For list who units who have access to certain effects, see: Miscellaneous Categorisations
For how some of these effects affect damage output, see: Damage Formula
There are 3 types of effects:
- Buffs / Debuffs: Removable by "Buff/debuff Removal".
- Normal Effects (a.k.a Equipment Effects, Other Effects): Unremovable by both "Buff/debuff Removal".
- Status Effects: A status effect is a collection of effects or a singular effect. They can be normal effects, buffs, or debuffs that do things or do nothing at all by themselves. Their purpose is to be used as a condition to trigger other effects or control behaviour which is emphasised by their name.
In stage, the types of effects are indicated with text colour:
- Buff: Green
- Debuff: Red
- Normal Effect: White
They are also categorized into respective status effect tab (example here).
Effects can be removed, which comes in 3 different removal types:
- Debuff: Removes buff effects, but can be resisted with status resist.
- Buff: Removes debuff effects, but not normal effects. Can be prevented with buff prevention.
- Normal Effect: Removes buff effects, ignore status resist, but can be resisted with buff removal resist.
Allied units' buff removal effects on enemy units are always Normal Effect unless specified otherwise. Enemy units' buff removal effect may be Debuff or Normal Effect.
Certain removal effects may be prepended with All, which will remove ALL specified effects, be they normal effect or buff/debuff.
Certain effects may be prepended with Renew. Effects with Renew will remove ALL previous effects (Buff/debuff and Normal) of the same type (EX: Applying a new Provoked with a defender will remove existing Provoked from other defenders) and place a new instance of said effect as described on the ability card. Another example: Kunoichi Enrai's Active 1 will remove ALL the effects of Fire Resist (ALL the Fire Resist+ and Fire Resist- effects, even the Fire Resist+ from Wet effect) and inflict the Fire Resist- from the Active. Do note that the application part of Renew type debuff will still be affected by Status Resist, but the Remove ALL part will not be affected.
All effects has 100% chance to activate and 100% chance to apply unless specified otherwise. Effects that has 999% chance to apply ignores status resist entirely regardless of their type.
NOTE: Unit refer to the receivers of the effect, which can be ally or enemy Unit.
NOTE 2: Some effects may share the same Icons, but they do different things.
Icon | Name | Effect |
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ATK DOWN | Decrease Unit's ATK.
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ATK UP | Increase Unit's ATK.
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Modular ATK UP | Increase Unit's ATK based on the giver's total ATK at the time when the modular ATK effect is given. | |
DEF DOWN | Decrease Unit's DEF.
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DEF UP | Increase Unit's DEF.
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ACC DOWN | Decrease Unit's ACC.
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ACC UP | Increase Unit's ACC.
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EVA DOWN | Decrease Unit's EVA.
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EVA UP | Increase Unit's EVA.
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CRIT DOWN | Decrease Unit's CRIT.
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CRIT UP | Increase Unit's CRIT.
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CRIT Resist UP | Reduce the CRIT chance of incoming enemy attacks proportional to unit's specified stat value. | |
SPD DOWN | Decrease Unit's SPD.
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SPD UP | Increase Unit's SPD.
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AP DOWN | Decreases Unit's AP.
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AP UP | Increases Unit's AP.
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Max Action Count Down | Decrease the maximum number of actives that can be performed per round. Cannot be reduced less than 1. | |
Max Action Count Up | Increase the maximum number of actives that can be performed per round. | |
Range DOWN | Decrease Unit's Range.
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Range UP | Increase Unit's Range.
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Skill Multiplier Down | Reduces the skill multiplier of Unit's Active by a flat amount.
Applied before any additional damage modifier and secondary target damage reduction. | |
Skill Multiplier Reduction | Decreases the skill multiplier of attacking enemy's Active by a flat amount.
Applied before any additional damage modifier and secondary target damage reduction. | |
Skill Multiplier Up | Increases the skill multiplier of Unit's Active by a flat amount.
Applied before any additional damage modifier and secondary target damage reduction. | |
Fire Resist DOWN | Decrease Unit's Fire Resist.
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Fire Resist UP | Increase Unit's Fire Resist.
