Revitalize
About Status Effects
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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. 
), 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 
Strength: 10% if HP is full. This number is affected by 
and 
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 
, 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 TakagakiDivine Breeze450%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 fromLennahRenaissanceRestore 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 fromSevastienGrandbutler 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 or 10% Charge Boost fromRose QueenRose PalaceAll 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. | |
Strength: (Healing cap: 1000) or 10% charge barDuration: 3 turns, Strength: 6% (Max: 30%)Duration: Indefinite, Strength: 6% (Max: 30%)Duration: Indefinite, and Duration: Indefinite. |
All allies | ? | 1000 HP | 3T | 3T | No | ||
Consume all to gain additional effects in order based on number consumed: 1: Strength: 100% chance of dealing 20% more damage.Duration: 5 turns. 2: 30% Element ATK UpElement ATK is boosted Strength: 30%Duration: 5 turnsElement ATK Up buff based on weapon element. 3: Duration: 5 turns. 4: Strength: (Healing cap: 1000) or 10% charge barDuration: 5 turns. 5: 20% Element DMG LoweredElement DMG Lowered buff based on weapon element Strength: 20%Duration: 5 turns. (Upon taking 25% or more of max HP damage: End cooldown.) |
Self | ? | 1000 HP | 5T | 10T | No | Requires 4 . Ends cooldown upon taking 25% of max HP damage. | |
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 |
|---|---|---|---|---|---|---|---|---|
Grant an ally Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns and Strength: 1% of foe'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 1 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 . | ||
All Fire allies gain Strength: (Healing cap: 1000) or 10% boost to charge barDuration: 3 turns. (While is in effect: 100% boost to healing specs. Activates when the foe uses a special attack.) |
Fire allies | ? | 1000 HP | 3T | 6T | Ends cooldown upon charge attack. Auto-activates when a foe uses a special attack while is in effect. | ||
All Fire allies gain Strength: (Healing cap: 1000) or 10% charge barDuration: 4 turns. (Counts as a healing skill when cast.) |
Fire allies | ? | 1000 HP | 4T | 8T | Can recast once each turn it is cast when lvl is 5. | ||
Strength: 10% of max HP (Healing cap: 500) or 10% charge barDuration: 5 turns, Strength: 2000Duration: 5 turns, and Strength: 30%. At level 90: All Fire allies also gain Duration: Indefinite. |
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 | |||
Inflict random debuffs on all foes. (Number of buffs increases based on Multiplier: Perpetuity lvl. Number of debuffs increases based on lvl.) At level 95: All Water allies also gain Duration: Indefinite. Caster's Multiplier: PerpetuityDuration: Indefinite lvl and Duration: Indefinite lvl rise by 1. |
Water allies | ? | 1000 HP | 5T | 6T | All buffs are granted when lvl is 5. | ||
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. | ||
Strength: 50%Duration: 4 turns, Strength: 20%Duration: 4 turns, and Strength: 10% of max HP (Healing cap: 1000) or 10% charge barDuration: 4 turns. |
Earth allies | ? | 1000 HP | 4T | 12T | |||
Copy an ally's skill. (Skill changes to End of Joker upon casting.) 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 | |||
Strength: 100%. Restore caster and MC's HP (Healing cap: 12021This already takes the 20% healing specs boost into account). (From 2nd cast onward: Also remove all debuffs from caster and MC. From 3rd cast onward: Caster and MC also gain Duration: Indefinite.) At level 90: Now grants all effects on 1st cast. When HP is full after casting: Caster and MC also gain Strength: 10% of max HP (Healing cap: 1000) or 10% charge barDuration: 3 turns. |
Self and MC | ? | 1000 HP | 3T | 12T | Requires level 90 (5★). | ||
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 1 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 1 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 1 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 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. |
Light 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 | |||
Strength: 2000Duration: Indefinite, Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns, and Strength: 20%-10%Duration: 3 turnsStacking: Teamwide. At level 95: All allies also gain Strength: 10%Duration: 3 turns. |
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 | - | |||
is in effect: Changes to 1250%Unworldly damage [Damage cap: ~2,900,000].) All Light allies gain Strength: (Healing cap: 1000) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. Extend all allies' duration by 2 turns. |
Light allies | ? | 1000 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 1 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 . | ||
All Dark allies gain Strength: 2000Duration: Indefinite. (When is 7 or above: All Dark allies also gain Strength: (Healing cap: 1000) or 10% charge barDuration: 3 turns and Strength: 50%Duration: 3 turnsLight DEF Up. Not a Damage Cut. Reduces Light damage taken on a multiplier separate from Damage Cuts..) At level 90: All Dark allies also gain Duration: Indefinite. |
Dark allies | ? | 1000 HP | 3T | 6T | Requires 7 . | ||
Restore 20% of Dark allies' HP (Healing cap: 1000). All Dark allies gain 2 random buffs. |
Dark allies | ? | 500 HP | 3T | 6T | Randomly grants Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns. Auto-activates upon the chain burst Tide of ChaosDark-elemental chain burst of 4 or more chains.. |
Support Skills
Stacks with 
.
