Revitalize
About Status Effects
Glossary | Quick Navigation | Field Effects
Recover HP each turn / Boost to charge bar if HP is full
Contents
About Revitalize
Revitalize is a heal-over-time buff that activates at the end of the turn. If the character's HP is full or the character is unable to receive healing (e.g. Strong ArmedCan't be healed
), they will receive a Charge Boost instead.
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.
Most Revitalize effects grant 10% Charge BoostInstantly boosts Charge Bar by 10%
Strength: 10% if HP is full. This number is affected by Charge Bar Gain UpCharge bar gain is boosted
and Charge Bar Gain LoweredCharge bar gain is lowered
effects.
Multiple Revitalize 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 RefreshHP is restored on every turn
, other buffs with Revitalize effects, 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. Charge boosts from Revitalize effects, if HP is full, will also be displayed 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 + 500 HP or 10% Charge Boost 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 (character side) + 150 HP fromSevastien
Grandbutler Knows Best When 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 or 10% Charge Boost fromRose QueenRose Palace All allies gain
Rose PalaceSlight chance to lessen DMG upon receiving an attack
Duration: 3 turns,20% DEF UpDEF is boosted
Strength: 20%Duration: 3 turns,RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: (Healing cap: 300) or 10% charge barDuration: 3 turns, and20% Debuff Res. UpDebuff resistance is boosted
Strength: 20%Duration: 3 turns.'s Revitalize (summon side) = 1750 HP recovered at the end of the turn, before factoring in Healing EMPs and/or Over Mastery Bonuses. Allies with full HP gain20% Charge BoostInstantly boosts Charge Bar by 20%
Strength: 20%, before factoring charge bar speed effects.
Kaede only: + 500 HP or 10% Charge Boost 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. (Revitalize effect) = 2250 HP recovered or30% Charge BoostInstantly boosts Charge Bar by 30%
Strength: 30% gained 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 | Skill | Targets | Amount | Cap | Dur | C/D | Sub?Can be used as a subskill on other classes | Notes |
---|---|---|---|---|---|---|---|---|
![]() |
![]() ![]() Duration: 5 turns and ![]() Strength: 250 HP or 5% charge barDuration: 5 turns to all allies. |
All allies | ? | 250 HP | 5T | 8T | No | Also grants ![]() Duration: 5 turns. |
![]() |
![]() At level 30: Also gain ![]() Strength: 30%. ( ![]() ![]() ![]() Duration: 3 turns. ![]() : Gain ![]() Strength: 10%Duration: 2 turns.) |
All allies | 5% | 700 HP | 3T | 5T | No | |
![]() |
![]() Random buff to all allies. (Number of activations increased based on number of Sabre- and Katana-specialty allies in party [Max: 6].) |
All allies | ? | 1000 HP | 4T | 10T | No | Randomly grants ![]() Strength: 10% of max HP (Healing cap: 1000) or 10% charge barDuration: 4 turns. All buffs are granted when 6 Sabre- and Katana-specialty allies are in the party. |
![]() |
![]() ![]() Strength: 1000 HP or 10% charge barDuration: 3 turns, ![]() Strength: 100% chance of dealing 30% more damage.Duration: 3 turns, and ![]() Strength: 10%Duration: 3 turns. |
All allies | ? | 1000 HP | 3T | 6T | No | |
![]() |
![]() ![]() |
All allies | 10% | 500 HP | 3T | 4T | No | Requires equipping a Support Frame. Costs 2 ![]() Will be used up every turn while companion is active. Companion will shut down when none are left. . |
Character Skills and Charge Attacks
Character | Element | Source | Targets | Amount | Cap | Dur | C/D | Notes |
---|---|---|---|---|---|---|---|---|
![]() |
![]() |
![]() ![]() Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns and ![]() Strength: 1% of enemy's max HP (Damage cap: 30,000)Duration: 3 turns. |
