![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6563%2Fa53338835379f5ece4bedc36f15fe744c3212e43_hq.jpg)
Welcome
to my Special Skills guide!
I'll try to explain everything important about them and make deciding which to choose much easier :D
I hope you'll like it :D
:arrow_backward: REE :arrow_forward:
• Skills will be listed like that: "skill (rate, value)", where "rate" is the skill's cooldown rate and "value" is the skill's effect value.
• All the calculations below are approximated and don't take things like boons, banes, buffs, debuffs, stats changing skills into consideration, so be wary of it.
• Calculations below use lv. 40 5 star units' stats into consideration
:gemini: Enemy's stat based :gemini:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6562%2F38b0c751e234dd56a6f8813bb7cda1dd944de095_hq.jpg)
New Moon (3, 30%), Luna (3, 50%), Moonbow (2, 30%), Black Luna (3, 80%)
Those skills, when activated, calculate damage, as if the enemy's def/res was lowered by a percent of it.
Effectively, in most cases it adds that percent of their def/res to your unit's normal damage.
Pros:
+ Great against bulkier units
+ Moonbow has very short recharge delay
Cons:
- Dependent on enemy's team (that can be an advantage, depending on how you look at it)
- Does not help if the enemy's def/res is overwhelmingly higher than your attack (does not happen very often) .
Calculations (lowered def/res):
Enemy's def/res for below calculations:
Minimal: 13, Maximal Def: 39, Maximal Res: 36, Average: 25
• Moonbow, New Moon
Min: 3, Max def: 11, Max res: 10, Average: 7
• Luna
Min: 6, Max def: 19, Max res: 18, Average: 12
• Black Luna
Min: 10, Max def: 31, Average: 20
Thoughts:
• Moonbow, thanks to it's short recharge rate, is great for units with slowed special trigger (like blade tome s).
• Those skills, since they are not dependent on your unit, are the most flexible offensive special skills, and can be useful on any unit (although, depending on the unit, other type of skills can be better).
• Example.
Neutral Fir with a Steel Sword (33 atk) attacked a +Def Draug (42 Def) with activated Moonbow (-12 def). Draug has now 30 def, so she does
33 atk - 30 def = 3 damage.
Without activating the special she would have done
33 atk - 42 def = -9 = 0 damage.
:libra: Unit's stat based :libra:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6562%2Fadb29ba3048415bbd2c379368e38360080a6dac1_hq.jpg)
Dragon Gaze (4, 30% Atk), Draconic Aura (3, 30% Atk), Dragon Fang (4, 50% Atk)
Glowing Ember (4, 50% Def), Bonfire (3, 50% Def), Ignis (4, 80% Def)
Chilling Wind (4, 50% Res), Iceberg (3, 50% Res), Glacies (4, 80% Res)
Regnal Astra (2, 40% Spd)
Those skills, when activated, take a percent of your unit's respective stat and add it to the damage.
Also, attack stat based ones take blade tomes' bonus to attack into consideration.
Pros:
+ Added damage is really easy to predict and calculate
+ The amount of added damage is almost always the same (+/- buffs, debuffs)
Cons:
- useful mostly on units with high respective stat.
Calculations (damage added):
Unit's atk for below calculations:
Minimal with 11 might weapon: 32
Maximal with 16 might weapon: 56
Average with 13 might weapon: 45
• Draconic Aura, Dragon Gaze
Min: 10, Max: 16, Average: 12
• Dragon Fang
Min: 17, Max: 28, Average: 21
---- :o: ----
Unit's def for below calculations:
Minimal: 13, Maximal: 39, Average: 25
• Bonfire, Glowing Ember
Min: 6, Max: 19, Average: 12
• Ignis
Min: 10, Max: 31, Average: 20
---- :o: ----
Unit's res for below calculations:
Minimal: 13, Maximal: 36, Average: 24
• Iceberg, Chilling Wind
Min: 6, Max: 18, Average: 12
• Glacies
Min: 10, Max: 28, Average: 19
---- :o: ----
Ayra's Spd for below calculations:
Minimal: 34, Maximal (Spd boon with Swift Sparrow): 44, Average: 40
• Regnal Astra
Min: 10, Max: 13, Average: 12
Thoughts:
• Def and Res based ones are amazing for units with their respective stat close to the maximum (especially since their attack stats are often quite mediocre).
• Attack based ones, even at their lowest, have a pretty good damage output. They can be helpful on almost all units.
:taurus: Damage percent based :taurus:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6562%2F75a18487724fbe7c003d740b9bd04f4be9e4cc5f_hq.jpg)
Night Sky (3, 50%), Glimmer (2, 50%), Astra (4, 150%)
Those skills, when activated, raise the calculated attack damage by a percent.
Pros:
+ Good synergy with "Wo Dao like" weapons
+ Short recharge delay
+ Great against units with huge amounts of HP (like those in Tempest Trials) and units with low Def/Res (death to all L&D units).
Cons:
- Added damage is hard to predict (since it's dependent on damage dealt, which on itself is hard to predict).
- Horrible against high Def/Res units, and useless, if you can't damage a unit.
