Refresh
About Status Effects
Glossary | Quick Navigation | Field Effects | Overeffects
HP is restored on every turn
About Refresh
Refresh is a heal-over-time buff that activates at the end of the turn.
It restores a certain percentage of max HP up to its healing cap, for a certain number of turns. Both healing cap and duration vary by source, and healing amount is based on each character's specs rather than the caster's. A character with Healing Extended Mastery Perks and/or Over Mastery Bonuses will heal more than a character without, no matter the source of the buff.
Multiple Refresh buffs from different sides (such as character vs. summon) will stack, but will not stack if it is from the same side (such as character skill vs. character charge attack). It also stacks with other buffs with Refresh effects, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
, support skills that grant Refresh or Revitalize effects, and summon auras with Refresh effects.
At the end of the turn, healing from all Refresh and Revitalize effects will be added together as a single amount.
Example:
All Allies: + 500 HP fromKaede Takagaki
Divine Breeze 450%Massive Wind damage to a foe.
All allies gainRefreshHP is restored on every turn
Strength: 5% of max HP (Healing cap: 500)Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining..'s Refresh (character side) + 500 HP fromLennah
RenaissanceRestore all allies' HP (Healing cap: 1200).
All allies gainRefreshHP is restored on every turn
Strength: Healing cap: 250Duration: 3 turns.
At level 75:
Healing cap increased to 1500.
At level 95:
Healing cap further increased to 2000.RefreshHP is restored on every turn
Duration: 3 turns upgraded toRevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turns.
Also remove 1 debuff from all allies.'s Revitalize + 150 HP fromSevastien
Grandbutler Knows BestWhen Sub Ally: Refresh 3% of all allies' HP at the end of a turn (Healing cap: 150).'s support skill + 300 HP from
Freyr (Summon)Main Aura40% boost to Wind Elemental ATK.
Refresh effect to all Wind allies (Healing cap: 300).'s aura + 300 HP fromThe Eternal DefendersEternals Assemble Inflict
ParalyzedCan't attack
Base Accuracy: 40%Duration: 1 turn Local status effect,PetrifiedStops enemy's charge diamonds from filling.
Base Accuracy: 60%Duration: 1 turn Local status effect,Lethal HitInstant death for the victim.
Base Accuracy: 30%,TuneHP is lowered on every turn based on Tune lvl (Max: 10 / Can't be removed)
Base Accuracy: 90%Duration: 180 seconds, andBounty lvl 1Item drop rate is boosted
on all foes.
All allies gain20% DMG CutTaking 20% less DMG
Strength: 20%Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!,JammedATK is greatly boosted based on how low HP is
Duration: 1 turn ,5% Debuff Success BoostedDebuff success rate is boosted
Strength: 5%Duration: 1 turn ,RefreshHP is restored on every turn
Strength: 1% of max HP (Healing cap: 300)Duration: 1 turn , andC.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Duration: Indefinite.' Refresh (summon side) = 1750 HP recovered at the end of the turn, before factoring in Healing EMPs and/or Over Mastery Bonuses.
Kaede only: + 500 HP fromVerdure LadyRevitalizeRecover HP each turn (Healing cap: 500). Gain
10% Charge BoostInstantly boosts Charge Bar by 10%
Strength: 10% if HP is full. effect.
Extend the duration ofOverflowing EmotionsATK is boosted / Double attack rate is boosted / Triple attack rate is boosted (Can't be removed)
Stacking: Special Buff by 2 turns upon using charge attack. = 2250 HP recovered at the end of the turn.
Lennah only, with all 3 Healing EMPs at 3★ (+60%): 1750 * 1.6 = 2800 HP recovered at the end of the turn.
Filter Tables
Sources
Main Character
Class | Source | Targets | Amount | Cap | Duration | Cooldown | Sub?Can be used as a subskill on other classes | Notes |
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![]() ![]() Strength: 5% maximum HP (Healing cap: 300 HP). Others: All allies gain ![]() Strength: 3% maximum HP (Healing cap: 150 HP). |
All allies | 5% (Harp) 3% (Other) |
300 HP (Harp) 125 HP (Other) |
5 turns | 8 turns | Yes | Boost to healing specs if a Harp is set as your main weapon. |
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![]() ![]() . (Parabellum) |
All allies | 1000 HP | 1000 HP | 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining. |
- | No | Can be equipped on Gunslinger, but requires Soldier's Bullet EMPs to craft. |
The Sword Master and
Glorybringer classes can gain Refresh by using their skills with certain main weapons. See the Sword Mastery Effects section for details.
