate Effect Up passive. Leveling up the passive doesn't increase the bonuses that it provides.
*Actually has a single instance of damage, so it's not possible to inflict multiple status effects with equipped crystals.
Takeaways
  • Most characters have generic Ultimates that do nothing but deal damage.
  • Glenn's Ultimate is extremely powerful. A 25% Offensive debuff translates to reducing all damage received from enemies by a staggering 43.75%. A 25% Defensive debuff translates to dealing 33.34% extra damage against all enemies. The Ultimate also deals good damage to boot, considering Glenn's high ATK stat.
  • Sienna's Ult is also great. It deals the standard 500% (700%) damage, but also significantly boosts Sienna's AGI and Crit by 25% for 5 turns.
  • Magnolia's Fireworks ability has a higher damage multiplier than all AOE Ultimates with no Ultimate Effect Up passive equipped. Paired with Magnolia's extremely high MAG stat, this is a very damaging AOE ability.
Loot Mechanics
Drop Rates
Rarity
Drop Chance
Common
50%
Uncommon
20%
Rare
5%
Note: Enemies only drop up to 1 item by default, unless the enemy is rare.
Passives That Affect Loot
Passive
Effect
Increase Drops
10|20|30% chance to get an additional drop.
More Rare Drops
Increases chance by 5|10|15% to obtain rare drops.
Note: These abilities also function from the backline. Multiple instances of the same passive do not stack.
Rare Enemy Mechanics
  • Rare enemies have a 10% chance to spawn. Can spawn by escaping the battle and re-engaging.
  • Rare enemies drop 5 more SP.
  • Rare enemies drop 2 common items, 2 uncommon items, and 2 rare items guaranteed (If available).
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State Mechanics
Ailment States
State
Effect
Resistible?
Poison
Inflicts damage every turn relative to the ability damage and modifier.
No*
Toxic
Inflicts damage every turn relative to the ability damage and modifier.
No*
Sleep
Unable to act. 50% chance to wake up early. Receiving damage wakes up the inflicted character.
Yes
Paralyze
25% chance to be unable to act per turn.
Yes
Blind
Basic attacks and all attack-type abilities miss.
Yes
Silence
Can't use magic-type abilities.
Yes
Inact
Unable to act.
Yes
*Resistible by player characters.
Notes
  • The number of applications needed to successfully inflict an ailment is equal to resistance + 1.
  • Resistances start at 0 by default.
  • Every time the target is inflicted by an ailment, they become more resistant towards it by 1 point (if resistible).
  • Successfully reapplying the state while it's still in effect extends the duration to the duration listed on the current ability. The potency of the state (if any), however, is retained.
Elemental Vulnerability States
State
Effect
Oil
Increases fire damage by +100%
Wet
Increases wind damage by +100%
Dry
Increases water damage by +100%
Heavy
Increases earth damage by +100%
Notes
  • Elemental vulnerability states expire immediately after amplifying damage.
  • Elemental vulnerability states stack the Elemental Modifier additively. Refer to the damage formula section.
  • [Element] Hit passives trigger elemental vulnerability debuffs, even through Magic-type actions.
Negative States
State
Effect
Source
Bleed
Inflicts damage every turn relative to Sienna's ATK. Lasts 5|6|7 turns.
Sienna's X-Slash.
[Attribute] Break
Reduces [Attribute] by X%.
Generic
[Element] Res Down
Reduces the resistance to [Element] by X%.
Generic
Doom
Character dies after the counter drops to 0. The counter ticks at the start of every turn before any action. Lasts 3 turns.
Some Bosses
Soul Parasite
Reduces all elemental resistances by 10|15|20%. Lasts 3 turns.
Robb's Soul Parasite
Fire & Water Res Down
Reduces fire and water resistance by 25|25|35%. Lasts 4|5|5 turns.
Victor's Efreet's Song
Earth & Wind Res Down
Reduces earth and wind resistance by 25|25|35%. Lasts 4|5|5 turns.
Victor's A Sylph's Tale
Fallen Restoration
When enemy dies with this debuff, Ba'Thraz's TP is fully restored. Lasts 2|3|4 turns.
Ba'Thraz's Fallen Restoration
Stagger
Unable to make any actions except switching. Switching removes the state.
Some Bosses
Death Stagger
Making any action will instantly kill the character, except switching. Switching removes the state.
Some Bosses
Lifethread
Killing the source enemy would also kill the inflicted character.
Purple Pigear
Trapped
Unable to act. Removed by destroying the vines.
Some Bosses
Positive States (WIP)
State
Effect
Source
[Attribute] Buff
Increases [Attribute] by X%.
Generic
[Element] Attack
Adds [Element] to physical attacks, and trigger the respective elemental vulnerability debuffs for both physical and magical attacks.
Generic
HP Shield
Absorbs damage with a potency of 0.2|0.2|0.3
Victor's Shielding Mazurka
Reraise
Revives with 10|25|50% of max HP upon death.
Amalia's Revival
Defense Stance
Raises defense and mind by 15|20|25%, lowers attack and magic by 15|20|20%
Glenn's Defense Stance
Attack Stance
Raises attack and magic by 15|20|25%, lowers defense and mind by 15|20|20%
Glenn's Attack Stance
Third Eye
Increases damage dealt by 125|135|150% and lowers defense and mind by 25%
Lenne's Third Eye
Elemental Pact
MAG-based abilities deal 80|90|100% more damage. Removed after using 3 magic-type abilities.
Lenne's Elemental Pact
Offensive Buff
Increases attack and magic by 10|12|14% for 5|8|8 turns.
Victor's Poetic March and Mikah's Strength Dance.
Defensive Buff
Increases defense and mind by 10|12|14% for 5|8|8 turns.
Victor's Requiem and Mikah's Vigor Dance
TP Regen
Regenerate X amount of TP every turn.
Generic
Heroic Hymn
Raises attack, magic, defense, mind, agility and crit by 10|12|15%. Lasts 5 turns.
Victor's Heroic Ode
[Element] Res Up
Increases the resistance to [Element] by X%.
Generic
Shield
Reduces physical damage taken by 15%.
Generic
Aura
Reduces magical damage taken by 15%.
Generic
Berserk
Deals 50% more damage and receives 50% more damage. Reduces TP costs by 5. Lasts 4|5|6 turns.
Ba'Thraz's Berserker
Weapon Summoned
Increases the potency of some of Ba'Thraz's abilities.
Many of Ba'Thraz's abilities
Heaven or Hell
Increases damage dealt by 150|170|200%. Character dies after the counter drops to 0. The counter ticks at the start of every turn before any action.
Ba'Thraz's Heaven or Hell
Act Twice
Acts twice per turn.
Most Bosses
Elemental Resist Up
Raises elemental resistance by 25|30|30 for 5|5|8 turns.
Ba'Thraz's Elemental Orbs
Lure
Forces the inflicted enemy to target the caster.
Egyl's Luring Bang and Raphael's High Cross
Ultimate Defense
Reduces received damage by 80%.
A boss (???)
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Crystals
Status Crystals
Crystal
In-Game Description
Note
[Attribute] Up
Raises [attribute] by 10|20|30%.
Stacks
AGI Up
Raises AGI by 15|17|20%.
Stacks
Crit Up
Raises Crit by 5|10|15%.
Stacks
[Weapon] Master
Increases damage by 10|15|20% when wearing this piece of equipment.
--
[Armor] Bonus
Lowers incoming damage by 10|15|20% when wearing this piece of equipment.
--
Crit Damage Up
Critical damage increased by 30|40|50%.
Additive
[Element] Resistance
Raises resistance against this element by 15|20|25%.
Stacks
Call of Nature
Raises stats at the start of battle for every free equip slot.
  • 1 free slot: +2% ATK, MAG, DEF, MND, AGI
  • 2 free slots: +10% ATK, MAG, DEF, MND, AGI
  • 3 free slots: +25% ATK, MAG, DEF, MND, AGI
  • 4 free slots: +50% ATK, MAG, DEF, MND, AGI
  • Also increases Crit by a varying unknown amount.
  • Bonus is multiplicative, and is based on the character's overall stats with equipment and passives.
  • All passive levels provide the same bonus.
Offensive Crystals
Crystal
In-Game Description
Note
[Type] Killer
Deals 10|15|20% more damage against this monster type.
--
[State] Hit
(Blind, Dispel, Poison, Paralyze, Silence, Toxic)

