All cards start at skill level 1.
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 can reach a maximum of 100.
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
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 Soul would yield. You will see your chance for success after picking the skill up gems, 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 Boost, 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 skill up items minimizes the total cost needed to skill up.
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.
Every skill has a specific timing in which it will activate. The various skill timings are as follows.
|Timing Name (Eng/Jpn)||Description|
|Beginning of Phase 【フェーズ開始時】||Activates when a Phase begins.|
|When Appearing 【登場時】||Activates when a character enters the battle field.|
|When Leaving 【退場時】||Activates when a character leaves the battle field.|
|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 enemies.|
|Before Damage 【ダメージ前】||Activates right before a character is attacked and damaged.|
|After Damage 【ダメージ後】||Activates after a character has been attacked and damaged. Used for skills that buff you or your allies.|
|When Damaged 【対ダメージ】||Activates after a character has been attacked and damaged. Used for skills that debuff enemies.|
|While Moving 【移動時】||Activates when a character is moving. Typically used for skills that enhance your movement range.|
|While Moving (Forced) 【強制移動時】||Activates when a character is forced to move. Used for Attract.|
|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). Increases damage by 1.5x. 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. Increases damage by 1.5x.|
|Special Defense 【特防】||Activates when attacked by a weapon or skill of a certain type. Decreases damage taken by 0.7x. Does not increase with skill level.|
|During Status Ailment 【状態異常時】||Activates when afflicted with a specific debuff or status ailment.|
|After Debuff 【弱体後】||Activates when given any debuff or status ailment.|
|During Victory 【勝利時】||Activates when you win a battle.|
Charge Skill Effect Increase
A Charge Skills effect will activate for each ALIVE enemy hit during the Charge Skill. 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 Ally 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.
Buff and Debuff durations
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.
To sum it all up.
1. Buffs and debuffs don't have their durations reset when activated again if already on you.
2. Buffs and debuff durations on the Players team count down at the start of the Player Turn, no matter when it was applied.
3. Buffs and debuff durations on the Enemy team count down at the start of the Enemy Turn, no matter when it was applied.
4. For all intents and purposes, debuffs basically affect the enemy for 1 less turn what is listed in the chart below (because chances are good you'll be applying said debuff during your turn and it will countdown by 1 at the start of their turn).
5. Healing buffs and damaging debuffs ALL heal or damage at the end of the enemies turn for both teams no matter what.
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.
Some skills like Hero and Creator grants additional skills separate from the base skill. These skills ignore their tied skill's activation timings and chances (always 100%). Usually these skills include movement modifiers (Winged One, Swimmer) or damage modifiers (increases damage dealt or decreases damaged received against specific units). For these skills, they also scale based on Skill Level (maximum of 1.5x for increases, 0.75x for decreases).
However, due to how some skills were originally documented, additional effects like [During Status Ailment] Nullify [X] will be listed with a skill, but isn't 100%. In these instances, the activation change is the same as the main skill.
Recently, skills can possess more than two effects, such as Concililator and Opener of Iwato. Each separate effect (by activation timing and chance) are documented, but won't be described directly with the parent skill.
Because these additional skills are still skills, any form of negation will remove their effects.
Skills can be further improved through Skill Quests. These evolved skills can change the base skill in a predetermined way, be it through increased activation rates, tweaked effects, or outright additional effects. For skills that increase activation rates or other values, they simply replace the base skill. Otherwise, these evolved skills inherit the base skill. For example, Drifter+ replaces Drifter, but Mentor+ inherits Mentor's effects.
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 (HP/CP added, HP multiplied(?), damaged added, damage multiplied, skill activation rate added, movement lock, attack lock, (charge) skill lock, and knockback resistance (backwards, pulled, or horizontal)). These values are then scaled according to the status's level. Some statuses do have a maximum amount, but these values are almost always what the value will be at SL 100. Status effects that apply additional mechanics are:
- Status Reflect / Barrier
- (All) Purge
- Nullify Buff
Each status effect can be broken down into either a buff or a debuff.
Base Value is the effect of the skill at Skill Level 1.
Max Value is the effect of the skill at Skill Level 100.
