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Glossary

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Statuses, buffs/debuffs and terrain types. Links in descriptions lead here.

Pilot classes

Fighter

A profession that uses Melee combat as its primary form of attack, specializing in decisive blows and re-attacks.

Raider

A profession that excels in the use of Assault Weapons, specializing in high burst single-target attacks and quickly sapping enemy ST HP.

Sniper

A profession that excels in the use of Ranged Weapons. Can select a part to attack under certain conditions.

Tactician

A profession that uses tactical weapons to attack at great distances with absolutely no retaliation. Capable of striking multiple targets at once.

Guardian

A profession tied to Heavy STs that specializes in protecting allies and limiting enemy movement.

Machinist

A profession that specializes in ST repair and also aids allies in battle. An essential tactical unit on the battlefield.

Shifter

A profession that switches its ST between forms, each with its own weapons, backpacks and effects, and can change form again after acting.

ST weight classes

Light

Lighter weight part with higher dodge and mobility. Only Light ST can be fitted with: Accelerator and Jetpack.

Medium

Medium weight part with moderate attributes. Only Medium ST can be fitted with: Tactical Weapon, Manipulator, and Extra Ammo Supply Backpack.

Heavy

Heavier weight part with high HP and thick armor. Only Heavy ST can be fitted with: Large Shield, and Inducer Backpack.

Terrain

Burning TerrainDeals Fixed DMG equal to 12% of Max HP to all parts of enemies that remain on this tile.
Sentry ZoneBertha can ignore range and directly attack enemy units within this area when using a Sniper Rifle. This terrain can exist together with other terrains.
Restricted AreaCollin will use cutters to attack enemy stopping on this tile, dealing 0.6x damage. This terrain has high priority.
Defense FieldGrants DMG Taken -15% to allies that remain on this tile. This terrain effect has high priority.
Particle DomainGrants DMG Taken -15% to allies that remain on this tile. This terrain effect has high priority.

Buffs and debuffs (374)

