Allied shields are 30% larger and convert into Frostward Barrier of equal value. Each action end grants 3 Confectance Index and 1 Combat Preparation stack; landing an Interception grants 1 more Confectance Index.
Girls' Frontline 2: Exilium/Skills
Girls' Frontline 2: Exilium Skills
328 abilitiesSpends all Confectance Index on a chosen tile within 8 tiles; each point spent deals 15% ATK Freeze and 1 stability damage to every enemy within 4 tiles of it and extends Cryogenic Stinger to 3 turns. At 3 stacks of Combat Preparation, consumes them for Extra Command.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 2.
Spends all Confectance Index on one enemy within 8 tiles; each point spent deals 30% ATK Freeze and 1 stability damage to it.
Enters Support Mode for 3 turns, then hits one enemy within 8 tiles for 100% ATK Freeze. Stability damage 2.
Gains Self-Diagnosis at battle start (re-triggers after 3 turns). Shares 45% of the initial hit when a Positive Charge ally is struck; heals 20% max HP when she attacks a Negative Charge enemy. Taking damage heals 5% max HP, grants 1 Confectance Index, and applies Blunted Nerves to her and every Auto-Turret; while out of Cover she spends 1 stability to cut that damage by 20%.
Restores 8 stability to herself and gives every allied Doll 2 stacks of Shelter and Positive Charge for 3 turns. Andoris gains Fortified Stance for 2 turns.
Deploys an Auto-Turret on an empty tile within 3 tiles (max 2 — a third destroys the oldest). Each Auto-Turret that dies gives Andoris 1 Confectance Index. Can be used twice in succession.
Single-target shot on an enemy within 7 tiles for 80% ATK physical. Stability damage 4.
Applies Electro Charge to an enemy within 7 tiles for 2 turns, then hits it for 110% ATK Electric. Stability damage 3.
Selects 1 tile within a 5-tile radius and lands on it, gaining Steady for 1 turn. If there is Cover around the landing point, the Steady effect is raised to 40% and Sync is applied to the unit holding Bond for 1 round.
At the start of battle, selects 1 Physical allied Doll and applies Bond to them; when allies deal ammo-less Physical damage, it carries the ammo type of their equipped weapon. At the start of battle, casts Crime and Punishment. At the end of the round after the Ultimate Railgun Judgement is used, the unit holding Bond gains Crime and Punishment with its attribute bonuses reduced by 50%, lasting 1 round.
Selects 1 tile within a cross-shaped area of 8 tiles and launches a projectile at it, dealing AoE 80% of ATK as Physical damage to all enemy targets within a 3-tile radius and applying Movement Down II for 2 turns. If 2 or more targets are hit, or a boss unit is hit, gains 6 tiles of Additional Movement and applies Sync to the unit holding Bond for 1 round.
Picks a direction, applies Vindicator's Mark for 2 rounds and Defense Down II (3 turns) to all enemy targets in a 3×8-tile area ahead, and deals AoE 240% of ATK as Physical damage that ignores Cover. The attack ignores 100% of the target's defense.
Selects one enemy within 8 tiles and deals 80% of ATK as Physical damage to it.
Summons or relocates an Offense Construct on an empty tile within 8 tiles. If Reinforcement Protocol was not used this turn, she may use it once now. A destroyed Construct puts this skill on a 3-turn cooldown.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 2.
Cone attack over 6 tiles for 100% ATK physical area damage, and cuts the cooldown of Reinforcement Protocol and Demolition Protocol by 1 turn. Stability damage 3.
Summons or relocates a Defense Construct on an empty tile within 8 tiles. If Demolition Protocol was not used this turn, she may use it once now. A destroyed Construct puts this skill on a 3-turn cooldown.
Gains 1 Confectance Index after a basic attack and 1 more when another ally makes an active Physical attack (2 per turn cap). Every Confectance Index gained adds a Performance Breakthrough stack to all Constructs; a Construct destroyed at 10 stacks hits enemies within 3 tiles for 100% of its DEF as Physical damage (does not trigger Support Actions, Interceptions or Counterattacks).
Teleports an ally within 6 tiles onto an allied Corrosion tile, healing them for 100% ATK plus 5 stability, cleansing 2 debuffs, and applying Continuous Healing II for 2 turns. Basti then blinks to a tile beside them and gains Extra Movement.
Hits an enemy within 8 tiles and every enemy within 8 tiles of it for 150% ATK Corrosion area damage, lays Toxic Mist for 2 turns, and applies 1 stack of Grudge. Stability damage 3.
Gains 1 Confectance Index each turn. Lays Toxic Mist under every ally at battle start and around herself after moving (2 turns). Enemies on allied Toxic Mist gain Scribbled Funny Face; allies on it gain Insignia of Camaraderie and Attack Up II for 2 turns when a Cutie spawns or the turn begins.
Summons a Cutie on an empty tile within 6 tiles. Afterwards she may immediately use Landmine Girl again, Bad Influence, or her ultimate. Usable twice per turn.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 2.
Hits an enemy within 6 tiles for 130% ATK Electric, +5% per point of mobility spent, and gains 1 Active Engagement. Afterwards she may use Sylvan Vault or her basic attack. Stability damage 2.
Gains 1 Confectance Index each turn. Before a hit, applies Negative Charge for 1 turn to the target and the nearest enemy to it; a kill grants Concealment. Each Negative Charge an ally applies raises her crit rate by 5%, up to 30%.
Hits an enemy within 8 tiles for 160% ATK Electric, +5% per point of mobility spent, and inflicts Conductivity for 1 turn. Belka gains Continual Release for 2 turns. Stability damage 3.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 1.
Hits an enemy within 6 tiles for 130% ATK physical, +3% per Negative Charge on the field (max +15%; a boss with Negative Charge gives the full +15% outright). A crit grants 1 Confectance Index. She then dashes to a chosen empty tile within 6 tiles. Stability damage 2.
Heals all allies for 100% ATK, cleanses 2 debuffs plus Fear and Stun, and restores up to 7 stability to the lowest-stability ally. Applies Heat Recovery afterward.
Hits an enemy within 7 tiles for 130% ATK Burn, then heals the nearest other ally for 100% ATK and grants Heat Recovery; if the enemy has Overburn, a second ally is healed too. Stability damage 6.
Single-target shot on an enemy within 7 tiles for 80% ATK physical. Stability damage 3.
Gains Heat Recovery at battle start. While she has it: +20% damage dealt, healing also restores 10% of her max HP, and active attacks apply Overburn for 2 turns. When an ally lands targeted damage on an enemy in range she takes a Support Action for 80% ATK physical and 3 stability damage, applies Heat Recovery to that ally, and gains 1 Confectance Index (twice per turn).
Heals an ally within 7 tiles and allies within 3 tiles of them for 150% ATK total, split evenly, and deals 50% ATK physical area damage to enemies in range — cleansing 2 buffs from any that have Overburn. Stability damage 3.
Hits an enemy within 6 tiles and enemies within 2 tiles of it for 80% ATK physical area damage; if only one enemy is caught, it takes Overheat for 1 turn. Stability damage 2.
While Cheeta has any buff, her attacks also heal the lowest-HP ally within 7 tiles for 45% ATK, +5% per buff she holds, up to +15%.
Hits an enemy within 6 tiles for 130% ATK Burn, +20% if Cheeta has Blazing Assault. Stability damage 4.
Gives all allies within 6 tiles Blazing Assault II and 2 random buffs for 2 turns, grants 1 Confectance Index per ally in range, and gives Cheeta a Support Action usable twice per turn for 2 turns.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 3.
Takes a Deliberate Action against any enemy that ends its turn. If she has already damaged an enemy at 50%+ Analysis Score this turn, that hit scales to 180% ATK. Applies full Analysis Score to all enemies, and deals 20% more damage to flying units.
Single-target shot on any enemy on the field for 80% ATK physical. Stability damage 2.
Marks an enemy anywhere on the field with Bullseye and hits it for 80% ATK physical. Stability damage 3.
Hits an enemy anywhere on the field for 200% ATK physical and resets its Analysis Score. If it has Bullseye, this hit's crit damage is increased by 30%. Stability damage 5.
Gains Mimosa's Calyx and Extra Command. While she holds Mimosa's Calyx, a lethal hit leaves her at 1 HP instead and lays Smoke Tiles around her for 1 turn (once per battle); she also cannot die while standing on a Smoke Tile.