|Buff Type||Name (Eng/Jpn)||Icon||Description||Base Value||Max Value|
|Offensive||Attack Up 【攻撃強化】||Increases attack by a multiplier for 4 turns.||1.1x||2.2x|
|Critical 【クリティカル】||Increases attack by a multiplier for 1 turn.||2x||4x|
|Critical+ 【クリティカル+】||Increases attack by a multiplier for 1 turn.||2.5x||5x|
|Critical++ 【クリティカル++】||Increases attack by a multiplier for 1 turn.||3x||6x|
|Fighting Spirit (Vigor) 【闘志】||Increases attack by a multiplier for 3 turns.||1.2x||2.4x|
|Herculean Strength (Brawn) 【剛力】||Increases attack by a multiplier for 4 turns.||1.15x||2.3x|
|Berserk【暴走】||Increases both damage dealt and damage received by a multiplier for 4 turns.||1.3x||2.6x|
|Rage【激怒】||Increases both damage dealt and damage received by a multiplier for 2 turns.||1.25x||2.5x|
|Unbounded 【無窮】||Increases damage dealt, but deals damage to the buffed unit for 1 turn.||1.3x and 404 damage||2.6x and 800 damage|
|Limit 【極限】||Increases attack as HP approaches 0||1x (2x)||2x (4x)|
|Fervor (Ardor) 【熱情】||Increases damage dealt and increases CP for 2 turns.||1.2x||2.4x|
|Barrage 【連撃】||Slightly decreases damage dealt, but lets the unit attack twice for 2 turns.||0.6x||0.6x|
|Concentration 【集中】||Increases the activation rate of skills by 10% and increases damage dealt for 2 turns.||1.1x||2.2x|
|Anger 【怒】||Increases attack by a multiplier for 3 turns.||1.11x||1.11x|
|Defensive||Defense Up 【防御強化】||Decreases damage received from enemies by a multiplier for 4 turns.||0.9x||0.45x|
|Diamond (Adamantine) 【金剛】||Decreases damage received from enemies by a multiplier for 4 turns.||0.9x||0.45x|
|Stubborn (Tenacity) 【頑強】||Decreases damage received from enemies by a multiplier for 1 turn.||0.9x||0.45x|
|Protection 【守護】||Decreases damage received from enemies by a multiplier for 1 turn.||0.9x||0.45x|
|Evasion 【回避】||Greatly decreases damage received from enemies by a multiplier for 1 turn.||0.01x||0.005x|
|Healing||Heal 【回復】||Heals a character by a certain amount. The amount varies depending on the skill.||N/A||N/A|
|Holy Oil (Unction) 【聖油】||Decreases damage received from enemies by a multiplier and heals a small amount of HP for 2 turns.||150 HP and 0.85x||300HP and 0.425x|
|Blessing 【祝福】||Heals the buffed by a certain amount at the end of the enemies turn for 4 turns.||300||600|
|Regeneration 【再生】||Heals the buffed by a certain amount at the end of the enemies turn for 4 turns.||400||800|
|Guts 【根性】||Revives the buffed unit to 1 HP if that unit is at 0 HP at the end of the turn. Lasts 5 turns, but is removed once activated.||N/A||N/A|
|Love 【愛】||Heals the buffed by a certain amount at the end of the enemies turn for 3 turns.||300||300|
|CP||Increase CP 【CP増加】||Increases CP of a character by a certain amount. The amount varies depending on the skill.||N/A||N/A|
|Acceleration (Rev) 【加速】||Increases CP of the buffed character at the end of the enemies turn for 3 turns.||8||N/A|
|Encouragement (Arousal) 【奮起】||Increases CP of the buffed character at the end of the enemies turn for 1 turn.||10||N/A|
|Envy 【妬】||Increases CP of the buffed character at the end of the enemies turn for 3 turns.||5||N/A|
|Movement||Vertical Movement Increase 【縦方向移動力増加】||Increases the distance a character can move vertically.||N/A||N/A|
|Horizontal Movement Increase 【横方向移動力増加】||Increases the distance a character can move horizontally.||N/A||N/A|
|Anchor 【係留】||Prevents all forced movement from skills, including self-inflicted movement, for 3 turns.||N/A||N/A|
|Misc.||Insight (Glint) 【閃き】||Increases the activation rate of Skills for 2 turns.||+10%||+10%|
|Friendship 【友】||Increases the activation rate of Skills for 3 turns.||+10%||+10%|
|Cleanse 【弱体解除】||Removes 1 debuff from an ally per cast.||N/A||N/A|
|All Cleanse 【弱体全解除】||Removes all debuffs from an ally.||N/A||N/A|
|Status Barrier 【弱体無効】||Blocks 1 negative debuff from an enemy. Lasts 4 turn, but disappears after use.||N/A||N/A|
|Status Reflector 【弱体反射】||Reflects 1 negative debuff back to the enemy. Lasts 4 turns, but disappears after use.||N/A||N/A|
|Type||Name (Eng/Jpn)||Icon||Description||Base Value||Max Value|
|Attack Down||Curse 【呪い】||Decreases the amount of damage the afflicted target deals by a multiplier for 5 turns.||0.8x||0.4x|
|Bewitched (Dazzle) 【幻惑】||Decreases the amount of damage the afflicted target deals by a multiplier for 3 turns.||0.7x||0.35x|
|Bind 【束縛】||Prevents afflicted target's skill from activating and reduces damages dealt for 4 turns.||0.9x||0.45x|
|Paralysis 【マヒ】||Prevents afflicted target from moving and reduces damage dealt for 4 turns. Enemies and Allies can not use After Moving skills while Paralyzed.||0.9x||0.45x|
|Sealing||Charm【魅了】||Prevents afflicted target from attacking or using charge skills for 3 turns.||N/A||N/A|
