Glossary
Updated:
Statuses, buffs/debuffs and terrain types. Links in descriptions lead here.
Ads help keep this site running. If you don’t mind, allow ads on it in your ad blocker.
Pilot classes
A profession that uses Melee combat as its primary form of attack, specializing in decisive blows and re-attacks.
A profession that excels in the use of Assault Weapons, specializing in high burst single-target attacks and quickly sapping enemy ST HP.
A profession that excels in the use of Ranged Weapons. Can select a part to attack under certain conditions.
A profession that uses tactical weapons to attack at great distances with absolutely no retaliation. Capable of striking multiple targets at once.
A profession tied to Heavy STs that specializes in protecting allies and limiting enemy movement.
A profession that specializes in ST repair and also aids allies in battle. An essential tactical unit on the battlefield.
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
Lighter weight part with higher dodge and mobility. Only Light ST can be fitted with: Accelerator and Jetpack.
Medium weight part with moderate attributes. Only Medium ST can be fitted with: Tactical Weapon, Manipulator, and Extra Ammo Supply Backpack.
Heavier weight part with high HP and thick armor. Only Heavy ST can be fitted with: Large Shield, and Inducer Backpack.
Terrain
| Burning Terrain | Deals Fixed DMG equal to 12% of Max HP to all parts of enemies that remain on this tile. |
| Sentry Zone | Bertha 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 Area | Collin will use cutters to attack enemy stopping on this tile, dealing 0.6x damage. This terrain has high priority. |
| Defense Field | Grants DMG Taken -15% to allies that remain on this tile. This terrain effect has high priority. |
| Particle Domain | Grants DMG Taken -15% to allies that remain on this tile. This terrain effect has high priority. |
Buffs and debuffs (374)
| Name | Effect |
|---|---|
| Absolute Dodge | When attacked and retaliating, ensures a Perfect Dodge. Effect is removed after triggering. |
| Absolute Will | Body 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. |
| Activation | Gains an extra action without triggering any start or end of turn effect. |
| Active Skill Disabled | Cannot use active skills for the duration of this effect. |
| Add Strike | After retaliation, trigger an additional retaliation. |
| Adorable | A unique status effect associated with specific pilot abilities. |
| Advantage | Increases Dodge Rate by 10% per stack, up to 3 stacks. 1 stack is removed upon being attacked. |
| Afterglow | When attacked, all parts take Fixed DMG equal to 0.05x Erisa's Weapon ATK after combat. This effect lasts until the action ends. |
| Aggressive | When Retaliating, Crit Rate +10%, Crit DMG +10%. |
| Aiming | Before attacking, designate a specific part of the target to focus all damage on that part. |
| Airspace Blockade | When actively attacking with a Tactical Weapon, cannot deal damage to enemies within enemy Defense Fields. Removed when action ends. |
| All-Out Assault Tactics | Final DMG +20%. Removed at end of action. |
| Ambition | When 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 II | When 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 Tactics | When actively attacking, Crit Rate +15%. Stacks up to 5 times. Removed after actively attacking. |
| Appointment | Collin can select target within 4 tiles of this unit with a cutter. |
| Arch-Enemy | Attacks from Bertha cannot be blocked by Selfless Guard or Guard. Dodge Rate is reduced by 20%. |
| Armor Care | Restores or maintains armor integrity, recovering armor value. |
| Armor Care I | Restores armor value by 5%. |
| Armor Down I | Armor -35%. |
| Armor Down II | Armor -50%. |
| Armor Down Immunity | Immune to armor reduction debuffs. |
| Armor UP I | Armor +5%. |
| Assault Field | An 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 Repair | After an ally's action, perform Passive Repair on that ally. |
| Attack Hindrance | Impedes the target's ability to attack effectively. |
| Attack Hindrance I | Reduces the target's attack effectiveness by 5%. |
| Auto Load | When a tactical weapon's magazine is depleted, automatically begin reloading. Reload takes several turns to complete. |