NameEffect
Absolute DodgeWhen attacked and retaliating, ensures a Perfect Dodge. Effect is removed after triggering.
Absolute WillBody is immune to Execution effects. When the Body suffers overdamage, triggers Guts, locking at 1 HP. After combat, restores 50% of Max HP to all parts and repairs all destroyed parts. Removed after triggering.
ActivationGains an extra action without triggering any start or end of turn effect.
Active Skill DisabledCannot use active skills for the duration of this effect.
Add StrikeAfter retaliation, trigger an additional retaliation.
AdorableA unique status effect associated with specific pilot abilities.
AdvantageIncreases Dodge Rate by 10% per stack, up to 3 stacks. 1 stack is removed upon being attacked.
AfterglowWhen attacked, all parts take Fixed DMG equal to 0.05x Erisa's Weapon ATK after combat. This effect lasts until the action ends.
AggressiveWhen Retaliating, Crit Rate +10%, Crit DMG +10%.
AimingBefore attacking, designate a specific part of the target to focus all damage on that part.
Airspace BlockadeWhen actively attacking with a Tactical Weapon, cannot deal damage to enemies within enemy Defense Fields. Removed when action ends.
All-Out Assault TacticsFinal DMG +20%. Removed at end of action.
AmbitionWhen actively attacking, AP consumption increases by +1, skill multiplier increases by +0.1 (this effect is reduced to 1/4 for Rocket Launchers) and DMG dealt increases by 20%. This effect is removed after triggering.
Ambition IIWhen actively attacking, AP consumption increases by +2, skill multiplier increases by +0.2 (this effect is reduced to 1/4 for Rocket Launchers) and DMG dealt increases by 30%. This effect is removed after triggering.
Ambush TacticsWhen actively attacking, Crit Rate +15%. Stacks up to 5 times. Removed after actively attacking.
AppointmentCollin can select target within 4 tiles of this unit with a cutter.
Arch-EnemyAttacks from Bertha cannot be blocked by Selfless Guard or Guard. Dodge Rate is reduced by 20%.
Armor CareRestores or maintains armor integrity, recovering armor value.
Armor Care IRestores armor value by 5%.
Armor Down IArmor -35%.
Armor Down IIArmor -50%.
Armor Down ImmunityImmune to armor reduction debuffs.
Armor UP IArmor +5%.
Assault FieldAn aura around self which reduces DMG dealt of enemy units within 3 adjacent tiles by 10% and increases the movement cost to exit Assault Field by 2. If an enemy remains within Assault Field after action, uses Machine Gun to launch a Suppression Attack dealing 0.4x DMG and inflicts a random debuff on the target for 2 turns (this effect can trigger 3 times per turn).
Assist RepairAfter an ally's action, perform Passive Repair on that ally.
Attack HindranceImpedes the target's ability to attack effectively.
Attack Hindrance IReduces the target's attack effectiveness by 5%.
Auto LoadWhen a tactical weapon's magazine is depleted, automatically begin reloading. Reload takes several turns to complete.
AwakeningLv.1: Movement +1. Lv.2: Unlocks Ideal Range for Assault Weapons. When battling targets on an Ideal Range tile, Final DMG Dealt +15%. Lv.3: When a part is destroyed, restores 1 AP after combat. Can only trigger 1 time per turn. Lv.4: When actively attacking with a Cutter, can repeatedly select the same target. Subsequent attacks against the same target deal 40% of base DMG. Lv.5: Gains Valhalla's Call.
BalanceRedistributes HP% evenly across all intact parts.
Battle WoundApplies debuff based on the part hit: Battle Wound - Body, Battle Wound - Left Arm, Battle Wound - Right Arm, or Battle Wound - Leg.
Battle Wound - BodyReduces AP by -1 when triggering Re-ATK.
Battle Wound - Left ArmWhen actively attacking, reduces Final DMG by 20% for the first hit.
Battle Wound - LegWhen leg is intact, loses 10% of leg maximum HP while standing still, with an additional 10% for every tile moved. Effect removed after triggering.
Battle Wound - Right ArmWhen actively attacking, if the number of hits are more than 5, reduces the number of hits by 20%.
Battlefield FortressA defensive stance that greatly increases survivability in place.
BideAccumulate power while withstanding attacks, releasing it in a stronger follow-up action.
Blazing BarrierDMG taken is reduced by 10%. When attacked, deals Fixed DMG equal to 10% of own max HP to all parts of the attacker and grants Alena 1 stack of War Flame. This effect is removed after triggering.
Blur IIIDodge Rate +35%.
BreakthroughGreatly improves active skills effect.
BunkerCannot move. Final DMG taken and percentage Fixed DMG taken are reduced by 10%. Flamethrower ATK increases by 15%. Flamethrower attack range becomes a fixed-direction 5-tile fan-shaped area and all tiles are treated as Ideal Range. This state ends automatically if an arm is destroyed.
Burning IntentEach stack grants Crit Rate +2% when attacking with a Missile Launcher.
Chain ExecutionAfter actively attacking, can launch a Re-ATK, allowing movement of 1 tile before attacking. This effect can trigger 1 time per turn and is removed at the start of next turn.
Chainsaw Heating UpChainsaw Hits +1. Stacks up to 3 times. Loses 1 stack after taking action.
Clean UpAt the end of action or after being destroyed, Collin uses cutter to attack all enemies within 3 tiles of this target, dealing 0.8x AoE DMG.
CleaveUses a Polearm to attack all targets within an I-shaped (3x1-tile) or L-shaped (3x1-tile) area ahead, dealing 0.4x AOE DMG
Code DMG ReductionReduces DMG taken from the next code attack by 30%. Removed after taking effect.
Code HindranceDisrupts the use of Code-type skills.
