All cards start at skill level 1 and can reach a maximum of 100.
As you increase the skill level of your cards, the power of their skills increases. The chances of their skill activating will increase, and in addition the effect of the skill itself will become more powerful.
Skill Levels are applied to all skills. A new Skill is unlocked for each card when you Limit Break them, up to a total of 4 Skills.
On a characters Status screen in the game, Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation
The activation chance and power of a skill+buff/debuff will increase by a multiplied 1% per level, for a max of a multiplied 100% at skill level 100.
Simply put, at skill level 100, the activation chance and power of all Skills are DOUBLE their original (skill level 1) values.
Increasing Skill Level
Some quests drop items called Souls that are used to increase a character's skill level; each weapon has a corresponding Soul. Like Boost, you don't have to match them up; any Soul would do. However, you won't fully benefit from the skill level increase that the matching Souls would yield.
You will see your chance for success after picking the Souls, with a 100% chance or above indicating that failure is impossible. Furthermore, percentages such as 260% indicate that your unit's skill level is guaranteed to go up 2 levels, with a 60% chance of going up a third.
Like Boosts, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper.
This means that using higher quality Souls minimizes the total cost needed to skill up.
Below is a suggested path optimized for the least amount of matching ☆4 Souls and coins consumed. In reality, you can use any manner to reach Skill Level 67, such as through lower tiered Souls.
Below is the cumulative cost when skill boosting your units with the aforementioned path.
Every skill has a specific timing in which it will activate. The various skill timings are as follows.
|Timing Name (Eng/Jpn)||Description|
|Phase Start 【フェーズ開始時】||Activates when a phase begins.|
|Start of Turn 【ターン開始時】||Activates when a turn begins.|
|Start of Turn (X Turns) 【ターン開始時 (Xターン毎)】||Activates when a turn begins but only once every X turns.|
|When Appearing 【登場時】||Activates when a character enters the battlefield.|
|When Leaving 【退場時】||Activates when a character leaves the battlefield..|
|When Attacking 【攻撃時】||Activates when a character attacks. Skills with this timing activate before damage calculation has occurred.|
|After Attacking 【攻撃後】||Activates after a character attacks. Skills with this timing activate after damage calculation has occurred.|
|After Missing 【空振り時】||Activates when a character fails to hit any enemy.|
|Before Receiving Damage 【ダメージ前】||Activates before a character is attacked and damaged.|
|After Receiving Damage 【ダメージ後】||Activates after a character has been attacked and damaged. Used for skills that affect self or allies.|
|When Receiving Damaged 【対ダメージ】||Activates after a character has been attacked and damaged. Used for skills that affect enemies.|
|While Moving 【移動時】||Activates when a character is moving. Typically used for skills that enhance your movement range.|
|After Moving 【移動後】||Activates after a character moves. This is one of the most common types of activation timings, so please read the footnote to better understand it.|
|Special Attack 【特攻】||Activates when attacking, but only in certain conditions (E.g. If the opponent has a certain skill or weapon type). Does not increase with skill level.|
|Special Status Attack【状態特攻】||Activates when attacking unit that is currently under the effects of a certain buff or debuff. Does not increase with skill level.|
|Special Defense 【特防】||Activates when attacked by a weapon or skill of a certain type. Does not increase with skill level.|
|During Status Ailment 【状態異常時】||Activates when afflicted with a specific debuff.|
|During Force Movement 【強制移動時】||Activates when a character is forced to move.|
|After Buff 【強化後】||Activates when given any buff.|
|After Debuff 【弱体後】||Activates when given any debuff.|
|Victory 【勝利時】||Activates when you win a battle.|
Attacking Proc Chance
Skills that have an activation timing of When Attacking and After Attacking all have individual proc chances per enemy hit.
Skills that apply buffs or debuffs to the enemy, such as Tailed Demon, Lover, Maker of Bonds, etc. simply have individual proc chances per square. A Harlot that hits 5 enemies could apply Blessing to all enemies hit, only one enemy, or any number of enemies.
For turn-lasting buffs that affect the attacker, such as Inheritor of Dragons or Gambler's Critical buff, the skill only needs to proc once, and it will affect all remaining enemies hit. This means it is possible to Crit only one enemy or all enemies with a single proc. The general calculation order of enemies hit appears to be left to right, bottom to top.
In effect, When Attacking and After Attacking skills have a higher proc chance the more (alive) enemies you hit with it. This means skills like Festival's Leading Role can proc upwards of 5 times.
[During Status Ailment] Nullify [X] aren't additional skills and can have activation chance lower than 100%.
Because these additional skills are still skills, any form of negation will remove their effects.
To give an example, the buff 闘志 (Vigor) increases the damage a character will do.