| Awakening | Lv.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. |
| Balance | Redistributes HP% evenly across all intact parts. |
| Battle Wound | Applies debuff based on the part hit: Battle Wound - Body, Battle Wound - Left Arm, Battle Wound - Right Arm, or Battle Wound - Leg. |
| Battle Wound - Body | Reduces AP by -1 when triggering Re-ATK. |
| Battle Wound - Left Arm | When actively attacking, reduces Final DMG by 20% for the first hit. |
| Battle Wound - Leg | When 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 Arm | When actively attacking, if the number of hits are more than 5, reduces the number of hits by 20%. |
| Battlefield Fortress | A defensive stance that greatly increases survivability in place. |
| Bide | Accumulate power while withstanding attacks, releasing it in a stronger follow-up action. |
| Blazing Barrier | DMG 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 III | Dodge Rate +35%. |
| Breakthrough | Greatly improves active skills effect. |
| Bunker | Cannot 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 Intent | Each stack grants Crit Rate +2% when attacking with a Missile Launcher. |
| Chain Execution | After 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 Up | Chainsaw Hits +1. Stacks up to 3 times. Loses 1 stack after taking action. |
| Clean Up | At 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. |
| Cleave | Uses 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 Reduction | Reduces DMG taken from the next code attack by 30%. Removed after taking effect. |
| Code Hindrance | Disrupts the use of Code-type skills. |
| Code Inhibition | Cannot execute command skills. |
| Collective Advantage | DMG dealt increases by 2%, Critical Hit chance increases by 1% per stack, up to 20 stacks. |
| Concealed Edge | Critical Hit chance and Critical Hit DMG are reduced by 20%. |
| Configuration Shift | Shifts the ST form based on the situation. Can use Mech Form Shift or Cruise Form Shift at the end of an action. |
| Convergence | Cannot gain another turn through any Reset type effect. This effect is removed at the start of next action. |
| Counter Burst | When retaliating with a Machine Gun, Bullets +1. Stacks up to 3 times. |
| Crash | Unable to take action! |
| Crit DMG UP I | Crit DMG +10%. |
| Crit DMG UP II | Crit DMG +15%. |
| Crit Rate Down II | Crit rate -15%. |
| Crit Rate UP | Increases critical hit rate. |
| Crit Rate UP I | Crit rate +10%. |
| Crit Rate UP II |
|
| Crit Rate UP III | Crit Rate +20%. |
| Crit Rate UP IV | Crit Rate +25%. |
| Crit Reduction | When under attack, Crit RES +10%, and Crit DMG Taken -10%. |
| Critical Sense |
|
| Critical State | Final 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 Fire | Coordinate fire from multiple angles to catch enemies in overlapping fields of fire. |
| Cruise Form | Weapons 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%. |
| Crusher | After 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 I | DMG -5%. |
| DMG Down II | DMG -10%. |
| DMG Down Immunity | Immune to damage reduction debuffs. |
| DMG Immunity | Negates DMG dealt from a single attack. This effect is removed after triggering. |
| DMG Reduction | Includes DMG taken reduction, Final DMG taken reduction, and DMG taken reduction from shields. |
| DMG Taken Down | Reduces damage received from incoming attacks. |
| DMG Taken Down III | DMG Taken -12%. |
| DMG Taken Immunity | Immune to increased damage taken debuffs. |
| DMG Taken UP | DMG Taken +10% |
| DMG Taken UP I | DMG Taken +10%. |
| DMG Taken UP II | DMG Taken +15%. |
| DMG UP | DMG increases according to buff level. |
| DMG UP II | DMG +10%. |
| DMG UP III | DMG +15%. |
| DMG UP IV | DMG +20%. |
| DMG UP V | DMG +25%. |
| Defensive Stance II | DMG Taken -10%. |
| Defensive Stance III | DMG Taken -50%. |
| Determination | DMG dealt increases by 5% when using Weapon Skill, stacking up to 5 times. This effect is removed upon triggering. |
| Diagonal Shot | Enables a Rail Gun to execute Diagonal Attacks with a Range of -1. |
| Direct Shot | Next attack multiplier increases by +0.1. |