Character Skills and Charge Attacks
Character | Element | Source | Targets | Amount | Cap | Duration | Cooldown | Notes |
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![]() All allies gain ![]() Strength: (Healing cap: 250)Duration: 3 turns. At level 90: Healing cap increased to 1500. ![]() Strength: (Healing cap: 1000)Duration: 3 turns healing cap increased to 1000. Also remove 1 debuff from all allies. |
All allies | ? | 250 HP | 3 turns | 7 turns | Also directly heals (Healing cap: 800). Changes element to match the Main Character's. |
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![]() ![]() Duration: 1 turn Wind Damage Cut., ![]() Duration: 3 turns, and ![]() Strength: 10% of max HP (Healing cap: 400)Duration: 3 turns. At level 90: ![]() Strength: 10% of max HP (Healing cap: 800)Duration: 3 turns healing cap increased to 800. All allies also gain ![]() Duration: Indefinite. |
All allies | 10% | 400 HP At lv90 (5★): 800 HP |
3 turns | 7 turns | |
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![]() ![]() Strength: 250 HPDuration: 3 turns. At level 65: ![]() Strength: 300 HPDuration: 3 turns healing cap increased to 300. At level 90: ![]() Strength: 400 HPDuration: 3 turns healing cap further increased to 400. If Uzuki Shimamura and/or Rin Shibuya are in the party, ![]() Strength: 400 HPDuration: 4 turns duration is increased by 1 turn for each character. |
All allies | ? | 300 HP At lv90 (5★): 400 HP |
3 turns At lv90 (5★): 3~5 turns |
8 turns | After level 90, if ![]() ![]() |
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All allies | ? | ? HPVerification needed. | 3 turns | 8 turns | One possible effect. See character page for details. |
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![]() ![]() "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and ![]() Duration: 4 turns. Refresh heals up to 1000 HP the first turn, then decreases to 500 → 250 → 150 each turn thereafter. At level 100: ![]() Duration: 4 turns now heals up to 1000 HP regardless of remaining duration. All allies also gain ![]() Duration: Indefinite. |
All allies | 1000 HPBefore level 100 (5★), healing decreases with each turn. | 1000 HPBefore level 100 (5★), healing decreases with each turn. | 4 turns | 8 turns At lv100 (5★): 7 turns |
Before level 100 (5★), healing cap decreases with each turn. |
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![]() Reset ![]() lvl. (All allies gain ![]() Duration: 3 turns after switching out based on ![]() lvl.) |
All allies | ? | Varies | 3 turns | 7 turns | Strength varies based on Joel's ![]() lvl. Joel swaps with the first sub ally. |
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![]() ![]() "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". At level 90: All allies also gain ![]() Strength: (Healing cap: 300)Duration: 3 turns. |
All allies | ? | 300 HP | 3 turns | 7 turns | Requires level 90 (5★). |
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![]() (Deal no damage and produce a random effect) |
All allies | 5% | 300 HP | 3 turns | - | Also directly heals (Healing cap: 1500). One possible effect. See character page for details. |
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![]() ![]() Strength: 10% of max HP (Healing cap: 300)Duration: 10 turns, ![]() Strength: 1000Duration: 10 turns, and ![]() Strength: 20%Duration: 10 turns. At level 55: Effect enhanced. |
All allies | 10% | 300 HP | 10 turns | 15 turns | |
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![]() ![]() Duration: Indefinite, ![]() (Effect removed on next all-foe all-ally attack) Duration: Indefinite, ![]() Strength: 70% chance of taking 30% less damage.Duration: 3 turns, and ![]() Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns. |
All allies | 5% | 500 HP | 3 turns | 7 turns | |
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![]() ![]() Strength: 30%Multiplier: UniqueDuration: 3 turns and ![]() Duration: 3 turns Lvl 100: 5 turns. At level 100: Buff durations increased to 5 turns. Buff increased to ![]() Strength: 50%Multiplier: UniqueDuration: 5 turns. Also gain ![]() Strength: 80% chance of dealing 20% more damage.Duration: 5 turns, ![]() Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 5 turns, and ![]() Strength: (Healing cap: 500)Duration: 5 turns. |
Self | ? | 500 HP | 5 turns | 5 turns | Requires Level 100 (5★). |
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![]() All allies gain ![]() Strength: Up to 400 HPDuration: 3 turns. |
All allies | ? | 400 HP | 3 turns | 7 turns | Also directly heals (Healing cap: 500). |
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![]() (All allies gain ![]() Strength: 10% of max HP (Healing cap: 500)Duration: 4 turns.) |