Hits an enemy within 6 tiles for 130% ATK Hydro and heals the lowest-HP ally for 100% ATK. Stability damage 4.
Heals an ally within 6 tiles for 100% ATK and gives them Continuous Healing II and Constant Stability Regen I for 1 turn. Grants 1 Confectance Index.
Heals an ally within 8 tiles for 140% ATK and 4 stability, cleanses 2 debuffs, and removes Taunt and Fear.
When an ally lands targeted damage on an enemy in range, Colphne takes a Support Action for 80% ATK physical and 3 stability damage, applies Attack Up I to that ally for 2 turns, and gains 1 Confectance Index (once per turn). Healing an ally in Stability Break also restores 2 stability. 2-turn cooldown.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 3.
Cleanses 1 buff from an enemy within 6 tiles and hits it for 150% ATK physical. Stability damage 2.
Hits an enemy within 6 tiles for 190% ATK physical; every Tuning stack cuts this skill's cooldown by 1 turn. Afterwards consumes all Tuning and permanently gains 1 stack (up to 3). Stability damage 2.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 1.
When she acts, gains 1 Confectance Index and 1 Tuning stack; an active attack on an uncovered enemy grants 1 more Confectance Index. With 3+ Tuning, before taking targeted damage she launches an Interception for 150% ATK physical and 4 stability damage and permanently gains 1 Tuning (once per turn). With 4+ Tuning, +20% damage dealt.
All allies deal 10% more damage, and 10% more Freeze damage specifically. Gains 2 Confectance Index at action end. Above 80% HP she takes 1 less stability damage and gains Insight, which extends the range of active skills and Support Attacks (not Ultimates) by 1 tile.
Gives all allies within 7 tiles 1 stack of Arctic Benediction, grants 2 Confectance Index, and enters Glacial Domain for 2 turns. While Glacial Domain is up, gains 2 Confectance Index at action end if she is at 0.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 2.
Hits an enemy within 8 tiles for 110% ATK physical; killing an enemy that has Freeze debuffs grants 1 stack of Ice's Grace. Stability damage 2.
Hits enemies within 2 tiles of a chosen tile within 6 tiles for 50% ATK Freeze area damage and lays Frost tiles for 2 turns. The next use is enhanced — 70% ATK and Frigid for 1 turn — unless it was already enhanced. At full Confectance Index it can be used again immediately. Stability damage 2.
Strikes one enemy up to 6 tiles away for 120% of ATK as Freeze damage to it. Consumes all Feathers of War: when 1 point of Feathers of War is consumed, damage dealt is increased by 20%; when 2 points of Feathers of War are consumed, Crit DMG is increased by 35% and Stability damage dealt by 4 points; when 3 points of Feathers of War are consumed, the damage multiplier is increased by 50% and attack by 10%. If the target is killed, skills and effects that trigger on its death do not take effect. After the skill, switches to the Heavy Talons state. At the end of the round, gains 7 points of Feathers of War.
Depending on Shock, uses the basic attack Swift Hawk Strike or the basic attack Rending Talons.
Switches Shock. After the skill, gains Extra Command. This skill can be used at most once per turn. Passive: at the start of the round, switches to the Eagle Strike state.
Selects 1 tile within a 6-tile radius and lands on it, dealing 100% of ATK as Freeze damage to the nearest enemy within a 4-tile radius and applying Vulnerable II for 2 turns. After the skill, applies Queen of the Skies and Taunt to all enemy non-Boss units within a 4-tile radius around her for 2 turns, and gains Extra Command.
She does not gain Confectance Index. At the start of battle, gains 7 points of Feathers of War. At the end of the allied turn, generates Frost tiles within a 3-tile radius around her, lasting 2 rounds. Damage dealt is increased by 20% and Crit DMG by 12%; if the attack target is not within her surrounding 3×3 tiles, for every 1 tile of distance to the target, damage dealt is reduced by 5%, up to 20%, and Crit DMG by 3%, up to 12%; if the target holds a control-type effect, Frigid, Paralysis, or is a large unit, damage dealt and Crit DMG are not reduced. While in the Heavy Talons state, if an enemy is about to move, is about to attack, or ends its action within her surrounding 3×3 tiles without having Shock, triggers the passive skill Predation to perform 1 Lock on Attack, at most 2 times per round. For every 7 points of Feathers of War consumed, gains 1 stack of Invasive Threat. With 1 stack or more of Invasive Threat, Crit Rate is increased by 25%, and using the basic attack Rending Talons or the passive skill Predation grants 1 point of Feathers of War. With 4 stacks of Invasive Threat, using the basic attack Swift Hawk Strike consumes 2 points of Feathers of War to deal the skill effect of the Ultimate Featherburst Feast, gaining all of that skill's Feathers of War-consumption effects; the Featherburst Feast triggered this way counts only as a basic attack, and afterwards does not trigger the switch to the Heavy Talons state or the Feathers of War gain. Triggers at most 1 time per round.
Gains Roving Bloodlust for 3 turns and Dog-Eared Radar for 2 turns. After the skill, gains Extra Command.
Fires in a chosen direction for AoE 120% of ATK as Corrosion damage to all enemy targets in a 3×9-tile area ahead, generating Toxic Mist tiles for 2 rounds; for every 1 stack of Hunter's Tracking, the damage multiplier is increased by 5%. After the skill, if Faelynn has Combo Pounce, consumes 1 stack of it to trigger the extra active skill Hunter's Instinct and Additional Movement.
At the start of battle, gains 1 stack of Combo Pounce, stacking up to 3 stacks. Every 1 use of an active skill (excluding that skill) grants 1 stack of Combo Pounce. On turn start, if she is on a phase tile, for every 1 level of the tile she gains 1 point of Mobility and 1 stack of Hunter's Tracking for 1 turn. When taking damage while on a Corrosion-type tile, transfers 50% of the Initial Damage to the ally with the highest HP (not self). Immune to displacement, movement debuffs and command-prohibition effects.
Strikes one enemy up to 8 tiles away for AoE 60% of ATK as Corrosion damage to it and all enemy targets within a 3-tile radius of it, dispels 1 buff, applies Scent Mark and Infatuated, and generates Toxic Mist tiles for 2 rounds; for every 1 stack of Hunter's Tracking, the damage multiplier is increased by 5%. After the skill, builds 3 Confectance Index and 1 random buff for 2 rounds.
Grants Faye 2 Confectance Index, then applies 2 stacks of Rend to an enemy within 6 tiles and hits it for 120% ATK physical. Stability damage 4.
Applies Gash to every Rend-holding enemy within 6 tiles equal to that enemy's Rend stacks, then hits a chosen enemy within 6 tiles for 160% ATK physical. If it holds 6+ Rend, consumes 6 stacks to make it take 120% more damage from this hit. Stability damage 3.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 2.
Spends all Confectance Index; each point applies 1 stack of Rend to enemies within 3 tiles, pulls them 2 tiles toward Faye, deals 80% ATK physical area damage, and applies Movement Denied for 1 turn. Faye gains 8 tiles of Additional Movement and Bypass for 1 turn. Stability damage 2.
Attacks ignore 2% of the target's DEF per Rend stack and heal 10% + 2% per Rend stack of max HP. When an enemy within 6 tiles ends its turn, Faye throws a tomahawk (80% ATK physical, 2 stability damage, 1 Rend, 1 Confectance Index); within 3 tiles she does an axe whirl instead (60% ATK physical area, 1 stability damage, 2 Rend to all within 3 tiles, 1 Confectance Index). Up to twice per turn.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 2.
Fires in a chosen direction, hitting a 3x5 area for 80% ATK Hydro area damage, applying Chaos Compound for 2 turns and Infatuated for 1 turn, and pulling every enemy 3 tiles toward Florence. Grants 6 Confectance Index and pulls Arios to her side (summoning it first if absent). Stability damage 3.
Cleanses Taunt and Fear from an ally, applies Stimulant, and consumes some of their HP.
Cleanses 2 debuffs and heals all allies within 2 tiles of a chosen tile within 6 tiles for 120% ATK.
Summons Arios at battle start. Each allied turn she spends 3 Confectance Index to keep Arios on the field — if she can't pay, it vanishes. At her action end, cleanses Taunt, Fear, Infatuated and Stun from Arios.
Strikes a 3x3 area around a chosen tile within 7 tiles for 90% ATK physical area damage and applies Movement Down II for 1 turn. Stability damage 4.