Code InhibitionCannot execute command skills.
Collective AdvantageDMG dealt increases by 2%, Critical Hit chance increases by 1% per stack, up to 20 stacks.
Concealed EdgeCritical Hit chance and Critical Hit DMG are reduced by 20%.
Configuration ShiftShifts the ST form based on the situation. Can use Mech Form Shift or Cruise Form Shift at the end of an action.
ConvergenceCannot gain another turn through any Reset type effect. This effect is removed at the start of next action.
Counter BurstWhen retaliating with a Machine Gun, Bullets +1. Stacks up to 3 times.
CrashUnable to take action!
Crit DMG UP ICrit DMG +10%.
Crit DMG UP IICrit DMG +15%.
Crit Rate Down IICrit rate -15%.
Crit Rate UPIncreases critical hit rate.
Crit Rate UP ICrit rate +10%.
Crit Rate UP II
  • Crit Rate +15%.
  • Crit rate +15%.
Crit Rate UP IIICrit Rate +20%.
Crit Rate UP IVCrit Rate +25%.
Crit ReductionWhen under attack, Crit RES +10%, and Crit DMG Taken -10%.
Critical Sense
  • When attacked by melee or ranged weapons, if equipped with Alter-Blade in both hands and both hands are intact, activates Insight Counterattack, dealing 1.2x DMG. Insight Counterattack ignores Target Shift. Each stack increases DMG dealt by 5% and dodge rate by 5%. 1 stack is removed upon activation.
  • When attacked by Melee and Ranged Weapons, if equipped with two Alter-Blades and both Arms are undestroyed, interrupts the attack and triggers Incisive Retaliation, dealing 1.2x DMG. After triggering, 1 stack is removed. Incisive Retaliation ignores the Large Shield Target Shift effect. For each stack of Critical Sense possessed, DMG +5% and Dodge Rate +5%.
Critical StateFinal DMG Dealt +20%. Crit Rate and Crit DMG +20%. After actively attacking, triggers Re-ATK. Can move 2 tiles before attacking. This Re-ATK effect has no limit on the number of times it can trigger and lasts until the end of the action.
Cross FireCoordinate fire from multiple angles to catch enemies in overlapping fields of fire.
Cruise FormWeapons are fixed to Night Ember and Mystic Arc and the weapon loadout cannot be changed. Movement type becomes Flying. Movement +1, Dodge Rate increases by 20%.
CrusherAfter actively attacking with Polearm, if the hit part's HP is below a certain percentage, triggers Execution after combat to immediately destroy that part.
DMG Down IDMG -5%.
DMG Down IIDMG -10%.
DMG Down ImmunityImmune to damage reduction debuffs.
DMG ImmunityNegates DMG dealt from a single attack. This effect is removed after triggering.
DMG ReductionIncludes DMG taken reduction, Final DMG taken reduction, and DMG taken reduction from shields.
DMG Taken DownReduces damage received from incoming attacks.
DMG Taken Down IIIDMG Taken -12%.
DMG Taken ImmunityImmune to increased damage taken debuffs.
DMG Taken UPDMG Taken +10%
DMG Taken UP IDMG Taken +10%.
DMG Taken UP IIDMG Taken +15%.
DMG UPDMG increases according to buff level.
DMG UP IIDMG +10%.
DMG UP IIIDMG +15%.
DMG UP IVDMG +20%.
DMG UP VDMG +25%.
Defensive Stance IIDMG Taken -10%.
Defensive Stance IIIDMG Taken -50%.
DeterminationDMG dealt increases by 5% when using Weapon Skill, stacking up to 5 times. This effect is removed upon triggering.
Diagonal ShotEnables a Rail Gun to execute Diagonal Attacks with a Range of -1.
Direct ShotNext attack multiplier increases by +0.1.
Directional RackStationary deployment. Unable to move. Attack range changes to a fixed direction area, but grants a special bonus.
DisplacementPulled, pushed back, or replaced.
Dodge Rate Down IIDodge Rate -8%.
Dodge Rate Down IIIDodge Rate -12%.
Dodge Rate Down VDodge Rate -20%.
Dodge Rate UP IIIDodge rate +15%.
Dodge Rate UP IVDodge rate +20%.
Dual Gun EfficiencyWhen actively attacking with two Assault Weapons, consumes all stacks, reducing AP Cost by 1 for each stack, down to a minimum of 1.
Dual Gun RetaliationAfter the enemy attacks this unit, uses two Machine Guns to retaliate.
Duelist SoulDetermination max stacks increases by 1. Always retains at least 1 stack of Determination after combat. This effect can stack up to 2 times.
Dummy TrickWhen this unit is attacked in combat and its Body would be destroyed, triggers Guts until end of combat. After combat, the unit is beamed to Anderson's side, gaining Stealth I for 2 turns, and leaving 1 Hologram I in its place. Triggers once per battle.
Edge MomentumHolds 8 stacks or more to enhance active skills effect. Can consume 5 stacks to trigger Breakthrough for active skills. Stacks up to 15 times. 3 stacks are removed at the end of turn.
Effective DataCan be consumed to enhance Niall's skill effects. For each stack consumed, the attack's DMG dealt and Critical Hit chance increase by 2.5%, stacking up to 30 times.
Electric Eel StanceAfter actively attacking, extends the remaining duration of maximum 5 debuffs on the target by 1 turn. Also applies 1 stack of Instability III to the target, lasting for 2 turns.
Electric Eel SupportAfter initiating combat, extends the remaining duration of maximum 5 debuffs on the target by 1 turn. Also applies 1 stack of Instability III to the target. This unit is considered a member of Electric Eel for 2 turns.
EminenceWhen actively attacking, skill multiplier +0.15. Removed when taking damage.
Epiphyllum's MoveWhen attacking with a Light Rifle, Aiming mode can be accessed while equipped with a Small Shield. This skill allows movement after combat using any remaining movement.
Eternal BloomHeavy Machine Gun DMG +25% and Bullets +40%. Removed at the start of turn.
EuphoriaWhen actively attacking, Crit Rate UP.
