List of Special Curse of Nihility Interactions
Please note that most interactions with Curse of Nihility will be with generic buffs, and are listed on the main
Curse of Nihility article.
This page lists special or otherwise unusual interactions with Curse of Nihility - specifically whether certain buffs are immune to or nullified by Curse of Nihility.
Guidelines and Criteria[edit]
For clarity, the following assumptions are made in terms of what is "usual" for the vast majority of passive or buff effect behaviors:
- Skills
- Skills that enhance stats will usually grant buffs.
- Skills that have an additional effect based on the presence of buffs, will have that bonus effect as a passive.
- For example:
Karina's
Raging TideLv. 4: Deals 2 hits of 818% water damage to enemies directly ahead, and inflicts frostbite for 21 seconds - dealing 41% water damage every 2.9 seconds - with 120% chance. The more buffs the user has, the higher the skill boost received and the higher the damage (+5% Skill Damage per buff). [3033 SP] increases its passive skill damage based on buff count.
- For example:
- Abilities
- Abilities that have a "while" condition, such as "while HP is above 70%" or "while combo count is 15 or above" are usually passive effects.
- Abilities that have a time duration, such as "for 15 seconds" or "for the remainder of the quest", are buffs.
- Common examples are: Strength Doublebuff, Dragon's Claws, Last Offense, Slayer's Strength.
- Abilities that have an additional effect based on the presence of buffs, will have that bonus effect as a passive.
- For example:
Gala Luca's
Connecting CallLv. 3: Increases Luca's critical rate by 4% for every buff with a different icon applied to him (up to 28%). In addition, applies one of the following buffs to Luca every time one of his attacks is a critical hit: Sylvan Secret Arts, Human Wisdom, and Rokkan Expertise. Each of these buffs increase Luca's critical rate by 4% for 20 seconds. Only one instance of each buff can be active at the same time. After activating, this ability will not activate again for 3 seconds. increases passive critical rate based on buff count.
- For example:
- Abilities that mix-n-match between the above cases, will treat each case separately as described.
- For example:
Naveed's
Slayer's Flurry StrengthLv. 1: Increases strength by 6% for every 5 enemies defeated (up to 5 times per quest), and increases strength by 8% when the combo count is 15 or higher. will grant the "slayer" effect as buffs, since they have a duration to the end of the quest. However, it will grant the "flurry" effect as passive, since it has a "while" condition of "while combo count is 15 or above".
- For example:
- Co-abilities
- Co-abilities are passive effects.
- Chain Co-abilities
- Chain Co-abilities are usually buffs.
- Dragon Haste, Dragon Damage, Dragon Time, Buff Time, and Combo Time are passives, as no buff version of these effects exists in the game.
- Please note that Chain Co-abilities such as "10 hits = strength" technically have a "while" condition (similar to ability effects), but they are still buffs anyway.
- See the Chain Co-abilities article for more details.
- Chain Co-abilities are usually buffs.
For an interaction to be considered "special" for purposes of this page, it must meet at least one of the following conditions:
- The interaction acts in a way that breaks the above guidelines, or acts in a way that these guidelines aren't able to describe.
- The interaction acts in a way that breaks the generic Curse of Nihility rules (linked at the top of the page), or in a way that the generic rules aren't able to describe.
- The interaction involves a buff icon with a unique name, regardless of which rules it follows.
All adventurers and dragons who have special interactions are listed - if a unit is not listed in any table here, they are considered to have no special interactions.
- This list is NOT meant to directly say which units are "usable" under Curse of Nihility. A unit that loses their special buffs could lose the vast majority of their functionality (such as
Eugene), or could still perform well regardless (such as
Lapis). Please cross-reference this list, the Curse of Nihility article, and your unit's page to fully evaluate their capabilities.
Flame
[edit]
Adventurers[edit]
| Adventurer | Skill/Ability | Notes |
|---|---|---|
Also, grants the user a unique force strike that has two increasingly powerful charge levels and dispels one enemy buff when the combo count is 15 or higher. The user will be immune to knockback while charging this force strike. |
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Onigokko (Ayaha) deals 1 hit of 1395% flame damage to the target and nearby enemies, inflicts stun for 5-6 seconds with 100% chance, restores HP to all teammates with 60% Recovery Potency, and grants them the "Blue Hagoromo" effect. Blue Hagoromo lasts for 30 seconds and stacks up to 3 times, increases the user's wind resistance by 4%, and gradually recovers the user's HP with 18% Recovery Potency every 2.9 seconds. Kagome Kagome (Otoha) deals 1 hit of 1048% flame damage to multiple targets and enemies near those targets, inflicts burn for 12 seconds - dealing 72.7% flame damage every 3.9 seconds - with 110% chance and scorchrend for 21 seconds - dealing 31.1% flame damage every 2.9 seconds - with 110% chance, restores HP to all teammates with 60% Recovery Potency, and grants them overdamage based off 40% of the user's strength and the "Red Hagoromo" effect. Red Hagoromo lasts for 30 seconds and stacks up to 3 times, and increases the user's affliction success rate by 50%. If this skill is used as a Shared Skill, it will always use the Onigokko (Ayaha) version. [4132 SP], ・Stun for 6-7 seconds with 110% chance. ・Burn for 12 seconds - dealing 97% flame damage every 3.9 seconds - with 120% chance. ・Scorchrend for 21 seconds - dealing 41.6% flame damage every 2.9 seconds - with 120% chance. Hana Ichi Monme also grants the entire team a team strength amp (MAX Lv. = 1), the "Purple Hagoromo" effect, and increases their max HP by 15%. Purple Hagoromo lasts for the remainder of the quest and does not stack, granting the following effects to the user: ・Heals the user for 2% of max HP every 2.9 seconds. ・Increases damage to stunned enemies by 10%, to burning enemies by 5% and to scorchrent enemies by 5%. [30 SP], |