It has a base value of 1.2. A character using it has a skill level of 12.
To find out the full damage increase, it would be 1.2 * (1 + 0.01 * 12)
Or an increase of 1.34400. At skill level 99, it would increase damage by 2.38800. At level 100, a 2.4x increase.
Skills can be further improved through Skill Quests. These evolved skills simply replace the base skill. Most of the time they offer additional effects or activation rates.
Charge Skill Mechanics
A Charge Skill's effect will activate for each enemy with HP > 0 hit during the Charge Skill (with some exceptions, e.g. see the CS activation condition for Alp and Ophion). For most Charge Skills that apply buffs or debuffs, such as Charm, this has little meaning, but this greatly changes the power of Charge Skills with healing effects.
For example, if you hit 3 alive enemies with Azazel's Charge Skill, which has the effect of casting Heal on nearby allies, Azazel will cast Heal 3 times, multiplying its healing power by 3. Similarly, if Kuniyoshi hits 4 enemies with his Charge Skill, he will cast CP Up 4 times in a row.
However, an enemy has to have HP remaining when hit by a Charge Skill for it to count. If the enemy is already "defeated" by the time the Charge Skill activates, the effect will not stack. This means it is also possible for a Charge Skill's effect to activate 0 times if it doesn't hit any enemies with HP remaining.
It is recommended you make whoever you want to hit the most enemies FIRST with their Charge Skill your Leader, as allies' attack order is determined by their order in your deck slot. Allies in your Support slot will have more trouble activating their Charge Skill effects multiple times, as they attack last and thus have a higher chance of only hitting dead enemies.
The formula for the damage increase done by a Charge Skill is or 
Note that this is only for damage dealt. Most Charge Skills have a secondary effect, such as a buff or debuff. The level of the buff or debuff applied is the same as the users Charge Skill level, and its power is the same as ordinary skill level of the same. For example, an Andvari with a Charge Skill level of 50 will apply a level 50 Curse debuff to enemies when Andvari uses his Charge Skill. Curse is a debuff with a base power of 0.8x, thus the formula is (0.8) / (1+0.01 x 50) = 0.5333. In other words enemies will do 0.533 of their original damage.
The non-damage portion of a skill includes status effects. Each status effect has a level (the caster's skill level or Sacred Artifact level) and a duration counter.
Almost every status effect are easily implemented by providing modifier values. These values are then scaled according to the status' level. Some statuses do have a maximum amount, but these values are almost always what the value will be at SL 100.
Each status effect can be broken down into either a buff or a debuff.
1. Buffs and debuffs do not have their durations refreshed when applied again.
For example, if you were to cast Blessing on an ally with Youl, they would be Blessed for 4 turns. If you were to wait 3 turns and cast it on the same ally with Youl again, the buff will not reset and the Blessing will wear off the next turn. Also, buffs that have an activation timing of Beginning of Phase are applied AFTER buffs have counted down. Therefore it's safe to wipe out an enemy Phase with 1 buff turn remaining if you want to reapply a buff that has a Beginning of Phase timing.
2. Buffs and debuffs applied to your team on your team will always count down by 1 at the beginning of your turn.
For example, if you apply the buff Blessing to an ally, it will have a countdown of 4. Then, at the start of your turn, Blessing healing effect will apply, and THEN count down by 1, for 4 turns. This means Blessing will heal you 4 times, the same as its listed turn duration.
3. Buffs and debuffs applied to the enemy team will always count down by 1 at the beginning of their turn.
This means that, in practical terms, each debuff applies to the enemy team (and your team) 1 less turn than what is listed in the chart below. For example, even though Curse technically lasts "5" turns, it will only reduce the Attack of your enemies for 4 of their attacks, because it instantly counts down from 5 to 4 at the start of their turn. (assuming you applied Curse to the enemy during your turn). The same is true for when the enemy puts Curse on you.
The reason for this is it allows you and the enemy team to have a debuff-free turn. Otherwise, debuffs could be applied to you or the enemy team infinitely.