Euphoria IIDodge Rate +3%. When actively attacking, Crit Rate +5%. Stacks up to 5 times.
Evasion BoostDodge Rate increases by 15% for this action. This effect is removed after this action.
ExecutionWhen specific conditions are met, the part is directly destroyed after combat. This effect ignores Guts.
Exposure IIAffected Part Hit Weighting +45.
Extra StrikeDeal one additional hit to the target on top of the current attack.
False IntentionsEach stack: DMG dealt and Repair AMT +1%. For every 5 stacks, Melee Attack multiplier +0.05. While carrying 10 or more stacks, AP Regen +1.
Fate HuntActive attacks cannot be retaliated. Hit Rate increases by 15%. After attacking, restores HP equal to 25% of DMG dealt to all intact parts. This effect is removed at the start of next turn.
Favorable EventIncludes Critical Hit chance, Hit rate, Dodge Rate, Component proc rate, Module proc rate, Flurry Strike and Gusty Strike proc rate
Fearless ArmyA morale buff that enhances the entire unit's combat resolve.
Feral SpiritCan be consumed for Giselle's special skills to deal Fixed DMG equal to the consumed stacks.
Fire Control DelayEach stack reduces Crit Rate and Crit DMG by 3%.
Fire DMGDMG dealt based on the main skill's multiplier.
Firepower FulcrumHMG bullets +1.
Firepower SupremacyHMG Range +1. This effect can stack.
FirewalkFinal DMG taken reduces by 50%. After actively attacking, if this unit is on friendly Burning Terrain, consumes the terrain effect and triggers Re-ATK, allowing movement of 2 tiles before attacking. This effect is removed at the end of turn.
Fixed DMGIgnores Armor and DMG Reduction to deal damage once.
Flame DMGDamage dealt is based on the multiplier percentage of the main skill.
Flame FusionWhile in Bunker state, can use Flamethrower to launch a Link Attack, dealing 0.3x DMG. 1 stack is removed upon triggering. Can stack up to 2 times.
Flame SurgeReduces AP cost of Flamethrower active attacks by 1, to a minimum of 1 AP. Consumes 1 stack upon triggering. Stacks up to 2 times.
Flurry StrikeAfter enemy retaliation in combat, launch an additional attack.
FlyingIgnores low obstacles and unit collision while moving, and can stop over low obstacles. Melee weapons can attack flying targets. Immune to melee attacks. Does not trigger ground-based terrain effects. Vision can span over low obstacles in Mist Mode.
Focus FireLink Attack DMG increases by 50%. This effect is removed at the start of next action.
Form BuffVanguard: When initiating combat with melee or ranged weapons, Hit Rate is increased by 15% and Gusty Strike can be triggered, dealing 0.3x DMG. Assault: When actively attacking with assault weapons, Critical Hit chance is increased by 15%. After combat, deals Fixed DMG equal to 0.4x weapon attack to all parts of the target. Tactical: When actively attacking with tactical weapons, DMG dealt is increased by 15%. After combat, applies DMG Taken UP II to targets for 2 turns. All effects are removed upon triggering.
Form ShiftChanges to a next corresponding form. Vanguard: can only equip melee and ranged weapons. Movement increases by +1. When actively attacking, DMG dealt and Critical Hit chance increase by 15%. Assault: can only equip assault weapons. Can perform Link Attack up to 2 times per turn. When actively attacking, assault bullet count +1. Tactical: can only equip tactical weapon. Active attack does not consume tactical ammo. Can continue to move with remaining movement after attacking. When actively attacking, DMG dealt increases by 5% for each 1 AP spent, up to 25%.
Full AssaultDMG +25%. Removed at end of action.
Full RewindRecords the unit's part status, HP, AP, and Tactical Weapon Capacity when applied. At the start of the next action, returns to the recorded status.
Fully PreparedFor every 10% decrease in HP, DMG Taken -3%, up to 15%.
Fury
  • DMG Dealt +25%. Effect cannot stack. Consumed when Fury Unleashed is activated.
  • DMG +5%. Stacks up to 4 times.
Fury UnleashedCan consume Fury stack to improve the skill effect. For each stack consumed, increases AP cost by 1 and the number of bullets by 40%. Up to 2 stacks can be consumed.
GKD MarkWhen actively attacked, chance of being critically hit increases by 15% and Critical DMG taken increases by 10%. The attacker recovers 1 AP after combat. This effect is removed upon triggering.
GKD StanceMovement +1. After attacking, inflicts 1 stack of Suppression on the target, lasting for 2 turns.
GKD SupportMovement increases by +1. After initiating combat, inflicts 1 stack of Suppression on the target. This unit is considered a member of GKD for 2 turns.
Global Repair Effect DownReduces the effectiveness of all repair actions on the target.
Global Repair ReductionRepair AMT Received reduces by 25%.
Good Chance!The next active attack DMG increases by 5% for every 1 AP consumed, up to 40%. This effect is removed after attacking.
Guard
  • Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Triggers up to 2 times per turn and lasts 2 turns. Additionally, gains Defensive Stance I. Can only trigger 1 time per turn.
  • Blocks attacks from a specific weapon type for an ally within 1 adjacent tile.
Guard Disabled
Guard Disabled ImmunityImmune to Guard Disabled.
GuggleSapientia's personal ST that is deployed automatically when entering the battlefield, possesses skills Super Guggle!, Guggle's Grand Plan!, Guggle's Encouragement! and Guggle's Star Shift!.
Guggle's Forever!When actively attacking targets other than Guggle, DMG dealt -25%. Removed after taking effect.
