A collection of in-game terms, and which costumes have each effect.
Glossary
Damage Types
Physical Type
This type uses the ATK stat instead of Magic ATK for its attacks.
Magic Type
This type uses the Magic ATK stat instead of ATK for its attacks.
Property DMG
When attacking with a property advantage, your damage increases by the Property DMG value. For instance, with a 50% Property DMG increase, dealing 100 damage to a weaker property results in 150 damage.
Fixed DMG
Isn't affected by the following effects. - DEF / Magic Resistance / Barrier / Critical Strike / DMG Taken Increase or Reduction Is affected by the following effects. - Property DMG / Chain Effect / Augmentation / Energy Guard / DMG Dealt Increase or Reduction / Death Time Effect
* Merged with the in-game mechanic page's description.
Costumes with this effect (9)
Pure DMG
Isn't affected by the following effects. - DEF / Magic Resistance / Barrier / Energy Guard / DMG Taken Reduction Is affected by the following effects. - Property DMG / Chain Effect / Critical Strike / Augmentation / Death Time Effect / DMG Taken Increase / DMG Dealt Increase or Reduction
* Merged with the in-game mechanic page's description.
Costumes with this effect (1)
Consumed DMG
Isn't affected by the following effects. - DEF / Magic Resistance / Barrier / Critical Strike / Energy Guard / DMG Taken Increase or Reduction Is affected by the following effects. - Property DMG / Chain Effect / Augmentation / DMG Dealt Increase or Reduction / Death Time Effect
* Merged with the in-game mechanic page's description.
Damage over Time
DoT
DoTs deal ongoing damage at the end of each turn, such as Bleed, Burn, Poison, Rot, Frostbite and others.
Costumes with this effect (18)
Bleed
Bleed inflicts DoT damage at the end of each turn.
Costumes with this effect (7)
Burn
Burn inflicts DoT damage at the end of each turn.
Costumes with this effect (5)
Frostbite
Frostbite inflicts DoT damage at the end of each turn.
Costumes with this effect (3)
Poison
Poison inflicts DoT damage at the end of each turn.
Costumes with this effect (2)
Rot
Rot inflicts DoT damage at the end of each turn.
Costumes with this effect (1)
Vulnerability
Vulnerability
Vulnerability increases damage received. For instance, with a 25% Vulnerability, taking 100 damage results in 125 damage due to the effects of Vulnerability.
Costumes with this effect (14)
Elemental Vulnerability
Official terms merged: Light Vulnerability、Dark Vulnerability、Wind Vulnerability
Increases the DMG of the corresponding element taken by the target. For instance, with a 25% Elemental Vulnerability, taking 100 damage from an enemy of that element results in 125 damage due to the effects of Vulnerability.
* Rewritten from the official entries into a single general description.
Costumes with this effect (3)
Vulnerability (Magic)
Magic Vulnerability increases Incoming Magic Type DMG the target receives. For instance, with a 25% Magic Vulnerability, taking 100 damage results in 125 damage due to the effects of Vulnerability.
Costumes with this effect (3)
Vulnerability (Physical)
Physical Vulnerability increases Incoming Physical Type DMG the target receives. For instance, with a 25% Physical Vulnerability, taking 100 damage results in 125 damage due to the effects of Vulnerability.
Costumes with this effect (3)
DoT Vulnerability
Increases damage taken from DoTs. For instance, with a 25% DoT Vulnerability, taking 100 damage from DoT attack results in 125 damage due to the effects of Vulnerability.
Costumes with this effect (1)
Summons Vulnerability
Increases the damage taken from Summons. For instance, with a 25% Summons Vulnerability, taking 100 damage from the Summons enemy results in 125 damage due to the effects of Vulnerability.
Costumes with this effect (1)
Buffs & Debuffs
Stat Reinforcement
This effect increases the following stats. - ATK / Magic ATK / DEF / Magic Resistance / Crit Rate / Crit DMG / Property DMG / Property Resistance
Costumes with this effect (50)
Stack Application
Stack Application skills become more effective as the number of stacks increases. For example, if each stack provides a 10% ATK increase, then 3 stacks will result in a 30% ATK increase. The potency of Stack Application is determined by the most recently applied value. If you have 5 stacks of a 10% effect and gain 3 stacks of a 20% effect, all 8 stacks will be calculated using the 20% value.
Costumes with this effect (18)
Stat Weakening
This effect reduces the following stats. - ATK / Magic ATK / DEF / Magic Resistance / Crit Rate / Crit DMG / Property DMG / Property Resistance
Costumes with this effect (18)
Augmentation
Augmentation increases damage dealt. For instance, with a 25% Augmentation effect, dealing 100 damage results in 125 damage.