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Fire Resist Reversal | Reverse the effects of Fire Resist DOWN effects on unit. | |
Minimum Fire Resist UP | Set the Unit's minimum Fire Resist to the specified amount.
EX: 35 (Base) - 100 (debuff) + 30 (Minimum Resist) + 55 (buff) = 85 Resist. | |
Ice Resist DOWN | Decrease Unit's Ice Resist.
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Ice Resist UP | Increase Unit's Ice Resist.
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Ice Resist Reversal | Reverse the effects of Ice Resist DOWN effects on unit. | |
Minimum Ice Resist UP | Set the Unit's minimum Ice Resist to the specified amount. This is factored after base Ice resistance stat and Ice resistance down debuffs but before Ice resistance UP buffs on the Unit.
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Electric Resist DOWN | Decrease Unit's Electric Resist.
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Electric Resist UP | Increase Unit's Electric Resist.
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Electric Resist Reversal | Reverse the effects of Electric Resist DOWN effects on unit. | |
Minimum Electric Resist UP | Set the Unit's minimum Electric Resist to the specified amount. This is factored after base Electric resistance stat and Electric resistance down debuffs but before Electric resistance UP buffs on the Unit.
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Status Resist DOWN | Decrease Unit's Status Resist.
If unit's status resist is negative, enhances the application of negative effects with <100% of applying. (EX: a debuff with 30% chance of applying will effectively has 80% chance of applying on an enemy with -50% Status Resist down.) | |
Status Resist UP | Increase Unit's Status Resist.
If the application of the debuff is 100% or higher, unless the character has a single, 100% status resistance buff, it will always have a chance of applying. Does not work against normal effects. | |
Additional Damage | Increases the unit's initial Damage taken by stated amount when certain condition(s) are met. This increase is added to the Final Damage as normal damage. Refer the Damage Formula for more information.
Addtional Damage, of all stripes, are always Normal Effects unless specified otherwise. If not specified, and successfully resisted by status resist, it is assuredly a bug. | |
Additional Electric Damage | A portion of Unit's initial damage taken is added to the final damage as Electric Damage to the enemies.
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Additional Fire Damage | A portion of Unit's initial damage taken is added to the final damage as Fire Damage to the enemies.
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Additional Ice Damage | A portion of Unit's initial damage dealt is added to the final damage as Ice Damage to the enemies.
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Fixed Damage | Inflict stated amount of Fixed damage, unaffected by any physical or elemental resistance. | |
Fixed DoT Damage | Unit receives fixed damage at the end of the round, unaffected by any physical or elemental resistance. | |
Fire DoT Damage. | Unit receives fire damage at the end of the round, affected by fire resist. Exist in two forms: Ignite and Lasting Fire. | |
Ignite | Stacks additively with any source of ignite (each application of ignite will add the DoT fire damage into the existing ignite debuff).
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Lasting Fire (Unofficial name) | Stacks concurrently with itself (each application of Lasting Fire exist as a new debuff on the target).
On first reset, adds a smaller flat amount of fire damage to itself. On second reset and beyond, adds a bigger flat amount of fire damage to itself. | |
Electric DoT Damage | Unit receives electric damage at the end of the round, affected by electric resist | |
Ice DoT Damage | Unit receives ice damage at the end of the round, affected by ice resist. | |
Anti Flying | Increase Unit's Damage against Flying-type enemies. If negative, decreases the Unit's Damage against Flying-type enemies instead.
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Anti Heavy | Increase Unit's Damage against Heavy-type enemies. If negative, decreases the Unit's Damage against Heavy-type enemies instead.
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Anti Light | Increase Unit's Damage against Light-type enemies. If negative, decreases the Unit's Damage against Light-type enemies instead.
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Column Protect | Unit protects allies in the same vertical line.
Depending on the AoE of the incoming attack, multiple Protectors can protect their respective targets. Column Protect can protect multiple allies from an AoE attack that do not have any Protection Ignore property. Column Protect won't activate if the protected target is already in the range of Row Protect. Column Protect won't activate if the protected target has Row Protect and need to protect other targets with Row Protect. | |
Row Protect | Unit protects allies behind them in the same horizontal line.