All allies | 10% | 500 HP | 4 turns | 6 turns | |
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![]() All allies gain ![]() Strength: 5% of max HP (Healing cap: 500)Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
All allies | 5% | 500 HP | 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. |
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![]() ![]() Duration: 1 turn Earth Damage Cut., ![]() Duration: 3 turns, and 1 ![]() Duration: Indefinite. (When Florence's ![]() is 3 or more: All allies also gain ![]() Strength: (Healing cap: 400)Duration: 3 turns.) |
All allies | ? | 400 HP | 3 turns | 7 turns | Requires 3 ![]() . |
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![]() All allies gain ![]() Strength: Healing cap: 250Duration: 3 turns. At level 75: Healing cap increased to 1500. At level 95: Healing cap further increased to 2000. ![]() Duration: 3 turns upgraded to ![]() Strength: 500 HP or 10% charge barDuration: 3 turns. Also remove 1 debuff from all allies. |
All allies | ? | 250 HP | 3 turns | 6 turns | Also directly heals (Healing cap: 1500). After level 95 (5★), Refresh changes to ![]() Strength: (Healing cap: 500) or 10% charge bar if HP is fullDuration: 3 turns and healing cap increases. |
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![]() ![]() Strength: (Healing cap: 300)Duration: 3 turns and ![]() Strength: 25%Duration: 3 turns. |
All allies | ? | 300 HP | 3 turns | 8 turns | |
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![]() ![]() Strength: (Healing cap: 350)Duration: 3 turns Lvl 65: 4 turns. At level 65: Effect enhanced. |
All allies | ? | 350 HP | 4 turns | 9 turns | |
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All allies | ? | 350 HP | 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. |
- | Requires 5★. |
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![]() All Light allies gain ![]() Strength: 300 HPDuration: 3 turns. At level 95: Healing increased to 300 + 20% of Light allies' HP. Healing cap increased to 4000. ![]() Strength: 300 HPDuration: 3 turns upgraded to ![]() Strength: 500 HP or 10% charge barDuration: 3 turns. All Light allies also gain ![]() Strength: 20% when HP is 50% or above, 10% when at 1 HPDuration: 3 turnsStacking: Teamwide. |
All allies | ? | 300 HP | 3 turns | 6 turns At lv95 (5★): 5 turns |
Also directly heals (Healing cap: 3000). After level 95 (5★), Refresh changes to ![]() Strength: (Healing cap: 500)Duration: 3 turns and healing amount increases. |
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![]() ![]() Can't be removed lvl.) All allies gain buff effects based on ![]() Can't be removed lvl. Consumes all ![]() Can't be removed lvl. |
All allies | 5% | 500 HP At 5★: 1000 HP |
3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. |
- | Requires at least 1 ![]() Can't be removed. |
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![]() All allies gain ![]() Strength: 10% of max HP (Healing cap: 1000)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and ![]() Strength: 10%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
All allies | 10% | 1000 HP | 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. |
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![]() All allies gain ![]() Strength: (Healing cap: 250)Duration: 5 turns. |
All allies | ? | 250 HP | 4.5 turnsApplied during the attack phase. On the next turn, it'll have 4 turns remaining. |
- | Also directly heals (Healing cap: 1000). |
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All allies | ? | 300 HP | 3 turns | 6 turns | Also directly heals (Healing cap: 500). One possible effect; see Character Page for details. |
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![]() ![]() Strength: 5% of max HP (Healing cap: 300)Duration: 3 turns. |
One ally / All allies |
5% | 300 HP | 3 turns | 6 turns | Also directly heals (Healing cap: 1000). Affects all allies upon consuming ![]() . |
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![]() ![]() Strength: 20%Duration: 7 turns, ![]() Duration: Indefinite, and ![]() Strength: 10% of max HP (Healing cap: 250)Duration: 7 turns. At level 75: ![]() Strength: 10% of max HP (Healing cap: 300)Duration: 7 turns healing cap increased to 300. Buff increased to ![]() Strength: 25%Duration: 7 turns. |
All allies | 10% | 300 HP | 7 turns | 15 turns | |
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![]() ![]() Strength: 400 HPDuration: 3 turns and remove 1 debuff. At level 75: ![]() Strength: 500 HPDuration: 3 turns increased to 500 HP per turn. |
All allies | ? | 500 HP | 3 turns | 9 turns | |