One ally | 5% | 500 HP | 3T | 4T | Also directly heals (Healing cap: 2000). |
![]() |
![]() |
![]() All allies gain ![]() Duration: Indefinite and a random buff. (Additional buffs based on number of caster's ![]() upon cast.) |
All allies | ? | 1000 HP | 3T | 7T | All buffs are granted when Hekate has 5 ![]() . |
![]() |
![]() |
![]() ![]() Strength: 5% of max HP (Healing cap: 500) or 10% charge barDuration: 5 turns, ![]() Strength: 2000Duration: 5 turns, and ![]() Strength: 30%. |
Fire allies | ? | 500 HP | 5T | 10T | |
![]() |
![]() |
![]() ![]() Strength: 60%-20%Duration: 3 turns and ![]() Strength: 30%Duration: 3 turns. (Gain additional buffs based on Aglovale's number of ![]() .) |
Self | ? | 1000 HP | 3T | 6T | Requires 2 ![]() . |
![]() |
![]() |
![]() ![]() Strength: 35%Duration: 5 turns and ![]() Strength: 5%Duration: 5 turns. At level 90: All allies also gain ![]() Strength: 10% of max HP (Healing cap: 300) or 10% charge barDuration: 5 turns. |
All allies | 10% | 300 HP | 5T | 8T | Requires level 90 (5★). |
![]() |
![]() |
![]() ![]() "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and ![]() Strength: 500 HP or 10% charge barDuration: 3 turns. |
All allies | ? | 500 HP | 3T | 8T | |
![]() |
![]() |
![]() ![]() Strength: 50% chance of dealing 50% more damage.Duration: 3 turns. (Consumes 20% of charge bar.) At level 100: No longer consumes charge bar. All allies also gain ![]() Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns and ![]() Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns. |
All allies | ? | 500 HP | 3T | 5T | Requires Level 100 (5★). |
![]() |
![]() |
![]() All allies gain ![]() Strength: 500 HP or 10% charge barDuration: 3 turns and ![]() Strength: 10%Duration: 3 turns. (When a foe uses a special attack: Consumes ![]() to auto-activate.) |
All allies | ? | 500 HP | 3T | 4T | Also directly heals (Healing cap: 2000). Auto-activates upon consuming ![]() . |
![]() |
![]() |
![]() ![]() Strength: 5% max HP (Healing cap: 350 HP) or 10% charge barDuration: 4 turns. |
All allies | 5% | 350 HP | 4T | 8T | |
![]() |
![]() |
![]() All Earth allies gain ![]() Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns and remove 1 debuff. (When Amelia has 12 or more buffs: Hit number doubles. All Earth allies also gain ![]() Strength: 100% chance of taking 20% less damage.Duration: 3 turns.) |
Earth allies | ? | 500 HP | 3T | 7T | Auto-activates when a foe uses a special attack. |
![]() |
![]() |
![]() (Skill changes to End of Joker upon casting.) End of Joker: All Earth allies gain ![]() Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Summon, ![]() Strength: 30%Duration: 3 turnsStacking: Summon, ![]() Strength: 20%Duration: 3 turnsStacking: Summon, ![]() Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, ![]() Strength: 2000Duration: 3 turns, ![]() Strength: 10%Duration: 3 turnsStacking: Summon, ![]() Strength: 15%Duration: 3 turns, ![]() Strength: 1-4 stacksDuration: 3 turns, and ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". (Skill changes to Beginning of Joker upon casting.) |
Earth allies | ? | 500 HP | 3T | 7T | |
![]() |
![]() |
![]() ![]() Multiplier: PerpetuityDuration: Indefinite. All other Wind allies gain a random buff. (Can't be recast.) |
Wind allies except Ewiyar | ? | 1000 HP | 3T | - | Randomly grants ![]() Strength: 10% of max HP (Healing cap: 1000) or 10% charge barDuration: 3 turns upon initial cast and at end of turn. |
![]() |
![]() |
![]() ![]() Strength: 20% and ![]() Strength: 400 HP or 10% charge barDuration: 3 turns. Restore 10% of all allies' HP (Healing cap: 1500). |
All allies | ? | 400 HP | 3T | 6T | Grants 10% charge bar if HP is full. Also directly heals (Healing cap: 1500). |
![]() |
![]() |
![]() 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 | ? | 500 HP | 3T | 6T | Requires level 95 (5★). Also directly heals (Healing cap: 2000). Activates upon charge attack. |