Gusty StrikeLaunch an additional attack before the enemy's retaliation.
GutsWhen suffering lethal damage, survive with 1 HP.
Hawk RushWhen actively attacking with a single-handed Assault Weapon, after combat gains 1 stack of Dual Gun Efficiency. Stacks up to 3 times. Can only trigger 1 time per turn.
Hawk Rush 1When actively attacking with a single-handed Assault Weapon, after combat gains 1 stack of Dual Gun Efficiency. Stacks up to 3 times. Can only trigger 1 time per turn.
Heating UpBefore attacking, if possessing 15 stacks of Heating Up, restores 2 AP after combat, then removes all Heating Up stacks after triggering the corresponding effect.
HellstormAfter being actively attacked, Adele triggers Hellstorm Burst.
Hellstorm Burst IDeals Fixed DMG equal to 0.2x Adele's Flamethrower ATK to all parts of the target and all enemy units within 1 tile. This damage can destroy parts. After attacking, removes Hellstorm. If other affected targets are afflicted with Hellstorm when Hellstorm Burst is triggered, Hellstorm Burst is triggered again on those targets.
HeroismFinal DMG +4%, Final DMG Taken -6%, and Repair AMT +4%. Stacks up to 5 times.
Heroism IFinal DMG +4%, Final DMG Taken -6%, and Repair AMT +4%. Stacks up to 5 times.
Hit DownReduces the target's hit rate, making their attacks less accurate.
Hit Down ImmunityImmune to hit rate reduction debuffs.
Hit Rate Down IIHit rate -10%.
Hit Rate Down IIIHit rate -15%.
Hit Rate UP IHit rate +4%.
Hit Rate UP IIHit rate +8%.
Hit Rate UP IIIHit Rate +12%.
Hit Rate UP IVHit Rate +16%.
Hit Rate UP VHit Rate +20%.
Hit UPIncreases hit rate.
HologramReplicant. Copies the unit's part status and HP upon creation. It cannot attack, move, or be guarded, and is removed at the start of Your Turn.
Hologram IReplicant. Copies the unit's part status and HP upon creation. It cannot attack, move, or be guarded, and is removed at the start of Your Turn.
HookCollective term for Hook - Grab and Hook - Chase.
Hook ChargeEach use of Hook skills consumes 1 charge. Can store up to 3 charges.
HopeFinal DMG increases by 5%, stacking up to 3 times. This effect is removed at the end of the team turn.
Hunter ModeDMG Dealt increases by 30% and Critical Hit chance increases by 20% while using Rail Gun. Critical Hit chance additionally increases by 20% against Boss units. Rail Gun skill range and AoE increase by +2 (+1 for Petal Storm and Death Ray). Movement decreases by -2 and Final DMG Taken increases by +100%.
HuntingApplies buff based on the part destroyed: Body grants Precision, Arms grants Rapid, Leg grants Direct Shot. All effects require a ranged weapon to activate, and are removed after triggering.
Ideal RangeThe optimal engagement distance for a ranged weapon. Grants bonus effects when the target is within this range.
Ignore Guard
Immune to Code InhibitionImmune to Code Inhibition effects.
Immune to Repair InhibitionImmune to Repair AMT Received Down and Destroyed Part Repair Disabled.
Improved AttackIncreases attack damage output.
Improved Attack IATK +5%.
Improved FireWhen actively attacking with a Ranged Weapon, skill multiplier +0.15. Can trigger 1 time. Removed after triggering or when action ends.
Improved HitIncreases accuracy, making attacks more likely to connect.
Impulsive IOffensive aggression +5%, defensive stability -5%.
Impulsive IIOffensive aggression +10%, defensive stability -10%.
IndulgenceFinal DMG dealt reduces by -15%, lasting for 1 turn.
Indulgence IIFinal DMG dealt reduces by -25%, lasting for 1 turn.
InitiativeGrants priority to act first or trigger effects before opponents.
InstabilityHit Rate and Dodge Rate Down.
Instability IInstability debuff level I; reduces combat effectiveness by 5%.
Instability IIHit Rate -4% and Dodge Rate -4%. Stacks up to 5 times.
Instability IIIHit Rate -4%, Dodge Rate -4%, and DMG -3%. Stacks up to 5 times.
IntelEach stack increases all allies' DMG by 0.8%. Stacks up to 25 times. Loses 1 stack at start of action.
Intelligence CollectionGathering tactical intelligence that may reveal enemy positions or grant combat bonuses.
Intimidation
  • Unable to move.
  • Reduces the target's combat performance through psychological pressure.
InvestorA buff that provides resource or AP generation bonuses.
Iron WillCrit Rate +6%. Stacks up to 5 times. Lasts until a critical hit is landed.
Joint MeltAfter actively attacking or executing a Code skill, all parts take Fixed DMG equal to 5% of their Max HP.
LacerationDMG Taken from Chainsaw attack increases by 5%, stacking up to 4 times. This effect is removed at the end of turn.
Lead by ExampleInspires nearby allies, granting them combat bonuses.
Leader CrestCritical Hit chance increases by 20%, Critical Hit DMG increases by 10% and Ricochet hit count increases by 2. This effect is removed at the end of turn.
Limit ReliefNegates one instance of Re-ATK or Re-Act deduction. Removed after taking effect.
Link AttackAn attack launched in coordination with an ally's attack.
Link RepairWhen an ally performs repairs, cooperate to trigger an additional repair on the same target.
Link RetaliationAfter the enemy attacks other allies, launches a retaliation.
Link SalvoAfter an ally actively attacks, simultaneously uses two Tactical Weapons to launch an Extra Strike on the same target.
LockArthur can use Missile Launcher active attacks and Link Attack to attack units regardless of distance.
Locked & ReloadedWhen actively attacking with a Machine Gun, DMG +20% and Bullets +1. Removed after triggering.