Chance of 5|7|10% of triggering this ailment on every hit.
--
[State] Hit
(Dry, Wet, Heavy, Oil)

Chance of 15|20|25% of triggering this ailment on every hit.
--
[State] Extender
(Break, Paralyze, Poison, Toxic, Sleep)

Debuff has a 50|75|100% chance to hold longer for 3 turns.
--
[Element] Attack
Deals weakness damage and additional 0|5|10%
  • The bonus damage is only applied when dealing weakness damage.
  • Stacks the Elemental Modifier additively.
Gain HP after Kill
Gain 5|10|15% HP after defeating an enemy.
--
Gain TP after Kill
Gain 10|15|20 TP after defeating an enemy.
--
Defensive Crystals
Crystal
In-Game Description
Note
[Status] Resistance
Enemies take 1|2|3 turn(s) longer to apply this ailment for the first time.
--
Counter [Attribute] Up
20|25|30% chance to counter single target physical attack with buffing this stat by 10%.
The buff lasts 3 turns.
Counter Attack
30|40|50% chance to counter single target physical attacks with an attack.
--
Counter Cure
30|40|50% chance to counter single target physical attack by curing a random ailment on self.
--
Counter Heal
30|40|50% chance to counter single target physical attack with a heal (10% of max HP)
--
Counter HP Regen
30|40|50% chance to counter single target physical attack with HP Regen (10% of max HP).
The buff lasts 3 turns.
Counter TP Regen
30|40|50% chance to counter single target physical attack with TP Regen (10% of max TP).
The buff lasts 3 turns.
Defend Gain HP
Gain HP with a potency of 5|10|15 when defending.
--
SOS [Attribute] Up
Buffs this stat by 30|35|40% when HP is under 25% for 3 turn(s).
--
SOS Crit Up
Buffs this stat by 10|15|20% when HP is under 25% for 3 turn(s).
--
SOS HP Regen
Triggers HP Regen (15|20|25% of max HP) when HP under 25%.
The buff lasts 3 turns.
SOS TP Regen
Triggers TP Regen of 5|7|10 when HP under 25%.
The buff lasts 3 turns.
Utility Crystals
Crystal
In-Game Description
Note
Auto Aura
Triggers Aura for 3|5|10 turns at the beginning of battle.
Aura is a buff that reduces magical damage received by 15%.
Auto Shield
Triggers Shield for 3|5|10 turns at the beginning of battle.
Shield is a buff that reduces physical damage received by 15%.
Evasionist
10|15|20% chance to dodge a physical attack.
Doesn't stack with active buffs that increase dodge chance.
HP Drain
Drains HP from enemy with every hit.
Heals 5|10|15% of damage dealt.
Increase Drops
10|20|30% chance to get an additional drop.
  • Remains functional if the character is in the back row.
  • Having the passive on multiple characters doesn't stack it.
More Rare Drops
Increases chance by 5|10|15% to obtain rare drops.
  • Remains functional if the character is in the back row.
  • Having the passive on multiple characters doesn't stack it.
Not Enough!
Successful steals yield an extra item with a chance of 50%.
All passive levels provide the same bonus.
Specialist
Hitting an elemental weakness raises the Ultra Move Bar 2|3|4x faster.
  • 3|6|9 ultimate accumulation points per hit.
  • Hitting multiple weaknesses doesn't stack it.
  • Stacks multiplicatively with Ultra Move.
Strike First
75|85|100% chance to act first in battle.
--
Switch Out HP
Restores HP when switched out.
Restores 10|20|30% HP.
Switch Out TP
Restores TP when switched out.
Restores 10|15|20 TP.
TP Cost Down
Reduces cost of skills by 20|30|40%
--
Ultra Move
Charges Ultra Move Bar 2|2.5|3x times faster.
--
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Accessory List
Accessory
Fixed Stats
In-Game Description
Bracelet of Wisdom
--
Raises MND by 20%.
Bracelet of Defense
--
Raises DEF by 20%.
Bracelet of Magic
--
Raises MAG by 20%.
Bracelet of Power
--
Raises ATK by 20%.
Earth Belt
--
Deals weakness damage and additional +10%. (Earth)
Water Belt
--
Deals weakness damage and additional +10%. (Water)
Holy Symbol
--
Improves healing by 50%.
Leaf Hood
--
20% chance that Robb's trap stays after being triggered.
Magic Polyens
--
Magical skills can crit.
Shadow Garb
--
successful steals yield an extra item with a chance of 50%.
Thief's Gloves
--
Stealing always succeeds.
Healing Belt
--
Heals can crit.
Herbalist Advice
--
30% chance to counter single target physical attack by curing a random ailment on self.
Warcry
--
Hate increased at the start of battle by 50.
Blueprint
--
Deals 10% extra damage against this monster type. (Machine)
Reaction Armlet
--
30% chance to counter single target physical attacks with an attack.
Rubber Duck
--
Immune against all ailments.
Stylish Accessory
--
Ultra moves are more efficient.*
Cool Scarf
--
Restores TP when switched out. (20 TP)
Can Machine
--
Enemies can be canned at 50% max HP.
Pacifist's Charm
--
50% chance to gain no aggro per action.
Defense Gorget
+20 HP, +3 DEF, +3 MND
--
Attack Gorget
+5 TP, +3 ATK, +3 MAG
--
Sunglasses
--
Raises resistance against this element by 15%. (Light)
Festival Ribbon
--
Raises resistance against this element by 15%. (Dark)
Iron Polyens
+2 DEF, +2 MND
Raises resistance against this element by 15%. (Earth)
Magician's Belt
--
Raises MND by 10%
Winged Cape
--
Raises AGI by 15%
Heavenly Ring
--
Reduces cost of skills by 20%.
Mystic Ring
+2 DEF, +2 MND
Raises TP by 10%.
Bangle
--
Raises DEF by 10%.
Gauntlets
--
Raises ATK by 10%
Glasses
+5 TP
Immune against this ailment. (Blind)
Raincoat
--
Raises resistance against this element by 15%. (Water)
Lava Gorget
+5 TP, +1 ATK, +1 MAG, +1 DEF, +1 MND
Raises resistance against this element by 15%. (Fire)
Comfy Scarf
--
Immune against this ailment. (Silence)
Charm of the Learner
--
Gets 2 times additional SP into character's pool.
Black Tippet
--
Triggers HP Regen (15% of max HP) when HP under 25%. (Buff lasts 3 turns)
Silph Armlet
+2 AGI
Raises resistance against this element by 15%. (Wind)
Herbal Collar
--
Immune against this ailment. (Poison)
Titan Helm
+10 HP
--
Life Thread
+15% Crit
--
Swift Sandals
--
75% chance to act first in battle.
Medallion
+3 MAG
--
*Refer to the table in the Ultimate Mechanics section.
Consumable List
Item
Cost
In-Game Description
Note
Snack
100a
Heals a low amount of HP.
Restores 50 (62|75|87) HP.
Meal
1000a
Heals a high amount of HP.
Restores 150 (175|200|225) HP.
Sweets
200a
Restores some TP.
Restores 50 (57|65|72) TP.
Panacea
50a
Cures Inact.
--
Eye Drops
50a
Cures Blind.
--
Alarm Clock
50a
Cures Sleep.
--
Antidote
50a
Cures Poison.
--
Lozenge
50a
Cures Silence.
--
Sage
50a
Cures Paralyze.
--
Angel Wing
400a
Revives a character.
Revives with 25% (30|35|40%) HP
Ambrosia
--
Heals all HP.
--
Nectar
--
Heals all TP.
--
Attack Overdrive
100a
If a physical skill type is required by the Overdrive, this will trigger it.
The Overdrive reduction is 16 (17|18|19).
Heal Overdrive
100a
If a healing skill type is required by the Overdrive, this will trigger it.
The Overdrive reduction is 16 (17|18|19).
Buff Overdrive
100a
If a buff skill type is required by the Overdrive, this will trigger it.
The Overdrive reduction is 16 (17|18|19).