![]() |
![]() |
![]() (Grant an ally ![]() Strength: Restore 5% max HP (Healing cap: 300) or gain 25% charge barDuration: 3 turns and ![]() Strength: 45%-15%Duration: 3 turns.) |
One ally | 5% | 300 HP | 3T | 7T | Grants 25% charge bar if HP is full. |
![]() |
![]() |
![]() All allies gain ![]() Duration: Indefinite and a random buff. (Additional buffs based on number of caster's ![]() upon cast.) |
All allies | ? | 1000 HP | 3T | 7T | All buffs are granted when Aglovale has 5 ![]() . |
![]() |
![]() |
![]() All allies gain ![]() Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns At level 90: Also removes 1 debuff from all allies. All allies also gain ![]() Strength: 20% and ![]() Duration: Indefinite. ![]() Strength: (Healing cap: 700) or 10% charge barDuration: 3 turns healing cap increased to 700. / ![]() All allies gain ![]() Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns At level 90: Also removes 1 debuff from all allies. All allies also gain ![]() Strength: 20% and ![]() Duration: Indefinite. ![]() Strength: (Healing cap: 700) or 10% charge barDuration: 3 turns healing cap increased to 700. |
All allies | ? | 500 HP / 700 HP |
3T | 7T | Also directly heals (Healing cap: 1500). Revitalize's healing cap increases at level 90 (5★). |
![]() |
![]() |
![]() All allies gain ![]() Strength: 300 HPDuration: 3 turns. At level 55: Effect enhanced. At level 95: Healing cap increased to 4000. ![]() Strength: 300 HPDuration: 3 turns upgraded to ![]() Strength: 500 HP or 10% charge barDuration: 3 turns. All allies also gain ![]() Strength: 20% when HP is 50% or above, 10% when at 1 HPDuration: 3 turnsStacking: Teamwide. |
All allies | ? | 500 HP | 3T | 5T | Requires level 95 (5★). Also directly heals (Healing cap: 4000). |
![]() |
![]() |
![]() ![]() Strength: 500 HP or 10% charge barDuration: 3 turns, ![]() Strength: 50%Duration: 3 turns, and 2 ![]() Duration: Indefinite. (When 1 ![]() is consumed: Also grant ![]() Strength: 4000Duration: Indefinite.) |
One ally | ? | 500 HP | 3T | 5T | |
![]() |
![]() |
![]() ![]() Multiplier: NormalDuration: Indefinite. (Ends when HP drops below 40%.) |
Light allies | ? | 1000 HP | Indefinite | 16T | Ends when HP drops below 40%. |
![]() |
![]() |
![]() ![]() Strength: 2000Duration: Indefinite, ![]() Strength: (Healing cap: 500)Duration: 3 turns, and ![]() Strength: 20%-10%Duration: 3 turnsStacking: Teamwide. |
All allies | ? | 500 HP | 3T | 6T | |
![]() |
![]() |
![]() All allies gain ![]() Strength: 10% of max HP (Healing cap: 700) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
All allies | 10% | 700 HP | 2.5T | - | |
![]() |
![]() |
![]() ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", ![]() Strength: 10% of max HP (Healing cap: 500) or 10% charge barDuration: 3 turns, and ![]() Duration: Indefinite. |
All allies | ? | 500 HP | 3T | 8T | |
![]() |
![]() |
![]() Gain ![]() Strength: 300 HP or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
Self | ? | 300 HP | 2.5T | - | |
![]() |
![]() |
![]() All allies gain ![]() Strength: 20% and ![]() Strength: 5% of max HP (Healing cap: 400) or 10% charge barDuration: 3 turns. |
All allies | 5% | 400 HP | 3T | 6T | |
![]() |
![]() |
![]() All allies gain ![]() Duration: Indefinite and a random buff. (Additional buffs based on number of caster's ![]() upon cast.) |
All allies | ? | 1000 HP | 3T | 7T | All buffs are granted when Magisa has 5 ![]() . |
![]() |
![]() |
![]() ![]() Duration: 2 turns. Use 3 ![]() : Also gain ![]() Strength: 400 HP or 10% charge barDuration: 2 turns and ![]() Strength: 50%Duration: 2 turnsLight DEF Up. Not a Damage Cut. Reduces Light damage taken on a multiplier separate from Damage Cuts.. |
Self | ? | 400 HP | 2T | 6T |
Support Skills
Stacks with RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
.