Single-target shot on an enemy within 7 tiles for 80% ATK physical. Stability damage 4.
Hits an enemy within 7 tiles for 130% ATK physical and applies Movement Down II for 1 turn. Stability damage 5.
Gives all allies within 6 tiles 2 stacks of Shelter and Defense Up II for 2 turns, grants 1 Confectance Index per ally in range, and adds 2 Counterattacks for the turn.
When another ally ends their turn within 7 tiles, grants 1 Confectance Index and 1 stack of Shelter to that ally and to Groza; each Shelter stack raises Groza's damage by 5%. If an enemy within 6 tiles lands targeted damage on an ally, Groza Counterattacks for 80% ATK physical and 4 stability damage (once per turn).
Gives an ally within 6 tiles Priority Progress for 2 turns and extends Priority Progress on all allies by 1 turn. Grants Harpsy Extra Command; if the target already had Priority Progress, grants 3 Confectance Index instead. Once per turn.
Hits an enemy within 6 tiles for 90% ATK Corrosion area damage, knocks it back 3 tiles, and applies 2 stacks of Antivirus Program. Stability damage 2.
Hits an enemy within 6 tiles for 90% ATK Corrosion area damage. If 2+ allies on the field have Priority Progress, Antivirus Program damage is increased by 30% for 1 turn. Stability damage 3.
Gains 2 Confectance Index after an active attack. Every Confectance Index the ultimate spends triggers Priority Progress once.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 2.
Gives an ally within 6 tiles Attack Up III and Defense Up III for 2 turns and cuts the ultimate cooldown of every other Freeze Doll on the field by 1 turn. Grants Helen Extra Command.
Charges to a chosen tile 4–8 tiles away in a cross-shaped area, cleansing 1 debuff from allies in a 5-tile-wide path and applying Frost Barrier for 2 turns worth 100% of Helen's initial ATK (capped at 100% of max HP), and laying a tile in the area for 2 turns. Each other ally on the path adds 30% to the shield and restores 2 stability to Helen. She then gains 6 tiles of Additional Movement and may use her basic attack.
Immune to healing reduction, healing block and healing-to-damage conversion. +30% DEF and max HP at battle start. Each turn: gains 2 Confectance Index, heals 25% max HP, and cleanses all debuffs. Each hit taken grants 1 stack of Icy Edge; while she has Icy Edge her basic attack scales to 180% ATK. Before a basic attack, adds 15% of her DEF to her ATK.
Applies Succor to an ally within 6 tiles to share their incoming damage and removes Taunt and Fear from them (only one Succor at a time). Grants Helen Extra Command.
Hits an enemy within 8 tiles for 110% ATK Electric and grants 2 Confectance Index; if the target is in Stability Break she gains 1 stack of Chi first. Stability damage 3.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 3.
Gains 1 Confectance Index each turn; at full Confectance Index at action end, spends it all to cut Rolling Thunder's cooldown by 1 turn. Repeated Negative Charge on an enemy applies Voltage Sag (2 turns); repeated Positive Charge on an ally applies Power Surge (3 turns). When an ally lands targeted damage on an enemy in range, Jiangyu takes a Support Action and gains 1 Chi: 45% ATK Electric and 3 stability damage if the target has stability, or 75% ATK Electric in Stability Break. Up to twice per turn.
Gains 2 stacks of Chi and hits an enemy within 8 tiles for 130% ATK Electric that ignores Cover. Gives all allied Dolls Positive Charge for 3 turns, cleanses 1 debuff, removes Stun and Taunt, and grants 1 Confectance Index. Stability damage 4.
Melee strike on a 3x3 area for 90% ATK Electric area damage and lays Voltage tiles for 3 turns; +5 stability damage if it exploits a phase weakness. Jiangyu then gains 6 tiles of Additional Movement and 1 Extra Command. Stability damage 5.
Drifts to a chosen tile 4–8 tiles away in a cross-shaped area, hitting a 5-tile-wide path for 100% ATK Corrosion area damage, and gains 6 tiles of Additional Movement. If 2+ enemies die, it can be used once more.
Immune to negative Control-type tile effects. Active attacks apply 1 stack of Corrosive Infusion for 2 turns and grant 1 Competitive Spirit stack afterwards. Each active attack she makes, or any Corrosion damage an ally deals, grants 1 Confectance Index; every 3 Confectance Index cuts her ultimate cooldown by 1 turn.
Hits enemies within 3 tiles of a chosen tile within 8 tiles for 90% ATK Corrosion area damage and applies Toxic Infiltration for 2 turns; +15% damage to enemies that already have it. Stability damage 1.
Hits an enemy within 8 tiles for 80% ATK Corrosion area damage, then a second hit for 60% ATK Corrosion area damage to it and enemies within 3 tiles, pulling them 1 tile toward the centre. A kill cuts Devastating Drift's cooldown by 1 turn and grants 2 Confectance Index; no kill applies 1 stack of Corrosive Infusion for 2 turns. Stability damage 3.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 3.
Strikes one enemy up to 8 tiles away for 150% of ATK as Hydro damage to it. Before the skill, gains 1 stack of Upshift for 3 turns. After the skill, builds 1 Confectance Index. The Sinner gains S+ Gear.
Selects 1 empty tile within a 3-tile radius around her, summons The Sinner, gains Extra Command, and replaces this skill with Winner.
Strikes one enemy up to 8 tiles away for 80% of ATK as Hydro damage to it. The Sinner gains Gear N.
Gains 2 stacks of Upshift, lasting 3 turns. Koleda and The Sinner gain Kinetic Recovery, lasting 3 turns. The Sinner gains S Gear.
On turn start, builds 1 Confectance Index. 50% of the Initial Damage Koleda takes is shared by The Sinner, unaffected by other damage-sharing effects. When The Sinner ends its action, Koleda gains 1 stack of Upshift for 3 turns; if it is in S+ Gear, she gains 1 additional stack of Upshift. While Koleda and The Sinner are both on the field, she gains Mobile Support; the effect is removed when either dies. After using the active skill Tactical Pacenotes and at the end of the action, casts Kinetic Release once. When The Sinner uses the active skill Let's Go For a Spin!, Koleda gains its base attack and Crit DMG; the effect is removed when The Sinner dies.
Melee strike on an adjacent enemy and a 3x3 area around it for 120% ATK physical area damage, granting 1 Confectance Index. If no other ally is within 3 tiles afterwards, gains 5 tiles of Additional Movement. Stability damage 1.
+15% damage to enemies with Overburn. At action end, applies Overburn for 2 turns to the 2 nearest enemies within 5 tiles.
Melee strike on an adjacent enemy for 80% ATK physical. Stability damage 1.
Applies Overburn for 2 turns to an adjacent enemy, hits it for 150% ATK Burn, and grants 2 Confectance Index. Krolik then returns to where she started the action. Stability damage 2.
Dashes up to 7 tiles in a chosen direction, hitting the first enemy for 130% ATK Burn. If that enemy has Overburn, the hit ignores its Cover reduction and Krolik gains 5 tiles of Additional Movement.
Heals an ally within 6 tiles for 130% ATK and 2 stability, and applies Heat Recovery. If the heal fully tops them up, also applies Blazing Assault II for 2 turns.
Hits an enemy within 6 tiles for 75% ATK physical and applies 2 stacks of Flammable. If Ksenia has 2+ Burn buffs, follows up on the same target for 75% ATK Burn and 2 stability damage. Stability damage 2.
When an ally lands targeted damage on an enemy in range, Ksenia takes a Support Action for 80% ATK physical and 3 stability damage and applies Blazing Assault II to that ally for 2 turns (once per turn). While she has Heat Recovery, her stability damage is +1. At action end, grants 1 Confectance Index per Burn buff she holds.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 3.
Ksenia gains Heat Recovery and Blazing Assault II for 2 turns, then hits an enemy within 6 tiles for 160% ATK Burn. Stability damage 5.
Hits an enemy within 7 tiles for 140% ATK physical; unusable again until the end of the next allied turn. A Simulacrum on the field then uses Offense Simulation on itself — if that hit misses everything Combat Algorithm struck, it ignores 30% of the target's DEF. Stability damage 5.
Hits enemies within 3 tiles of a chosen tile within 7 tiles for 120% ATK physical area damage; unusable again until the end of the next allied turn. A Simulacrum on the field then uses Hashrate Overclock on itself and applies Movement Down I to the target for 2 turns. Stability damage 3.