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![]() All allies gain ![]() Strength: (Healing cap: 200)Duration: 3 turns. Sarunan self-inflicts ![]() Duration: 1 turn debuff, dealing 1000 damage to himself for each stack of ![]() Duration: 3 turns buff (Max: 7000 damage). At level 55: Damage increased to 300% |
All allies | ? | 200~550 HP | 3 turns | 7 turns | Healing cap increases based on ![]() Duration: 3 turns stacks (Max: 7). |
Support Skills
The following characters have support skills that restore HP at the end of the turn, but do not grant the status effect RefreshHP is restored on every turn
. Their in-game descriptions usually state a "Refresh effect."
Support skills that affect different targets (self vs. party-wide) will stack, but two party-wide effects will not.
Character | Element | Source | Targets | Amount | Cap | Notes |
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![]() ![]() before attacking: 30% boost to C.A. damage, 10% boost to C.A. damage cap, and Refresh effect (Healing cap: 500). |
Self | ? | 500 HP | Activates when Abby has ![]() at the start of the attack phase. |
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Main Character | ? | 500 HP | Strength is affected by MC's Healing EMP nodes. |
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Fire allies | ? | 250 HP | Activates when Friday is a sub ally. Only activates on Fridays (JST). |
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![]() ![]() is in effect: 50% boost to C.A. damage, 30% boost to C.A. damage cap, RefreshRecover HP each turn (Healing cap: 500). effect, and 15% Uplift effect. Activate Mana Agni upon the other ally with ![]() 's triple attacks. |
Self + Ally with ![]() |
5% | 300 HP | ![]() can only be granted to one ally at a time. |
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![]() (If not Drunk, refreshes a small amount of HP at end of turn.) |
Self | ? | ? HP | Activates when Lamretta is not afflicted with ![]() at the start of the attack phase. |
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![]() ![]() is in effect: Refresh effect to Wind allies (Healing cap: 1000). All Wind allies gain ![]() Strength: 10% (Max: 50%)Duration: Indefinite at turn start. ( ![]() no longer consumes allies' charge bars.) |
Wind allies | 5% | 350 HP | Activates when Katzelia is a sub ally and the ally is not debuffed. |
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![]() ![]() (Effect removed on next all-foe all-ally attack) . Refresh effect to all allies (Healing cap: 150). At level 95: 10% Bonus Wind DMG effect for allies with ![]() (Effect removed on next all-foe all-ally attack) . Refresh effect healing cap increased to 500. |
All allies | ? | 150 HP | |
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![]() ![]() is deployed: Boost to hostility, 20% Repel effect, Refresh effect (Healing cap: 500), and 30% reduced ATK. |
Self | ? | 500 HP | Activates while ![]() is active. |
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All allies | 3% | 150 HP | Activates when Sevastien is a sub ally. |
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MaryAny version | 150 HP | 150 HP | |
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![]() ![]() Duration: Indefinite lvl rises by 1 upon triple attack (Max: 6). (Boost to multiattack rate based on ![]() lvl. Sharp boost to stats at lvl 6.) |
Self | 10% | 1000 HP | Requires 6 ![]() . |
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![]() ![]() Duration: Up to 3 turns is active: 1000% boost to DEF, 100% boost to debuff resistance, receive all attacks in place of allies (including all-ally attacks), and Refresh effect (Healing cap: 999). At level 95: Also mitigate damage taken by 1500. Refresh effect healing cap increased to 2000. |
Self | 999 HP | 999 HP | Activates while ![]() is active. |
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![]() When a Dark ally uses a charge attack: Raise Marquiares's ![]() Duration: Indefinite by 1 (Max: 10). (Boost to C.A. specs based on amount of ![]() .) At level 90: Boost to special C.A. damage cap based on amount of ![]() . |
All allies | 3% | 200 HP |
Weapon Charge Attacks
Weapon + C.A. | Element | Type | Targets | Amount | Cap | Duration | Notes |
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All allies | 5% | 500 HP | 2.5 turns | Also directly heals (Healing cap: 2000). |
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All allies | ? | 600 HP | 2.5 turns | Also directly heals (Healing cap: 2000). |
![]() ![]() All allies gain ![]() (Effect removed on next all-foe all-ally attack) Duration: Indefinite. After 5★: All allies also gain ![]() Strength: (Healing cap: 1500)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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All allies | ? | 1500 HP | 2.5 turns | Requires 5★. |