Costumes with this effect (7)
Extend
Extends the duration of active Buffs/Debuffs. The duration of Artifact effects cannot be extended. The number of Buff/Debuff uses cannot be increased. The Break effect cannot be extended.
Costumes with this effect (3)
Absorption
Absorption is a type of removal skill. The following effects can be absorbed. - Effects cast by allies or enemies The following effects cannot be absorbed. - Immunity - Death Time - Battle Environment effects and Domain - Collection Buffs / Evil Castle Blessings / Artifacts - Last Night Pressure effect - Unplaceable effect - Buffs/Debuffs that cannot be removed by removal skills - Gladiator's Blessings - Break effect
Costumes with this effect (1)
Resonate
Stacks effects relative to the number of targets with a specific Buff or Debuff. The following are not affected by the Resonate effect. - Immunity - Death Time - Battle Environment effects and Domain - Collection Buffs / Evil Castle Blessings / Artifacts - Last Night Pressure effect - Unplaceable effect - Gladiator's Blessings - Break effect
Costumes with this effect (1)
Total
Total refers to the combined number of all stacks for a specific effect on a target. Effects that do not normally stack are counted as 1 stack. Example: If a target has 1 non-stacking Burn and 1 Burn with 4 stacks, the Burn Total is calculated as 5. The following are included in Total. - Effects applied by allies or enemies The following are excluded from Total. - Immunity - Death Time - Battle Environment effects and Domains - Collection Buffs / Evil Castle Blessings / Artifacts - Gladiator's Blessings - Last Night Pressure effect - Break effect
Costumes with this effect (1)
Debuff Count
The following Debuffs are added to the count. - Effects cast by allies or enemies The following effects are not added to the count. - Death Time - Battle Environment effects and Domain - Artifacts - Last Night Pressure effect - Gladiator's Blessings - Break effect
Number of Buffs
The following Buffs are included in the count: - Buffs applied by allies and enemies The following are not included in the count: - Immunity - Death Time - Battle Environment effects and Domain - Collection Buffs / Evil Castle Blessings / Artifacts - Gladiator's Blessings
Defensive
Barrier
Barrier reduces damage received. For instance, with a 50% Barrier and 50% DEF, taking 100 damage is reduced to 25 due to the Barrier and DEF.
Costumes with this effect (18)
Energy Guard
Energy Guard is consumed before HP when taking damage. If multiple Energy Guards are stacked, they deplete in the order they were activated. Pure DMG ignores Energy Guard, dealing direct damage.
Costumes with this effect (12)
Evasion
Successfully evading ignores all effects and damage, but self-destruct and counters cannot be evaded.
Costumes with this effect (6)
Revive
Revives after being killed. All active effects disappear upon revival.
Costumes with this effect (1)
Target Avoidance
While the Target Avoidance effect is active, the character doesn't become the main target of enemies, unless no other targets are available. Taunt and Concentrated Fire take priority over Target Avoidance.
Costumes with this effect (1)
Control
Silence
Silenced targets can't reserve skills, and any reserved skills are canceled with SP refunded.
Costumes with this effect (6)
Taunt
Enemies prioritize attacking targets with the Taunt effect. Concentrated Fire targets are prioritized over Taunt. If multiple targets are taunted, the earliest in the action order is prioritized.
Costumes with this effect (5)
Concentrated Fire
Enemies concentrate attacks on targets with the Concentrated Fire effect. Concentrated Fire targets are prioritized over Taunt. If multiple targets are in a Concentrated Fire state, the earliest in the action order is prioritized.
Costumes with this effect (4)
Mark
Ignores the target's Evasion.
Costumes with this effect (1)
Break
Skills are canceled, and no actions can be performed while in Break state.
Pressure
Under the Pressure effect, the efficiency of stat-boosting effects is reduced. For instance, with a 20% Pressure effect, a 200% ATK increase effect becomes 160%.
Undeployable
Prevents placement in the designated square during its duration. Undeployable squares cannot be knocked back or collided with.
Chain
Chain Reinforcement
When stacking Chains through attacks, extra Chains are added based on the Chain Reinforcement value. This effect occurs with each attack.
Costumes with this effect (5)
Chain DMG Increase
Bonus damage from Chains is increased. For instance, if Chain DMG Increase is set to 10%, each Chain stack will now deal 20% additional damage instead of 10%.