+0.1% crit rate per 12 points of base max HP, up to +30%. Applies Precognition Foresight to enemies within 7 tiles. Before an active attack, applies 1 stack of Parapluie's Penetration; afterwards gains 2 Confectance Index. Against a target at 0 or negative DEF, the multiplier gains 10% of her base max HP and she gains 1 more Confectance Index. She can make only one active attack per allied turn.
Summons a Simulacrum on an empty tile within 7 tiles and gives Lainie and the Simulacrum Bonded Possibility for 1 turn. Each turn she spends 3 Confectance Index to keep it — if she can't pay, it vanishes. Cannot be cast while a Simulacrum is already out.
Single-target shot on an enemy within 7 tiles for 80% ATK physical. If a Simulacrum is on the field, it immediately uses Perplexed Reflex on the same target. Stability damage 2.
Hits every enemy within 5 tiles for 80% ATK Electric, applies Conductivity for 1 turn, and lays Voltage tiles for 3 turns. With 3+ Confectance Index, spends 3 to also gain Concealed for 1 turn. Stability damage 2.
Immune to the negative effect of Electric tiles. Gains 1 Confectance Index each time an enemy is inflicted with Conductivity. Every 3 Confectance Index spent cuts all her skill cooldowns by 1 turn.
Leaps to a tile in a 3-tile cross-shaped area, inflicts Stability Loss II on the nearest enemy within 7 tiles for 1 turn, and deals 30% ATK physical. Once per turn. With 3+ Confectance Index, spends 3 to also gain Extra Command. Stability damage 3.
Single-target shot on an enemy within 7 tiles for 80% ATK physical. Stability damage 2.
Hits an enemy within 7 tiles for 140% ATK Electric. If Lenna has 3+ Confectance Index, spends 3 to boost the hit by 50%. Stability damage 2.
Single-target shot on an enemy within 7 tiles for 80% ATK physical. Stability damage 3.
Gains 1 stack of Superconductive Code each turn and whenever she triggers a Voltage tile reaction. +10% Electric damage while she has Positive Charge. When Negative Charge is applied to an enemy in range, she makes an Emergency Support for 60% ATK Electric melee and 1 stability damage and gains 1 Confectance Index; a kill applies Negative Charge to the nearest enemy for 1 turn. Up to twice per turn.
Hits enemies within 3 tiles of a chosen tile within 7 tiles for 100% ATK Electric area damage; +30% damage and +1 stability damage against Negative Charge targets. Stability damage 1.
Hits every enemy within 7 tiles for 60% ATK Electric area damage and lays Voltage tiles for 3 turns. Leva gains Overclocking Strike for 3 turns and may then use Superconductive Strike once. Stability damage 1.
Hits a 7x3 area in a chosen direction for 120% ATK Electric area damage, applies Negative Charge for 2 turns, and lays Voltage tiles for 3 turns. Stability damage 2.
Hits a 3x5 area in a chosen direction for 80% ATK Burn area damage and applies Overburn for 2 turns. Stability damage 2.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 2.
Hits an enemy within 8 tiles for 140% ATK Burn, then deals 30% ATK fixed damage to it and enemies within 3 tiles. Gains 2 stacks of Tin Soldier's Order. Stability damage 3.
Gains Thermal Conduction at battle start, then spends all Confectance Index to attach a rank I Tin Soldier to each of the 2 nearest other Burn Dolls. When a Tin Soldier's host lands Burn damage with a basic or active attack, the Tin Soldier makes a Volley Fire on that target and Lewis gains 3 Searing Flame and 1 Confectance Index (once per Tin Soldier per turn). Hosts gain 1 Merit per Burn hit and, at round end, spend 4 Merit to rank up their Tin Soldier (once per round).
Hits an enemy within 8 tiles for 180% ATK Burn, +15% per Tin Soldier's rank on the field and +5% crit rate per Tin Soldier's rank. Stability damage 5.
Hits a narrow 6-tile fan in a chosen direction for 100% ATK Corrosion area damage, +5% per debuff on each target (max +30%). Applies 1 random powerful debuff to every enemy in range beforehand; grants Lind 2 Confectance Index afterwards. Stability damage 2.
Inflicts Ketoacidemia for 1 turn on every enemy within 8 tiles, then triggers all Corrosion debuffs on enemies in range. Afterwards Lind may use Assault Spray, Overwhelming Burst, or her basic attack. Stability damage 2.
Hits every enemy within 6 tiles for 100% ATK Corrosion area damage. At full Confectance Index beforehand, +5% per stack of Candyglaze Lind holds. Stability damage 2.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 2.
Gains 1 Confectance Index at action end. Applies Honeytrap to all enemies each turn (1-turn cooldown). Gains 1 Candyglaze per allied Doll at battle start, and 1 more whenever a Honeytrap enemy dies or an ally deals Corrosion damage. At 5+ Candyglaze, attacking a Honeytrap enemy triggers and consumes its Honeytrap first.
Hits an enemy within 8 tiles and enemies within 2 tiles of it for 70% ATK physical area damage and applies Vulnerable I for 2 turns. Stability damage 2.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 2.
Hits a 3x8 strip 2 tiles out in a chosen direction for 65% ATK physical area damage, applies Defense Down II for 2 turns, and destroys all destructible Cover in the area. Each enemy hit cuts this skill's cooldown by 1 turn. Stability damage 1.
Hits enemies within 2 tiles of a chosen tile within 8 tiles for 85% ATK physical area damage — 95% ATK plus 4 stability damage against targets with a defense debuff. Stability damage 3.
At action end, hits the nearest defense-debuffed enemy in range for 30% ATK physical area damage and 1 stability damage, and grants 1 Confectance Index.
Liushih leaps to a tile 4–8 tiles away in a cross-shaped area and teleports Pegasus to her side, ending its Joint Ops or Preparing state. Grants Extra Command.
Hits an enemy within 9 tiles for 90% ATK Hydro and spends all Confectance Index; each point gives Liushih and Pegasus 1 stack of Marksmanship for 1 turn. She then gains Extra Action. Counts as a Load Attack; usable while Pegasus is in Joint Ops. Stability damage 2.
Deals 110% of ATK as Hydro damage. This attack is considered a Load Attack and a basic attack.
Single-target shot on an enemy within 9 tiles for 90% ATK Hydro. Counts as a Load Attack. Stability damage 2.
Pegasus enters Joint Ops and hits an enemy within 9 tiles for 90% ATK Hydro, ending its Preparing state. Counts as a Load Attack. Stability damage 2.
Cannot move. Upon taking fatal damage, enters the Preparing state; if it's in the Joint Ops state, ends that state.
Summons Pegasus at battle start. +5% basic-attack multiplier for Liushih and Pegasus per 60 points of her base ATK, up to +50%. Before Desperate Gambit or her ultimate, applies Lock On for 2 turns. After Pegasus fires its Gatling Cannon, Liushih gains 1 Confectance Index.
Hits enemies within 3 tiles of a chosen empty tile within 5 tiles for 90% ATK Burn area damage, lays Incineration tiles, and summons (or repositions) Ranger Mk.II. Gives Joint Immortality to Loreley and the nearest ally, and removes Infatuated from all allies. Stability damage 2.
Single-target shot on an enemy within 9 tiles for 80% ATK physical. Stability damage 2.
+10% damage for all RF Dolls. Gains Thermal Conduction at battle start; while Loreley is on the field its Embers upgrade to Glowing Embers for 2 turns. Gains 2 Confectance Index each turn. At action end, if Ranger Mk.II is out, gains Extra Command (once per turn). Before an ally takes damage, applies Flawless Blaze to them (up to 3 times per turn).
Hits all enemies within 4 tiles for 120% ATK Burn, split evenly. With Glowing Embers, each target takes the full amount and Incineration tiles are laid for 3 turns. Stability damage 1.
Hits an enemy within 9 tiles for 130% ATK Burn. With Glowing Embers, the multiplier is doubled and Loreley gains Insight for 2 turns. Stability damage 3.
Hits an enemy within 6 tiles and enemies within 3 tiles of it for 100% ATK Freeze area damage, ignoring Cover reduction. Hitting 2+ enemies grants Extra Command. Stability damage 2.
When a Cold Snap enemy is in range, Lotta makes a Wise Support for 50% ATK physical area damage and 1 stability damage (up to twice per turn).