![]() ![]() Gain ![]() Strength: Restore 5% of max HP (Healing cap: 500)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. After 4★: Also gain ![]() Strength: 20%. |
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All allies | 5% | 500 HP | 2.5 turns | |
![]() ![]() All allies gain ![]() Strength: (Healing cap: 1500)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. After 4★: All allies also gain ![]() Strength: 10%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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All allies | ? | 1500 HP | 2.5 turns | |
![]() ![]() Gain ![]() (Effect removed on next all-foe all-ally attack) Duration: Indefinite. After 4★: ![]() (Effect removed on next all-foe all-ally attack) Duration: Indefinite now affects all allies. All allies also gain ![]() Strength: (Healing cap: 1500)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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All allies | ? | 1500 HP | 2.5 turns | Requires 4★. |
![]() ![]() All allies gain ![]() Strength: 5% of max HP (Healing cap: 500)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and 1 ![]() Duration: Indefinite. After 4★: Also restore 10% of all allies' HP (Healing cap: 1500). |
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All allies | ? | ? HP | 2.5 turns | |
![]() ![]() Gain ![]() Strength: 5% HP (Healing cap: 300)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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Main Character | 5% | 300 HP | 2.5 turns | |
![]() ![]() Gain ![]() Duration: 9.5 turnsDamage Cut reducing damage taken and reflecting attacks. Warning! Does not work for Plain Damage!Applied during the attack phase. On the next turn, it'll have 9 turns remaining.. After 4★: All allies gain ![]() Strength: (Healing cap: 350)Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
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All allies | ? | ? HP | ? turns | Requires 4★. |
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All Allies | ? | 800 HP | 3.5 turns | |
![]() ![]() Gain ![]() Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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Main Character | ? | ? HP | 2.5 turns | |
![]() ![]() ![]() Strength: 5% Max HP (Healing cap: 500)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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Main Character | 5% | 500 HP | 2.5 turns | |
![]() ![]() Restore allies' HP (Healing cap: 1000). All allies gain ![]() Strength: (Healing cap: 250)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. After 4★: Now restores 15% of all allies' HP (Healing cap: 2000). ![]() Strength: (Healing cap: 600)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.'s healing cap increased to 600. |
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All allies | ? | 250 HP / 600 HP (4★) |
2.5 turns | Also directly heals (Healing cap: 1000, 2000 after 4★). |
![]() ![]() ![]() Strength: 5% HP (Healing cap: 300 HP)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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All allies | 5% | 300 HP | 2.5 turns | |
![]() ![]() Gain ![]() Strength: (Healing cap: 500)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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Main Character | ? | ? HP | ? turns | |
![]() ![]() Gain ![]() Strength: 5% of max HP (Healing cap: 300)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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Main Character | 5% | 300 HP | 2.5 turns | |
![]() ![]() Gain ![]() Strength: 5% of max HP (Healing cap: 300)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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Main Character | 5% | 300 HP | 2.5 turns | |
![]() ![]() All allies gain ![]() Duration: 0.5 turns"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."Applied during the attack phase. On the next turn, it'll have 0 turns remaining.. After 4★: All allies also gain ![]() Strength: 10% of max HP (Healing cap: 1500)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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All allies | 10% | 1500 HP | 2.5 turns | Requires 4★. |
![]() ![]() All allies gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite and ![]() Strength: (Healing cap: 600)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
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All allies | ? | 600 HP | 2.5 turns |
Weapon Skills
Some weapon skills grant a RefreshHP is restored on every turn
buff, while others restore HP at the end of the turn but do not grant the buff.