4. ALL healing and damaging debuffs either heal or deal at the end of the enemies team for BOTH team.
"The enemies team" means the team that is not your team in all cases. In effect, this actually means that debuffs like Poison will actually damage you more than the enemy team. Because damage happens at the end of the enemies team, this means it happens before any debuffs on you have counted down. However, in the enemies case, they had their turn first, and the debuff has already counted down for them. So Poison will damage you 5 times, but the enemy can only be damaged by Poison 4 times before it has to be reapplied. While this is biased in the enemies favor, it is only biased for the damage ticks of damage debuffs. Everything else is equal for both teams.
|[弱体解除] Remove Debuff||1 turns||Remove single debuff (Remove one debuff)|
|[攻撃強化] ATK Up||4 turns||Increase inflicted damage (ATK Up by 1.1x ~ 2.2x for 4 turns)|
|[剛力] Brawn||4 turns||Increase inflicted damage (ATK Up by 1.15x ~ 2.3x for 4 turns)|
|[闘志] Vigor||3 turns||Increase inflicted damage (ATK Up by 1.2x ~ 2.4x for 3 turns)|
|[激怒] Rage||2 turns||Increase damage rate both ways (ATK Up and DEF Down by 1.25x ~ 2.5x for 2 turns)|
|[防御強化] DEF Up||4 turns||Reduce incoming damage (DEF Up by 0.9x ~ 0.45x for 4 turns)|
|[守護] Protection||1 turns||Reduce incoming damage (DEF Up by 0.9x ~ 0.45x for 1 turn)|
|[金剛] Adamantine||4 turns||Reduce incoming damage (DEF Up by 0.9x ~ 0.45x for 4 turns)|
|[頑強] Tenacity||1 turns||Reduce incoming damage (DEF Up by 0.9x ~ 0.45x for 1 turn)|
|[庇護] Asylum||1 turns||Reduce incoming damage (DEF Up by 0.8x ~ 0.4x for 1 turn)|
|[祝福] Blessing||4 turns||Restore HP every turn (+300~600HP/turn for 4 turns)|
|[再生] Regeneration||4 turns||Restore HP every turn (+400~800HP/turn for 4 turns)|
|[加速] Acceleration||3 turns||Gain CP each turn (+8CP/turn for 3 turns)|
|[奮起] Arousal||1 turns||Gain CP each turn (+10CP/turn for 1 turn)|
|[回避] Evasion||1 turns||Greatly reduce damage (DEF Up by 0.01x ~ 0.005x for 1 turn)|
|[暴走] Berserk||4 turns||Increase damage rate both ways (ATK Up and DEF Down by 1.3x ~ 2.6x for 4 turns)|
|[覚悟] Resolve||4 turns||Increase damage rate both ways (ATK Up and DEF down by 1.5x ~ 3x for 4 turns)|
|[全弱解除] Remove all debuffs||1 turns||Remove all debuffs (Remove all debuffs)|
|[突破] Break (placeholder)||1 turns||Nullify Evade (Nullify Evade)|
|[根性] Guts||5 turns||Revive when HP is reduced to zero (+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated.)|
|[無窮] Infinitude||1 turns||Increase damage rate & deal fixed damage (ATK Up by 1.3x ~ 2.6x, -400~-800HP for 1 turn)|
|[温泉] Hot Springs||0 turns||Increase CP upon release (Increase CP upon release)|
|[聖油] Unction||2 turns||Reduce incoming damage & restore HP (DEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns)|
|[不動] Immobility||3 turns||Cannot move at will & increased CP (+12CP/turn, cannot move at will for 3 turns)|
|[熱情] Ardor||2 turns||Increase damage rate & CP (ATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns)|
|[CT] Crit||1 turns||Damage increased for 1 turn (ATK Up by 2x ~ 4x for 1 turn)|
|[閃き] Glint||2 turns||Increase skill activation Rate (+10% skill activation rate for 2 turns)|
|[弱体無効] Nullify Debuff||4 turns||Nullify Debuff (vanishes after use) (Prevent receiving debuff once for 4 turns. Vanishes after use.)|
|[弱体反射] Reflect Debuff||4 turns||Reflect Debuff (vanishes after use) (Reflect debuff once for 4 turns. Vanishes after use.)|
|[反撃] Counterattack||2 turns||(敵に対して反撃)|
|[連撃] Combo||2 turns||(ATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns)|
|[集中] Concentration||2 turns||(ATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns)|
|[愛] Love||3 turns||Restore HP every turn (+300HP for 3 turns)|
|[CT+] Crit+||1 turns||Damage increased for 1 turn (ATK Up by 2.5x ~ 5x for 1 turn)|
|[友] Friendship||3 turns||Increase skill activation Rate (+10% skill activation rate for 3 turns)|
|[怒] Anger||3 turns||Increase inflicted damage (ATK Up by 1.11x for 3 turns)|
|[妬] Envy||3 turns||Gain CP each turn (+5CP/turn for 3 turns)|
|[極限] Limit||1 turns||(ATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn)|