Hits a 3x5 area in a chosen direction for 60% ATK Freeze area damage, destroys destructible Cover outside a 3x3 area around her, and applies Cold Snap for 1 turn. Stability damage 1.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 1.
Gains Frost Barrier and Alert for 2 turns. The Frost Barrier absorbs 65% of her initial ATK, capped at 60% of max HP.
+40% crit rate, -10% crit damage. On turn start above 80% HP, gains Insight and Steady Progress until the next turn. Against a Frozen target, ignores 4 stability and deals +20% damage; against a Frigid target, ignores 6 stability and deals +30% damage. These do not stack.
Hits an enemy within 9 tiles for 160% ATK Freeze with +30% crit damage, and gains 1 stack of Cold Conviction per instance of damage dealt. Stability damage 1.
Single-target shot on an enemy within 9 tiles for 80% ATK physical. Stability damage 2.
Hits an enemy within 9 tiles for 130% ATK physical, grants Makiatto 4 Confectance Index, and gives her 2 stacks of Standard Approach. Stability damage 2.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. In Turbo Mode it deals Corrosion instead, with +2 stability damage, and grants 1 Confectance Index. Stability damage 3.
Leaves Patch Mode for Turbo Mode for 3 turns (returning to Patch Mode after). Inflicts Nightmarish Shroud on all allies and Toxin Inundation on the nearest enemy for 1 turn.
Restores 6 stability, cleanses all her own debuffs, and gives allies within 8 tiles Dream Guardian for 2 turns. In Turbo Mode she may then use Dreamquake or her basic attack. Gains 1 stack of Sleep Aid Kit for 2 turns.
Hits enemies within 1 tile of a target within 8 tiles for 130% ATK Corrosion area damage and lays Toxic Mist for 2 turns. In Turbo Mode, also grants Movement Up II for 1 turn. Stability damage 3.
Select a tile within a 3 to 6 tile cross-shaped area and land on it, dealing 130% of ATK as Hydro damage to the nearest enemy within 6 tiles of the target tile. If both the origin and destination tile are Hydro tiles, then the active skill Air Dash can be used once and its damage dealt is increased by 30%. This effect can trigger up to 1 time per turn.
At the end of the ally turn, all Holograms perform 1 instance of that skill. After Mityl or a Hologram deals Hydro damage, she builds 1 Confectance Index. If the attacker or the target is on a Hydro tile, she gains an additional 1 point of Confectance Index. Up to 6 points of Confectance Index can be gained in this way per turn. At the start of battle, Mityl gains Novice Impersonator. For every 6 points of Confectance Index gained (including overflowed Confectance Index), she gains a higher Theater Rank.
Mityl gains Saturation Overflow. This effect lasts for 2 rounds. She generates Tideway tiles within 5 tiles of herself for 2 turns. After this skill, she gains Extra Command.
Select an enemy (not including summoned creatures) within 6 tiles and then select an empty tile within 3 tiles of it. Summon a Copy Hologram of the target and generate Tideway tiles within 5 tiles of it for 2 turns. Up to 2 Holograms can be present at any one time. If the target is a Doll, boss or large unit, this skill summons a Self Hologram instead. Mityl can also select a Hologram within 6 tiles and teleport it to an empty tile within 5 tiles of herself. After this skill, Mityl gains Extra Command. This effect can trigger a maximum of once per turn.
Hits an enemy within 9 tiles for 180% ATK physical; if it exploits a phase weakness, applies Paralysis for 1 turn afterward. Stability damage 4.
When an ally attacks an enemy in range out of turn and that enemy is in Stability Break, Mosin-Nagant takes a Support Action for 80% ATK physical and 2 stability damage (up to twice per turn). After a Support Attack she gains 2 Confectance Index and Insight for 2 turns.
Single-target shot on an enemy within 9 tiles for 80% ATK physical. Stability damage 2.
Gains 1 stack of Active Engagement and 1 Extra Command. Every third use also grants Shock. Once per turn.
Hits an enemy within 9 tiles for 130% ATK physical and applies Conductivity for 1 turn. Stability damage 3.
Hits an enemy within 6 tiles for 70% ATK physical. If no other enemies are within 4 tiles, follows up on the same target and applies Acid Corrosion II for 1 turn. Stability damage 3.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 3.
Hits an enemy within 6 tiles for 150% ATK Corrosion with +2 stability damage; if it has a defense debuff, applies Vulnerable I for 2 turns beforehand. Stability damage 4.
Hits an enemy within 6 tiles for 130% ATK physical; if it causes Stability Break, applies Acid Corrosion II for 1 turn. Stability damage 4.
Gains 1 Confectance Index per instance of damage dealt. When an enemy moves into her range she hits it for 50% ATK physical and 2 stability damage; if it has a defense debuff, also applies Stun for 1 turn. Once per turn.
Hits an enemy within 9 tiles for 130% ATK physical; while attacking near Cover, +20% damage and +2 Confectance Index. Stability damage 3.
Applies Defense Down II for 1 turn to an enemy within 9 tiles and hits it for 130% ATK physical. Stability damage 3.
When she acts, marks the 2 nearest enemies in range with Prophecy of Mourning for 1 turn. Her Support Action deals 80% ATK physical and 2 stability damage, and she gains Insight for 1 turn after one.
Hits an enemy within 9 tiles for 170% ATK Corrosion, +10% per extra point of Confectance Index. Stability damage 4.
Single-target shot on an enemy within 9 tiles for 80% ATK physical. Stability damage 2.
Select 1 enemy within 9 tiles, deal Corrosion damage to it equal to 100% of attack, gain Doomguide for 2 rounds, Insight for 2 turns and Extra Command. If Nemesis - Gnosis has Fifth Prophecy: Startrail, the range of Doomguide's Support Action changes to cover the entire map.
Select an enemy within 9 tiles and deal Corrosion damage to it equal to 120% of attack. If Nemesis - Gnosis has First Prophecy: Resonance, damage dealt is increased by 20%. Before the skill resolves, she gains 1 stack of that skill If Nemesis - Gnosis has Second Prophecy: Aloof and there are no ally units within 4 tiles, damage dealt is increased by 20%. After the skill, she recovers HP equal to 15% point of Max HP.
Selects an enemy within 9 tiles, deals AoE Corrosion damage to it and all enemies within 1 tile equal to 140% of attack and expends all Confectance Index. For each point of Confectance Index expended, the damage multiplier is increased by 10% and the skill deals 1 point of stability damage. If Nemesis - Gnosis has Sixth Prophecy: Vision, for each point of Confectance Index, damage dealt is increased by 10% and she deals an additional instance of AoE 100% of ATK as Corrosion damage and 1 point of stability damage to all enemy targets within 3 tiles.
Select 1 enemy within 9 tiles, and deal Physical damage to it equal to 80% of attack.
Damage dealt to Paradeus units is increased by 20%. The first time the active skill Calamity Resonance is used, gain First Prophecy: Resonance if there are ally units within 4 tiles. If there are no ally units within 4 tiles, gain Second Prophecy: Aloof. At battle start, if there are normal enemies on the field, gain Third Prophecy: Cataclysm. If there are no normal enemies on the field, gain Fourth Prophecy: Ruling instead. If there are 2 ally RF Dolls or 2 ally Corrosion Dolls on the field, gain Fifth Prophecy: Startrail instead. If there are 4 ally RF Dolls on the field, all RF Dolls gain Sixth Prophecy: Vision.
Single-target shot on an enemy within 9 tiles for 80% ATK physical. Stability damage 2.
Hits an enemy within 9 tiles for 80% ATK Hydro and applies Guilt for 2 turns. Grants 2 Confectance Index and Extra Command. Stability damage 2.
Summons (or relocates) Kulich on an empty tile within 9 tiles, hitting enemies within 2 tiles for 80% ATK physical area damage and applying Guilt for 2 turns. Grants 1 Confectance Index. Stability damage 3.
While Kulich is out, Nikketa has Insight. Before either of them uses a skill, both gain 1 Clue — 1 more if the attack exploits a phase weakness. Kulich may Counterattack once per turn; after it does, Nikketa immediately fires Righteous Verdict at that target with no Confectance Index cost.
Hits an enemy within 9 tiles for 130% ATK Hydro; if it has Guilt, follows up and removes Guilt. Spends all Confectance Index, +5% damage per extra point spent. Stability damage 2.