Calculations (added damage):
Attack values for below calculations:
Low: 32, High: 56, Average: 45
Def/Res values for below calculations:
Low: 13, High: 39, Average: 25
• Glimmer, Night Sky
High Attack on
L.Def: 21, A.Def: 15, H.Def: 8
Average Attack on
Low Attack on
L.Def: 9, A.Def: 3, H.Def: 0..!
• Astra
High Attack on
L.Def: 64, A.Def: 45, H.Def: 25
Average Attack on
L.Def: 48, A.Def: 29, H.Def: 9
Low Attack on
L.Def: 28, A.Def: 9, H.Def: 0..!
Thoughts:
• Skills like those raise the added damage from Wo Dao and Dark Excalibur to 15 or 25 depending on a skill.
• With Astra you can achieve the most glorious overkills~ (what? You say it's not important? Blasphemy!)
:aquarius: Area of effect based :aquarius:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6563%2Ff57997728eacf9770563e07ccc0e7da63a54ef48_hq.jpg)
Growing, Rising and Blazing
Flame, Light, Thunder, Wind (all 4)
Those skills, if activated on player's turn, damage all units on area around the attacked enemy (areas are defined by a type of skill).
Damage dealt is equal to unit's attack - each foe's def/res.
(upgraded "Blazing" skills multiply that value by 1.5)
Pros:
+ Very high potential damage output.
+ Attack can hit multiple units.
+ Damage applied on the attacked enemy before the combat starts. Can easily lead to a one hit kill.
+ The fact that those skills cannot be activated during combat can be sometimes advantageous.
+ Damage not affected by the weapon triangle (good against units that have an advantage against you)
Cons:
- Somewhat long recharge rate.
- On itself can't defeat an enemy.
- Not that useful against units with high Def/Res.
- Useless on the enemy's turn.
- Cannot be activated during combat.
- Can activate Vantage.
- Damage not affected by the weapon triangle (no bonus damage against units you have an advantage over)
Calculations (damage on enemies in the area):
Attack values for below calculations:
Low: 32, High: 56, Average: 45
Def/Res values for below calculations:
Low: 13, High: 39, Average: 25
• Growing or Rising Light, Fire, Thunder, Wind
High Attack on
L.Def: 43, A.Def: 30, H.Def: 17
Average Attack on
L.Def: 32, A.Def: 19, H.Def: 6
Low Attack on
L.Def: 19, A.Def: 6, H.Def: 0..!
• Blazing Light, Fire, Thunder, Wind
High Attack on
L.Def: 64, A.Def: 45, H.Def: 25
Average Attack on
L.Def: 48, A.Def: 29, H.Def: 9
Low Attack on
L.Def: 28, A.Def: 9, H.Def: 0..!
Thoughts:
• Blazing skills have the same (in a way) damage potential as Astra does, while potentially hitting multiple enemies at once.
Astra has less drawbacks though.
:scorpius: Damage suffered based :scorpius:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6562%2F414f44302e52fd45e3247643537b3cf408d2de4b_hq.jpg)
Retribution (3, 30%), Reprisal (2, 30%), Vengeance (3, 50%)
Those skills, when activated, takes a percent of HP that the unit is missing and then adds it to the attack damage.
Pros:
+ Reprisal has very short recharge delay.
+ Potential for a relatively high damage on every unit.
Cons:
- They require a very risky strategy to be effective.
- No added damage at full health.
Calculations (added damage):
Maximal amounts of missing HP (at 1 HP left) depending on stats, for below calculations:
Minimal: 29, Maximal: 54, Average: 39
Missing HP while having half of it, for below calculations:
Minimal: 15, Maximal: 27, Average: 20
Miscellaneous amounts of missing HP, for below calculations:
Full HP: 0, After Fury: 6,
After average attack: 19
• Reprisal, Retribution
1 HP left
Max: 16, Average: 11, Min: 8
Half HP
Max: 8, Average: 6, Min: 4
Miscellaneous
Full: 0 A.Fury: 1, A.A.Attack: 5
• Vengeance
1 HP left
Max: 27, Average: 19, Min: 14
Half HP
Max: 13, Average: 10, Min: 7
Miscellaneous
Full: 0 A.Fury: 3, A.A.Attack: 9
Thoughts:
• Those skills can be good on units which are naturally quick to lose HP (Fury builds for example)
• Abilities like Fury can bring your unit down to 1HP left without the risk. Although at that point almost any attack can kill it.
:virgo: Healing skills :virgo:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6563%2F275000b1662a15f709b35b18cdf67151055d7d4a_hq.jpg)
Daylight (3, 30%), Noontime (2, 30%), Sol (3, 50%)
Those skills, when activated, heal your unit by a percent of damage dealt.
Pros:
+ Grants a rare ability to heal yourself.
+ Short recharge delay
Cons:
- Since it's based on damage dealt, not the calculated potential one, you can easily waste the special on a low HP unit.
- Hard to predict how much will you be healed (since it's based on damage dealt,
which on itself is hard to predict).
