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Status Ailments
Deals non-elemental damage after every turn.
Deals Fire element damage after every turn.
Deals Water element damage after every turn. A hero can do nothing when under this effect.
Deals Earth element damage after every turn.
Deals Light element damage after every turn. Heals have no effect.
Deals Dark element damage after every turn. Heroes under this effect are treated as if they aren't in the battle.
Deals damage after a set number of turns, ignoring Barriers and Shields. *Up to 5 Time Bombs can be active at once.
Causes a hero to take more damage from Fire element attacks.
Causes a hero to take more damage from Water element attacks.
Causes a hero to take more damage from Earth element attacks.
Causes a hero to take more damage from Light element attacks.
Causes a hero to take more damage from Dark element attacks.
Attack oneself.
Attack friendly heroes.
Standard attacks and gear skill attacks miss more easily.
Action skills and gear skills cannot be used.
Skill gauge does not increase.
Heals and buffs have no effect (constant effect buffs are unaffected).
Action speed is halved and a hero's action skill gauge fills more slowly.
Barriers cannot be created on heroes under this effect (existing Barriers are unaffected).
Healing effects to a hero are nullified and the hero will instead take damage equal to half of the heal total.
Defenses halved.
Offenses halved.
Stat buffs are nullified (shocking!).
A hero can do nothing when under this effect. Attacks will do a great amount of damage and wake the hero up.
A hero can do nothing when under this effect.
A hero can do nothing when under this effect. Skill gauge does not increase.
A hero can do nothing when under this effect. Skill gauge does not increase.
A hero can do nothing when under this effect. Defenses decreased.
A hero can do nothing when under this effect. Healing decreased.
A hero can do nothing and cannot dodge when under this effect.
A hero can do nothing when under this effect. Stat buffs have no effect.
Auto skill activation rate is halved, and set chance that a hero can do nothing on a given turn.
Skill gauge fills more slowly. Offenses halved.
Normal attacks, Action Skills, and Auto Skills that deal damage miss more easily. Defenses halved.
Unable to act and follows orders specified in Brainwash description.
A hero can do nothing when under this effect. Beneficial effects, status ailments, stat buffs, and stat debuffs have no effect, and heals have no effect.
Extends status ailments by a set number of turns.
Shortens beneficial effects by a set number of turns.
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Beneficial Effects
Offenses greatly increased.
Defenses greatly increased.
Chance to attack again immediately after attacking.
Action speed is doubled and a hero's action gauge fills more quickly.
Weapon/armor skills are guaranteed to activate.
50% chance to dodge any attack (including attacks that are normally not dodgeable).
All attacks guaranteed to hit the enemy (not including Limit Bursts).
Steal enemy buffs when attacking (not including Limit Bursts).
When a hero with this effect performs an action, the action is performed again. Attacks performed deal half the usual damage. *Does not apply to Action Skills *Does not apply to actions from effects such as Berserk, Brainwash, or Decree *Effects such as Frenzy and buffs affect the damage dealt
While active, the hero receives effects equivalent to Quick, Frenzy, and Stoneskin. *Removed once the hero reaches 50% HP or less. *Stacks with Frenzy and Stoneskin *Does not stack with Quick
Increases damage dealt by Water element attacks by 50% and Leeches some HP.
Healing is more effective.
Restore HP as turns pass.
Heroes with Necromancy change to Zombies when HP reaches 0
Action skills and gear skills cannot be used. Attack power increases and damage cannot be received. Hero dies when Zombie effect ends.
Chance to revive when defeated. Chance decreases with each revival.
Decreases damage taken. Some Shields include Counterattack effects (damage to enemies that attack).
Damage nullified for a set number of turns or after taking a set amount of damage. Some Barriers include Absorb (heal HP equal to damage received) and/or Reflect (damage enemy equal to damage received) effects.
Stat debuffs are nullified (surprised?).
Heal a set percentage of max HP over a set number of turns.
Revive when defeated. Can only activate once per battle. Revive effect does not stack.
Extends helpful status effects.
Follows orders specified in Decree description after attacking. Does not use a turn.
Activates a special effect when defeated. *Occurs only once per battle (cannot stack)
Decreases damage taken. Heals HP when taking damage.
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Fields
Heavy Fire damage every turn.
Heavy Water damage every turn.
Heavy Earth damage every turn.
Heavy Light damage every turn.
Heavy Dark damage every turn.
Action speed is slowed and action skill gauge increases more slowly.
Healing is limited and buffs have no effect (constant effect buffs are unaffected).
Normal attacks and gear skills miss more easily (except with Sureshot effect).
Attacks other than Limit Bursts are treated as non-elemental.
Skill Gauge increases each turn. *Only when active as a support skill
Skill Gauge increases each turn. *Only when active as a support skill
Greatly reduces the activation rate of gear auto skills.
*The number of turns and precise effects vary depending on the specific skill.
*Shield and Barrier effects do not stack.
*Damage from Counterattack and Reflect effects ignore Barriers.