Performs Cellular Reconfiguration at battle start and enters Cover Order. At round end, if the ultimate did not bank an Overload Pulse this round, banked Command Mode damage converts to 1 Overload Pulse. At her action end, if she is in Demolition Order she reverts to Cover Order.
Switches to Command Mode and grants Extra Command. Usable up to 3 times per turn.
Single-target shot on an enemy within 8 tiles for 90% ATK Resonance. Stability damage 2.
Applies Movement Down III for 2 turns to enemies in a 3–10 tile strip ahead, converts the damage banked by Command Mode into 1 Overload Pulse, and grants Reverse Assimilation for 1 turn. Usable while in Demolition Order with Overload Pulse, or whenever banked Command Mode damage is above 0.
Hits a 3x3 area around a chosen tile within 8 tiles for 120% ATK Resonance area damage. In Cover Order, the damage banked by Command Mode is increased by 25% afterward; in Demolition Order, +15% damage per 15% of her base crit damage and the multiplier is doubled. Stability damage 3.
After Papasha attacks an enemy, the City Warden will follow up with a Support Attack on the same target, dealing 80% of ATK as Physical damage.
At the end of the turn, the City Warden will move independently to seek Cover. The City Warden's healing received is reduced by 100% and it cannot receive shields. When Papasha is healed, the City Warden restores 10% of its max HP. When the City Warden takes fatal damage, it enters the Self-Repair state for 2 turns.
Hits an enemy within 6 tiles for 150% ATK physical and gives the City Warden Tenacity to Withstand for 2 turns. Beforehand, the City Warden gains 1 random attack buff per buff Papasha holds (max 2) for 2 turns. Stability damage 3.
Hits an enemy within 6 tiles and enemies within 1 tile of it for 80% ATK physical area damage. If the main target keeps stability above 0 afterward, the City Warden gains Courage to Endure for 3 turns. Stability damage 2.
Cleanses 2 debuffs from Papasha and all control, Command Prohibition and Frigid from the City Warden. The City Warden moves to a chosen tile within 6 tiles and hits the enemy nearest Papasha for 150% ATK physical (+50% vs Large Targets), then stays put for the rest of the turn. Unusable while the City Warden is in Self-Repair. Stability damage 3.
Summons a City Warden at battle start. Papasha gains 1 Confectance Index after she or the Warden attacks. A crit from either gives the other's next attack +20% crit rate.
Single-target shot on an enemy within 6 tiles for 60% ATK physical. Stability damage 3.
Spends 40% of max HP (never below 10%) for 3 stacks of Hot Investment, then hits enemies within 2 tiles of a chosen tile within 6 tiles for 100% ATK Burn area damage and applies Overburn for 2 turns. Stability damage 2.
Gains 6 stacks of Hot Investment plus Bargain and Capital Protection for 3 turns; Capital Protection absorbs damage equal to 50% of max HP.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 3.
Gains 1 Confectance Index at action end, and 1 more (up to 6) when another ally lands a Burn Support Action (once per turn). After an active skill, Peri fires 1 basic attack per 3 stacks of Hot Investment; that attack instead deals Burn equal to 12% of her base max HP per Hot Investment stack.
Spends 30% of max HP (never below 10%) for 2 stacks of Hot Investment, then hits an enemy within 6 tiles for 120% ATK Burn. Stability damage 4.
When an ally lands AoE damage on an enemy in range, Peritya makes a Support Action for 50% ATK physical area damage and 1 stability damage and gains 1 Confectance Index (up to 6 times per turn). Beforehand, +10% damage per point of leftover mobility, up to +30%.
Hits enemies within 1 tile of a chosen tile within 8 tiles for 90% ATK physical area damage and pulls them 1 tile toward the centre. Each enemy hit cuts this skill's cooldown by 1 turn. Stability damage 3.
Hits an enemy within 8 tiles and a 3x3 area around it for 85% ATK Corrosion area damage and cleanses 1 buff. Stability damage 1.
Hits every enemy in the 9x9 ring around Peritya (excluding the inner 5x5) for 100% ATK Corrosion area damage, +5% per enemy hit up to +15%. Stability damage 3.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 2.
Leaps to a tile in an 8-tile cross-shaped area, hitting a 1-tile-wide path for 90% ATK Corrosion melee area damage. Stability damage 2.
Melee strike on an adjacent enemy for 80% ATK physical. Stability damage 2.
Gains 1 stack of Blade Resonance and applies Lacerating Wound to every enemy on the field for 2 turns. Grants Extra Command.
Gains 1 Confectance Index per instance of melee damage (up to 3 per turn). When an ally lands AoE damage on an enemy in range, Phaetusa makes a Support Action for 90% ATK Corrosion melee area damage and 1 stability damage (up to 3 per turn). After Overwrite Trap she may use Synchrony; doing so grants Reversion and Extra Command, once per battle.
Hits every enemy within 5 tiles for 90% ATK Corrosion melee area damage. Consumes all Blade Resonance: +10% multiplier per stack, then the total is multiplied by (1 + stacks consumed). Stability damage 2.
Hits an enemy within 8 tiles for 150% ATK Burn and grants Qiongjiu Support Boost I. Stability damage 3.
Hits the first enemy within 8 tiles in a chosen direction for 110% ATK Burn area damage and applies Overburn for 2 turns. Stability damage 3.
Gains 3 stacks of Support Boost II. At full Confectance Index, gains 1 more stack and +1 max Support Action for the turn.
Gains 1 Confectance Index per instance of damage dealt. +10% damage to enemies not protected by Cover. When an ally lands targeted damage on an enemy in range, Qiongjiu makes a Support Action for 90% ATK physical and 2 stability damage (up to 3 per turn).
Hits enemies within 3 tiles of a chosen tile within 6 tiles for 90% ATK Burn area damage and applies Scorch Mark for 3 turns. Spends all Confectance Index, +5% multiplier per point spent. Stability damage 3.
Hits an enemy within 6 tiles for 120% ATK Burn; within 4 tiles, +5% damage and +1 stability damage. Stability damage 4.
Leaps to a chosen tile within 6 tiles and hits the nearest enemy within 6 tiles for 30% ATK Burn. Grants Extra Command and cuts Boil and Reduce's cooldown by 1 turn. Stability damage 2.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 4.
+5% Burn damage while no other ally is within 2 tiles. When Overburn is applied to an enemy in range, Qiuhua makes an Emergency Support for 60% ATK Burn and 1 stability damage and gains 1 Confectance Index (once per turn). +30% crit rate on Burn damage against Scorch Mark targets.
Gains 1 Confectance Index at action end. After Frigid Infiltration, consumes all Inspection on the target and gains that many Sense Weakness stacks; at 3+ Sense Weakness her basic attacks deal Freeze and she gains +20% crit rate.
Hits enemies in a 4-tile cone in a chosen direction for 120% ATK Freeze area damage. Stability damage 3.
Applies Unity to an ally within 8 tiles (only one Unity at a time) and grants Robella Extra Command. Once per turn.
Robella gains Radiant Rise for 2 turns and Frost Barrier for 2 turns; the Frost Barrier absorbs 65% of her initial ATK, capped at 60% of max HP.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 2.
Hits an enemy within 6 tiles and enemies within 2 tiles of it for 80% ATK Hydro area damage, applies Movement Down II for 2 turns, and restores 2 stability per enemy hit. Stability damage 3.
Before an ally within 7 tiles is attacked, applies 1 stack of Shelter to them (limited per turn). Gains 1 Confectance Index per instance of damage she deals. After a skill attack she lays Tideway in the area; if Hydro tiles are already there, a reaction consumes them and deals 20% ATK fixed damage to the enemy on the tile.
Gives all allies 2 stacks of Shelter and grants Sabrina Feeling Full for 3 turns. While it lasts, an enemy in range that lands targeted damage on an ally is Counterattacked for 80% ATK physical and 4 stability damage (up to 3 per turn).
Hits a 3x6 area in a chosen direction for 70% ATK Hydro area damage, applies Movement Down II for 2 turns, and destroys destructible Cover outside a 3x3 area around her. Stability damage 2.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 4.
Jumps to an empty tile within 2 tiles of an ally or a Sakura Mark enemy, hitting enemies within 2 tiles for 60% ATK Burn area damage, and gains Extra Command. Stability damage 1.