Debuff Overdrive
100a
If a debuff skill type is required by the Overdrive, this will trigger it.
The Overdrive reduction is 16 (17|18|19).
Utility Overdrive
100a
If a utility skill type is required by the Overdrive, this will trigger it.
The Overdrive reduction is 16 (17|18|19).
Magic Overdrive
100a
If a magic skill type is required by the Overdrive, this will trigger it.
The Overdrive reduction is 16 (17|18|19).
Oil Lamp
100a
Inflicts Oil (fire vulnerability up).
The debuff lasts 2 (2|3|3) turns.
Waterbomb
100a
Inflicts Wet (wind vulnerability up).
The debuff lasts 2 (2|3|3) turns.
Silph's Fan
100a
Inflicts Dry (water vulnerability up).
The debuff lasts 2 (2|3|3) turns.
Bolas
100a
Inflicts Heavy (earth vulnerability up).
The debuff lasts 2 (2|3|3) turns.
Incocybin Berry
100a
A berry that weaken's certain monsters' body.
Deals 88000 damage to Tadeyes and inflicts a permanent offensive and defensive debuff with a potency of -90%.
Repair Kit
600a
Restores a low amount of HP in Sky Armors.
Restores 1000 HP.
Exchange Parts
1000a
Makes a destroyed Sky Armor functional again.
Revives with 25% HP.
Note: Parenthesis indicate effect with the Chemistry passive. The Chemistry buff has the same effect as the Chemistry passive at level 3 and does not stack.
Character Stats (48 GS)
Character
HP
TP
ATK
MAG
DEF
MND
AGI
Crit
Glenn
247
121
57
21
47
35
33
10
Kylian
227
122
58
19
33
33
31
10
Lenne
152
149
34
57
29
29
25
15
Robb
150
116
40
21
31
27
24
10
Sienna
190
116
50
19
35
31
35
20
Victor
154
137
20
42
33
49
22
15
Ba'Thraz
182
159
29
57
33
33
24
10
Egyl
277
112
41
19
55
33
23
10
Amalia
113
159
19
37
23
61
24
10
Tomke
220
134
54
44
52
48
33
10
Mikah
174
111
59
20
25
25
34
13
Magnolia
146
139
21
65
25
45
22
15
Raphael
255
122
56
27
47
55
24
10
Agility Bonus Per Base Stat Breakpoint
Passive
15-19
20-24
25-29
30-34
35-39
AGI Up +20%
+3
+4
+5
+6
+7
Attribute Bonus Per Notable Base Stat Breakpoint
Passive
40-43
44-46
47-49
50-53
54-56
57-59
60-63
64-66
[Attribute] Up +30%
+12
+13
+14
+15
+16
+17
+18
+19
Sky Armor Stats
Armor
HP
TP
ATK
MAG
DEF
MND
AGI
Crit
Paris
400|1900
0
50|150
50|150
50|100
50|100
3
0
Ovelia
100|1600
10
70|170
50|150
40|90
40|90
4
5
Agamemnon
700|2300
0
30|130
10|110
60|160
60|160
0
0
Merlin
200|1700
10
30|80
60|160
40|120
60|160
2
0
Kerberos
400|1900
0
70|170
30|130
50|150
30|130
3
5
Dayajir
800
0
20
130
80
80
2(?)
0
Dayajir FD
1800
10
60
180
140
140
2
10
Balthasar
2200
0
180
160
160
160
2
5
Notes: Displaying minimum and maximum rank stats per armor type.
Class Emblems Stats
Stats per Grade
Grade
Crit
TP
Other
C
+2%
+5%
+10%
B
+5%
+10%
+20%
A
+10%
+15%
+30%
S
+15%
+20%
+50%
Stats per Emblem
Emblem
HP
TP
ATK
MAG
DEF
MND
AGI
Crit
Cleric
+10%
+10%
--
+10%
--
+50%
--
--
Warrior
+20%
+5%
+20%
--
+20%
+10%
--
+2%
Vampire
+30%
+15%
--
--
--
--
--
--
Shaman
--
+15%
--
+30%
--
+20%
--
--
Monk
+50%
--
--
--
--
--
+20%
--
Bandit
+10%
--
+10%
--
--
--
+30%
+5%
Summoner
--
+20%
--
+20%
--
+10%
--
--
Chemist
+20%
--
--
--
+20%
+20%
+10%
--
Mage Warrior
+10%
+5%
+10%
+10%
+10%
+10%
+10%
+2%
Rune Knight
+10%
+5%
+10%
+10%
+10%
+30%
--
--
Gambler
+10%
--
--
--
--
--
+10%
+15%
Pyromancer
--
+10%
--
+50%
--
+10%
--
--
Note: Stat boosts are in respect to the character's stats with no equipment or passives.
Class Emblem Active Abilities
Emblem
Ability
Type
In-Game Description
TP Cost
Note
Cleric
Awaken Spirit
Heal
Revives a character with 10|15|20% of their max HP (one).
35|35|25
--
Cleric
Heal All
Heal
Restores HP with a potency of 0.3|0.3|0.4 (all).
45|35|35
Actually heals with a potency of 0.4 at all levels.
Warrior
Power Pierce
Attack
A physical attack dealing 1.8|2.2|2.2x damage (one).
35|35|25
--
Warrior
Power Swing
Attack
A physical attack dealing 0.8|1|1x damage (all)
45|45|35
--
Vampire
Ether Sucker
Heal
Restores 60|70|80 TP (self).
10
--
Vampire
Life Sucker
Heal
Restores HP with a potency of 1.3|1.5|1.5 (Self).
30|30|20
--
Shaman
Aqua
Magic
A magical water attack dealing 1.5|1.7|1.9x damage (one).
40|35|35
--
Shaman
Terra
Magic
A magical earth attack dealing 1.5|1.7|1.9x damage (one).
40|35|35
--
Monk
Herbal Brews
Heal
Cures all status ailments (one).
35|30|25
--
Monk
Drunken Master
Buff
Raises agility by 25|25|30% for 2|3|3 turn(s) (all).
50
--
Bandit
Easy Robbery
Utility
Steals an item with 40|50|60% chance.
25
--
Bandit
Flash Light
Utility
Raises chance to be attacked by an enemy (one).
35|30|25
+30 Hate on target.
Summoner
Firestorm Spirit
Utility
Summon spirit which deals fire or wind magical damage dealing 1x damage (one).
50|40|30
  • Lasts indefinitely.
  • Attacks a random enemy every turn.
  • The element used in every attack is random (fire or wind).
  • Each character can summon only 1 spirit.
  • Spirit attacks have no effect on the Overdrive and the Ultimate bar.
  • Does not kill. Can only drop an enemy's HP to a minimum of 1.
  • Does not consume Lenne's Elemental Pact buff, but gains the damage boost.
  • Amalia can't summon spirits.
Summoner
Earthstream Spirit
Utility
Summon spirit which deals earth or water magical damage dealing 1x damage (one).
50|40|30
  • Lasts indefinitely.
  • Attacks a random enemy every turn.
  • The element used in every attack is random (earth or water).
  • Each character can summon only 1 spirit.
  • Spirit attacks have no effect on the Overdrive bar.
  • Does not kill. Can only drop an enemy's HP to a minimum of 1.
  • Does not consume Lenne's Elemental Pact buff, but gains the damage boost.
  • Amalia can't summon spirits.
Chemist
Search
Utility
Obtains a random item. Chance of 25|40|60% to get an additional item (self).
10
  • Obtains random loot and consumables.
  • High value items like Gold Nuggets and Exchange Parts can be obtained using this ability, making this a great method to farm money.
Chemist
Tinkering
Buff
Grants Chemistry buff for 5|7|10 turn(s). Makes items more effective (self).
10
Refer to the table in the Items List section.
Mage Warrior
Magic Smash
Attack
A physical attack using the magic stat, dealing 1.5|1.7|2x damage (one).
10
Boosted by Lenne's Elemental Pact, but does not consume it.
Mage Warrior
Physical Wonder
Magic
A magical attack using the attack stat, dealing 1.5|1.7|2x damage (one).
10
Isn't affected by Lenne's Elemental Pact, but consumes it.
Rune Knight
Light Coat
Buff
Adds light element to physical attack for 4|5|6 turns (all).
10
--
Rune Knight
Dark Coat
Buff
Adds dark element to physical attack for 4|5|6 turns (all).
10
--
Gambler
Blindman's Buff
Attack
0-5 attacks against random targets dealing 0-0.8|0.9|1x damage (all).
30
--
Gambler
Suspicious Darts
Buff
50|75|100% chance to inflict Poison, Paralyze, Blind or Silence for 1 turn(s) (all).
30
--
Pyromancer
Ignis
Magic
A magical fire attack dealing 1.5|1.7|1.9x damage (one).
10
--
Pyromancer
Ventus
Magic
A magical wind attack dealing 1.5|1.7|1.9x damage (one).
10
--
──────────────────
Character Active Abilities
Glenn