| Character | Element | Source | Targets | Amount | Cap | Notes |
|---|---|---|---|---|---|---|
Duration: Indefinite lvl by 1 upon dodging (Max: 5). (Gain effects in order based on lvl: 1: 30% boost to ATKMultiplier: Perpetuity and 50% boost to DEF. 2: Guaranteed triple attacks. 3: 50% boost to C.A. damage and 30% boost to C.A. damage cap. 4: Revitalize effect [Healing cap: 500]. 5: 6-hit, 100% Water damage to random foes upon dodging [Damage cap: ~148,000 per hit].) |
Self | ? | 500 HP | Requires 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 | |||
Refresh effect to Wind allies when not debuffed (Healing cap: 350). 30% boost to Wind allies' ATKMultiplier: Perpetuity when debuffed. At level 95: Refresh effect upgraded to RevitalizeRecover HP each turn (Healing cap: 1000). Gain Strength: 10% if HP is full. effect (Healing cap: 1000). Also boost Wind allies' DEF by 30% when debuffed. |
Wind allies | ? | 1000 HP | Requires level 95 (5★). | ||
: 1: RevitalizeRecover HP each turn (Healing cap: 300). Gain Strength: 10% if HP is full. effect. 2: 20% boost to charge bar gain. 3: 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. (When foes' total max charge diamonds are at 5 or above upon attacking: Deal 2-hit, 300% Wind damage to a foe [Damage cap: ~635,000 per hit].) |
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 ATKMultiplier: Normal, 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.. Additional effect at 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.. Additional effect at 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 . Additional effect at 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.. (Charge attack 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.. Additional effect at 5★: Healing cap increased to 2000. |
All allies | ? | 200 HP | 3.5T | Also directly heals (Healing cap: 700 HP). | ||
Restore all allies' HP (Healing cap: 2000). Additional effect at 4★: All allies also gain Duration: 0.5 turnsApplied during the attack phase. On the next turn, it'll have 0 turns remaining. for 0.5 turns. Additional effect at 5★: All allies also gain Verification needed. . |
All allies | ? | ? | ? | Requires 5★. | ||
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.. Additional effect at 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 and . Additional effect at 4★: All allies also gain . |
All allies | ? | ? | ? | |||
All Light allies gain . Additional effect at 4★: All Light allies also gain and .Verification needed. |
Light allies | ? | ? | ? | |||
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.. Additional effect at 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.. Additional effect at 4★: All allies also gain . |
All allies | 10% | 500 HP | 2.5T | |||
All allies gain Strength: 10%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. Additional effect at 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 with Shorted debuffs or when Charge Bar is above 100%. when they are both 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★. Randomly grants Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns. | ||
All allies gain Strength: 10%Duration: 3 turns, Strength: 10%Duration: 3 turns, and 1 random buff. |
All allies | ? | 4★: 330 HP300 base + Strength: 10%Duration: 3 turns 5★: 550 HP500 base + Strength: 10%Duration: 3 turns |
3T | 9T 6★: 6T |
Requires 4★. Randomly grants Strength: (Healing cap: 300/500) or 10% charge barDuration: 3 turns. | |
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. Restore 30% of all allies' max HP (Healing cap: 3000). |
All allies | 5% | 500 HP | 4T | 8T | Requires 5★. | |
Nobunaga: Plain damage to all foes based on current HP (Damage cap: 999,999). Raise lvl by 1 on all foes. All Dark allies gain Duration: 3 turnsCounter attacks grant 5% charge bar per hit. and Duration: 3 turns. Feitan: 4-hit Dark damage to random foes. Inflict Strength: 30,000Duration: 3 turnsLocal status effect on all foes. Raise lvl by 1 on all foes. Machi: All Dark allies gain Duration: 3 turns, Duration: 3 turns, and Strength: 1000Duration: Indefinite. Raise lvl by 1 on all foes. Uvogin: 1000% Dark damage to all foes. Inflict Duration: 1 turn Local status effect. Raise lvl by 1 on all foes. |
Dark allies | ? | ? | 3T | 3T3-turn cooldown at battle start / 9T9-turn cooldown upon call | Randomly grants Strength: (Healing cap: 1000) or 10% charge barDuration: 3 turns. |
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 
.
| 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. | |||
Duration: 5 turns and Strength: 10,000Duration: Indefinite. |
Earth allies | ? | 1000 HP | 5T | 12T | ||||
Strength: 30% Earth ATK Up / 50% DEF Up / (Healing cap: 300) or 10% charge barDuration: 5 turns. |
Female allies | ? | 300 HP | 5T | 9T | ||||
Multiplier: NormalDuration: Indefinite. (Ends when HP drops below 40%.) |
Light allies | ? | 1000 HP | Indefinite | 16T | Ends when HP drops below 40%. | |||
| Paradise LostParadise 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. | |||
Duration: 5 turns. |
Dark allies | ? | 1000 HP | 5T | 12T |
Related Status Effects
- Main article:
RefreshHP is restored on every turn



























































































































































































































































































































