Gains Thermal Conduction at battle start. Triggering Sakura Mark without using her ultimate grants 2 Searing Flame. Each turn she gains 2 Confectance Index and applies 2 stacks of Sakura Mark to 3 random enemies. While she has Good Luck, +20% damage dealt.
Hits a 3x10 strip ahead for 90% ATK Burn area damage and applies 3 stacks of Sakura Mark, then triggers every Sakura Mark stack. Sakura gains Good Luck for 2 turns and 2 Confectance Index. Stability damage 2.
Hits an enemy within 7 tiles for 130% ATK Burn, applies Bad Luck for 3 turns beforehand, and applies 2 stacks of Sakura Mark. Stability damage 3.
Single-target shot on an enemy within 7 tiles for 80% ATK physical. Stability damage 3.
Picks a direction, deals AoE melee 90% of ATK as Electric damage to all enemy targets within a 3x9 tile area to the sides and front of Sextans, and generates Voltage tiles that last for 3 turns. The damage multiplier is increased by 10% for each stack of Rigor Sanguis possessed by Sextans. Restores 90% of ATK in healing to all allies within the effective area and cleanses 1 debuff from them. After the skill resolves, if an enemy has Blood Kiss, additionally deals 1 instance of melee Electric damage with the same damage multiplier to it. Sextans gains 1 stack of Rigor Sanguis and removes the target's Blood Kiss. Depending on the Grade of the target, Sextans additionally gains 0/1/2 stacks of Rigor Sanguis.
Leaps to a tile 4–8 tiles away in a cross-shaped area, hitting a 3-tile-wide path for 120% ATK Electric melee area damage and applying Blood Kiss, then lays Voltage tiles for 3 turns. Applies Lacerating Wound to enemies in the area for 2 turns and Amaranth Brand to all allies for 2 turns. +10% multiplier per Rigor Sanguis stack. She then gains 6 tiles of Additional Movement and may use Death Knell. Stability damage 5.
+10% damage for all Blade Dolls and +1 tile mobility for all Electric or Blade Dolls. Each enemy death or Stability Break grants 1 Rigor Sanguis, plus 0/1/2 more by the target's Grade. When another ally attacks with a Blade, Sextans spends 1 Confectance Index for a Sanguine Emblem. On turn start, if her Confectance Index is not full, she refills it and applies Carmine Emblem to enemies that ended their turn on Electric tiles.
Hits a 3x9 area to her sides and front for 90% ATK Electric melee area damage, applies Blood Kiss, and heals allies in the area for 90% ATK. +10% multiplier per Rigor Sanguis stack. She then gains 6 tiles of Additional Movement and may use Death Knell. Stability damage 3.
Applies Overburn for 1 turn to an enemy within 8 tiles and hits it for 140% ATK Burn; +1 stability damage while Sharkry has Zoom In. Stability damage 3.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 2.
Gains 1 Confectance Index when she acts and 1 more whenever Overburn is applied to an enemy. +20% crit rate against Overburn targets.
Hits an enemy within 8 tiles for 150% ATK physical and grants Sharkry Zoom In. If the target has Overburn, applies 2 stacks of Flammable beforehand and the hit deals Burn instead. Stability damage 3.
At the start of battle, Soppo begins the battle in Hunting Hound Mode and expends 3 points of Confectance Index to gain a Frost Barrier. This effect lasts for 3 turns. The absorption strength of the Frost Barrier is equal to 65% of initial attack but cannot exceed 60% of Max HP. At the start of battle, if there are 3 or more ally Burn Dolls on the field (not including herself), then when she uses the basic attack Hunting Fang or the active skill Vicious Bite and she is in Hunting Hound Mode, damage dealt to enemy targets with Burn debuffs is increased by 100%. If there are 3 or more Freeze Dolls on the field (not including herself), then when she uses the abovementioned skills or the active skill Lunar Howl and is in Mad Dog Mode, damage dealt to enemy targets with Freeze debuffs is increased by 100%. If neither condition is met, Soppo gains 2 stacks of Permanent Hunting Mark. After making an active attack, Soppo gains 1 stack of Rabid Factor. This effect stacks up to 10 times. When she has 4 stacks of Rabid Factor, she gains Rabid Factor Ⅰ. When she has 6 stacks of Rabid Factor, she gains Rabid Factor Ⅱ. When she has 8 or more stacks of Rabid Factor, she gains Rabid Factor Ⅲ.
Select all enemy targets within 6 tiles. Expend all stacks of Hunting Mark and deal AoE Freeze damage to the targets equal to Hunting Mark stacks × 30% of attack. If this attack hits enemy targets on phase tiles, deal an additional instance of Freeze damage to them equal to 50% of attack. After this skill, switch to Hunting Hound Mode. Passive: Before enemies within 8 tiles make an active attack, perform Interception on them, dealing 30% of ATK as Freeze damage and 4 points of stability damage. This effect can trigger up to 1 time per round.
Select an enemy within 8 tiles and deal Freeze damage to it equal to 80% of attack. Soppo gains 2 stacks of Hunting Mark and 1 point of Confectance Index. If Soppo is in Mad Dog Mode, this skill instead deals Burn damage.
Select an unoccupied Freeze or Burn tile on the entire battlefield, land on it, and apply Slaughtertrail to all ally Dolls within 8 tiles (not including herself). This effect lasts for 3 turns. After this skill, switch to Mad Dog Mode. If Soppo is in Mad Dog Mode, instead deal AoE Burn damage to all enemy targets within 4 tiles equal to 120% of attack. This damage is evenly distributed between all targets within the area of effect. After this skill, Soppo performs the basic attack Hunting Fang on the nearest enemy within 8 tiles and gainsExtra Action.
Select an enemy within 6 tiles. Deal AoE Freeze damage to it and all enemy targets within 3 tiles of it equal to 80% of attack and generate Frost tiles for 2 turns. After this skill, perform the basic attack Hunting Fang on the nearest enemy within 8 tiles and gain Extra Command. When in Mad Dog Mode, this skill instead deals Burn damage and generates Incineration tiles. Soppo does not gain Extra Command.
At action end, at full Confectance Index she spends it all for an Extra Action. On turn start above 80% HP, gains Insight for 2 turns. If Taryz's target damages an ally, Taryz Counterattacks for 20% of Springfield's max HP as Hydro plus 1 stability damage and heals that ally for 20% of Springfield's max HP (up to twice per turn). While Taryz is out, Springfield heals 20% max HP at action end.
Single-target shot on an enemy within 9 tiles for 80% ATK physical. Stability damage 2.
Applies False Intelligence for 2 turns to an enemy within 9 tiles, hits it for 130% ATK Hydro, applies Congestion for 1 turn, and grants 1 Confectance Index. Stability damage 4.
Heals an ally within 9 tiles for 100% ATK and 3 stability, applies Overflowing Care for 2 turns, and grants Springfield 1 Confectance Index.
Summons Taryz to shadow an enemy within 9 tiles for 2 turns. Inflicts Damp and False Intelligence for 2 turns on that enemy and enemies within 3 tiles, and deals 80% ATK Hydro area damage. Gives all allies Deep-Rooted Bonds and Overflowing Care for 2 turns, heals them for 100% ATK and 2 stability, cleanses 1 debuff, and removes Taunt and Fear. If Taryz's target dies it follows the highest-HP enemy. Grants 2 Confectance Index. Stability damage 2.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 3.
Gives another ally within 6 tiles Frost Barrier for 2 turns worth 130% of Suomi's initial ATK (capped at 100% of their max HP) and restores 2 stability. Applies 1 stack of Defensive Support for 2 turns per enemy within 5 tiles of that ally.
Hits enemies within 3 tiles of a chosen empty tile within 6 tiles for 50% of DEF as fixed damage and 2 stacks of Avalanche. Restores 2 stability to all allies, cleanses 1 debuff and Taunt, and applies Frost Barrier (100% of Suomi's initial ATK, capped at 100% max HP) plus 1 stack of Wintry Bastion for 3 turns. Lays Frost tiles in a snowflake shape within 3 tiles of the target for 3 turns.
At action end, gains 2 Confectance Index and heals other allies within 6 tiles for 5% of her max HP (10% if they are below 50% HP). When another ally uses a basic attack or skill, Suomi applies 1 Avalanche to a random enemy within 6 tiles. When an ally lands targeted damage on an enemy in range, she takes a Support Action for 80% ATK physical and 3 stability damage and applies Critical Damage Up I to that ally for 2 turns (twice per turn). Above 80% HP she has Sleetdrift Sprint.