LoyaltyWhen Audrey is initiated combat against by assault or ranged weapons, if this unit is within 3 adjacent tiles, activate Guard. DMG taken is reduced by 25%. This effect is removed after triggering.
MaelstromAt start of action, if not incapacitated and both Arms are undestroyed, uses two Machine Guns simultaneously to deal 0.6x DMG 2 times to all enemies within range. If unable to attack, gains 3 AP.
Magnetic ArmorArmor +30%. Stacks up to 3 times. Upon taking damage, removes 1 stack after combat.
Magnetic BuffEach stack: Final DMG dealt +2%, Final DMG taken -2%.
Magnetic Lock-OnCan be targeted by Vengeful Strike and Vengeful Strike β.
Magnetized RepairAfter combat, if there are any destroyed parts, repairs 1 of them. Repair amount is 0.2x that of the Manipulator. Can trigger once.
Magnetoresistive FieldWhen on the battlefield, if enemies pass within 1 ring of this unit or a Defense Field, they must expend 1 additional Movement. Also, their Jetpack's ability to bypass obstacles is disabled.
Mech FormCan only use Assault, Melee and Ranged weapons. DMG dealt increases by +20%, DMG taken is reduced by 20%, Critical Hit chance increases by 10%.
Mental Pressure AuraAn aura that inflicts psychological pressure on nearby enemies, reducing their combat performance.
Mental Pressure Aura IApplies 5% mental pressure to nearby enemies, reducing their combat performance.
Mental Pressure Aura IIDMG Dealt -12%. DMG Taken +12%.
Missile DMG UPIncreases damage dealt by missile attacks.
Move AgainCan move again with remaining movement. Cannot attack after moving.
Movement Down ImmunityImmune to Movement Down.
Movement Inhibition IMovement -1.
Movement Inhibition IIMovement -2
Movement UPMovement +1.
Mystic ArcFixed Alter-Blade type weapon equipped in Cruise Form.
Night EmberFixed Machine Gun type weapon equipped in Cruise Form.
No Time to LoseWhen actively repairing with 3 stacks, reduces the CD of 1 repair skill by 1 and gains 1 AP, then removes all stacks. Can trigger 1 time per turn.
OathAt start of action, if a unit is within 6 tiles of Camilla, targeted skills can only select Camilla as the target. Non-targeted skills remain unaffected.
Offense BoostDMG dealt increases by 25% for this action. This effect is removed after this action.
Overcharged BulletFor each 40 stacks, increases Machine Gun Ideal Range by +1, stacking up to 3 times. When activating Weapon Skill with Machine Gun, for each 40 stacks, increases Machine Gun bullet count by +1, DMG dealt and Critical Hit chance by 10%, stacking up to 3 times. 20 stacks are removed for each 1 AP consumed after combat. Upon reaching 200 stacks, enters Overheating state.
OverheatingCannot use any active combat and command skills other than Normal Attack. Overcharged Bullet will not be gained nor consumed for 1 turn. After exiting Overheating state, all Overcharged Bullet stacks will be removed.
Particle EnergyGains 1 stack at the start of each action and upon Activation. Accumulating 5 stacks allows the usage of Particle Burst.
Passive Repair
  • No manual casting required. Repairs an ally once.
  • Automatically repair HP under specific conditions or at the end of action.
Pending ActivationTemporarily ends the action, can act again if conditions are met.
Percentage DMGDamage dealt as a percentage of the target's current or max HP.
Percentage HP ReductionDirectly reduces HP by a percentage. This effect is not affected by Fixed DMG modifiers or DMG Immunity effects.
Percentage-Based Fixed DMGFixed DMG based on own HP Percentage.
Peripheral VisionBefore the target retaliates, launches an attack on a random target within range. Peripheral Vision is unaffected by Ideal Range.
Personal AideWhen positioned within 3 adjacent tiles of Audrey, Audrey's DMG dealt and Critical Hit chance increase by 15%. If Audrey's attack triggers a Ricochet and there are no valid enemy target, this unit will become the target for Ricochet but will not receive DMG.
PhantomIgnores unit obstruction when moving.
Pochy RepairRestores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part.
PoisedDMG dealt increases by 3%, up to a maximum of 5 stacks.
Positional Advantage ICritical hit chance increases by 3% and DMG taken is reduced by 2% per stack, up to 8 stacks. All stacks are removed after exiting Directional Rack
PrecisionNext basic attack will enter Aiming Mode.
Precision ModeWhen attacking with a Missile Launcher, Final DMG +50%, and no longer causes splash damage.
PrimedAfter actively attacking, inflicts 1 random debuff on the target hit after combat, lasting for 2 turns. Removed after triggering.
ProvocationIf Zoey is within 6 adjacent tiles, skills and attacks can only select Zoey as target. Hit rate is reduced by 15% when attacking Zoey. This effect has lower priority than Oath.
PursuitAutomatically moves toward any enemy that attacks you.
Pursuit RetaliationRetaliate against an attacker after triggering Pursuit.
Quick DrawLaunches a retaliation before enemy active attacks.
Rack
  • Stationary deployment. Unable to move but gain a Special Bonus.
  • Unable to move. When an ally ends their action within the adjacent area, automatically performs Passive Repair on them.
Raging GuardianWhen actively attacking, DMG +10%. Stacks up to 3 times.
RampageFinal DMG dealt increases by 30%. This effect is removed at the start of next turn.
RapidNext active attack gets +1 range.
Razor FeatherChainsaw DMG Dealt increases by 5%, stacking up to 5 times.
Re-ATKAfter the current attack ends, trigger one additional attack. Unable to move before the additional attack unless stated otherwise.