| Directional Rack | Stationary deployment. Unable to move. Attack range changes to a fixed direction area, but grants a special bonus. |
| Displacement | Pulled, pushed back, or replaced. |
| Dodge Rate Down II | Dodge Rate -8%. |
| Dodge Rate Down III | Dodge Rate -12%. |
| Dodge Rate Down V | Dodge Rate -20%. |
| Dodge Rate UP III | Dodge rate +15%. |
| Dodge Rate UP IV | Dodge rate +20%. |
| Dual Gun Efficiency | When 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 Retaliation | After the enemy attacks this unit, uses two Machine Guns to retaliate. |
| Duelist Soul | Determination max stacks increases by 1. Always retains at least 1 stack of Determination after combat. This effect can stack up to 2 times. |
| Dummy Trick | When 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 Momentum | Holds 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 Data | Can 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 Stance | After 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 Support | After 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. |
| Eminence | When actively attacking, skill multiplier +0.15. Removed when taking damage. |
| Epiphyllum's Move | When 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 Bloom | Heavy Machine Gun DMG +25% and Bullets +40%. Removed at the start of turn. |
| Euphoria | When actively attacking, Crit Rate UP. |
| Euphoria II | Dodge Rate +3%. When actively attacking, Crit Rate +5%. Stacks up to 5 times. |
| Evasion Boost | Dodge Rate increases by 15% for this action. This effect is removed after this action. |
| Execution | When specific conditions are met, the part is directly destroyed after combat. This effect ignores Guts. |
| Exposure II | Affected Part Hit Weighting +45. |
| Extra Strike | Deal one additional hit to the target on top of the current attack. |
| False Intentions | Each 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 Hunt | Active 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 Event | Includes Critical Hit chance, Hit rate, Dodge Rate, Component proc rate, Module proc rate, Flurry Strike and Gusty Strike proc rate |
| Fearless Army | A morale buff that enhances the entire unit's combat resolve. |
| Feral Spirit | Can be consumed for Giselle's special skills to deal Fixed DMG equal to the consumed stacks. |
| Fire Control Delay | Each stack reduces Crit Rate and Crit DMG by 3%. |
| Fire DMG | DMG dealt based on the main skill's multiplier. |
| Firepower Fulcrum | HMG bullets +1. |
| Firepower Supremacy | HMG Range +1. This effect can stack. |
| Firewalk | Final 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 DMG | Ignores Armor and DMG Reduction to deal damage once. |
| Flame DMG | Damage dealt is based on the multiplier percentage of the main skill. |
| Flame Fusion | While 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 Surge | Reduces 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 Strike | After enemy retaliation in combat, launch an additional attack. |
| Flying | Ignores 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 Fire | Link Attack DMG increases by 50%. This effect is removed at the start of next action. |
| Form Buff | Vanguard: 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 Shift | Changes 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 Assault | DMG +25%. Removed at end of action. |
| Full Rewind | Records 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 Prepared | For every 10% decrease in HP, DMG Taken -3%, up to 15%. |
| Fury |
|
| Fury Unleashed | Can 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 Mark | When 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 Stance | Movement +1. After attacking, inflicts 1 stack of Suppression on the target, lasting for 2 turns. |
| GKD Support | Movement 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 Down | Reduces the effectiveness of all repair actions on the target. |
| Global Repair Reduction | Repair 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 |
|
| Guard Disabled |
|
| Guard Disabled Immunity | Immune to Guard Disabled. |
| Guggle | Sapientia'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 Strike | Launch an additional attack before the enemy's retaliation. |
| Guts | When suffering lethal damage, survive with 1 HP. |