Ability
Type
In-Game Description
TP Cost
Notes
Cross Slash
Attack
A physical multi-hit attack (0.7|0.7|0.8x per hit) (one).
30|20|20
  • Attacks 3 times.
  • A total damage multiplier of 2.1|2.1|2.4x
Armor Break
Debuff
Lowers target's defense and mind by 15|17|20% for 3|3|5 turn(s) (one).
25
Also attacks the target dealing basic damage. The debuff translates to 17.65|+20.48|25% extra damage received.
Oil Slash
Debuff
Inflicts Oil for 2|3|3 turns (one).
20|20|10
Also attacks the target, dealing basic damage.
Lend Energy
Heal
Restores 50|60|70 amount of TP (one).
50
Can't be used to target self.
Decoy
Utility
Raises chance to be attacked by an enemy (one).
30
Accumulates 30 hate. Ability level doesn't boost anything.
Arms Break
Debuff
Lowers target's attack and magic by 15|17|20% for 3|3|5 turn(s) (one).
25
  • Also attacks the target dealing basic damage.
  • The debuff translates to 27.75|31.11|36% less damage dealt.
Restrain
Utility
Lowers Overdrive by 15|17|20.
20
--
Attack Stance
Buff
Raises attack and magic by 15|20|25%, lowers defense and mind by 15|20|20% (self).
15
  • Lasts 20 turns.
  • Translates to 32.25|44|56.25% extra damage dealt, and 17.65|25|25% extra damage received.
Defense Stance
Buff
Raises defense and mind by 15|20|25%, lowers attack and magic by 15|20|20% (self).
15
  • Lasts 20 turns.
  • Translates to 13.04|16.67|20% less damage received, and 27.75|36|36% less damage dealt.
Fire Strike
Attack
A physical fire attack dealing 1.8|1.9|2x damage (one).
35
--
Cheer
Utility
Raises Overdrive by 20|25|30.
20
--
Fire Strike
Attack
A physical water attack dealing 1.8|1.9|2x damage (one).
35
--
Whirlwind Slash
Attack
A physical attack dealing 1.1|1.2|1.3x physical damage per hit (all).
35|30|30
--
Earth Strike
Attack
A physical earth attack dealing 1.8|1.9|2x damage (one).
35
--
Wind Strike
Attack
A physical wind attack dealing 1.8|1.9|2x damage (one).
35
--
All Break
Attack
Lowers target's attack, magic, defense and mind by 10|15|15% for 3|3|5 turns (one).
25
  • Also attacks the target dealing basic damage.
  • The debuffs translate to 19|27.75|27.75% less damage dealt and 11.11|17.65|17.65% more damage received.
Lenne

Ability
Type
In-Game Description
TP Cost
Notes
Cleanse
Debuff
Removes target's buffs (one).
25|20|15
Also attacks the target dealing basic damage.
Water Thrust
Magic
A magical water attack dealing 1.8|1.9|2x damage (one).
30
--
Wind Thrust
Magic
A magical wind attack dealing 1.8|1.9|2x damage (one).
30
--
Fire Thrust
Magic
A magical fire attack dealing 1.8|1.9|2x damage (one).
30
--
Water Jump
Magic
A magical water attack dealing 1|1.1|1.3x damage per hit (all).
35
--
Fire Jump
Magic
A magical fire attack dealing 1|1.1|1.3x damage per hit (all).
35
--
Wind Jump
Magic
A magical wind attack dealing 1|1.1|1.3x damage per hit (all).
35
--
Third Eye
Buff
Raises damage of next move by 125|135|150% but lowers user's defense and mind by 25% until then (self).
20
  • Lasts a single turn regardless of whether or not Lenne uses an offensive ability the following turn.
  • The defense reduction translates to 33.34% extra damage received.
Weakness Pierce
Attack
A physical attack dealing 1x damage. Deals 2|2.3|2.6x damage if enemy is inflicted with Poison/Toxic (one).
20
--
Fire Coat
Buff
Adds fire element to physical attack for 5|6|6 turns (all).
25|25|20
--
Water Coat
Buff
Adds water element to physical attack for 5|6|6 turns (all).
25|25|20
--
Wind Coat
Buff
Adds wind element to physical attack for 5|6|6 turns (all).
25|25|20
--
All is One
Heal
Restores user's TP by 80|90|100 (self).
5
--
Spear Rush
Attack
3|3|4 - 6|7|7 physical attacks dealing 0.6x damage (one).
25
--
Elemental Pact
Utility
Consumes all TP. Next 3 magical attacks do 80|90|100% more damage (self).
0
Non-magic abilities that scale with MAG benefit from this ability, but do not consume the charges. Most notably: Magic Smash and Firestorm Spirit / Earthstream Spirit.
Heaven's Tear
Magic
Magical attack with the element the target is weakest against. Deals 1.7|1.9|2x damage (one).
30
--
Robb

Ability
Type
In-Game Description
TP Cost
Notes
Poison Shot
Debuff
Inflicts Poison with a potency of 0.8|1.1|1.5 for 5|5|6 turn(s). Can't be resisted. (one).
20
  • Also attacks the target dealing basic damage.
  • The Poison damage scales with the basic damage inflicted.
Pandemic
Utility
Spreads target's Poison/Toxic to all enemies for 2 turn(s) (one).
30|25|20
Retains the potency of the Poison and Toxic debuffs.
Power Shot
Attack
A physical attack dealing 1.8|2|2.2x damage (one).
30
--
Explosion Trap
Buff
Inflicts 2.5|2.5|3x physical damage to an enemy who attacks the target (one).
30|25|25
The buff lasts 3 turns.
Herbal Medicine
Buff
Cures all status ailments (one).
25|20|15
--
Paralyze Shot
Debuff
Inflicts Paralyze for 2|2|3 turns (one).
40|35|30
Also attacks the target dealing basic damage.
Charging
Buff
Charges attack to deal 125|150|175% more damage on next turn (self).
10
Lasts a single turn regardless of whether or not Robb attacks the following turn.
Throat Cut
Debuff
Inflicts Silence for 1 turns (one).
50|40|30
Also attacks the target dealing basic damage.
Ailment Trap
Buff
Inflicts 1|2|3 random irresistible ailment(s) to an enemy who attacks the target for 3 turn(s) (one).
30
  • The buff lasts 3 turns.
  • Possible inflicted ailments: Silence, Blind, Paralyze, Sleep, Poison, and Toxic.
  • In case the trap triggers Poison and/or Toxic, the potency of those will scale with the enemy's damage dealt x2.
Leg Shot
Debuff
Lower's target AGI by 20|22|25% for 5 turn(s) (one).
40|35|30
Also attacks the target dealing basic damage.
Naturopathy
Heal
Heals Poison and Paralyze (all).
30|25|20
--
Toxic Shot
Debuff
Inflicts Toxic with a potency of 1|1.4|1.8 for 5|5|6 turn(s). Can't be resisted (one).
25
  • Also attacks the target dealing basic damage.
  • The Toxic damage scales with the basic damage inflicted.
Nature's Mirror
Utility
Grants a random stat buff of 5|7|10% to all for every target's debuffs and ailments for 2 turn(s) (one). Once per battle
40|35|30
--
Barrage
Attack
A physical attack dealing 1|1.1|1.3x damage (all).
35
--
Sleep Powder
Debuff
Inflicts Sleep for 2|3|4 turn(s) (one).
20
Doesn't damage the target.
Soul Parasite
Debuff
Reduces target's weakness against all elements by 10|15|20% for 3 turns (one).
30
Doesn't damage the target.
Sienna