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1 Stack: Deals 1 hit of 143% and 1 hit of 149% flame damage to the target and nearby enemies. Afflicted foes take 1 hit of 171.6% and 1 hit of 178.8% flame damage instead. 2 Stacks: Deals 1 hit of 293% and 1 hit of 358% flame damage to the target and nearby enemies. Afflicted foes take 1 hit of 351.6% and 1 hit of 429.6% flame damage instead. 3 Stacks (but no Rightful King): Deals 1 hit of 720% and 1 hit of 801% flame damage to the target and nearby enemies. Afflicted foes take 1 hit of 864% and 1 hit of 961.2% flame damage instead. If user has the ability Rightful King, 3 stacks of Flames of Awakening, and 3 charges of Aether skill reservoir, Awakening Aether will be used instead. This consumes all stacks of Flames of Awakening and all charges of Aether skill reservoir. Awakening Aether deals 1 hit of 2,555% and 1 hit of 2,631% flame damage to the target and nearby enemies. Afflicted foes take 1 hit of 3,066% and 1 hit of 3,157.2% flame damage instead. [2650 SP] cannot be used at all. | ||
This ability also grants the user an alchemy gauge. The alchemy gauge fills when standard attacks and dodge attacks connect with enemies. Also, each time one charge of the alchemy gauge is filled, the user will be granted an alchemic cartridge. , |
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Eden Code 01: Keter costs 3736 SP, and deals 3 hits of 570% and 1 hit of 626% flame damage to enemies directly ahead. During this skill animation, "Fig" will not perform the normal auto attacks, instead participating as part of the skill. [7732 SP], Also, grants the user a strength amp (Team Amp MAX Lv. = 3) for every 15-hit combo. After this amp is granted, this ability will not grant it again for 30 seconds. |
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Lv. 1: For 40 seconds, reduces damage taken by 10%. Lv. 2: For 40 seconds, increases strength by 5%, and reduces damage taken by 10%. Lv. 3: For 40 seconds, increases strength by 5%, and reduces damage taken by 15%. Lv. 4: For 40 seconds, increases strength by 10%, and reduces damage taken by 20%. Lv. 5: For the remainder of the quest, increases strength by 10%, and reduces damage taken by 20%. If Draconian Grace is granted while already active, it will be raised one level. Conversely, it will be lowered one level when the effect's remaining time is depleted. If the effect is at level one when this time is depleted, it will instead be removed entirely. [7560 SP] |
All levels of | |
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Lv. 1 (0 taps): For 15 seconds, increases strength by 15%. Lv. 2 (1 tap): For 30 seconds, increases strength by 25%. Lv. 3 (2 taps): For 60 seconds, increases strength by 40%, and reduces wind damage taken by 15%. If New Year's Prayer is granted while already active, it will be raised one level. Conversely, it will be lowered one level when the effect's remaining time is depleted. If the effect is at level one when this time is depleted, it will instead be removed entirely. [8714 SP], Lv. 2: If a team member is attuned to Flame: increases their critical rate by 1% for every 18-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 3: If a team member is attuned to Flame: increases their critical rate by 1% for every 16-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 4: If a team member is attuned to Flame: increases their critical rate by 1% for every 14-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 5: If a team member is attuned to Flame: increases their critical rate by 1% for every 10-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. |
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Using Road to Glory grants the user the "Crimson Glory" effect and a strength amp (Team Amp MAX Lv. = 2). After this amp is granted, this ability will not grant it again for 30 seconds. When Crimson Glory is active, the user's next force strike will deal 1 hit of 165% flame damage and inflict scorchrend for 21 seconds - dealing 22% flame damage every 2.9 seconds - with 100% chance. |
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Ravenous Fire (Flare) deals 3 hits of 685% flame damage, ends Flare Stance, and activates "Ruin Stance" for 15 seconds. During Ruin Stance, the user's strength is increased by 15%, adds 30% to the modifier applied to their critical damage, and gives access to Ravenous Fire (Ruin). Ravenous Fire (Ruin) deals 3 hits of 517% and 1 hit of 776% flame damage, and activates "Ruin Stance" for 15 seconds. [4500 SP] |
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Passionate Photographer: increases strength by 30% for 15 seconds. Trendsetting Photographer: Splits Snappy Selfie's initial hit into 3 hits for 15 seconds (this has no effect on the bonus hits counted based on the number of teammates in the skill's area of effect, nor the skill's bonus flame damage). This hit-increasing effect does not stack. Also increases strength by 30% for 15 seconds. [5054 SP] |
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Wildfire! deals 1 hit of 1496.2% flame damage to enemies directly ahead. Scorchrent foes take 1 hit of 2019.87% flame damage instead. [5920 SP], |
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If the user has an active flame shikigami: grants the user a one-use shield that nullifies damage up to 20% of the user's maximum HP. This shield does not stack with any other shields of the same type. The flame shikigami will automatically attack foes every 1.01 seconds dealing 162% flame damage and restoring 100 SP per hit, but each attack will deplete the user's shikigami gauge by 6 CP. Once the flame shikigami's attacks hit enemies 15 times, it will level up to level two. Upon leveling up, its 40-second timer will reset, and its attacks will deal 486% flame damage, restore 200 SP and deplete 4 CP instead. In addition, its attacks will reduce enemies' defense by 10% for 10 seconds with 35% chance. This defense reduction will not stack. The shikigami's automatic damage will not be treated as skill damage, dragon damage, standard attack damage, or force strike damage. The shikigami can score critical hits. [2649 SP] |
All levels of | |
Also, using the user's first skill grants them a defense amp (Team Amp MAX Lv. = 1). |