| Hawk Rush | When 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 1 | When 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 Up | Before attacking, if possessing 15 stacks of Heating Up, restores 2 AP after combat, then removes all Heating Up stacks after triggering the corresponding effect. |
| Hellstorm | After being actively attacked, Adele triggers Hellstorm Burst. |
| Hellstorm Burst I | Deals 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. |
| Heroism | Final DMG +4%, Final DMG Taken -6%, and Repair AMT +4%. Stacks up to 5 times. |
| Heroism I | Final DMG +4%, Final DMG Taken -6%, and Repair AMT +4%. Stacks up to 5 times. |
| Hit Down | Reduces the target's hit rate, making their attacks less accurate. |
| Hit Down Immunity | Immune to hit rate reduction debuffs. |
| Hit Rate Down II | Hit rate -10%. |
| Hit Rate Down III | Hit rate -15%. |
| Hit Rate UP I | Hit rate +4%. |
| Hit Rate UP II | Hit rate +8%. |
| Hit Rate UP III | Hit Rate +12%. |
| Hit Rate UP IV | Hit Rate +16%. |
| Hit Rate UP V | Hit Rate +20%. |
| Hit UP | Increases hit rate. |
| Hologram | Replicant. 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 I | Replicant. 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. |
| Hook | Collective term for Hook - Grab and Hook - Chase. |
| Hook Charge | Each use of Hook skills consumes 1 charge. Can store up to 3 charges. |
| Hope | Final DMG increases by 5%, stacking up to 3 times. This effect is removed at the end of the team turn. |
| Hunter Mode | DMG 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%. |
| Hunting | Applies 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 Range | The optimal engagement distance for a ranged weapon. Grants bonus effects when the target is within this range. |
| Ignore Guard |
|
| Immune to Code Inhibition | Immune to Code Inhibition effects. |
| Immune to Repair Inhibition | Immune to Repair AMT Received Down and Destroyed Part Repair Disabled. |
| Improved Attack | Increases attack damage output. |
| Improved Attack I | ATK +5%. |
| Improved Fire | When actively attacking with a Ranged Weapon, skill multiplier +0.15. Can trigger 1 time. Removed after triggering or when action ends. |
| Improved Hit | Increases accuracy, making attacks more likely to connect. |
| Impulsive I | Offensive aggression +5%, defensive stability -5%. |
| Impulsive II | Offensive aggression +10%, defensive stability -10%. |
| Indulgence | Final DMG dealt reduces by -15%, lasting for 1 turn. |
| Indulgence II | Final DMG dealt reduces by -25%, lasting for 1 turn. |
| Initiative | Grants priority to act first or trigger effects before opponents. |
| Instability | Hit Rate and Dodge Rate Down. |
| Instability I | Instability debuff level I; reduces combat effectiveness by 5%. |
| Instability II | Hit Rate -4% and Dodge Rate -4%. Stacks up to 5 times. |
| Instability III | Hit Rate -4%, Dodge Rate -4%, and DMG -3%. Stacks up to 5 times. |
| Intel | Each stack increases all allies' DMG by 0.8%. Stacks up to 25 times. Loses 1 stack at start of action. |
| Intelligence Collection | Gathering tactical intelligence that may reveal enemy positions or grant combat bonuses. |
| Intimidation |
|
| Investor | A buff that provides resource or AP generation bonuses. |
| Iron Will | Crit Rate +6%. Stacks up to 5 times. Lasts until a critical hit is landed. |
| Joint Melt | After actively attacking or executing a Code skill, all parts take Fixed DMG equal to 5% of their Max HP. |
| Laceration | DMG Taken from Chainsaw attack increases by 5%, stacking up to 4 times. This effect is removed at the end of turn. |
| Lead by Example | Inspires nearby allies, granting them combat bonuses. |
| Leader Crest | Critical 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 Relief | Negates one instance of Re-ATK or Re-Act deduction. Removed after taking effect. |
| Link Attack | An attack launched in coordination with an ally's attack. |
| Link Repair | When an ally performs repairs, cooperate to trigger an additional repair on the same target. |
| Link Retaliation | After the enemy attacks other allies, launches a retaliation. |