Depending on the AoE of the incoming attack, multiple Protectors can protect their respective targets. Row Protect can protect multiple allies from an AoE attack that do not have any Protection Ignore property. | |
Target Protect | Unit is protected by 'Target Protect' giver.
Depending on the AoE of the incoming attack, multiple Protectors can protect their respective targets. If the Target Protect giver is inside the range of Row / Column Protect, the giver will not receive Row / Column Protect. Target Protect won't activate if the receiver is already in the range of a Row / Column Protect. Target Protect won't activate if the receiver has Row / Column Protect and need to protect other targets with Row / Column Protect. Protectors with Target Protect may only protect one ally at a time from an AoE attack that do not have any Protection Ignore effects. If 2 or more Target Protect receivers from the same giver are attacked, the one with the lower numerical HP will be protected (last to receive Target Protect if tie). | |
Ignore Protect | Attacks ignore protection effects such as Column / Row / Target Protect. | |
Ignore Protect Activated | All of unit's attacks ignore protection effects such as Column / Row / Target Protect. | |
Ignore Protect Disabled | Attacks that otherwise ignore protection effects such as Column / Row / Target Protect on normal circumstances will be affected by protection effects. | |
Counterattack | When certain conditions are fulfilled, the Unit counterattacks an Enemy's Active or co-operative attack with Active 1.
Counterattack does not count as using an Active but counts as an Attack and can apply effects. Counterattack innately ignore protection effects. Counterattack power is amplification of ATK ratio. (EX: If Counterattack power is 130% and the ATK ratio is 200%, then the initial damage dealt will be equal to 130% of 200%, 260% ATK ratio.) If a protector has Counterattack, they can counterattack when protecting allies. If multiple units with Counterattack are attacked by an AoE attack, and all of them can hit the enemy, the one with the highest ATK will Counterattack. Counterattack is triggered before Follow Up Attack / Cooperative Attack. | |
Follow Up Attack / Re-Attack | After Unit uses an Active on an Enemy target(s), the Unit that gives the Follow Up Attack will attack the Target(s)/(one of the Targets) with its Active 1.
Follow Up Attack will fail if the Unit that triggers it die before it can be performed. Follow Up Attack does not count as using an Active or an Attack and therefore will not apply effects. If the Follow Up Attack deals the killing blow and the Unit affected by Follow Up Attack has a kill effect, the kill effect will be triggered. If the unit affected by Follow Up Attack uses an AOE Active with unit targeting, the Unit giving the effect will perform the Follow Up Attack on the main target. If the unit affected by Follow Up Attack uses an AoE Active with ground targeting, the Unit giving the effect will perform the Follow Up Attack on a randomly chosen surviving target. There is no range prioritisation for the randomly chosen target. If the chosen target is outside of the Unit giving the Follow Up Attack effect's range, the Follow Up Attack will fail. If a unit is affected by Follow-Up Attack from multiple allies, and all of them can hit the enemy, only the one with the highest ATK will perform the Follow Up Attack. If a unit apply Follow-Up Attack on itself, it is referred to as Re-attack. Counterattack / Cooperative Attack are triggered before Follow Up Attack. If the Follow-Up Attack is preceded with an Artillery Type Cooperative Attack, it will be cancelled. | |
Cooperative Attack | After Unit uses an Active and hits an Enemy target, a specified ally will perform specified attack on the same target(s).