Weapon | Element | Type | Source | Targets | Amount | Cap | Dur | Notes |
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![]() ![]() Strength: (Healing cap: 300 HP)Duration: 3 turns upon using ![]() ![]() Strength: 40%Duration: 3 turns and ![]() Strength: First stack: 20% Subsequent stacks: 5% (Max: 30%)Duration: 3 turns. All parties gain 20% Element ATK UpElement ATK is boosted Strength: 20%Duration: 3 turnsElement ATK Up buff based on weapon element. Dagger: All parties gain ![]() Strength: 10%Duration: 3 turns and ![]() Strength: First stack: 10% Subsequent stacks: 5% (Max: 20%)Duration: 3 turns. All parties gain 10% Element ATK UpElement ATK is boosted Strength: 10%Duration: 3 turnsElement ATK Up buff based on weapon element. At level 30: Increase duration of ![]() Duration: Indefinite and ![]() Duration: Indefinite to indefinite. Harp: Also gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. Dagger: Also gain ![]() Strength: 5% (Max: 15%)Duration: Indefinite.. |
All allies | ? | 300 HPBase heal amount, not including healing spec boosts gained from Concludere. | 3 turns | Requires equipping as a main weapon (Elysian only). Grants Refresh upon using ![]() ![]() Strength: 40%Duration: 3 turns and ![]() Strength: First stack: 20% Subsequent stacks: 5% (Max: 30%)Duration: 3 turns. All parties gain 20% Element ATK UpElement ATK is boosted Strength: 20%Duration: 3 turnsElement ATK Up buff based on weapon element. Dagger: All parties gain ![]() Strength: 10%Duration: 3 turns and ![]() Strength: First stack: 10% Subsequent stacks: 5% (Max: 20%)Duration: 3 turns. All parties gain 10% Element ATK UpElement ATK is boosted Strength: 10%Duration: 3 turnsElement ATK Up buff based on weapon element. At level 30: Increase duration of ![]() Duration: Indefinite and ![]() Duration: Indefinite to indefinite. Harp: Also gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. Dagger: Also gain ![]() Strength: 5% (Max: 15%)Duration: Indefinite.. |
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![]() ![]() upon using ![]() ![]() Strength: 25% and ![]() Strength: 20%. Dagger: All parties gain ![]() Strength: 10% and ![]() Strength: 10%., ![]() ![]() Strength: 40%Duration: 3 turns and ![]() Strength: First stack: 20% Subsequent stacks: 5% (Max: 30%)Duration: 3 turns. Dagger: All parties gain ![]() Strength: 10%Duration: 3 turns and ![]() Strength: First stack: 10% Subsequent stacks: 5% (Max: 20%)Duration: 3 turns., or ![]() ![]() Strength: 40%Duration: 3 turns and ![]() Strength: First stack: 20% Subsequent stacks: 5% (Max: 30%)Duration: 3 turns. All parties gain 20% Element ATK UpElement ATK is boosted Strength: 20%Duration: 3 turnsElement ATK Up buff based on weapon element. Dagger: All parties gain ![]() Strength: 10%Duration: 3 turns and ![]() Strength: First stack: 10% Subsequent stacks: 5% (Max: 20%)Duration: 3 turns. All parties gain 10% Element ATK UpElement ATK is boosted Strength: 10%Duration: 3 turnsElement ATK Up buff based on weapon element. At level 30: Increase duration of ![]() Duration: Indefinite and ![]() Duration: Indefinite to indefinite. Harp: Also gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. Dagger: Also gain ![]() Strength: 5% (Max: 15%)Duration: Indefinite.. |