Ability
Type
In-Game Description
TP Cost
Notes
Yoko Giri
Attack
A physical attack dealing 1.1|1.2|1.3x damage (all). Can trigger Petal Storm.
40
35% chance to trigger Petal Storm. 40|45|50% with the Petal Storm + passive.
Petal Storm
Attack
A physical attack dealing 3|3.2|3.4x damage (one). Needs to be activated by other skills.
10
--
Pilfer
Utility
Steals an item from target with 80|90|100% chance (one).
20
--
X-Slash
Debuff
Inflicts Bleeding for 5 turn(s) (one). Can trigger Petal Storm.
20
  • Also attacks the target dealing basic damage.
  • 35% chance to trigger Petal Storm. 40|45|50% with the Petal Storm + passive.
Kesa Giri
Attack
A physical attack dealing 1.8|2|2.2x damage (one). Can trigger Petal Storm.
40
35% chance to trigger Petal Storm. 40|45|50% with the Petal Storm + passive
Blade Reflection
Debuff
Inflicts Blind for 1 turn(s) (all). Once a battle.
35|30|25
Doesn't deal damage to the targets.
Iaijutsu
Attack
A physical attack dealing extra 3|3.2|3.4x damage on paralyzed targets (one). Can trigger Petal Storm.
25
35% chance to trigger Petal Storm. The Petal Storm + passive has no effect.
Nukitsuke
Buff
Raises critical chance by 15% for 5|6|7 turn(s) (all).
35
The expected damage output boost varies greatly, and usually very minimal.
Provoke
Utility
Draws target's Hate (one).
25|20|15
Accumulates 20 hate.
Shadowstep
Buff
Grants 2 dodges (self). Allows to evade physical attacks.
40|35|30
The charges last indefinitely until triggered.
Lightning Rod
Utility
Blocks any magical damage until next turn (self).
30|25|20
--
Dragonfang
Attack
1-5 physical attacks dealing 0.8|1|1.2x damage (one). Amount scales with user's agility.
30
The chance of triggering each hit is [25 + AGI / 3]%.
Quickstep
buff
Raises agility by 35|50|75% until being hit by an attack (self).
20
Consumed regardless of whether or not the attack was dodged.
Windslash
Attack
Spreads target's Oil, Wet, Dry and Heavy to all enemies for 3/4/5 turn(s) (one).
25|20|15
--
Calm Water
Buff
Raises chance to evade an attack by 10|15|20% for 4|5|6 turn(s) (self). Chance scales off of user's agility.
30
The chance to evade attacks is [10|15|20 + AGI]%.
Counter Stance
Utility
Counters physical single target attacks for 5|6|7 turn(s) (self).
35
--
Victor

Ability
Type
In-Game Description
TP Cost
Notes
Valor Minuet
Heal
Grants TP regen with a potency of 5|5|8 for 5|6|6 turn(s) (all).
20
--
Poetic March
Buff
Grants Offensive Buff. Increases attack and magic by 10|12|14% for 5|8|8 turn(s) (all).
25
The buff translates to 21|25.44|29.96% extra damage dealt.
Pressure Point
Magic
A magical wind attack dealing 1.8|2|2.2x damage (one).
25
--
Earth Drums
Magic
A magical earth attack dealing 1.8|2|2.2x damage (one).
25
--
Basso Profondo
Debuff
Inflicts dry for 2|3|3 turn(s) (all).
20|20|15
Doesn't damage the targets.
Healing Hymn
Heal
Grants HP Regen with a potency of 0.2|0.3|0.4% for 5|5|8 turn(s) (all).
35
The "%" of the in-game description is a typo. The healing potency is 0.2|0.3|0.4
Requiem
Buff
Grants Defensive Buff. Increases defense and mind by 10|12|14% for 5|8|8 turn(s) (all).
25
The buff translates to 9.09|10.71|12.28% less damage received.
Shielding Mazurka
Heal
Grants HP absorb shield. Absorbs damage with a potency of 0.2|0.2|0.3 for 2|3|3 turn(s) (all).
40
--
Meditation Song
Heal
Cures all status ailments (one).
30|25|20
--
Bee Sting
Debuff
A physical 3-hit attack dealing 0.6|0.7|0.8x damage per hit. Inflicts Paralyze for 2|3|3 turn(s) (one).
25|25|20
--
Ballad of the Wind
Magic
A magical wind attack dealing 0.8|1|1.2x damage (all).
30
--
Ballad of the Earth
Magic
A magical earth attack dealing 0.8|1|1.2x damage (all).
30
--
Encore
Debuff
25|30|35% chance to extend target's debuffs by 1 turn(s) (all).
25
Doesn't damage the targets.
Efreet's Song
Debuff
Lowers target's fire and water resistance by 25|25|35% for 4|5|5 turn(s) (all).
25
Doesn't damage the targets.
A Sylph's Tale
Debuff
Lowers target's wind and earth resistance by 25|25|35% for 4|5|5 turn(s) (all).
25
Doesn't damage the targets.
Heroic Ode
Buff
Raises attack, magic, defense, mind, agility and crit by 10|12|15% for 5 turn(s) (all).
40
This buff is unique, so it stacks with all other buffs. The buff translates to 21|25.44|32.55% extra damage dealt (excluding crit) and 9.09|10.71|13.04% less damage received. The crit buff's expected average damage output boost varies greatly, and is usually very minimal.
Ba'Thraz

Ability
Type
In-Game Description
TP Cost
Notes
Light Claymore
Magic
A magical light attack dealing 1|1.1|1.3x damage (all). Grants 1x summon.
40
--
Dark Spear
Magic
A magical dark attack dealing 1.7|1.8|1.9x damage (one). Grants 1x summon.
35
--
Draw Iron
Heal
Inflicts Heavy for 1|2|3 turns (all).
20
--
Metal Dagger
Attack
A physical attack dealing 2.2|2.3|2.5x damage (one). Grants 1x summon.
30
--
Dispel
Debuff
Removes target's buffs (one).
25|20|15
Also attacks the target dealing basic damage.
Summoned Attack
Utility
A magical neutral attack dealing damage based on number of summons (all).
40|35|30
The damage multiplier is [1 + Number of Summons].
Berserker
Buff
Grants Berserk for 4|5|6 turn(s). User deals 1.5x and receives 1.5x damage. TP costs are reduced.
20
TP costs are reduced by 5.
Light Sword
Magic
A magical light attack dealing 1.7|1.8|1.9x damage (one). Grants 1x summon.
35
--
Metal Axe
Attack
A physical attack dealing 1.1|1.3|1.5x damage (one). Grants 1x summon.
35
--
Dark Scythe
Magic
A magical dark attack dealing 1|1.1|1.3x damage (all). Grants 1x summon.
40
--
Fallen Restoration
Utility
Inflicts debuff for 2|3|4 turn(s) (one). When enemy dies with this debuff, user's TP is fully restored.
10
--
Summoned Ether
Utility
Restores TP by an amount based on number of summons times 15|20|25 (all).
20
--
Revenge
Attack
A physical attack dealing damage based on user's current HP and a potency of 1|1.5|2 (one).
25
--
Summoned Heal
Utility
Restores HP by an amount based on number of summons times 50|60|70 (all).
40
--
Elemental Orbs
Buff
Increases elemental resistance by 25|30|30 for 5|5|8 turn(s) (all).
30
--
Heaven or Hell
Buff
Raises damage dealt by 2.5|2.7|3x. User dies after 3 turns (self).
30
  • The doom counter ticks before Ba'Thraz makes any action, so Ba'Thraz dies on the 3rd turn without the opportunity to make use of the 3rd charge of the buff.
  • Dying and immediately reviving with Amalia's Revival buff or the Silver Lining passive still skips Ba'Thraz's turn.
Amalia