Cooperative Attack will fail the unit producing the Cooperative Attack buff die before it can be performed. Cooperative Attack does not count as using an Active or an Attack and therefore will not apply effects (With the exception of Artillery Attacks). If the Cooperative Attack deals the killing blow and the Unit affected by Cooperative Attack has a kill effect, the kill effect will be triggered. If the unit producing the Cooperative Attack buff uses an AoE Active with unit targeting, the specified Cooperative Unit will perform the Cooperative Attack on the main target. If the unit producing the Cooperative Attack buff uses an AoE Active with ground targeting, the specified Cooperative Unit will perform the Cooperative Attack on a randomly chosen surviving target. There is no range prioritisation for the randomly chosen target. If the chosen target is outside of the Cooperative Unit's range, the Cooperative Attack will fail. If an Active can trigger Cooperative Attack from multiple allies, and all of them can hit the enemy, only the one with the highest priority will perform their Cooperative Attack (refer to the Unit's ability details). Range prioritisation will supercede the unique Cooperative Attack prioritisation otherwise. If an Enemy Unit with the Counterattack is protected by another enemy unit during the Cooperative Attack, it will still perform a Counterattack. Cooperative Attack buff can be stacked when the unit that produces it perform a Counterattack. These buffs can be consumed when the Unit uses any Offensive Active or when it is Counterattacked. Cooperative Attack is triggered after Counterattack but before Follow Up Attack. | |
Defense Penetration (a.k.a Def Pen.) | Ignore a percentage of enemies' DEF stat. If negative, enhances the enemies' DEF stat instead.
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Defense Penetration Resist | Reduce the Defense Penetration of incoming attacks, proportion to the percentage of Unit's current HP, up to the specified amount. Defense Penetration Resist only affects Defense Penetration and will not improve Unit's DEF if it exceeds the Defense Penetration of incoming attacks. Unit loses Defense Penetration Resist at the rate of 1% of total Defense Penetration Resist per 1% max HP. | |
Barrier | Reduce damage dealt from direct attacks by a fixed number. Has no effect on effect damage such as damage over time and fixed damage. | |
Damage Reduction | Reduce the incoming damage from direct hits by a percentage amount (Applied before DEF/Elemental Resistance). If negative DR, increases the incoming damage from direct attacks by a percentual amount instead (applied before DEF/Elemental Resistance).
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Ignore Barrier / DR | Unit's attacks are not affected by enemies' Barrier and DR Effects, be it negative or positive. | |
Damage Taken Increased | Increase the Initial Damage dealt to Unit. For more information, refer to Damage Formula. | |
Area Damage Dispersion | Reduces the amount of damage dealt by an Area of Effect attack based on the number of targets hit and the amount of possible targets that could be hit, up to 5 units for full effect against the player's units and up to 9 for effect against enemy units. Has no effect if the attack only target/hits one unit.
If a unit has more than 100% Area Damage Dispersion and its effectiveness is more than 100% when receiving an attack, it takes no damage. Abilities that activates on receiving damage will not activate. Abilities that activates on taking a hit will activate normally. Damage reduction from this effect has no upper limit. | |
Area Damage Dispersion DOWN | Reduces unit's Area Damage Dispersion. If a Unit's Area Damage Dispersion is negative, amplify Area of Effect damage instead based on the number of targets hit and the amount of possible targets that could be hit, up to 5 units for full effect against the player's units and up to 9 for effect against enemy units. Has no effect if the attack only target/hits one unit.
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Area Damage Focus | Increase the amount damage dealt by an unit's Area of Effect attack depending on the number of targets hit and the amount of possible targets that could be hit, at maximum effect when there's only 1 enemy. Has no effect if the attack is not an Area of Effect attack. | |
Minimize Damage | If the initial Damage (ATK x ATK ratio X Crit) dealt to a Unit is under a specified amount, set the Initial Damage dealt to the Unit to 1. If unspecified, the threshold is 999,999 damage.
If a Unit has both Nullify Damage and Damage Minimize at the same time and receives a hit, the Nullify Damage effect will be consumed first while the Damage Minimize effect is not affected. | |
Nullify Damage | If a unit receives a hit, nullifies it into 0.
If a Unit has both Nullify Damage and Damage Minimize at the same time and receives a hit, the Nullify Damage effect will be consumed first while the Damage Minimize effect is not affected. | |
Battle Continuation | Revive Unit with stated HP after Unit's HP hits 0 and consume the buff. | |
Debuff Removal | Remove specified types of Debuff from Unit. | |
Buff Removal | Remove specified Buff(s) from affected Unit. If the Buff Removal is a debuff type, it can be affected and therefore resisted by status resist and Buff Removal Resist. If the Buff removal is a normal effect type, it will only be affected by Buff Removal Resist.