| Link Salvo | After an ally actively attacks, simultaneously uses two Tactical Weapons to launch an Extra Strike on the same target. |
| Lock | Arthur can use Missile Launcher active attacks and Link Attack to attack units regardless of distance. |
| Locked & Reloaded | When actively attacking with a Machine Gun, DMG +20% and Bullets +1. Removed after triggering. |
| Loyalty | When 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. |
| Maelstrom | At 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 Armor | Armor +30%. Stacks up to 3 times. Upon taking damage, removes 1 stack after combat. |
| Magnetic Buff | Each stack: Final DMG dealt +2%, Final DMG taken -2%. |
| Magnetic Lock-On | Can be targeted by Vengeful Strike and Vengeful Strike β. |
| Magnetized Repair | After combat, if there are any destroyed parts, repairs 1 of them. Repair amount is 0.2x that of the Manipulator. Can trigger once. |
| Magnetoresistive Field | When 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 Form | Can 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 Aura | An aura that inflicts psychological pressure on nearby enemies, reducing their combat performance. |
| Mental Pressure Aura I | Applies 5% mental pressure to nearby enemies, reducing their combat performance. |
| Mental Pressure Aura II | DMG Dealt -12%. DMG Taken +12%. |
| Missile DMG UP | Increases damage dealt by missile attacks. |
| Move Again | Can move again with remaining movement. Cannot attack after moving. |
| Movement Down Immunity | Immune to Movement Down. |
| Movement Inhibition I | Movement -1. |
| Movement Inhibition II | Movement -2 |
| Movement UP | Movement +1. |
| Mystic Arc | Fixed Alter-Blade type weapon equipped in Cruise Form. |
| Night Ember | Fixed Machine Gun type weapon equipped in Cruise Form. |
| No Time to Lose | When 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. |
| Oath | At 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 Boost | DMG dealt increases by 25% for this action. This effect is removed after this action. |
| Overcharged Bullet | For 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. |
| Overheating | Cannot 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 Energy | Gains 1 stack at the start of each action and upon Activation. Accumulating 5 stacks allows the usage of Particle Burst. |
| Passive Repair |
|
| Pending Activation | Temporarily ends the action, can act again if conditions are met. |
| Percentage DMG | Damage dealt as a percentage of the target's current or max HP. |
| Percentage HP Reduction | Directly reduces HP by a percentage. This effect is not affected by Fixed DMG modifiers or DMG Immunity effects. |
| Percentage-Based Fixed DMG | Fixed DMG based on own HP Percentage. |
| Peripheral Vision | Before the target retaliates, launches an attack on a random target within range. Peripheral Vision is unaffected by Ideal Range. |
| Personal Aide | When 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. |
| Phantom | Ignores unit obstruction when moving. |
| Pochy Repair | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. |
| Poised | DMG dealt increases by 3%, up to a maximum of 5 stacks. |
| Positional Advantage I | Critical 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 |
| Precision | Next basic attack will enter Aiming Mode. |
| Precision Mode | When attacking with a Missile Launcher, Final DMG +50%, and no longer causes splash damage. |
| Primed | After actively attacking, inflicts 1 random debuff on the target hit after combat, lasting for 2 turns. Removed after triggering. |
| Provocation | If 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. |
| Pursuit | Automatically moves toward any enemy that attacks you. |
| Pursuit Retaliation | Retaliate against an attacker after triggering Pursuit. |
| Quick Draw | Launches a retaliation before enemy active attacks. |
| Rack |
|
| Raging Guardian | When actively attacking, DMG +10%. Stacks up to 3 times. |
| Rampage | Final DMG dealt increases by 30%. This effect is removed at the start of next turn. |
| Rapid | Next active attack gets +1 range. |
| Razor Feather | Chainsaw DMG Dealt increases by 5%, stacking up to 5 times. |
| Re-ATK | After the current attack ends, trigger one additional attack. Unable to move before the additional attack unless stated otherwise. |