Ability
Type
In-Game Description
TP Cost
Notes
Heal
Heal
Heals target with a potency of 1|1.2|1.5 (one).
30
--
Heal All
Heal
Heals targets with a potency of 0.4|0.5|0.6 (all).
40
--
Risky Heal
Heal
Heals targets with a potency of 0.8|0.9|1 (all) but is unable to act next turn.
60|55|50
--
Cres Command
Utility
Commands Cres to switch between healing or attack mode.
30|20|10
  • Healing Mode: Cres heals a random target with a potency of 0.3 every turn. 0.5 When transformed.
  • Attack Mode: Cres attacks a random target dealing 1x physical damage every turn. 2x when transformed. Does not kill. Can only drop an enemy's HP to a minimum of 1.
Raise
Heal
Revives target with 50|75|100% of max HP (one).
25
--
Multi-Shot
Attack
A physical attack dealing 0.9|1|1.1x damage per hit (all).
30|30|20
--
Channel Energy
Buff
Skills costs no TP for 2|3|3 turn(s) (self).
30|30|20
--
Medical Water
Debuff
Inflicts Wet for 2|3|4 turn(s) (all).
20
Does not damage the targets.
Shield
Buff
Reduces physical damage taken by 15% for 5|7|7 turn(s) (all).
40|40|35
--
Aura
Buff
Reduces magical damage taken by 15% for 5|7|7 turn(s) (all).
40|40|35
--
Piercing Shot
Attack
A magical earth attack dealing 1.5|1.7|2x damage (one).
30
--
All Cure
Heal
Cures all status ailments (one).
40|30|25
--
Revival
Heal
Grants Reraise for 3|5|7 turn(s), which revives target with 10|25|50% of max HP (one).
40
--
Raise All
Heal
Revives targets with 10|25|50% of max HP (one).
60|55|50
--
Concentration
Heal
Regenerates 80|90|100 TP (self).
20|10|10
--
Cres Transform
Utility
Transforms Cres and raises his powers (self).
40|35|30
Increases Cres' attack multiplier from 1x to 2x, and healing potency from 0.3 to 0.5
Egyl

Ability
Type
In-Game Description
TP Cost
Notes
Attention!
Utility
Raises hate on all enemies (all).
30|20|15
Accumulates 15 hate.
Load Gunspear
Buff
Physical attacks deal 25% more damage for 6 hits and produce more Hate (self).
40|35|30
Extra hate produced per attack is equal to [2 * Ammo].
Wind Gust
Debuff
Inflicts Dry for 2|3|3 turn(s) (all).
25|25|20
Does not damage the targets.
First Aid
Heal
Fully restores HP (self).
40|30|25
--
Unload All
Attack
Unloads all ammo, dealing physical damage (one).
40|35|30
The damage multiplier is [0.9 * ammo].
Cover
Utility
Takes damage for the target for 2|3|3 turn(s) and mitigate it by 15% (one).
30|30|25
--
Stab
Attack
A physical attack dealing 1.8|1.9|2x damage (one).
10
--
Disarm
Debuff
Lowers target's attack by 20|25|25% for 3|3|5 turn(s) (one).
25
  • Also attacks the target dealing basic damage.
  • The debuff translates to 36|43.75|43.75% less physical damage dealt.
Luring Bang
Utility
Grants Lure (100% being targeted) for one turn (self).
40|35|30
--
Whirling Spear
Attack
A physical attack dealing 1.1|1.2|1.3x damage per hit (all).
40|35|30
--
Self-Made Medicine
Heal
Cures all status ailments and raises resistance (self).
35|30|25
--
Shield Stance
Buff
Raises defense by 15|25|35% for 5 turn(s) (self).
35|25|20
Translates to 13.04|20|25.93% less physical damage received.
Iron Will
Buff
Until next turn, user will survive any damage with 1 HP (self).
50|40|30
--
Comrades' Help
Buff
Using healing skills on user 25|35|50% more HP for 9 turn(s) (self).
35|30|20
--
Shield All
Utility
75% chance to take allies' physical damage until next turn and mitigate it by 15|20|25% (self).
40|35|35
--
Phoenix Rise
Magic
Unloads all ammo, dealing magical fire damage and healing user (all).
40|35|30
  • Has a damage multiplier of [0.5 + Ammo * 0.25]
  • Heals self by [10 + Ammo * 10]% of max HP.
Tomke

Ability
Type
In-Game Description
TP Cost
Notes
Uncanny Encounter
Utility
Cans an enemy with HP below 25|30|40%. User might remember a new skill. (one).
10
--
Sharing is Caring
Heal
Sets target's TP to a random amount (one).
10
  • It does not actually "set" TP to a random amount. It heals it by a random amount.
  • TP healed is [0 ~ Max TP].
Hard Swing
Attack
A physical attack dealing 1.8|2|2.2x damage (one).
35
--
Run Aground
Magic
A magical earth attack dealing 1.2|1.3|1.4x damage (all).
40
--
Rushing Anchor
Attack
A physical attack dealing 1.1|1.3|1.5x damage (all).
40
--
Clap on the Back
Buff
Grants HP & TP regen for 4 turn(s) (one).
10
The potency of the HP and TP regen is 5.
Convert
Utility
Switches target's HP and TP in percent (one).
30|20|10
--
Cigarette's Light
Magic
A magical earth attack dealing 1|1.1|1.2x damage (all).
40
--
Know Your Limits
Utility
Skill costs no TP for 3 turns. Afterwards, the user loses all TP (self).
50|30|10
--
Spinning Swirl
Attack
1-5 physical attacks dealing 0.8|1|1.2x damage (one). Staggers user after use.
35
The first hit is guaranteed. The chance of triggering each of the other 4 hits is 50%.
Broken Accordion
Attack
A physical attack dealing 4|4.2|4.4x damage influenced by user's HP (one). Less HP means a stronger attack.
30
Has a damage multiplier of [(1 - HP%) * 4|4.2|4.4]
Freak Wave
Magic
A magical water attack dealing 1.2|1.3|1.4x damage (all).
40
--
Sacrifice
Heal
Sacrifices user's life to revive all other party members to 1|25|50% HP (self).
10
--
Sailor's Song
Utility
Raises Ultra Move Bar by 30|40|50% (self). Once per battle.
30|20|10
--
Treasure Mark
Utility
Resets Overdrive Bar. Once per battle.
30|20|10
--
Spinach Power
Utility
Grants Shield and Aura for 5|7|7 turn(s) (all).
60|50|40
  • Shield reduces physical damage received by 15%.
  • Aura reduces magical damage received by 15%.
Mikah