Allied buff removal on enemy units are always Normal Effect unless specified otherwise. If not, it is assuredly a bug or an oversight. | |
Buff Removal Resist Up | Increase unit's resistance against Buff Removal, including Normal Effects.
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Immunity | Unit cannot be affected by mentioned debuffs.
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Buff Prevention | Prevents the application of buffs, including immediate effects.
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Marked | Units will prioritize attacking Marked Units.
Marked effects may be prepended with Renew. | |
Provoked | Unit is forced to attack Provoked giver if the chosen Active is within range.
Provoked effects will always be prepended with Renew, meaning newer instances of Provoked will override the older ones and if given by another unit, will redirect the enemy's attention to the latter unit. | |
Merciless (Unofficial Name) | Increase Damage dealt by Unit to a target in proportion to the percentage of that target's missing HP, up to the specified amount. | |
Enmity (Unofficial Name) | Increase Damage dealt by Unit in proportion to the percentage of Unit's missing HP, up to the specified amount. | |
Pull | Unit is pulled forward if there's an empty space in front of them. All Heavy Defenders cannot be pushed or pulled. | |
Push | Unit is pushed back if there's an empty space behind them. Heavy Defenders cannot be pushed or pulled. | |
Immovable (a.k.a Rooted) | Unit's "move" command is disabled. Unit can still be moved with Push or Pull. | |
Silenced | Units cannot use either Actives, perform Counterattack, Cooperative Attack and Follow Up Attack. | |
Stunned | Unit cannot take actions, perform Counterattack / Cooperative Attack / Follow Up Attack and passively generate AP at the start of the round. | |
Charged | Unit's next Hit has 999% chance to crit. | |
Reconnaissance (a.k.a Recon) | Enable the player to read the next wave of enemy's info. Only pops up in-between waves on manual play. | |
EXP UP | Increase the Character EXP a Unit receives at the end of the wave. | |
Effect Activation Rate UP | Increase the activation rate of Unit's effects to activate.
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Effect Activation Rate Down | Decreases the activation rate of Unit's effects. All effects has 100% base chance of activation unless specified otherwise. If the activation rate is less than 100%, it has a chance to fail to activate when its condition(s) are triggered.
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Form Change | Unit transform, altering the effects of some of Unit's Skills or changing them completely.
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Kill Effect (Unofficial name) | Specified passive ability or immediate effect activates when the unit possessing it defeats an enemy unit (Read: Removed from the battlefield) with an attack.
If the enemy unit is killed via another unit who is giving Follow Up Attack or Cooperative Attack to the main unit, the kill effect is activated as if the main unit was the one who dealt the killing blow. | |
Death Effect (Unofficial name) | Specified passive ability or immediate effect activates when the HP of specified unit(s) reaches 0. This effect activates even if the specified unit has battle continuation and is revived by it. | |
Wet | Electric Resist DOWN / Ice Resist DOWN / Fire Resist UP | |
Corrosion | Physical DoT Damage / SPD DOWN / DEF DOWN / Damage Taken Increased
The DoT damage will stack incrementally, up to 3 times, and refreshes the duration to 3 rounds upon the re-application of the effect. If there are multiple corrosion dealing units in the team, their corrosion effects will not stack but will increase the DoT damage to the next stack. The damage of the DoT depends on the first unit who puts the corrosion effect on the enemy. | |
Artillery Attack | Attacks that only deals damage and apply effects at the end of the next round (May's, Seljuq's and Efreeti's A2).
In actuality, the original "attack" does nothing but creating another "attack" at the end of the next round. The second "attack" is a totally separate from the original "attack", use the current stats at the time of impact (and not the one at the time of the original "attack"), and have the damage multiplier and effects the original "attack" supposed to have. Due to this, Cooperative Attacks that trigger an Artillery Attack will still have all the additional effects (since only the original's effects are removed, not the second "attack"). If the unit initiating the Artillery Attack is defeated before it could happen, it will be cancelled. Artillery attacks can be dodged with the move function. |