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The second time this skill is used, it will instead grant the user a Sizzling Sunflower and a Strength Amp (Team Amp MAX Lv. = 3). The skill will then alternate between these two versions with every use. [4110 SP] |
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- 1 Seal: Increases the damage dealt by the user's attacks by 10%. - 2 Seals: Increases the damage dealt by the user's attacks by 15%. - 3 Seals: Increases the damage dealt by the user's attacks by 20%. - 4 Seals: Increases the damage dealt by the user's attacks by 80%, but the user will take damage equal to 2% of their maximum HP for every attack. This damage increase is not applied to Flametongue Unbound. All Soul Seals will be lost upon shapeshifting. |
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Dragons[edit]
| Dragon | Skill/Ability | Notes |
|---|---|---|
Also, grants the user a dragon strike while shapeshifted as Primal Brunhilda. This dragon strike creates a zone that lasts for 7.5 seconds and deals damage to enemies inside it. When the user is in this zone, the depletion of their dragon gauge over time will be reduced by 75%, and their HP will be restored with 40% Recovery Potency every 0.9 seconds. The user can only have one of these zones active at a time. In addition, when one of the user's skills ends or is interrupted, the user will be granted the "Heart Aflame" effect. Heart Aflame has two progressively more powerful levels. Lv. 1: For 10 seconds, increases skill damage by 10%. Lv. 2: For five seconds, increases skill damage by 30% and increases the chances of inflicting burn or scorchrend by 30%. The maximum amount of the dragon gauge that abilities can fill at the start of quests will be limited to 50% for the entire team. |
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Lv. 1: For 60 seconds, increases the user's strength by 10% and the chances of inflicting scorchrend by 20%. Lv. 2: For 40 seconds, increases the user's strength by 20% and the chances of inflicting scorchrend by 40%. Lv. 3: For 20 seconds, increases the user's strength by 30% and the chances of inflicting scorchrend by 80%. |
Water
[edit]
Adventurers[edit]
| Adventurer | Skill/Ability | Notes |
|---|---|---|
• Increases strength by 25%. • The Ardent Stream skill will inflict frostbite and deal extra damage to frostbitten foes. • Force strikes will inflict freeze for 3-6 seconds with 100% chance. • Inflicts the user with frostbite - dealing 1% Max HP damage every 2.9 seconds for the duration of Ardent Stream Upgraded. [4877 SP] (level 3) |
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This skill activates "Skill Shift" if the attack connects. Phase II increases the strength of the user and nearby allies by 10% for 10 seconds, while Phase III increases their critical rate by 8% for 10 seconds. If this skill is used as a Shared Skill or Helper Skill, this skill inflicts freeze for 3-6 seconds with 140% chance, but does not activate the Frigid Gift effect. [3136 SP] |
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None: Increases strength by 20%. One: Increases strength by 40%. Two: Increases strength by 60%. Three: Increases strength by 100%. [11832 SP], |
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Also activates "Gifts Ready". The next 2 force strikes will not deal damage, but will distribute gifts. These gifts grant nearby allies a one-use shield that nullifies damage less than 20% of the user's maximum HP, and increase their energy levels by 3 stages. [9476 SP] |
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Phase I (Grassland Warrior's Advance): increases the strength of adventurers inside the buff zone by 25%. Phase II (Sellsword's Assault): increases the strength of adventurers inside the buff zone by 25%, and increases their flame resistance by 8%. Phase III (Sacred Dragonlord's Encouragement): increases the strength of adventurers inside the buff zone by 25%, increases their flame resistance by 8%, adds 20% to the modifier applied to their critical damage, grants the user the "Check" effect, and immediately readies the Checkmate skill for use. The "Check" effect can be stored up to a maximum of 2 times. [3456 SP] |
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Spiritual Purge deals 2 hits of 1750% water damage to surrounding enemies and inflicts frostbite for 21 seconds - dealing 31% water damage every 2.9 seconds - with 110% chance. [20000 SP] |
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Consumes the entire armament gauge, deals 4 hits of 600% water damage to surrounding enemies, and, if this skill hits enemies 6 or more times during the same combo, it will grant the user the "Armament Charger" effect for 30 seconds. Armament Charger will fill the armament gauge by 8% every second. Movement is possible during the attack. If two charges are consumed, a more powerful version of this skill will be used dealing 8 hits of 450% water damage. [999999 SP] |
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In addition to this skill's base effects, Code 08: Execution also grants the user the "Amplified Current" effect for 11 seconds. During Amplified Current, the user's standard attacks are buffed and hit more times per attack. [3840 SP], Code 06: Conclusion costs 2830 SP, deals 6 hits of 489% water damage to surrounding enemies and dispels one buff from each target. If this skill is used as a Helper Skill or a Shared Skill, it will always use the enhanced version. [5570 SP], |
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If the user is hit by an attack while in this stance, this skill will deal 1 hit of 5000% water damage to enemies directly ahead, dispel one buff from each target, and fill the skill gauges of all teammates by 10%, excluding the user and dragons. If the user is not hit by an attack while in this skill's counter stance, this skill will dispel one buff from each surrounding target and fill the skill gauges of all teammates by 10%, excluding the user and dragons. Being energized will not upgrade this skill. [5500 SP] |
The Damage Reduction buff zone is immune. | |
This variant deals 9 hits of 322% water damage to enemies directly ahead, and grants the user a Strength Amp (Team Amp MAX Lv. = 2). [8000 SP], |