All allies | ? | 300 HPBase heal amount, not including healing spec boosts gained from using the skill. | 3 turns | Requires equipping as a main weapon (Harpist class line only). Grants Refresh upon using ![]() ![]() Strength: 25% and ![]() Strength: 20%. Dagger: All parties gain ![]() Strength: 10% and ![]() Strength: 10%., ![]() ![]() Strength: 40%Duration: 3 turns and ![]() Strength: First stack: 20% Subsequent stacks: 5% (Max: 30%)Duration: 3 turns. Dagger: All parties gain ![]() Strength: 10%Duration: 3 turns and ![]() Strength: First stack: 10% Subsequent stacks: 5% (Max: 20%)Duration: 3 turns., or ![]() ![]() Strength: 40%Duration: 3 turns and ![]() Strength: First stack: 20% Subsequent stacks: 5% (Max: 30%)Duration: 3 turns. All parties gain 20% Element ATK UpElement ATK is boosted Strength: 20%Duration: 3 turnsElement ATK Up buff based on weapon element. Dagger: All parties gain ![]() Strength: 10%Duration: 3 turns and ![]() Strength: First stack: 10% Subsequent stacks: 5% (Max: 20%)Duration: 3 turns. All parties gain 10% Element ATK UpElement ATK is boosted Strength: 10%Duration: 3 turnsElement ATK Up buff based on weapon element. At level 30: Increase duration of ![]() Duration: Indefinite and ![]() Duration: Indefinite to indefinite. Harp: Also gain ![]() Strength: 10% (Max: 30%)Duration: Indefinite. Dagger: Also gain ![]() Strength: 5% (Max: 15%)Duration: Indefinite.. |
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![]() All allies gain 30% Bonus DMG and a random buff when using first ability. |
All allies | ? | ? HP | 3 turns | Requires level 150 (4★) and equipping as a main weapon. Also directly heals (Healing cap: 1000). One possible effect that activates when MC uses their class' first skill. |
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Main Character | ? | ? HP | - | Requires equipping as a main weapon. |
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![]() Gain Refresh while main weapon. |
Main CharacterVerification needed. | ? | ? HP | - | Requires level 120 (4★) and equipping as a main weapon. |
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Light allies | 10% | 300 HP | - | Requires equipping as a main weapon. |
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Main Character | ? | 200 HP | - | Requires equipping as a main weapon. |
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Earth allies | 12% | 1200 HP | - | Requires either level 150 (4★) or equiping as a main weapon. Only allies with 12 or more buffs at the end of the turn are healed. |
Sword Mastery Effects



, which are granted upon awakening the sword. There are four types of Sword Release skills:
- Awaken: Activated by using
Awakening BladeCall forth the main weapon's hidden power.
(Casts main weapon's Awaken skill.
Gain maximumEnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
stacks.) (Sword Master) orGlory ArtsCall forth the main weapon's hidden power.
(Casts main weapon's Awaken skill.
Gain maximumEnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
stacks.) (Glorybringer). All awaken effects have a 10-turn cooldown for Sword Master, an 8-turn cooldown for Glorybringer, and a 6-turn cooldown for Glorybringer at Master Level 30. - Resonance: Activated by using
Resonating BladeEffects vary based on main weapon.
(Casts main weapon's Resonance skill.). - Attack: Activated with every one-foe attack while
EnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
. - Defend: Activated every time the Main Character takes damage while
EnergizedWeapon skills are expanded from Awakening Blade. These skills can be uses from Resonating Blade skill or DEF effects for ATK and DMG cuts.
. Can activate multiple times per turn.