Character | Element | Source | Targets | Amount | Cap | Notes |
---|---|---|---|---|---|---|
![]() |
![]() |
![]() ![]() Lvl 2: Deals multiattacks Lvl 3: C.A. specs are boosted Lvl 4: Revitalize effect Lvl 5: Deals 4-hit water DMG upon dodging (Can't be removed) Duration: Indefinite lvl by 1 upon dodging (Max: 5). (Gain effects in order based on lvl: 30% boost to ATKPerpetuity modifier, deal multiattacks, 50% boost to C.A. damage and 30% boost to C.A. damage cap, Revitalize effect [Healing cap: 500], 4-hit 100% Water damage upon dodging [Damage cap: ~148,000 per hit].) |
Self | ? | 500 HP | Requires ![]() Lvl 2: Deals multiattacks Lvl 3: C.A. specs are boosted Lvl 4: Revitalize effect Lvl 5: Deals 4-hit water DMG upon dodging (Can't be removed) lvl 4. |
![]() |
![]() |
![]() ![]() Strength: 10% if HP is full. effect. Extend ![]() 's duration by 2 turns upon using charge attack. |
Self | ? | 500 HP | While ![]() is in effect. |
![]() |
![]() |
![]() ![]() Strength: 10% if HP is full. effect. Buffs can't be removed. |
Self | 5% | 500 HP | |
![]() |
![]() |
![]() ![]() Strength: 10% if HP is full. effect. Chance to remove 1 debuff from Pholia at turn start. |
Self | ? | 500 HP | |
![]() |
![]() |
![]() ![]() Strength: 10% if HP is full. effect. Extend the duration of ![]() Stacking: Special Buff by 2 turns upon using charge attack. |
Self | ? | 500 HP | |
![]() |
![]() |
![]() ![]() : RevitalizeRecover HP each turn (Healing cap: 300). Gain ![]() Strength: 10% if HP is full. effect, 20% boost to charge bar gain, 30% boost to C.A. damage and 10% boost to C.A. damage cap. |
Wind allies | ? | 300 HP | Requires 1 ![]() . |
![]() |
![]() |
![]() ![]() Strength: 10% if HP is full. effect. |
Self | ? | 1000 HP | |
![]() |
![]() |
![]() 50% boost to DEF, boost to hostility, and RevitalizeRecover HP each turn (Healing cap: 500). Gain ![]() Strength: 10% if HP is full. effect. (Boost to charge bar gain and healing specs based on ![]() Boost to C.A. DMG and C.A. DMG cap based on Chivalry lvl when in Heavensbane mode Can't be removed lvl [Max: 5].) |
Self | ? | 500 HP | Requires Starslayer mode. |
![]() |
![]() |
![]() At level 95: Debuff removal chance increased to 100%. RevitalizeRecover HP each turn (Healing cap: 500). Gain ![]() Strength: 10% if HP is full. effect. |
Self | ? | 500 HP | Requires level 95 (5★). |
![]() |
![]() |
![]() ![]() is in effect: 100% boost to ATKNormal modifier, 50% boost to DEF, 50% / 50% boost to critical hit rate50% chance of dealing 50% more damage., 100% boost to double attack rate, and 50% boost to triple attack rate. At level 95: Additional ![]() effects: 20% boost to damage cap, caps incoming Light damage at 3500 per hit, and RevitalizeRecover HP each turn (Healing cap: 800). Gain ![]() Strength: 10% if HP is full. effect. |
Self | ? | 800 HP | While ![]() is in effect. |
Weapon Charge Attacks
Weapon + C.A. | Element | Type | Targets | Amount | Cap | Dur | Notes |
---|---|---|---|---|---|---|---|
![]() ![]() Heal all allies up to 700 HP840 with the 20% boost to healing cap from Ray of Hope.. All allies gain ![]() Strength: 200 HP/turn or 10% charge bar/turnDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. |
![]() |
![]() |
All allies | ? | 200 HP | 3.5T | Can only be equipped by Sage. Also directly heals (Healing cap: 840700 base + 20% boost from Sage's support skill). |
![]() ![]() ![]() Strength: 500 HP or 10% charge barDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. After 4★: All allies gain ![]() Strength: 500 HPDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
![]() |
![]() |
All allies | ? | 500 HP | 3.5T | After 4★, also grants ![]() Strength: (Healing cap: 500)Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
![]() ![]() All Fire allies gain ![]() Strength: 15%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. After 4★: All Fire allies also gain ![]() Strength: 10% of max HP (Healing cap: 1000) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