Hits an enemy within 6 tiles for 100% ATK Freeze; this hit cannot crit but adds 50% of DEF as fixed damage. +1 stability damage per ally within 6 tiles. Stability damage 4.
Fills her Confectance Index at battle start. After a hit at full Confectance Index, spends it all for an Extra Action. When she acts, gains 1 random buff per 2 Confectance Index until action end. Each time an ally deals Hydro damage she gains 1 stack of Lightspike.
Hits an enemy within 8 tiles for 130% ATK Hydro; exploiting a phase weakness grants 2 Confectance Index. Stability damage 3.
Hits an enemy within 8 tiles for 180% ATK Hydro; with 3+ buffs, +15% damage and -2 turns cooldown. Stability damage 4.
Hits an enemy within 8 tiles for 130% ATK physical; with 2+ buffs, +20% damage and +2 Confectance Index. Stability damage 3.
Melee strike on an adjacent enemy for 90% ATK physical, then gains Whirlwind. Stability damage 1.
Moves to a tile in a 5-tile cross-shaped area and hits the highest-HP enemy within 1 tile for 180% ATK physical melee. Consumes all Hunter's Talent for +10% damage per stack (max +30%); at 2+ stacks, gains 2 Camouflage for 1 turn. Stability damage 2.
Melee strike on an adjacent enemy for 120% ATK physical and 6 tiles of Additional Movement. If it survives, applies Mark of Prey for 2 turns. Stability damage 1.
Gains 1 Hunter's Talent and 1 Confectance Index after an active attack. When an enemy ends its turn while Ullrid is below 30% HP, she gains 1 Camouflage for 1 turn. 3-turn cooldown.
Single-target shot on an enemy within 5 tiles for 80% ATK physical. Stability damage 2.
Hits an enemy within 7 tiles for 120% ATK Burn. If it has any Burn debuff, also deals 50% ATK fixed damage to enemies within 3 tiles and applies Overburn for 2 turns. Grants 2 Confectance Index. Stability damage 3.
Single-target shot on an enemy within 7 tiles for 80% ATK physical. Stability damage 3.
Immune to the negative effect of Burn tiles. Before dealing Burn damage to an Overburn target, inflicts Overheat Combustion for 2 turns. At battle start, +1 to all Burn Support Attacks. On turn start at full Confectance Index, spends it all for +10% ATK until round end.
Applies Smolder for 2 turns to an enemy within 7 tiles and hits it for 100% ATK Burn. Grants 2 Confectance Index. Stability damage 3.
Hits enemies within 7 tiles of a chosen tile within 7 tiles for 60% ATK Burn area damage and lays Incineration tiles for 2 turns. Gives all allies Accelerant for 2 turns and grants Vector Extra Command. Stability damage 1.
Hits the first enemy in each lane of a 3x5 area in a chosen direction for 75% ATK physical, knocks them back 4 tiles, and destroys destructible Cover in a 3x3 area around her. Stability damage 1.
Hits an enemy within 5 tiles for 150% ATK physical; if it is not in Cover, cleanses 2 of its buffs beforehand. Stability damage 2.
Gains 1 Confectance Index when she acts and 1 per instance of damage dealt. +20% damage to enemies with a movement debuff. If she moved 5+ tiles, applies Movement Down II for 2 turns before attacking.
Hits enemies within 2 tiles of a chosen tile within 5 tiles for 100% ATK physical area damage and applies Overzealous and Vulnerable II for 2 turns. Stability damage 2.
Single-target shot on an enemy within 5 tiles for 80% ATK physical. Stability damage 1.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 3.
Voymastina gains Wolf's Eye for 2 turns and Extra Command. Passive: at battle start she hits the 5 nearest enemies for 100% ATK physical that ignores cover plus 3 stability damage, and is immune to normal and fixed damage while this passive is active.
Immune to displacement and mobility debuffs. She gets no cover protection but takes 30% less damage — 80% less while her stability is above 0. Physical hits ignore 50% of the target's DEF. Gains 2 Confectance Index after an active attack or basic; at full Confectance Index, spends it all for Predator's Principle.
Hits a forward 1x2 area for 200% ATK physical melee that ignores cover, then gains Additional Movement. Passive: when an ally lands targeted damage on an enemy in range, Voymastina charges to a tile within 2 tiles of it and hits it for 150% ATK physical melee that ignores cover plus 3 stability damage (shooting it instead if she cannot charge; once per turn). Stability damage 5.
Hits an enemy within 8 tiles and enemies within 3 tiles of it for 120% ATK physical area damage. Passive: when an ally lands targeted damage on an enemy in range, Voymastina makes a Support Action for 100% ATK physical area damage and 3 stability damage to it and enemies within 3 tiles (once per turn). Stability damage 3.
Does not benefit from cover, critical rate is reduced by 100%, Max HP is increased by 50% and damage taken is reduced by 20%. At the start of battle, Welrod gains Detective's Immunity. At the end of her action, Welrod deals 1 instance of AoE Corrosion Damage to all enemy targets within 6 tiles equal to 30% Detective's Immunity of accumulated damage and applies Suspect (2 turns). At the end of her action, Welrod applies Taunt to all enemy targets within 6 tiles (1 turn).
Picks a direction. Welrod deals AoE Corrosion Damage to all enemy targets within a 3x9 tile area in front equal to 100% of attack and pulls them 3 tiles towards herself. In addition, she applies Iniquitor's Backlash to them (1 turn) and Suspect to them for 2 turns. She recovers HP equal to 20% of accumulated damage and gains V3 Protection for 1 round. After this skill, Welrod can use the basic attack Hushed Erasure, the active skill Joint Investigation or the active skill Subjective Sanction.
Select an enemy within 6 tiles, deal Corrosion Damage to it equal to 100% of attack, and gain Deduction Obsession for 3 turns. After this skill, gain 2 stacks of Shelter and 4 points of Confectance Index.
Select a tile within 6 tiles and deal AoE Corrosion Damage to all enemy targets within 5 tiles of it equal to 100% of attack and apply Toxic Mist tiles for 2 turns. For every 1% Welrod's Max HP is increased over its initial value, this skill's damage multiplier is increased by 1%, to a maximum increase of 60%. For each target hit, damage accumulated by Detective's Immunity is reduced by 10%. If the target is a boss unit, it is reduced by 30% instead, to a maximum reduction of 50%.
Hits an enemy within 8 tiles for 120% ATK physical. With 3+ Confectance Index, spends 2 more to ignore 30% of its DEF for this hit. Stability damage 3.
Gains 1 Confectance Index whenever an ally deals Physical damage. After a basic or active skill she may use Graceful Pirouette or Passionate Resonance (not repeatedly). Applying 3+ Dance Steps triggers Best Dancer for 1 Never Give Up stack and refreshes every Dance Step and Defense Shredding stack on the field.
Single-target shot on an enemy within 8 tiles for 80% ATK physical. Stability damage 2.
Gives an ally within 8 tiles and allies within 2 tiles of them Targeted Attack Defense I for 2 turns, hits enemies in that area for 80% ATK physical area damage, and applies Stun for 1 turn. Afterwards Yoohee may use Graceful Pirouette or Passionate Resonance. Stability damage 2.
Yoohee gains Troupe's Core for 3 turns, gives all allies Stability Offensive I for 2 turns, and gains Extra Command.
Single-target shot on an enemy within 6 tiles for 80% ATK physical. Stability damage 2.
Hits enemies within 4 tiles in a chosen direction for 110% ATK physical area damage; Hydro-debuffed targets are Stunned for 1 turn. Grants 1 Confectance Index per enemy hit and +10% crit rate on her next active attack. Stability damage 3.
At action end she may blink to any Imperturbable Arrow within 9 tiles, gaining 1 Confectance Index. When an ally lands targeted damage on an enemy in range, Zhaohui makes a Support Action for 80% ATK Hydro, 2 stability damage, and Damp for 2 turns (once per turn).
Blinks to within 2 tiles of any Imperturbable Arrow within 9 tiles and hits the nearest enemy within 6 tiles for 160% ATK Hydro, applying Congestion for 2 turns. Stability damage 2.
Summons an Imperturbable Arrow on an empty tile within 6 tiles, hitting enemies within 2 tiles of it for 90% ATK Hydro area damage and applying Presence of Mind for 2 turns. Stability damage 1.
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