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One or more adventurers: Increases defense by 10% for 10 seconds. Two or more adventurers: Increases critical rate by 10% for 10 seconds. Three or more adventurers: Immediately readies the user's initial skill, displayed at the top of their skill list, for use. [8534 SP] |
All of the skill's actual buffs are nullified. However, despite the description's wording, the user's initial skill will still be refilled if the three "buffed" allies are under Curse of Nihility (which prevents them from actually receiving the buffs). This means the skill-refilling effect is technically immune. | |
・The user's strength is increased by 20%. ・The user's standard attacks are changed. ・Swiping to dodge during a standard attack and then performing a standard attack during this dodge will resume the user's standard attack combo from their most recent attack. Inflicts the "Demon's Seal" debuff on the user at the start of quests for 300 seconds. During Demon's Seal, the user cannot activate their dragondrive, and their dragondrive gauge will not be filled. When the Demon's Seal effect wears off, the user will be granted the "Seal Released" effect instead. During Seal Released, the user's dragondrive gauge will gradually fill automatically by 300 UTP per second when their dragondrive is not active. When the user is summoned to fight through a team switch, they will begin the fight in their "Seal Released" state. |
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Locked Sigil's remaining time will be reduced by 9 seconds each time the user uses Tactical Skewer and by 30 seconds each time the user removes an affliction from an ally (includes herself). When the Locked Sigil effect wears off, the user will be granted the "Sigil Released" effect instead. Sigil Released grants the user Preservation Protocol, Restoration Protocol, and Purification Protocol. |
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Coordination Protocol: Grants overdamage to the entire team based on 40% of the user's strength for 30 seconds. This overdamage will not stack. Concentration Protocol: Grants the user the "Rapid Analysis" effect. This effect stacks up to 3 times. If this skill is used while shapeshifted, a variant called Celestial Skewer will be used instead. Celestial Skewer costs 3940 SP instead, deals 2 hits of 1329% water damage to surrounding enemies and, if the user has Rapid Analysis, consumes one Rapid Analysis stack, then restores HP to all teammates with 60% Recovery Potency and immediately readies this skill for use. If this skill is used as a Helper Skill or Shared Skill, it restores HP to all teammates with 80% Recovery Potency, continues gradually healing over the next 15 seconds with 20% Recovery Potency every 2.9 seconds, and grants overdamage based on 40% of the user's strength for 30 seconds. This overdamage will not stack. [3450 SP], In addition, at the start of quests, grants the user the "Coordination Protocol" effect. If the user continues to charge their force strike, the effect granted to them will change every 1.5 seconds. The effect will cycle between the "Coordination Protocol" and "Concentration Protocol" effects. Using the user's first or second skills, including their skills while shapeshifted, will grant them a defense amp (Team Amp MAX Lv. = 3). After this amp is granted, this ability will not grant it again for 20 seconds. |
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Also activates "Born Ruler." During Born Ruler, the user's force strikes are powered up and can damage far-away enemies, and this skill is enhanced into Majestic Tide II, which deals 1 hit of 1674% water damage instead. Using Majestic Tide II adds an additional stack of Born Ruler, further powering up the user's force strikes and causing them to deal extra damage and bonus damage to frostbitten foes, while also enhancing Majestic Tide II into Majestic Tide III, which deals 1 hit of 1680% water damage instead. All stacks of Born Ruler will be consumed upon using Majestic Tide III, or a force strike with any stacks of Born Ruler. Born Ruler will not activate when using this skill as a shared skill. [2714 SP], |
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Dragons[edit]
| Dragon | Skill/Ability | Notes |
|---|---|---|
- 0 stacks: 6 hits - 1 stack: 9 hits - 2 stacks: 12 hits - 3 stacks: 16 hits Ice Spirit stacks are gained through Styx's normal attacks, and can stack up to 3 times. All Ice Spirit stacks will be consumed when the user uses this skill, or when their shapeshift is undone. [30 SP], |
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Wind
[edit]
Adventurers[edit]
| Adventurer | Skill/Ability | Notes |
|---|---|---|
After the user has shapeshifted once, this skill will raise the dragon gauge by 130 DP instead. [7634 SP] (level 3) |
The enhanced version of After the user has shapeshifted once, this skill will raise the dragon gauge by 130 DP instead. [7634 SP] is controlled by an unnamed, invisible buff, granted when Dragonyule Xainfried shapeshifts. This invisible buff is nullified. The buff and enhanced skill can be restored if he shapeshifts again while CoN is not active. | |
This buff zone's effects will be based on the number of New Dishes the user has, up to a maximum of 3. 1 Dish: "Fiend Porridge" increases skill damage by 10%. 2 Dishes: "Fiend Kebab" increases skill damage by 10% and critical rate by 10%. 3 Dishes: "Fiend Rice Ball" increases skill damage by 10%, critical rate by 10%, and strength by 5%. This skill can only be used when the user has at least one New Dish, and using it will consume all New Dishes. [10000 SP], |
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Also activates "Gale-Clad Sword." The user's next 3 force strikes are powered up, can damage faraway enemies, and will fill the Burst Gauge faster. [5800 SP] |
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Lv. 1: Increases the damage dealt by the user's attacks by 15% for 60 seconds. Lv. 2: Increases the damage dealt by the user's attacks by 20% for 60 seconds. Lv. 3: Increases the damage dealt by the user's attacks by 25% for 60 seconds. Lv. 4: Increases the damage dealt by the user's attacks by 30% for 60 seconds. Lv. 5: Increases the damage dealt by the user's attacks by 50% for 60 seconds. |
All levels of | |
The next time this skill is used, it will instead deal 3 hits of 316% wind damage to enemies in a line. Poisoned foes will take 3 hits of 474% wind damage instead. [5315 SP] |