Re-ActCan launch active attacks again. Before attacking, can move with full movement distance.
Re-Act ProhibitionCannot trigger Re-ATK or Re-Act.
Reaction AttackLaunch a counter-attack in response to being attacked.
Reaction HysteresisWhen initiating combat, an action delay allows the target to retaliate first.
ReadyCrit Rate +5%, up to 5 stacks, lasting until landing a critical hit.
Reconstruction IIIRepair AMT +25%.
RedirectionExtends attack range toward the direction of the Tokamak Sphere, but Max Range -1.
Regular RepairPerform a standard HP repair action on a unit or part.
Regular Repair IIAfter actively attacking, restores HP equal to 0.45x Melissa's Manipulator Repair AMT to undestroyed parts. Can trigger 2 times. Cannot repair destroyed parts.
Reinforced AmmoGains Improved Fire after executing the Special Load code.
RejuvenationAfter combat, if any part is destroyed, repairs 1 destroyed part and restores HP to all parts equal to 20% max HP. This effect is removed after triggering.
Renovate IIRepair AMT +20%.
Repair AMT UPIncreases the amount of HP restored by repair actions.
Repair Damaged Part DisabledCannot repair parts that are already damaged.
Repair DisabledCannot perform or receive repair actions.
Repair HindranceReduces the effectiveness of repair actions on the target.
Repair InhibitionRepair AMT Received -50%. Cannot repair destroyed parts.
ResetAllows units that have already finished their turn to act again.
Resonance NodeDesignated unit to assist Sylar. When this unit is within Sylar's Rail Gun skill range, Sylar's attack ignores the target's standard DMG Reduction effect, and DMG Dealt and Hit Rate are increased by 10%.
Resonance PulseAfter being actively attacked or repaired by Martini, the part with lowest HP receives 0.3x Martini's Manipulator Repair AMT as Fixed DMG. This effect is removed after triggering.
Restriction RemovalWhen this module reaches maximum level, activates the Hidden Mod of each part.
RetaliationAfter the enemy attacks this unit, launches a retaliation.
Retaliation DisabledCannot perform counter-attacks or retaliations.
Retaliation EnhancementWhen attacked and drawn into combat, triggers Quick Draw before the enemy strikes, and Retaliation DMG +15%. Stacks up to 5 times. Each stack is independent and does not accumulate. When Retaliation or Quick Draw is triggered, 1 stack is removed after combat.
RetractExit Rack Mode.
RicochetSelects the nearest target within 3 adjacent tiles of the last target to attack, prioritizing hitting the same target as the first attack. This effect is halted if an attack misses. Ricochet is guaranteed to hit if the target is Personal Aide.
Rocket DMG UPIncreases damage dealt by rocket attacks.
Rondo - FlamethrowerWhen initiating combat with a single-handed Assault Weapon, deals Fixed DMG after combat equal to 0.35x Weapon ATK to all parts of the target in total.
Rondo - Machine GunWhen attacking with an Assault Weapon, increases DMG dealt in this skirmish based on hits. For each hit, DMG increases by 2%, up to 20%. Resets after attacking.
Rondo - ShotgunWhen attacking with an Assault Weapon, ignores 50% of the target's Armor.
SP AmmoSpecial ammunition loaded into a weapon, granting additional effects on hit.
SP Ammo ISpecial ammunition level I; grants an additional 5% effect on hit.
SalvoFire multiple projectiles simultaneously at a target in a single action.
SanctuaryImmune to "Cannot be protected by Guard" effects. When attacked by a Assault or Ranged Weapon, if within 3 tiles of Cassha, she blocks the attack.
Scorching WillFlamethrower Weapon ATK increased by 1%. Stacks up to 10 times.
Selfless GuardIntercept attacks targeting nearby allies without triggering a retaliation.
Sentinel WardAfter performing active repairs, apply an extra repair effect to the target.
Sentry ModBefore performing Link Attack, DMG dealt increases by 5% and Critical Hit chance increases by 2%, stacking up to 5 times, lasting for 2 turns.
SerenityCrit Rate +5%, Crit DMG +5%, up to 3 stacks. Lose all effects upon taking damage.
Shadow of CalamityA debuff aura associated with a specific pilot's ability.
SharpshooterEnhanced ranged accuracy and precision.
Shatter MarkDMG Taken from Audrey and Personal Aide increases by 2.5%, stacking up to 10 times.
Shift EnergyCan be used for Configuration Shift. Stacks up to 5 times.
Short CircuitAt the end of the action, all body parts lose 7% of their maximum HP as Fixed DMG. This Fixed DMG cannot destroy parts.
Short Circuit IAt the end of action, all parts take Fixed DMG equal to 7% of their Max HP.
Short Circuit IIAt the end of the action, all body parts lose 7% of their maximum HP as Fixed DMG. This Fixed DMG cannot destroy parts.
Short Circuit IIIAt the end of the action, all body parts lose 7% of their maximum HP as Fixed DMG. This Fixed DMG increases by 1% for each debuff the target carries, up to a maximum of 12%. This Fixed DMG cannot destroy parts.
Short-Circuit Strike!When attacked, inflicts Short Circuit III on the target after combat.
ShrewdnessFor each 1 stack, increases Flamethrower ATK and Repair AMT by 2%, stacking up to 15 times.
SkilledEnhanced combat proficiency granting bonuses to attack actions.
Special LoadA special ammunition or loading state that enhances subsequent attacks.
Specific Repair SkillsPochy Assist! Skill and Full Power! Skill
Standard ModeWhen attacking with a Missile Launcher, deals Splash DMG equal to 50% of the damage dealt to all parts except the part hit.
Stay Lit!When executing a single-target repair skill, restores additional AP to eligible targets.