Ability
Type
In-Game Description
TP Cost
Notes
Tiger Punch
Attack
A physical attack dealing 1.5|1.7|1.8x damage (one).
30
--
Falling Dragon
Attack
A physical attack dealing 0.8|0.9|1x damage (all).
40
--
Charging Revenge
Buff
Charges attack to deal 120|130|140% more damage on next turn (self).
25
--
Head Attack
Debuff
Inflicts Bleed for 5|6|7 turn(s) (one).
20
Also attacks the target dealing basic damage.
Tiger Rush
Attack
A physical attack dealing 2.6|2.8|3x damage and granting Full Bloom when used after Tiger Punch (one). Otherwise 1x.
35|30|30
--
Rising Dragon
Attack
A physical attack dealing 1.5|1.7|2x damage and granting Full Bloom when used after Falling Dragon (all). Otherwise 0.2x.
40|40|35
--
Opener
Attack
When attacking a target that hasn't had a turn yet, attack deals 3|3.5|4x damage (one).
10
--
Starfall
Attack
A physical attack consisting of 4|5|5 hits dealing 0.2|0.3|0.4x damage (one).
50|40|30
Upon killing a target with this ability, their entity remains on the field. Dealing damage with another ability or a basic attack is required to remove them from the field.
Strength Dance
Buff
Grants Offensive Buff. Increases attack and magic by 10|12|14% for 5|8|8 turn(s) (all).
25
The buff translates to 21|25.44|29.96% extra damage dealt.
Vigor Dance
Buff
Grants Defensive Buff. Increases defense and mind by 10|12|14% for 5|8|8 turn(s) (all).
25
The buff translates to 9.09|10.71|12.28% less damage received.
Overtime
Utility
Offensive Buff, Defensive Buff, and Double Step last 3|4|5 turn(s) longer (all).
10
The only ability in the game that extends buff duration additively instead of setting them to a certain value.
Spinning Kick
Attack
A physical attack dealing 0.5|0.7|0.9x damage. Becomes stronger with consecutive use (up to 5 times) (one).
20
  • The damage multiplier is [0.5|0.7|0.9 + 0.5 * count].
  • The count starts at 1, not 0. Meaning the first hit has a multiplier of 1.4
  • Basic attacking and defending does not reset the count.
Heavenly Kick
Attack
A physical attack dealing 2|2.2|2.4x damage (one).
30
--
Double Steps
buff
Increases agility by 30|35|40% for 5|8|8 turn(s) (all).
30
--
Larynx Attack
Debuff
Inflicts Silence for 2|3|4 turn(s) (one).
20
Also attacks the target dealing basic damage.
Final Blossom
Attack
A physical attack dealing 2.7|2.9|3.1x damage when used in Full Bloom (all). Otherwise 0.2x.
40|35|35
--
Magnolia

Ability
Type
In-Game Description
TP Cost
Notes
Inferno Nine
Magic
Deals 1.3|1.4|1.5x magical fire damage. Card effects: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage
40|40|35
Rolling 10 triples the damage.
Tsunami Eight
Magic
Deals 1.3|1.4|1.5x magical water damage. Card effects: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage
40|40|35
Rolling 10 triples the damage.
Throwing Card
Attack
3 physical attacks dealing random damage between 0.5x and 1.5|1.6|1.7x (one).
30|25|20
--
Blind Draw
Buff
Raises a random stat by 30|35|40% for 4|5|6 turn(s) (all).
30
--
Earthquake Jack
Magic
Deals 1.3|1.4|1.5x magical earth damage. Card effects: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage
40|40|35
Rolling 10 triples the damage.
Tornado Ten
Magic
Deals 1.3|1.4|1.5x magical wind damage. Card effects: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage
40|40|35
Rolling 10 triples the damage.
Equilibrium
Magic
Skills cost no TP for 2 turn(s) (self).
35|30|25
--
Fireworks
Magic
Deals magical neutral damage depending on the Ultra Move Bar. Depletes the Ultra Move Bar completely (all).
40|35|30
The damage multiplier is [Ultra% * 2] twice.
Chaos King
Magic
Deals 1.3|1.4|1.5x magical dark damage. Card effects: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage
40|40|35
Rolling 10 triples the damage.
Cosmos Queen
Magic
Deals 1.3|1.4|1.5x magical light damage. Card effects: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage
40|40|35
Rolling 10 triples the damage.
Lunatic Joker
Magic
Deals 1.3|1.4|1.5x magical neutral damage. Card effects: 1: fail, 2-6: single target, 7-10: all enemies, 10: additional damage
40|40|35
Rolling 10 triples the damage.
Shuffle
Utility
Draws a random magic attack card dealing 1.5|1.6|1.7x damage instead.
20
--
Lucky Seven
Magic
Deals neutral magical 7,77 or 777 damage (one).
30|25|20
--
Wild Card
Buff
Card played next turn will deal double damage and cannot fail.
30|25|20
--
Eclipse Ace
Magic
A magical attack dealing 1|1.1|1.2x damage with the element the target is weakest against (one).
30|25|25
--
Falfalaran
Utility
Transforms into Fairy Form for 3|4|5 turns. All cards roll only 8 or higher. Once per battle.
5
--
Raphael