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One: For 20 seconds, gradually recovers HP with 3% Recovery Potency every 2.9 seconds, and reduces water damage taken by 3%. Two: For 30 seconds, gradually recovers HP with 15% Recovery Potency every 2.9 seconds, and reduces water damage taken by 5%. Three: For 60 seconds, gradually recovers HP with 21% Recovery Potency every 2.9 seconds, and reduces water damage taken by 15%. This skill can only be used when the user has at least one Mochi Master stack, and using it will consume all Mochi Master stacks. New Year's Mochi will not stack. [4958 SP], |
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Also, using Lethal Operation will grant the user a strength amp (Team Amp MAX Lv. = 2). After this amp is granted, this ability will not grant it again for 30 seconds. |
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Also activates "Typhoon Strike". The user's next 3 force strikes deal 1 hit of 209% wind damage, and create cyclones towards the nearest enemy dealing 5 hits of 10% wind damage. When Heaven's Breath is active, this skill is upgraded to deal 10 hits of 242% wind damage to enemies directly ahead instead. [2969 SP], |
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Additionally, grants the user a unique force strike that activates the "Beast Eye" effect for 30 seconds. Beast Eye increases the user's Persona gauge fill rate by 20% while active, but is removed when Zorro is summoned, and cannot be granted while Zorro is active. While Zorro is not summoned, standard attacks and force strikes will fill the Persona gauge. |
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Lv. 2: If a team member is attuned to Wind: increases their critical rate by 1% for every 18-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 3: If a team member is attuned to Wind: increases their critical rate by 1% for every 16-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 4: If a team member is attuned to Wind: increases their critical rate by 1% for every 14-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 5: If a team member is attuned to Wind: increases their critical rate by 1% for every 10-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. |
The Combo = Critical Rate chain co-ability grants a passive effect rather than a buff, and thus is immune. | |
Uranus's Claw grants the entire team a team strength amp (MAX Lv. = 1), deals 2 hits of 1152% wind damage to enemies directly ahead, and extends the remaining time of any of the following afflictions inflicted on enemies hit by this attack by 15 seconds: poison, burn, paralysis, frostbite, stormlash, flashburn, shadowblight, and scorchrend. The remaining time of these afflictions cannot be extended beyond their original duration, and, after activating, this extension will not activate again for the same target for 15 seconds. [7490 SP], Also during dragondrive, once per quest, when the user would take damage greater than their remaining HP, that damage is instead nullified, and their dragondrive gauge is completely consumed. Damage from attacks that forcibly reduce the user's HP to zero or deactivate dragondrive cannot be nullified in this way. Also, with the exception of damage dealt by afflictions, buffs, debuffs, and certain attacks, the user will be temporarily invulnerable to damage while this effect is being activated. When activated, this ability's damage nullification effect also removes all afflictions from the user and applies the "Fatigue" debuff to them for 60 seconds. During Fatigue, the user cannot activate their dragondrive, and their dragondrive gauge will not be filled. |
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This variant consumes Enemy Insight Lv. 3, deals 5 hits of 400% wind damage to enemies directly ahead, and inflicts stormlash for 21 seconds - dealing 41% wind damage every 2.9 seconds - with 120% chance. Stormlashed foes take 5 hits of 480% wind damage instead. [4080 SP], This variant consumes Enemy Insight Lv. 3, dispels one buff from multiple targets, and grants the user the "Calculated Shots" effect for 30 seconds. This skill will only affect each target once per use. [4080 SP], Also, when the "Calculated Shots" effect is active, increases the power of standard attacks by 10%, the amount skill gauges are filled by standard attacks by 10%, and the critical rate of standard attacks by 10%. |
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First additional hit: Reduces the strength of enemies by 10% for 30 seconds. This strength reduction does not stack. Second additional hit: Inflicts scorchrend for 21 seconds - dealing 41.6% wind damage every 2.9 seconds - with 120% chance. Third additional hit: Restores HP with 35% Recovery Potency, grants the user immunity to knockback for 10 seconds, consumes all stacks of Veteran's Mettle, and the user will be granted the "Battle Fervor" effect for 30 seconds. If this skill is used while the user has Battle Fervor, the screen can be tapped for up to 3 additional hits without having or consuming Veteran's Mettle, but it will not grant Battle Fervor. When Tiger's Burst is activated, it will restore HP to all teammates with 140% Recovery Potency. If this skill is used as a Shared Skill, it removes the Veteran's Mettle limit and does not grant Battle Fervor. [2040 SP], If this skill is used while the user has Battle Fervor, it will grant the user a defense amp (Team Amp MAX Lv. = 3), increase their max HP by 10%, and reduce damage taken by 70% for 3 seconds. [7500 SP], Also, grants the user a unique force strike. While charging this force strike, damage taken will be reduced. Damage from some attacks cannot be reduced in this way. After charging, if the user takes damage while executing this force strike, that damage will be reduced, and the user will be granted 3 stacks of Veteran's Mettle. The user will be immune to knockback while charging this force strike as well as when executing it. In addition, when the user has Battle Fervor, the third and fifth attacks in their standard attack combo will create cyclones that pursue the target. |
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Also activates "Poison Knives". The user's next force strike will throw 3 knives in front of the user, dealing an additional 11% wind damage each, and inflict poison - dealing 58.2% wind damage every 2.9 seconds for 15 seconds - with 120% base chance. [4877 SP] (Level 3) |