Costumes with this effect (3)
Chain Retention
When the Chain resets at the end of each turn, the target's Chains are retained and carried over. However, if the target's current Chain count is lower than the Chain Retention value, only the current Chain count will be retained. Example: If the target has 10 Chains and Chain Retention is 5, 5 Chains are retained. If the target has 3 Chains and Chain Retention is 5, 3 Chains are retained.
Costumes with this effect (1)
Chain Weakening
When Chains stack from taking hits, extra Chains are added based on the Chain Weakening value. This effect occurs with each attack.
Costumes with this effect (1)
Chain
Each attack adds a Chain stack to the target, with each stack increasing the next attack's damage by 10%. For example, if a target has 3 stacks and receives 100 damage, the Chain effect increases it to 130 damage. - Multi-hit attacks add a stack for each hit. - Counters and DoTs do not add Chain stacks. - Stacks reset at the end of the turn. - Chains can stack up to a maximum of 100.
Chain Limit
When the target with this effect attacks, the maximum number of Chain Stacks is limited to the specified value. If there are multiple instances of this effect, the lowest limit will apply.
SP & Cost
SP Cost Increase
Increases the SP cost of queuing a skill. Does not apply to Burst effects.
Costumes with this effect (2)
Rampage
Consumes all remaining SP to amplify the skill's power. Any SP gained during the attack turn will not be used. If multiple characters enter Rampage at once, the remaining SP goes to the character with the fastest attack order. If the character dies before the skill activates, the SP consumed is not refunded.
Costumes with this effect (1)
SP Cost Reduction
Reduces the SP cost of queuing a skill. SP cost cannot drop below 0. Does not apply to Burst effects.
Costumes with this effect (1)
SP
SP is the points needed to use skills in battle. A set amount is provided at the start of battle, and you may earn additional SP at the end of each turn, depending on the in-game content. Additional SP can also be gained through basic and knockback attacks or by using SP restoring skills.
Summons & Fields
Allied Zone Summon
Summons units sequentially starting from the forward left of your formation.
Costumes with this effect (3)
Aura
Auras provide certain effects to nearby allies. These effects disappear if the unit with the Aura dies and cannot be removed by removal effects.
Costumes with this effect (3)
Domain
Only a single domain can be maintained on a battlefield. The domain skill last used will replace the existing one. The domain lasts even if the caster of the domain falls or is replaced. The following are not affected by the domain. - Buff/Debuff Count - Buff/Debuff Extension - Buff/Debuff Removal
Costumes with this effect (2)
Actions & Triggers
Preemptive Action
This is a skill that can be activated preemptively before the battle begins.
Costumes with this effect (6)
Counter
If you survive after being hit, you counter the enemy, dealing damage or applying effects. Counters apply for each attack received.
Costumes with this effect (4)
Transform
Transforms the target's appearance and grants additional effects. While transformed, the skill's SP cost and cooldown are reduced to 0. Effects added through Burst are maintained during transformation. Transformations cannot be canceled by removal effects.
Costumes with this effect (2)
Acceleration
Stacks an additional effect for each Chain stacked. When multiple enemies are targeted, applies effect to the enemy with the most Chains.
Costumes with this effect (1)
Nightmare
Every time the target takes damage, bonus damage is inflicted based on the caster's stats. Stats: ATK/ Magic ATK/ Crit Rate/ Crit DMG/ Property DMG/ Elemental Property/ Attack Property
Costumes with this effect (1)
Basic Attack
This is the basic attack characters use, excluding skill and knockback attacks.
Overdrive
In the Overdrive state, the boss's skills are enhanced. If certain conditions are met, it can also use Overdrive skills.
Wrath
While Wrath effect is active, gain an additional effect upon being hit. The applied effect does not stack.
Targeting & Timing
[Priority]
Priority effects targeting allies trigger before Standard Skill ally-targeting effects. Priority effects targeting enemies trigger before Standard Skill enemy-targeting effects. If multiple Priority effects exist, they trigger in the order they appear in the description.
Main Target
The main target is the single square at the center of the skill's range.
Next-Attacking Ally
Targets 1 ally whose turn immediately follows the skill caster's in the attack order. If there is no ally following the caster, targets the ally in the first attack slot instead.
Sub Target
The sub targets are all targets except the single central square within the skill's range.
Stat References
Current HP
This represents the current health the target has. When using a skill based on Current HP, if the calculated Current HP exceeds 50,000, it is capped at 50,000.
Max HP
This represents the maximum health the target can have. When using a skill based on Max HP, if the calculated Max HP exceeds 50,000, it is capped at 50,000.