![]() |
![]() |
Fire allies | 10% | 1000 HP | 2.5T | Requires 4★. |
![]() ![]() All allies gain ![]() . After 4★: Also restore all allies' HP. |
![]() |
![]() |
All allies | ? | ? | ? | |
![]() ![]() ![]() Strength: 10% of max HP (Healing cap: 500) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
![]() |
![]() |
All allies | 10% | 500 HP | 2.5T | |
![]() ![]() All allies gain ![]() Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and ![]() Strength: (Healing cap: 500) or 10% charge bar if HP is fullDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
![]() |
![]() |
All allies | ? | 500 HP | 2.5T | |
![]() ![]() All allies gain ![]() . |
![]() |
![]() |
All allies | ? | ? | ? | |
![]() ![]() Restore 10% of all allies' HP (Healing cap: 700). All allies gain ![]() Strength: (Healing cap: 200) or 10% charge barDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. (Activates twice in Arcarum.) |
![]() |
![]() |
All allies | ? | 200 HP | 3.5T | Also directly heals (Healing cap: 700 HP). |
![]() ![]() Restore 10% of all allies' HP (Healing cap: 700). All allies gain ![]() Strength: (Healing cap: 200) or 10% charge barDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. After 5★: Damage increased to 550%. Healing cap increased to 2000. |
![]() |
![]() |
All allies | ? | 200 HP | 3.5T | Also directly heals (Healing cap: 700 HP). |
![]() ![]() All allies gain ![]() Strength: 1000 HP or 10% charge barDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. After 4★: All allies also gain ![]() Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
![]() |
![]() |
All allies | ? | 1000 HP | 3.5T | |
![]() ![]() All allies gain ![]() Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and ![]() Strength: (Healing cap: 500) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
![]() |
![]() |
All allies | 10% | 500 HP | 2.5T | |
![]() ![]() All allies gain ![]() Strength: (Healing cap: 1000)Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. After 4★: All allies also gain ![]() Strength: 20%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and ![]() Strength: 15%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. |
![]() |
![]() |
All allies | ? | ? | ? | |
![]() ![]() All allies gain ![]() Strength: 15% (Max: 40%)Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and ![]() Strength: 10% of max HP (Healing cap: 500) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. After 4★: All allies also gain ![]() . |
![]() |
![]() |
All allies | 10% | 500 HP | 2.5T | |
![]() ![]() All allies gain ![]() . After 4★: All allies also gain ![]() . |
![]() |
![]() |
All allies | ? | ? | ? | Requires 4★. |
Weapon Skills
Weapon | Element | Type | Source | Targets | Amount | Cap | Dur | Notes |
---|---|---|---|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() ![]() Strength: 10% (Max: 50%)Multiplier: UniqueDuration: Indefinite, ![]() Strength: 10% (Max: 50%)Duration: Indefinite, ![]() Strength: 50%Duration: 3 turns, and ![]() Strength: (Healing cap: 500) or 10% charge bar if HP is fullDuration: 3 turns. |
One ally (Green Potion) All allies (Blue Potion) |
? | 500 HP | 3T | Requires equipping as a main weapon (Doctor only). Activates upon using a potion. |
![]() |
![]() |
![]() |
![]() ![]() Strength: 10% if HP is full. |
Main Character | ? | 150 HP | - | Unlocked at level 100 (3★). Requires equipping as a main weapon. |
![]() |
![]() |
![]() |
![]() ![]() Strength: 10% if HP is full. |
Main Character | ? | 150 HP | - | Requires equipping as a main weapon. |
Summon Calls
Summon + Call | Element | Targets | Amount | Cap | Dur | C/D | Notes |
---|---|---|---|---|---|---|---|
![]() ![]() 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 ![]() . |
![]() |
Fire allies | ? | ? | ? | 3T3-turn cooldown at battle start / 9T9-turn cooldown upon call | Requires 4★. |