Steady GuardFinal DMG taken is reduced by 50%. This effect is removed after triggering.
StealthReduces targeting priority. Enemies will not actively select this unit as their primary target.
Stealth ICannot be targeted by active attacks. Forcibly removed when actively attacking, being attacked and taking damage, or if enemies exist within 2 adjacent tiles.
Stellar BurstCritical hit chance increases by 15%. Critical hit DMG increases by 10%.
Storm SurgeDMG dealt increases by 5%, Critical Hit chance increases by 4%. Each stack lasts for 2 turns.
StratagemTang can consume these stacks to activate personal skills. This effect stacks up to 5 times.
Stratagem InfusionConsumes 1 additional stack of Stratagem to enhance this skill's effect.
Structural DamageWhen Hardaway actively attacks this unit with Rocket Launchers, Critical Hit chance increases by 3% for each 1 stack, stacking up to 10 times. If a critical hit occurs, causes this target to receive Fixed DMG equal to 0.05x Rocket Launcher ATK for 3 times after combat. The Fixed DMG effect does not stack. This effect lasts for 2 turns and can stack up to 10 times.
Structural InstabilityWhen actively attacked in combat, Final DMG taken increases by 30% and the attacker ignores all standard DMG Reduction effects. This effect is removed upon triggering.
SubstituteIf an ally with HP below 30% is attacked during combat, a Guard effect can be activated regardless of skill range. Removed after activation.
Subtask - AttackAfter this unit initiates combat, Collin uses cautter to perform a Link Attack, dealing 0.75x DMG. This effect can trigger up to 4 times per turn, and is removed at the start of next action.
Subtask - DefenseWhen actively attacked, all intact parts gain temporary HP equal to 18% of their max HP. The temporary HP is removed after combat. This effect can trigger up to 4 times per turn, and is removed at the start of next action.
SuppressionArmor reduced by 4%, chance of receiving a critical hit increased by 2%, stacking up to 5 times, lasting for 2 turns.
Suppression AttackLaunches an attack against an enemy after they complete their action.
Sync MiracleWhen actively attacking, Crit Rate +40%, and the first 4 hits ignore the target's DMG Reduction effects. Removed after taking effect.
Sync RatioWhen Sync Ratio is greater than 50%, each 1% Sync Ratio increases pilot Suitability by 0.2%, otherwise, it reduces pilot Suitability.
SynchronizationHas a special Sync Ratio with the ST, which changes during battle. The higher the sync ratio, the stronger the pilot's ability.
System FailureIncapacitated, cannot move or attack.
Target ShiftEnsures the enemy's attack hits the designated part.
Temporary AP CapAP cap is temporarily increased. This effect is removed at the end of turn.
TerminatorAfter actively attacking with an Alter-Blade, if the HP of the part hit is below a certain percentage, triggers the Execution effect, directly destroying that part after combat.
Terminator 1After actively attacking with an Alter-Blade, if the part hit is below 15% HP, triggers the Execution effect, directly destroying that part after combat.
Thermal CorrosionWhen actively attacked, this unit takes Fixed DMG equal to 15% of the Alena's Shield arm's max HP to all parts after combat. This effect can trigger up to 5 times and is removed after 1 turn.
Thirst for KnowledgeA buff that generates bonuses through information gathering or tactical awareness.
Tiger King ResilienceNext attack AP cost is reduced by -2, to a minimum of 1 AP. DMG taken from Retaliation reduces by 30%. This effect is removed after actively attacking.
Tiger MightCritical Hit chance and Dodge Rate increase by 3% per stack.
TimidityAP Cost UP for Normal Attacks, Skills and Codes.
Timidity ITimidity debuff level I; reduces offensive capability by 5%.
Tokamak SphereCan choose a direction when deployed. Redirects Fia's Rail Gun/Flamethrower AoE attacks when they pass through it. Destroyed after redirection. Can be retrieved at end of action.
Tracing MarkPrevents this unit from entering Stealth and reduces Dodge Rate by 15%, lasting for 1 turn.
Turning PointDMG Taken -30%. Removed at start of action.
Turns LeftTurns left cannot exceed the duration of the effect at the time of acquisition.
Twin-Gun Basic AttackUse two machine guns to launch a normal attack on the target.
Twin-Gun Link AttackAfter an ally launches an attack, use two machine guns to launch a Link Attack on the target they attacked.
Ultrahot!Flame DMG +10%.
Unceasing ThunderfireTalent buff for Eileen.
UndyingBody is immune to Execution effect. When any part suffers overdamage, triggers Guts, locking at 1 HP. Consumes 1 stack upon activation. Stacks up to a maximum of 3 times.
Valhalla's CallWhen attacking for the first time each turn, AP Cost -1, minimum 1. After actively attacking, if the target is destroyed, triggers Re-ATK after combat, granting full Movement. Can only trigger 1 time per turn. When the duration ends, resets Awakening level.
Vengeful EdgeWhen Maat uses Splitter, Severance or Thorn Annihilation, each stack increases hit count by 1.
Vigilant ShotBefore an incoming enemy attack within weapon range lands, trigger a pre-emptive ranged attack.
VigorDMG +1.5%, DMG Taken -1.5%.
War FlameDMG taken is reduced by 3%, stacking up to 6 times. When possessing 4 or more stacks, can use command skill Rapid Raid.
Weapon HindranceReduces the target's weapon effectiveness.
Weapon InhibitionCannot execute weapon skills or attack codes except for normal attacks.
Weapon SkillActive combat skills other than Normal Attack.