|Skill Seal 【スキル封印】||Prevents afflicted target's skills from activating for 5 turns.||N/A||N/A|
|CS Seal 【CS封印】||Prevents afflicted target's Charge Skill from activating for 3 turns.||N/A||N/A|
|Double Seal 【二重封印】||Prevents afflicted target's skills and Charge Skills from activating for 3 turns.||N/A||N/A|
|Fear 【恐怖】||Prevents afflicted target from moving themselves and reduces CP by 10 each turn for 5 turns. Enemies and Allies can not use After Moving skills while Feared.||N/A||N/A|
|Intimidated (Oppression) 【威圧】||Prevents the afflicted target from moving themselves for 2 turns. Enemies and Allies can not use After Moving skills while Intimidated.||N/A||N/A|
|Immobile (Unmoving) 【不動】||Prevents the afflicted from moving themselves and increases CP at the end of each turn for 3 turns.||N/A||N/A|
|Damaging||Poison 【毒】||Deals damage to the afflicted target at the end of the enemies turn for 5 turns.||100||200|
|Deadly Poison 【猛毒】||Deals damage to the afflicted target at the end of the enemies turn for 5 turns.||200||400|
|Burn 【火傷】||Deals damage to the afflicted at the end of the enemies turn for 5 turns.||300||600|
|Omen (Countdown) 【告死】||Deals massive amounts of damage to the afflicted unit at the end of the enemies turn for 2 turns. Can't kill.||11000||20000|
|Defense Down||Crushed (Break) 【崩し】||Prevents the afflicted from moving themselves and increases damage taken for 2 turns. Enemies and Allies can not use After Moving skills while Crushed.||1.2x||2.4x|
|Branded (Stigma) 【烙印】||Deals damage to the afflicted unit at the end of the enemies turn for 3 turns and increase damage taken.||150 damage and 1.15x||300 damage, 2.3x|
|Frozen【凍結】||Deals damage to the afflicted unit at the end of the enemies turn and increases damage taken by a multiplier for 4 turns.||200 dmg, 1.1x||400 damage, 2.2x|
|Weakness【弱点】||Increase the damage taken for 1 turn.||1.2x||2.4x|
|Exhausted【脱力】||-10 Skill activation rate and -10 CP decrease for 2 turns.||?||?|
|Misc.||Obstruction 【妨害】||Decreases skill activation rate||-15%||-15%|
|Purge 【強化解除】||Removes 1 positive buff per cast from afflicted target.||N/A||N/A|
|All Purge 【強化全解除】||Removes all positive buffs per cast from afflicted target.||N/A||N/A|
|CP Decrease 【CP減少】||Decreases the CP of the afflicted target.||N/A||N/A|
|Possessed 【憑依】||Reverses the direction of an allies attack and enables friendly-fire for 2 turns.||N/A||N/A|
|Nullify Buff 【強化無効】||Blocks 1 buff. Lasts 3 turn, but disappears after use.||N/A||N/A|
Skill Radius Keywords
|Adjacent 【隣接1マス】||Affects friendly units 1 space away from the unit horizontally and vertically, but not diagonally. Does NOT include the caster.|
|Adjacent and Self【隣接1マス内】||Affects all friendly units 1 space away from the unit horizontally and vertically, but not diagonally, INCLUDING the caster.|
|Nearby 【周囲1マス】||Affects friendly units 1 space away from the unit horizontally and vertically and diagonally. Does NOT include the caster.|
|Nearby and Self【周囲1マス内】||Affects all friendly units 1 space away from the unit horizontally and vertically and diagonally, INCLUDING the caster.|
|In a Wide Radius 【距離2マス】||Affects friendly units 2 spaces away from the unit horizontally and vertically, 1 space away diagonally, not including the caster.|
To give an example, the buff 闘志 (Fighting Spirit) 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.
The formula for the damage increase done by a Charge Skill is
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.
- This means a new wave of enemies. It does not mean the beginning of each turn.
- 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 skill 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)
- A second multiplier based on the % of hp lost will apply after the base multiplier from skill level, it always range from x1 to x2 regardless of skill level
- The behavior of this skill is odd. It will always say CP 8 at the end of the turn, but the actual CP you gain is often more. It seems to increase based on the CP you gained previously in the turn from attacking or getting hit. It's unknown if skill level affects the amount gained.
- See previous footnote.
- 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)
|Basic Information||▪ Getting Started ▪ Menu Translations ▪ Card Face Translations ▪ Tips and Tricks ▪ Known Bugs|
|General Game Guides||▪ Battle System ▪ Limit Breaking ▪ Gachas ▪ Familiar Levels ▪ Player Rank ▪ Player Guild ▪ Login Incentives|
|Catalogs||▪ Familiars / Transients ▪ Mobs ▪ Unreleased ▪ Skill Mechanics and Buffs/Debuffs ▪ Friend IDs|
|Quests||▪ Main Quests ▪ Free Quests ▪ Daily Quests ▪ Event Quests ▪ Character Quests ▪ Love Quests ▪ Skill Quests|