![]() ![]() Strength: 20%Multiplier: NormalDuration: 4 turns, ![]() Strength: 20%Duration: 4 turns, ![]() Strength: (Healing cap: 300)Duration: 4 turns, and ![]() Strength: 20%. Gachapin also gains 7 ![]() . |
![]() |
All allies | ? | 300 HP | 4T | 9T | Requires 4★. |
![]() ![]() Strength: 10% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite, ![]() Strength: 10% (Max: 30%)Duration: Indefinite, and ![]() Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns. Restore all friends' HP (Healing cap: 2000). Hidden Effect: MC and Cinnamoroll and Pompompurin also gain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. when they are main allies. |
![]() |
All allies | ? | 500 HP | 3T | 3T3-turn cooldown at battle start / 9T9-turn cooldown upon call | |
![]() Plain damage to all allies equal to 10% of current health. All allies gain ![]() Strength: 10% of max HP (Healing cap: 500) or 10% charge barDuration: 4 turns. |
![]() |
All allies | ? | 300 HP | 4T | 9T | Requires 3★. Call also damages all allies for 10% max HP. |
![]() |
![]() |
Earth allies | ? | 500 HP | 3T | 3T3-turn cooldown at battle start / 9T9-turn cooldown upon call | Requires 4★. Possible effect; see summon page for details. |
![]() All allies gain ![]() Strength: 10%Duration: 3 turns, ![]() Strength: 10%Duration: 3 turns, and 1 random buff effect. |
![]() |
All allies | ? | 4★: 330 HP300 base + ![]() Strength: 10%Duration: 3 turns 5★: 550 HP500 base + ![]() Strength: 10%Duration: 3 turns |
3T | 9T | Requires 4★. Possible effect; see summon page for details. |
![]() ![]() Strength: 1500Duration: 4 turns and ![]() Strength: ?% of max HP (Healing cap: 500) or 10% charge barDuration: 4 turns. |
![]() |
Earth allies | ? | 500 HP | 4T | 3T3-turn cooldown at battle start / 9T9-turn cooldown upon call | |
![]() All allies gain ![]() Strength: 10% maximum HP (Healing cap: 400 HP) or 10% charge barDuration: 3 turns |
![]() |
All allies | 10% | 400 HP | 3T | 8T | |
![]() ![]() Duration: 3 turns, ![]() Strength: 20%Duration: 3 turns, ![]() Strength: (Healing cap: 300) or 10% charge barDuration: 3 turns, and ![]() Strength: 20%Duration: 3 turns. |
![]() |
All allies | ? | 300 HP 3★: 400 HP 4★: 500 HP |
3T | 9T | |
![]() All allies gain ![]() Strength: 30%Multiplier: NormalDuration: 4 turns and ![]() Strength: 5% of max HP (Healing cap: 500) or 10% charge barDuration: 4 turns. Restore 30% of all allies' HP (Healing cap: 3000). |
![]() |
All allies | 5% | 500 HP | 4T | 8T | Requires 5★. |
Summon Auras
Summon + Aura | Element | Targets | Amount | Cap | Dur | Notes |
---|---|---|---|---|---|---|
![]() ![]() Strength: 10% of max HP (Healing cap: 300) or 10% charge barDuration: 3 turns and ![]() Strength: 30%-10%Duration: 3 turns. |
![]() |
Yuji Itadori and Megumi Fushiguro | ? | 300 HP | 3 turns |
Equivalent Buffs
The following buffs have Revitalize effects. They stack with RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
.
Status Effect | Granted By | Element | Source | Targets | Amount | Cap | Dur | C/D | Notes |
---|---|---|---|---|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() ![]() Duration: Indefinite ![]() Duration: Indefinite ![]() Duration: Indefinite based on skills used by main allies. (Gain buffs based on Dope type.) |
Self | ? | 500 HP | - | - | Gained upon using a green-border skill, and randomly from yellow-border skills. |
![]() |
![]() |
![]() |
![]() ![]() Strength: 30% Earth ATK Up / 50% DEF Up / (Healing cap: 300) or 10% charge barDuration: 5 turns. |
Female allies | ? | 300 HP | 5T | 9T | |
![]() |
![]() |
![]() |
Paradise Lost1000% Elemental damage to all foes (Damage cap: ~1,000,000). All allies gain ![]() Duration: 4 turns. Restore 30% of all allies' HP (Healing cap: 4000). |
All allies | ? | 1500 HP | 4T | 6T | Requires Transcendence Stage 1. After level 230, grants ![]() when a foe uses a special attack. |
Related Status Effects
- Main article:
RefreshHP is restored on every turn