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Phase II deals 1 hit of 924% and 1 hit of 1155% wind damage, while Phase III deals 1 hit of 1092% and 1 hit of 1365% wind damage. Phase IV deals 1 hit of 1344% and 1 hit of 1680% wind damage, inflicts poison on foes - dealing 58.2% wind damage every 2.9 seconds for 30 seconds - with 120% chance, and inflicts one stack of Doleful Spirit on the user, up to a maximum of 4 stacks. While the user has one or more stacks of Doleful Spirit, their energy level will not increase, and using this skill during Phase IV will cause them to take 20% of their HP as damage for each stack of Doleful Spirit. Stacks of Doleful Spirit will not be removed by shapeshifting. [4512 SP] |
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Overload is not applied when Chrono Trial is used as a shared skill. [1986 SP] |
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Revelation's Purge deals 8 hits of 13% wind damage to multiple targets and enemies near those targets, and inflicts poison - dealing 58.2% wind damage every 2.9 seconds for 15 seconds - with 120% chance. Targets will be chosen by their proximity to the user, and if the number of enemies available to target is fewer than the skill's number of hits, this selection process will be repeated for the remaining hits. The skill gauge for this skill can be filled by attacking enemies, but it will also gradually fill automatically. [1 SP] |
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Additionally, grants the user the "Obstruction Deleter" effect, but inflicts them with burn for 15 seconds - dealing 5% Max HP damage every 2.9 seconds - with 100% chance. Obstruction Deleter increases the user's strength by 10% for 15 seconds but does not stack. [2910 SP], When the romance gauge has five charges, this skill will instead grant all teammates the "Sweet Valentine" effect, grant the user the "Bittersweet Valentine" effect, immediately ready the Rampaging Passion skill for use, and no longer activate Skill Shift. Sweet Valentine increases the entire team's defense by 15% for 15 seconds and does not stack. Bittersweet Valentine grants 30% skill damage to the user's next attack skill and does not stack. [11640 SP], |
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| The HP regen buff zone is immune. |
Dragons[edit]
| Dragon | Skill/Ability | Notes |
|---|---|---|
Lunatic Desolation consumes Blood Moon and all stacks of Moonlit Rage, deals wind damage to surrounding enemies, and inflicts stun for 6-7 seconds with 180% chance. This attack deals damage based on the number of Moonlit Rage stacks consumed. - 0 to 3 stacks: 1 hit of 1098% wind damage - 4 to 6 stacks: 1 hit of 1618% wind damage - 7 to 9 stacks: 1 hit of 2244% wind damage - 10 stacks: 1 hit of 3600% wind damage If this skill has become Lunatic Desolation and not yet been used when the user's remaining shapeshift time runs out, it will be used automatically. [30 SP], Also, regardless of their attunement, grants the user a dragon strike while shapeshifted as Beast Volk. This dragon strike deals 3 hits of 314% wind damage to enemies in a line and reduces their defense by 10% for 5 seconds. This defense reduction will not stack. While charging this dragon strike, the user will be granted a stack of the "Moonlit Rage" effect at set intervals. A stack is granted 0.5 seconds after the dragon strike is fully charged, and a further stack is granted for every additional 1 second of uninterrupted charging, up to 9.5 seconds. Moonlit Rage can stack up to 10 times. , Also, regardless of their attunement, lowers the user's affliction resistance by 150%, but activates the following effects every 3.5 seconds while they have the "Blood Moon" effect: ・The user is granted a stack of the "Moonlit Rage" effect. ・Deals 1 hit of 258% wind damage to surrounding enemies, and 10% of the damage inflicted is restored as HP to the entire team. This recovery caps at 10% of each adventurer's maximum HP. The effect of the Dragon's Fierce Rule ability will not apply to this damage. When the user's shapeshift or Hybrid Transformation is undone, they will be inflicted with poison for 12 seconds - dealing 10% Max HP every 2.9 seconds, their dragon skill's "Skill Shift" will be reset, and the Blood Moon effect and all stacks of Moonlit Rage will be lost. |
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- 1 Flower: Increases strength by 40% - 2 Flowers: Increases defense by 20% - 3 Flowers: Increases skill damage by 50% - 4 Flowers: Reduces water damage taken by 5% - 6 Flowers: Grants an HP regen buff, healing for 20% Max HP every 3.9 seconds |
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Light
[edit]
Adventurers[edit]
| Adventurer | Skill/Ability | Notes |
|---|---|---|
The skill gauge for this skill can be filled by attacking enemies, but when the user is not electrified, this skill's gauge will also gradually fill automatically. Abilities that increase skill gauge fill rate will not affect this automatic increase. [160000 SP] |
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If the user has Power of Bonds, this skill costs 0 SP, will instead restore HP to all teammates with 100% Recovery Potency and remove Power of Bonds from the entire team. [4200 SP] |
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Consumes one charge of the armament gauge, and activates "Overclocked" for 15 seconds. During Overclocked, the user's standard attacks will be powered up, and damage to flashburned enemies will be increased by 15%. This effect does not stack. [999999 SP] |
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Also, grants Audric a defense amp (Team Amp MAX Lv. = 3) every 2 times he uses a skill. After this amp is granted, this ability will not grant it again for 30 seconds. |
The attack rate boosts are passive, and thus are immune. | |
Also, using Glorious Sanctuary will grant the user a defense amp (Team Amp MAX Lv. = 3). After this amp is granted, this ability will not grant it again for 30 seconds. |
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Also activates "Vampire Maiden" for 15 seconds. During Vampire Maiden, the user's standard attacks will deal 35% less damage, but SP gain is increased by 50%. Vampire Maiden will not stack, and the 15-second timer will be reset if it is activated again. [5252 SP] |