| Re-Act | Can launch active attacks again. Before attacking, can move with full movement distance. |
| Re-Act Prohibition | Cannot trigger Re-ATK or Re-Act. |
| Reaction Attack | Launch a counter-attack in response to being attacked. |
| Reaction Hysteresis | When initiating combat, an action delay allows the target to retaliate first. |
| Ready | Crit Rate +5%, up to 5 stacks, lasting until landing a critical hit. |
| Reconstruction III | Repair AMT +25%. |
| Redirection | Extends attack range toward the direction of the Tokamak Sphere, but Max Range -1. |
| Regular Repair | Perform a standard HP repair action on a unit or part. |
| Regular Repair II | After 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 Ammo | Gains Improved Fire after executing the Special Load code. |
| Rejuvenation | After 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 II | Repair AMT +20%. |
| Repair AMT UP | Increases the amount of HP restored by repair actions. |
| Repair Damaged Part Disabled | Cannot repair parts that are already damaged. |
| Repair Disabled | Cannot perform or receive repair actions. |
| Repair Hindrance | Reduces the effectiveness of repair actions on the target. |
| Repair Inhibition | Repair AMT Received -50%. Cannot repair destroyed parts. |
| Reset | Allows units that have already finished their turn to act again. |
| Resonance Node | Designated 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 Pulse | After 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 Removal | When this module reaches maximum level, activates the Hidden Mod of each part. |
| Retaliation | After the enemy attacks this unit, launches a retaliation. |
| Retaliation Disabled | Cannot perform counter-attacks or retaliations. |
| Retaliation Enhancement | When 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. |
| Retract | Exit Rack Mode. |
| Ricochet | Selects 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 UP | Increases damage dealt by rocket attacks. |
| Rondo - Flamethrower | When 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 Gun | When 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 - Shotgun | When attacking with an Assault Weapon, ignores 50% of the target's Armor. |
| SP Ammo | Special ammunition loaded into a weapon, granting additional effects on hit. |
| SP Ammo I | Special ammunition level I; grants an additional 5% effect on hit. |
| Salvo | Fire multiple projectiles simultaneously at a target in a single action. |
| Sanctuary | Immune 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 Will | Flamethrower Weapon ATK increased by 1%. Stacks up to 10 times. |
| Selfless Guard | Intercept attacks targeting nearby allies without triggering a retaliation. |
| Sentinel Ward | After performing active repairs, apply an extra repair effect to the target. |
| Sentry Mod | Before performing Link Attack, DMG dealt increases by 5% and Critical Hit chance increases by 2%, stacking up to 5 times, lasting for 2 turns. |
| Serenity | Crit Rate +5%, Crit DMG +5%, up to 3 stacks. Lose all effects upon taking damage. |
| Shadow of Calamity | A debuff aura associated with a specific pilot's ability. |
| Sharpshooter | Enhanced ranged accuracy and precision. |
| Shatter Mark | DMG Taken from Audrey and Personal Aide increases by 2.5%, stacking up to 10 times. |
| Shift Energy | Can be used for Configuration Shift. Stacks up to 5 times. |
| Short Circuit | At 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 I | At the end of action, all parts take Fixed DMG equal to 7% of their Max HP. |
| Short Circuit II | At 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 III | At 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. |
| Shrewdness | For each 1 stack, increases Flamethrower ATK and Repair AMT by 2%, stacking up to 15 times. |
| Skilled | Enhanced combat proficiency granting bonuses to attack actions. |
| Special Load | A special ammunition or loading state that enhances subsequent attacks. |
| Specific Repair Skills | Pochy Assist! Skill and Full Power! Skill |
| Standard Mode | When 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 Guard | Final DMG taken is reduced by 50%. This effect is removed after triggering. |