Weapon | Element | Type | Source | Targets | Amount | Cap | Dur | ![]() Cost |
Notes |
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Defend | Main Character | 10% | 300 HP | 5.5 turns | 4 | |
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Defend | Main Character | 10% | 300 HP | 5.5 turns | 3 | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 2 | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 3 | |
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Awaken | All allies | 10% | 300 HP | 5 turns | - | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 4 | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 3 | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 3 | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 3 | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 3 | |
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Defend | Main Character | ? | 300 HPVerification needed. | 5.5 turns | 3 | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 3 | |
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Awaken | All allies | ? | 300 HP | 5 turns | - | |
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Defend | Main Character | ? | 300 HPVerification needed. | 5.5 turns | 3 | |
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Defend | Main Character | ? | 300 HP | 5.5 turns | 3 |
Summons Auras
Summon + Aura | Element | Targets | Amount | Cap | Notes |
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![]() Refresh effect to all Fire allies (Healing cap: 300). |
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Fire allies | ? | 300 HP / 400 HP (3★) / 600 HP (4★) | |
![]() 30% boost to Water allies' Normal ATK. |
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Water allies | ? | 300 HP / 400 HP (3★) | |
![]() 30% boost to Earth allies' Normal ATK. |
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Earth allies | ? | 300 HP / 400 HP (3★, 4★) | |
![]() Refresh effect to all Wind allies (Healing cap: 300). |
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Wind allies | ? | 300 HP / 400 HP (3★, 4★) | |
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All allies | ? | 100 HP / 150 HP (3★) | |
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Dark allies | ? | 300 HP / 400 HP (3★) / 600 HP (4★) |
Summon Calls
Summon + Call | Element | Targets | Amount | Cap | Duration | Cooldown | Notes |
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![]() All allies gain ![]() Duration: 1 turn Damage Cut reducing damage taken for all elements. Warning! Does not work for Plain Damage! and ![]() Strength: (Healing cap: 300)Duration: 3 turns. |
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All allies | ? | 300 HP | 3 turns | 9 turns | Requires 4★. |
![]() ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", ![]() Duration: Indefinite, and ![]() . |
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Fire allies | ? | ? | ? | 3 turns3-turn cooldown at start of battle. / 9 turns9-turn cooldown after call. | Requires 3★. At 4★, Refresh changes to ![]() . |
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Earth allies | ? | 500 HP | 3 turns | 5 turns5-turn cooldown at start of battle. / 9 turns9-turn cooldown after call. | One possible effect; see summon page for details. At 4★, Refresh changes to ![]() Strength: (Healing cap: 500) or 10% charge bar if HP is fullDuration: 3 turns. |
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Earth allies | ? | 500 HP | 3 turns | 9 turns9-turn cooldown at start of battle. / 13 turns13-turn cooldown after call. At 3★: 6 turns6-turn cooldown at start of battle. / 10 turns10-turn cooldown after call. |
One possible effect; see summon page for details. |
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All allies | 20% | 800 HP | 3 turns | 9 turns | One possible effect. See summon page for details. |
![]() ![]() Base Accuracy: 30%Duration: 1 turn Local status effect, ![]() Base Accuracy: 50%Duration: 1 turn Local status effect, ![]() Base Accuracy: 20%, ![]() Base Accuracy: 80%Duration: 180 seconds, and ![]() on all foes. All allies gain ![]() Strength: 10%Duration: 1 turn Damage Cut reducing damage taken for all elements. Warning! Does not work for Plain Damage!, ![]() Duration: 1 turn , ![]() Strength: 3%Duration: 1 turn , ![]() Strength: 1% of max HP (Healing cap: 150)Duration: 1 turn , and ![]() Duration: Indefinite. |
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All allies | ? | 150 HP / 300 HP (3★) |
1 turn | 9 turns | Can only be called once per battle. |
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All allies | ? | 500 HP / 800 HP (3★) |
3 turns | 9 turns | One possible effect. |
Equivalent Buffs
Equivalent buffs that have a Refresh effect and stack with regular RefreshHP is restored on every turn
.
Status Effect | Granted By | Element | Source | Targets | Amount | Cap | Dur | C/D | Notes |
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![]() (All allies gain ![]() Strength: 15% Water ATK Up / 100 HP While ![]() is active: 45% Water ATK Up / 300 HPDuration: 4 turns.) |
All allies | 100 HP / 400 HP | 100 HP / 400 HP | 4 turns | 4 turns | Healing amount and cap boosted while ![]() is active. |
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![]() ![]() Strength: (Healing cap: 300) / 50% DEF UpDuration: 5 turnsStacking: Special Buff. (Consumes 3 ![]() ) |
One ally | ? | 300~500 HP | 5 turns | 1 turn | Consumes 3 ![]() . Strength and duration of all active ![]() increase upon activating ![]() ![]() Stacking: Special Buff, ![]() Stacking: Special Buff, and ![]() Stacking: Special Buff buffs on all allies. (Consumes all ![]() .). See character page for details. |
Related Status Effects
- Main article:
RevitalizeRecover HP each turn. Boost to charge bar if HP is full.