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Lv. 2: If a team member is attuned to Light: increases their critical rate by 1% for every 18-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 3: If a team member is attuned to Light: increases their critical rate by 1% for every 16-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 4: If a team member is attuned to Light: increases their critical rate by 1% for every 14-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. Lv. 5: If a team member is attuned to Light: increases their critical rate by 1% for every 10-hit combo. This effect can stack up to 20 times, but all stacks will be lost when the combo counter resets. Benefits your whole team. |
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Dance of Blades (Dragon Dance) has a reduced SP cost of 2567, deals 1 hit of 1382% light damage to enemies directly ahead and if it connects, ends Dragon Dance and activates "Tiger Dance" for 15 seconds, granting access to Dance of Blades (Tiger Dance). Dance of Blades (Tiger Dance) has a reduced SP cost of 2567 and deals 1 hit of 1633% light damage to enemies directly ahead. If the skill connects, Tiger Dance will end. [2840 SP] |
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While the user has one or more alchemic cartridges, a variant called Alchemic Enhancement II will be used instead. This variant costs 3060 SP, deals 1 hit of 2354% and 1 hit of 235% light damage to enemies directly ahead, and consumes one alchemic cartridge. [6120 SP], |
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・Red: Increases the user's strength by 5% for 10 seconds. ・Yellow: Increases the user's attack rate by 5% for 10 seconds. ・Green: Gradually recovers the user's HP for 10 seconds with 10% Recovery Potency every 3 seconds. ・Blue: Gradually fills the user's skill gauges by 2% every second for 10 seconds. This skill also creates a buff zone matching the activated color that lasts for 10 seconds. ・Red: Increases the strength of adventurers inside it by 10%. ・Yellow: Increases the attack rate of adventurers inside it by 10%. ・Green: Gradually recovers the HP of adventurers inside it with 20% Recovery Potency every 3 seconds. ・Blue: Gradually fills the skill gauges of adventurers inside it by 2% every second. [2835 SP] |
All versions of | |
Also activates "Divine Strike". When this effect is active, the user's next force strike will deal 1 hit of 1497.6% damage and reduce foes' strength by 10% for 10 seconds. This effect cannot stack, and will be consumed on use. [6296 SP] (level 3) |
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- Increases strength by 10% The Empowering Dreams effect cannot stack, will be consumed on use, and will not activate again for 20 seconds after activating. If Gentle Dream is used during this time frame, the Empowering Dreams effect will still be granted to the user, but cannot be activated until the 20 second cooldown has elapsed. |
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Locked Sigil's remaining time will be reduced by 30 seconds when the user's HP is restored, and it will be reduced by an additional 15 seconds when their HP is restored by 1,000 or more. After activating, this effect will not activate again for 20 seconds. When the Locked Sigil effect wears off, the user will be granted the "Sigil Released" effect instead. During Sigil Released, continually tapping the screen at the end of a standard attack combo will charge the final attack up to three stages, with damage reaching its maximum potential at stage three. At stage three, this attack will also be granted the ability to dispel one enemy buff. |
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Media? restores HP to all teammates with 40% Recovery Potency. [6356 SP] |
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One or more adventurers: Increases defense by 10% for 10 seconds. Two or more adventurers: Adds 10% to the modifier applied to critical damage for 10 seconds. Three or more adventurers: Fills 100% of the skill gauge for the user's initial skill, displayed at the top of their skill list, for use. [6737 SP] |
All of the skill's actual buffs are nullified. However, despite the description's wording, the user's initial skill will still be refilled if the three "buffed" allies are under Curse of Nihility (which prevents them from actually receiving the buffs). This means the skill-refilling effect is technically immune. | |
After the Sunlight effect ends, the user will be granted the "Wavelight" effect for 12 seconds. Using a force strike while the user has the Wavelight effect grants the user the Celestial Wavelight effect, which will not stack. After the Wavelight effect ends, the user will be granted the Sunlight effect for 12 seconds again. If the user has both the Illuminating Sunlight and Celestial Wavelight effects, the Radiant Bolt and Magnanimity's Call skills will be powered up. Using either powered-up skill will consume both the Illuminating Sunlight and Celestial Wavelight effects. Sunlight and Wavelight are not extended by Buff Time abilities. |
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In addition, grants the user immunity to knockback for the duration of quests, permanently energizes the user, and, when the user takes damage, grants them the "Defiant Spirit" effect for 20 seconds. Curse of Nihility and afflictions will not reset the user's energy level, nor will using skills. During Defiant Spirit, damage dealt by the user's standard attacks and their area of effect are increased. After Defiant Spirit is granted, this ability will not grant it again for 5 seconds. Also, restores 30% of damage taken during skills or attacks as HP. This effect also activates while charging skills or attacks and during the transformation sequence when shapeshifting. |
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Using Spirited Song grants the user the "Dispel Strike" effect. When this effect is active, the user's next force strike will dispel one enemy buff. This effect cannot stack and will be consumed on use. Also, using Agitato Assault will grant the user a strength amp (Team Amp MAX Lv. = 2). After this amp is granted, this ability will not grant it again for 30 seconds. |