Ability
Type
In-Game Description
TP Cost
Notes
Absolution
Attack
Summoned spirit uses its special. It vanishes afterwards (self).
40|35|30
  • Devilish Spirit, Firestorm, and Earthstream spirits deal 1.2x dark/fire/earth physical damage respectively to all enemies.
  • Holy Spirit heals 20 TP of all allies.
Heavy Swing
Attack
A physical attack dealing 1.1|1.2|1.3x damage (all).
40|35|30
--
Holy Spirit
Utility
Summons a spirit into battle. Restores randomly 20|25|30 TP (self).
50|40|30
  • Lasts indefinitely.
  • Restores the TP of a random character every turn.
  • Only 1 spirit can be summoned.
  • Spirit actions have no effect on the Overdrive bar.
Celestial Light
Attack
A physical light attack dealing 1|1.1|1.2x damage (all)
40|35|30
--
Light Burst
Attack
A physical light attack dealing 1.8|1.9|2x damage (one)
40|35|30
--
Strong Belief
Buff
Raises MND by 25|30|35% for 5|7|10 turn(s) (self).
30|25|20
Translates to 20/23.08/25.93% less magical damage received.
High Cross
Buff
Grants Lure (100% targeted) for 1 turn (self).
45|40|35
--
Offensive Crush
Debuffs
Lower's targets attack and magic by 10|15|20% for 5|5|7 turn(s) (all).
40|35|30
  • Also attacks the targets dealing basic damage.
  • Debuff translates to 19|27.75|36% less damage dealt.
Defensive Crush
Debuffs
Lower's targets defense and mind by 10|15|20% for 5|5|7 turn(s) (all).
40|35|30
  • Also attacks the targets dealing basic damage.
  • Debuff translates to 11.11|17.65|25% extra damage received.
Flash
Buff
Raises Hate on all enemies (all).
35|30|25
Accumulates 15 Hate.
Stinger
Attack
1-5 physical attacks dealing 0.8|1|1.2x damage (one).
10
The chance of landing each of the extra hits is 50%.
Exorcise
Utility
Nullifies next magical damage (all). Once per battle.
50|40|20
The buff lasts indefinitely until consumed.
Devilish Spirit
Utility
Summons a spirit into battle. Deals randomly 1|1.1|1.2 physical damage (one).
50|40|30
  • The in-game description is wrong. Deals 1 physical damage at all levels.
  • Lasts indefinitely.
  • Attacks a random enemy every turn.
  • Only 1 spirit can be summoned.
  • Spirit actions have no effect on the Overdrive bar.
  • Does not kill. Can only drop an enemy's HP to a minimum of 1.
All Out
Attack
A physical attack dealing 2.3|2.4|2.5x damage. All stats lowered next turn (one).
30|25|20
  • Gain Attack Break, Magic Break, Defense Break, and Mind Break for 1 turn with a potency of 25%.
  • Translates to 43.75% less damage dealt and 33.34% more damage received.
Soul Eater
Buff
Getting hit by magic regenerates 10|10|15 TP for 3/4/5 turns(s) (all).
25|20|15
--
Angelic Wings
Buff
75% chance to take allies' magical damage until next turn and mitigate it by 15|20|25% (self).
40
--
──────────────────
Sky Armor Active Abilities
Sword & Shield
Ability
Type
In-Game Description
TP Cost
Notes
Wild Slash
Attack
A single physical blow dealing 2x damage (one).
20
--
Quick Repair
Heal
Heals target with a potency of 2 (one).
20
--
Attack Mode
Buff
Raises attack and magic by 15%, lowers defense and mind by 15% (self).
20
Translates to 32.25% extra damage dealt, and 17.65% extra damage received. Lasts 15 turns.
Defense Mode
Buff
Raises defense and mind by 15%, lowers attack and magic by 15% (self).
20
Translates to 13.04% less damage received, and 27.75% less damage dealt. Lasts 15 turns.
Hammer & Shield
Ability
Type
In-Game Description
TP Cost
Notes
Defensive Break
Debuff
Lowers target's defense and mind by 25% for 3 turn(s) (one).
10
Translates to 33.34% extra damage received. Also attacks dealing basic damage.
Smash
Attack
A single physical blow dealing somewhere between 1.5x and 2.5x damage (one).
20
--
Mechanical Lure
Utility
Draws target's hate (all).
20
Accumulates 20 hate.
Offensive Break
Debuff
Lowers target's attack and magic by 20% for 3 turn(s) (one).
20
Translates to 36% less damage dealt. Also attacks dealing basic damage.
Greatsword
Ability
Type
In-Game Description
TP Cost
Notes
Piercer
Attack
A single physical blow dealing 2.2x damage (one).
20
--
Counter Mode
Utility
Counters single target physical attacks for 5 turn(s) (self).
20
--
Berserk Mode
Buff
Grants Berserk for 3 turn(s). User deals 1.5x damage and receives 1.5x damage (self).
20
--
Energy Flow
Utility
Grants Multitarget for 3 rounds. All elemental shots and salvos hit all enemies (self).
20
--
Glaive
Ability
Type
In-Game Description
TP Cost
Notes
Leg Sweep
Attack
A physical attack dealing 0.7x damage (all).
20
--
Hornet Dance
Attack
1-5 physical attacks dealing 0.6x damage (one).
20
50% to trigger each of the extra hits. Has an average damage multiplier of 1.8x.
Fast Switch
Utility
Switches two gears at once (self).
20
--
Overload
Utility
Spreads some of target's ailments to all enemies for 1 turn(s) (one).
20
Also attacks dealing basic damage.
Bowgun
Ability
Type
In-Game Description
TP Cost
Notes
Poison Salvo
Debuff
Inflicts Poison for 5 turn(s).
20
Can't be resisted. Also attacks dealing basic damage.
Blind Salvo
Debuff
Inflicts Blind for 1 turn(s).
10
Also attacks dealing basic damage.
Silence Salvo
Debuff
Inflicts Silence for 1 turn(s).
20
Also attacks dealing basic damage.
Inact Salvo
Debuff
Inflicts Blind for 1 turn(s).
20
Also attacks dealing basic damage.
Ether Cannon
Ability
Type
In-Game Description
TP Cost
Notes
Charge
Buff
Charges to deal 150% more damage next turn (self).
10
--
Light Shot
Magic
A magical light attack dealing 2x damage (one).
20
--
Dark Shot
Magic
A magical dark attack dealing 2x damage (one).
20
--
Circulation
Buff
Raises resistance to all status ailments for 5 turn(s) (one).
20
Does not actually do anything.(?)
Support Drones
Ability
Type
In-Game Description
TP Cost
Notes
Repair All
Heal
Heals targets with a potency of 1.5 (all).
20
--
Complete Overhaul
Heal
Revives target with 25% HP (one).
20
--
Drone Attack
Magic
A magical neutral attack dealing 1.5 damage (one).
20
--
Status Repair
Heal
Cures all status ailments (one).
20
--
Elemental Cannon
Ability
Type
In-Game Description
TP Cost
Notes
Fire Shot
Magic
A magical fire attack dealing 2x damage (one).
20
--
Wind Shot
Magic
A magical wind attack dealing 2x damage (one).
20
--
Earth Shot
Magic
A magical earth attack dealing 2x damage (one).
20
--
Water Shot
Magic
A magical water attack dealing 2x damage (one).
20
--
Offensive Drones
Offensive Drones
Ability
Type
In-Game Description
TP Cost
Notes
Command Attack
Debuff
Raises attack and magic by 15% for 4 turn(s) (all).
20
Translates to 32.25% extra damage dealt.
Drone Swarm
Magic
A magical attack dealing 0.8 damage (all).
20
--
Command Defense
Debuff
Raises defense and mind by 15% for 4 turn(s) (all).
20
Translates to 13.04% less damage received.
Shields Up
Debuff
Grants a shield that absorbs damage with a potency of 1 for 4 turn(s) (all).
20
The shield scales with MND, and to a lesser extent MAG, similar to healing abilities.
──────────────────
Patch Changes
Patch 1.1
Elemental Pact: The bonus damage decreased from 100|125|150% to 80|90|100%.
Dragonfang: The extra hits' chance to trigger changed from [AGI]% to [25 + AGI / 3]%, rounded down. (For example, at 50 AGI, Sienna has a 41% chance of triggering each extra hit.)
Phoenix Rise: Now unloads all ammo.
Ovelia: AGI decreased from 6 to 4.
Balthasar: AGI increased from 0 to 2.
Dayajir: AGI increased from 0 to 2.
Offensive Break: Debuff potency reduced from 25% to 20%.
25 Comments
Nov 13, 2024 @ 12:15am 
There is nothing in blank "Notes" of the offense crystal [State] Hit (Dry, Wet, Heavy, Oil).
Does that mean these crystals will not stack? If two "Dry Hit" crystals are equiped to one character's weapon and armor ,will it effect or not?
And what about passive skill "Dry Hit" and crystal "Dry Hit"? Will they take effect?
baramus Oct 16, 2023 @ 4:15pm 
This is really useful. I am curious how Agility translates to turn order. Is it linear (40 Agility Sienna gets 2 turns for every 1 turn 20 Agility Victor gets) or is it something unusual?
I noticed that Mikah can get two turns in before things with her "Go First" skill, so maybe that is a boost to speed before anything goes? It seems neat to think about.
Seeking Solace  [author] Sep 24, 2023 @ 10:51am 
@BROLY 32
I apologize for the late response. There's no "Ultimate effect up" crystal. I just noticed that there was a typo in my previous comment here so I'm sorry for the confusion! You're correct, the only way to get it is through the Stylish Accessory if the character doesn't posses the passive.
Seeking Solace  [author] Sep 24, 2023 @ 10:51am 
@Abel
The term "potency" is kinda broad in this game. In some abilities, "potency" is a fixed value, like Victor's Valor Minuet. In that case the ability regenerates exactly 5|5|8 (for each respective level), and is unaffected by anything else.

In some other abilities, like Victor's Shielding Mazurka, it's just another multiplier. In this case it's the "Ability Multiplier" in the Healing Formula (Shielding Mazurka follows the healing formula). The potency of an ability is influenced solely by its level.

Btw, I'm a great fan of your BB guide! It's my most visited guide on Steam by far. This guide is a horrible mess in comparison.

Please do take some of the info here with a grain of salt. Some stuff became outdated with the new patch, and some details may be off because the majority of the info here has been proof-read and fact-checked solely by myself.
Abel Sep 24, 2023 @ 9:24am 
Hello and thank you for this guide !
Do you know what potency is influenced by? And how does it affect damage, healing, etc.?
BROLY 32 Jul 26, 2023 @ 11:01am 
Or maybe it's just on the stylish accessory. In that case I guess I'll put it on Sienna.
BROLY 32 Jul 26, 2023 @ 9:53am 
Hey ! I'm having fun grinding crystals right now but I got a question I couldn't find the answer to anywhere : where can I get the "Ultimate effect up" crystal ? Is it an unique one like chemistry ?
sbog4215 Jun 29, 2023 @ 2:19am 
Thanks for the big effort this would have taken!
Ars Mar 21, 2023 @ 5:46am 
@Solace

THAAAAAAAAAANK YOU SO MUCH! ^_^
Seeking Solace  [author] Mar 20, 2023 @ 12:03pm 
@Ars
[Part 3]

Mikah's ultimate charging build for reference
Character Passives:
Ultra Move
AGI Up
Crit Damage Up

Emblem Passives:
Crit Up
AGI Up

Equipment Passives: (6 crystals)
[Element] Attack x2 (Fire + Water / Wind + Earth)
Specialist
Crit Up x2
Claw Master

Equipment:
Life Thread
Gambler

Skills:
Starfall
Double Steps
Overtime
Larynx Attack
(The rest are optional)