|[固定] 固定||999 turns||Cannot move at will & increased CP (+12CP/turn, cannot move at will for 999 turns)|
|[係留] Anchor||3 turns||(Prevent forced movement for 3 turns)|
|[意気] Spirit||2 turns||(+400~800ATK for 2 turns)|
|[CT++] Crit++||1 turns||Damage increased for 1 turn (ATK Up by 3x ~ 6x for 1 turn)|
|[攻撃力小UP] 攻撃力小UP||3 turns||(+250~500ATK for 3 turns)|
|[攻撃力中UP] 攻撃力中UP||3 turns||(+500~1000ATK for 3 turns)|
|[攻撃力大UP] 攻撃力大UP||10 turns||(+1000~2000ATK for 10 turns)|
|[強化解除] Remove Buff||1 turns||Remove one buff (Remove one buff)|
|[火傷] Burn||5 turns||Deal fixed damage every turn (-300~-600HP/turn for 5 turns)|
|[威圧] Oppression||2 turns||Cannot move at will (Cannot move at will for 2 turns)|
|[マヒ] Paralysis||5 turns||Cannot move at will & decreased damage dealt (ATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns)|
|[恐怖] Fear||5 turns||Cannot move at will & reduced CP (Cannot move at will, -10CP/turn for 5 turns)|
|[呪い] Curse||5 turns||ATK Down (ATK Down by 0.8x ~ 0.4x for 5 turns)|
|[幻惑] Dazzle||3 turns||Drastic ATK Down (ATK Down by 0.7x ~ 0.35x for 3 turns)|
|[魅了] Charm||3 turns||Cannot attack (Cannot attack for 3 turns)|
|[凍結] Freeze||4 turns||Increase both fixed damage and incoming damage rate. (DEF Down by 1.1x ~ 2.2x, -200~-400HP/turn for 4 turns)|
|[石化] Petrify||5 turns||Stop + Increase incoming damage (Cannot act (move, skill, attack), DEF Down by 1.3x ~ 2.6x for 5 turns)|
|[告死] Countdown||2 turns||Critical damage (-10000~-20000HP/turn for 2 turns)|
|[S封印] Skill Lock||5 turns||Skill Block (Cannot activate skills for 5 turns.)|
|[CS封印] CS Lock||3 turns||Charge Skill Blocked (Block CS activation for 3 turns)|
|[束縛] Bind||4 turns||Skill Lock & reduce damage dealt (Cannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply.)|
|[行動不能] Immobility (placeholder)||5 turns||Stop (Locks all actions (movement, skills, attacking))|
|[全強解除] Remove all buffs||1 turns||Remove all buffs (Removes all buffs)|
|[烙印] Stigma||3 turns||Increase both fixed damage and incoming damage rate. (DEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns)|
|[二重封印] Double Lock||3 turns||Skill & CS Block (Block skill and CS activation for 3 turns)|
|[崩し] Break||2 turns||Cannot move at will & increased incoming damage (Cannot move at will, DEF Down by 1.2x ~2.4x for 2 turns)|
|[強化無効] Nullify Buff||4 turns||Nullify Buff (vanishes after use) (Prevent receiving buff once for 4 turns. Vanishes after use.)|
|[憑依] Possession||2 turns||(Vertically reflect range and enable friendly fire for 2 turns)|
|[弱点] Weakness||1 turns||(DEF Down by 1.2x ~ 2.4x for 1 turn)|
|[妨害] Obstruct||2 turns||(-15% skill activation rate for 2 turns)|
|[脱力] Drain||2 turns||(-10% skill activation rate, -10CP/turn for 2 turns)|
|[薔薇の封印] 薔薇の封印||2 turns||Skill Block (Cannot activate skills or apply CS effects for 2 turns)|
|45px||[強化単体複製] Buff Snatch||1 turns||(Steals a buff)|
|45px||[強化全複製] Buff Snatch (All)||1 turns||(Steals all buffs)|
|[毒] Poison||5 turns||Deal fixed damage every turn (-100~-200HP/turn for 5 turns)|
|[猛毒] Fatal Poison||5 turns||Deal fixed damage every turn (-200~-400HP/turn for 5 turns)|
- This means a new wave of enemies. It does not mean the beginning of each turn.
- The counter for number of turns starts at 1 at the beginning of a battle and does not reset when a new phase begin.
- This means before the attack starts a.k.a. before any ally is hit by the attack as well.
- What "After Moving" really means is that a skill will activate after you select a unit for movement and let go of it. You do not actually have to move the character around. Forcefully moving other characters will not activate their own After Moving skills. In other words, you can only activate one character's After Moving skills a turn.
- For example, a character with the Special Attack skill 屠竜の勇者 (Dragon Slayer Hero) will do extra damage to enemy characters who possess the skill 竜を継ぐ者 (Dragon Inheritor)
- The source for this is uncertain, but was probably derived directly from the app, and added here when this wiki was just nascent (essentially a wikiwiki translation)