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Shimmering Pinwheels deals up to 30 hits of 90% light damage to enemies directly ahead, and inflicts stun for 5-6 seconds with 100% chance. Paralyzed foes take up to 30 hits of 108% light damage instead. This skill can only be used when the user's HP is 50% or above, and Maskable Faith Mode will automatically be deactivated when the user's HP falls below 30% of their maximum HP. [7896 SP] |
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If the user's HP is below 30% of max HP when using this skill, increases the user's strength by 20% for 10 seconds. If the user's HP is above or equal to 30% of max HP, reduces their HP to 20% of max HP and grants them a one-use divergent shield that nullifies damage less than 80% of the user's maximum HP. Divergent shields can stack with ordinary shields. [5600 SP] |
Dragons[edit]
| Dragon | Skill/Ability | Notes |
|---|---|---|
Shadow
[edit]
Adventurers[edit]
| Adventurer | Skill/Ability | Notes |
|---|---|---|
Unfettered Ferocity fills 100% of the user's dragondrive gauge, and activates "Loathsome Power" for 40 seconds. During Loathsome Power, the user's strength is increased by 30%, but the user will take damage equal to 6% of their max HP every 2.9 seconds. This effect will not stack. [7338 SP] |
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Lv. 2: - Lv. 3: - Lv. 4: - Lv. 5: - |
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In addition, using Ancient Ray will grant Cleo a strength amp (Team Amp MAX Lv. = 3). After this amp is granted, this ability will not grant it again for 30 seconds. |
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Animus Inferno costs 12000 SP, deal 6 hits of 700% shadow damage to enemies directly ahead and foes near them and grant the entire team a team critical damage amp (MAX Lv. = 3). The skill gauge for this skill cannot be filled until the user has shapeshifted at least once. [1 SP], Lv. 1: Increases strength by 10%, but the user takes damage over time. Lv. 2: Increases strength and critical rate by 15%, but the user takes damage over time. Lv. 3: Increases strength, critical rate, and attack skill damage by 20%, but the user takes damage over time. , |
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Also, grants the user a "Combo Sample" when the fifth attack in their standard attack combo connects with enemies, a "Strike Sample" when their force strikes connect with enemies, and a "Dash Sample" when their dash attacks connect with enemies. These effects will not stack. When the user has all three of these effects, their first and second skills will be powered up. Using one of these powered-up skills will consume all three effects. In addition, increases the user's strength by 30% when their HP is 70% or above. |
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Spite has 5 levels. If Spite is granted while already active, it will be raised one level. Conversely, it will be lowered one level when the effect's remaining time is depleted. If the effect is at level one when this time is depleted, it will instead be removed entirely. Lv. 1: Lasts 10 seconds. Lv. 2: Lasts 10 seconds. Lv. 3: Lasts 10 seconds. Lv. 4: Lasts 15 seconds. Lv. 5: Lasts 20 seconds. [4329 SP] |
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The Madness effect cannot stack, and will be removed upon using a force strike while it is active. The SP regen and damage over time effect can be stacked up to 5 times. |
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If this skill is used as a Helper Skill, instead deals 9 hits of 158% shadow damage. Poisoned foes take 9 hits of 189.6% shadow damage instead. [3000 SP] |
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When the Locked Sigil effect wears off, the user will be granted the "Sigil Released" effect instead, powering up the Victoria Strategy and Magnus Apocalypse skills and allowing the user to summon Revelation Swords for 12 seconds at the expense of 10% of the user's HP by tapping the screen at the end of a standard attack combo. These Revelation Swords will attack automatically, but their attacks will not be treated as standard attacks. |
While Revelation Swords need to be manually casted and have a duration, they do not require an additional buff to operate (Sigil Released is enough). Thus, Revelation Swords are immune. | |
This variant consumes 850 UTP of the user's dragondrive gauge, deals 2 hits of 624% shadow damage to surrounding enemies, reduces their defense by 5% for 10 seconds, inflicts shadowblight for 21 seconds - dealing 41% shadow damage every 2.9 seconds - with 120% chance, then fills 100% of this skill's skill gauge after use. The user's standard attacks are also powered up for 10 seconds. This standard attack buff will be lost automatically when the effect's remaining time is depleted or when dragondrive is ended. [3950 SP] |
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Also activates "Poison Knives". The user's next force strike will throw 3 knives in front of the user, dealing 11% shadow damage each, and inflict poison - dealing 58.2% shadow damage every 2.9 seconds for 15 seconds - with 120% base chance. [4892 SP] |
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Using Celestial Prayer grants the user the "Sacred Logos" effect. When this effect is active, the user's next force strike will not deal damage, but grants an HP regen buff to the entire team with 12% (14%) Recovery Potency for Force Strike level 1 (level 2), healing every 2.9 seconds for 15 seconds. This effect cannot stack, and will be consumed on use. |
Dragons[edit]
| Dragon | Skill/Ability | Notes |
|---|---|---|
| (None) | The 10% critical damage buff zone created by Giovanni's combos is nullified. | |
| The strength stat boost upon shapeshifting is a passive rather than a buff. Thus, it is immune. | ||
Also immediately readies the user's second skill for use, and gradually fills the skill gauges of the user's first and second skills by 0.75% every second for 90 seconds. Abilities that increase skill gauge fill rate will not affect this automatic increase. [30 SP] |
The SP Regen for adventurer skills 1 and 2 is not controlled by a buff. Thus, it is immune. |
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