| Stealth | Reduces targeting priority. Enemies will not actively select this unit as their primary target. |
| Stealth I | Cannot be targeted by active attacks. Forcibly removed when actively attacking, being attacked and taking damage, or if enemies exist within 2 adjacent tiles. |
| Stellar Burst | Critical hit chance increases by 15%. Critical hit DMG increases by 10%. |
| Storm Surge | DMG dealt increases by 5%, Critical Hit chance increases by 4%. Each stack lasts for 2 turns. |
| Stratagem | Tang can consume these stacks to activate personal skills. This effect stacks up to 5 times. |
| Stratagem Infusion | Consumes 1 additional stack of Stratagem to enhance this skill's effect. |
| Structural Damage | When 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 Instability | When 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. |
| Substitute | If an ally with HP below 30% is attacked during combat, a Guard effect can be activated regardless of skill range. Removed after activation. |
| Subtask - Attack | After 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 - Defense | When 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. |
| Suppression | Armor reduced by 4%, chance of receiving a critical hit increased by 2%, stacking up to 5 times, lasting for 2 turns. |
| Suppression Attack | Launches an attack against an enemy after they complete their action. |
| Sync Miracle | When actively attacking, Crit Rate +40%, and the first 4 hits ignore the target's DMG Reduction effects. Removed after taking effect. |
| Sync Ratio | When Sync Ratio is greater than 50%, each 1% Sync Ratio increases pilot Suitability by 0.2%, otherwise, it reduces pilot Suitability. |
| Synchronization | Has a special Sync Ratio with the ST, which changes during battle. The higher the sync ratio, the stronger the pilot's ability. |
| System Failure | Incapacitated, cannot move or attack. |
| Target Shift | Ensures the enemy's attack hits the designated part. |
| Temporary AP Cap | AP cap is temporarily increased. This effect is removed at the end of turn. |
| Terminator | After 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 1 | After 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 Corrosion | When 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 Knowledge | A buff that generates bonuses through information gathering or tactical awareness. |
| Tiger King Resilience | Next 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 Might | Critical Hit chance and Dodge Rate increase by 3% per stack. |
| Timidity | AP Cost UP for Normal Attacks, Skills and Codes. |
| Timidity I | Timidity debuff level I; reduces offensive capability by 5%. |
| Tokamak Sphere | Can 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 Mark | Prevents this unit from entering Stealth and reduces Dodge Rate by 15%, lasting for 1 turn. |
| Turning Point | DMG Taken -30%. Removed at start of action. |
| Turns Left | Turns left cannot exceed the duration of the effect at the time of acquisition. |
| Twin-Gun Basic Attack | Use two machine guns to launch a normal attack on the target. |
| Twin-Gun Link Attack | After an ally launches an attack, use two machine guns to launch a Link Attack on the target they attacked. |
| Ultrahot! | Flame DMG +10%. |
| Unceasing Thunderfire | Talent buff for Eileen. |
| Undying | Body 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 Call | When 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 Edge | When Maat uses Splitter, Severance or Thorn Annihilation, each stack increases hit count by 1. |
| Vigilant Shot | Before an incoming enemy attack within weapon range lands, trigger a pre-emptive ranged attack. |
| Vigor | DMG +1.5%, DMG Taken -1.5%. |
| War Flame | DMG taken is reduced by 3%, stacking up to 6 times. When possessing 4 or more stacks, can use command skill Rapid Raid. |
| Weapon Hindrance | Reduces the target's weapon effectiveness. |
| Weapon Inhibition | Cannot execute weapon skills or attack codes except for normal attacks. |
| Weapon Skill | Active combat skills other than Normal Attack. |
Ads help keep this site running. If you don’t mind, allow ads on it in your ad blocker.