Calculations (HP healed):
Attack values for below calculations:
Low: 32, High: 56, Average: 45
Def/Res values for below calculations:
Low: 13, High: 39, Average: 25
• Noontime, Daylight
High Attack on
Average Attack on
Low Attack on
L.Def: 5, A.Def: 1, H.Def: 0..!
• Sol
High Attack on
L.Def: 21, A.Def: 15, H.Def: 8
Average Attack on
Low Attack on
L.Def: 9, A.Def: 3, H.Def: 0..!
Thoughts:
• They have a quite low average-HP-healed-per-turn rate, compared to skills like Renewal or Breath of life. Although, it can be way higher if used properly.
• Skills like those can be useful on modes like Tempest Trials, where healing your units is pretty much a necessity.
:cancer: Reducing received damage :cancer:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6563%2F8c4bda2aebbd9188e42a2a21d6db9d9677043a18_hq.jpg)
Defending from adjacent/ranged attacks:
Buckler/Holy Vestments (3, 30%), Escutcheon/Sacred Cowl (2, 30%), Pavise/Aegis (3, 50%)
Ice Mirror (2, 30%)
Those skills, when activated, remove a percent of the damage dealt to your unit.
Pros:
+ Both Escutcheon and Sacred Cowl have a very short recharge delay.
+ Easy to keep active (especially the long range ones).
+ Can easily save from an one hit kill.
Cons:
- Not that great if attacked by a Brave weapon , or unit which can double you in general.
- Limited to only melee units.
Calculations (damage -> damage lowered by the skill):
Attack values for below calculations:
Low: 32, High: 56, Average: 45
Def/Res values for below calculations:
Low: 13, High: 39, Average: 25
• Escutcheon, Sacred Cowl, Buckler, Holy Vestments, Ice Mirror
High Attack on
L.Def: 43 -> 31, A.Def: 30 -> 21, H.Def: 17 -> 12
Average Attack on
L.Def: 32 -> 23, A.Def: 19 -> 14, H.Def: 6 -> 5
Low Attack on
L.Def: 19 -> 14, A.Def: 6 -> 5, H.Def: 0 -> 0
• Pavise, Aegis
High Attack on
L.Def: 43 -> 22, A.Def: 30 -> 15, H.Def: 17 -> 8
Average Attack on
L.Def: 32 -> 16, A.Def: 19 -> 9, H.Def: 6 -> 3
Low Attack on
L.Def: 19 -> 9, A.Def: 6 -> 3, H.Def: 0 -> 0
Thoughts:
• If you want to put one of those skills on a unit, it's generally more advisable to put it on a one with a high enough speed, so it doesn't get doubled.
:pisces: Staff skills :pisces:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6563%2F1dbb8cac0a72db6cb763f117aef31c30f5652b37_hq.jpg)
Imbue (1), Heavenly Light (2)
Balms:
Kindled-Fire (1, atk), Solid-Earth (1, def), Still-Water (1, res), Swift-Wind (1, spd)
Those skills, when activated, trigger various ive effects.
Imbue increases healing by 10 HP, Heavenly light heals all other units by 10 HP and Balm skills buff all allies with +4 of the particular stat.
Thoughts:
• Since those are (almost) the only special skills that a healer can learn and they have only ive effects, there is no competition between them.
Imbue or Heavenly Light are for more healing builds, and Balm skills for more buffing approach.
:capricorn: Other :capricorn:
![Special skills guide-[IMG=ISG]
[BC]Welcome
[BC]to my Special Skills guide!
I'll try to explain everything important about](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6563%2Fac163a2acf46ec48a0dd5afd9edb68f60e0ef192_hq.jpg)
Aether, Miracle, Galeforce (all 5)
This is a place for skills that don't any of the categories above.
All the below skills have really powerful effects, but with a long recharge delay, making them quite tricky to use properly.
• Aether:
A skil which is a combination of effects of Luna (raise damage by the 50% of enemy's def/res) and Sol (healing 50% of the damage dealt to the enemy).
Pros:
+ A pretty good synergy between both effects this skill has (Luna raises damage dealt, thus making the healing part much more reliable)
+ Great against bulkier units.
Cons:
- A really long recharge rate.
Calculations
Attack values for below calculations:
Low: 32, High: 56, Average: 45
Def/Res values for below calculations:
Low: 13, High: 39, Average: 25
Calculations (lowered def/res):
Min: 6, Max def: 19, Max res: 18, Average: 12
Calculations (damage dealt/hp healed):
High Attack on
L.Def: 49 / 24, A.Def: 43 / 21, H.Def: 36 / 18
Average Attack on
L.Def: 38 / 19, A.Def: 32 / 16, H.Def: 25 / 12
Low Attack on
L.Def: 25 / 12, A.Def: 19 / 9, H.Def: 12 / 6
• Miracle:
This skill, when active with more than 1 HP, will make it so the attack that would have normally kill you, will leave you with 1 HP.
Pros:
+ If used properly, can make some units hard to defeat.
+ Can be inherited by all units.
Cons:
- A very long recharge rate.
• Galeforce:
A skill, which when activated allows the unit to move again (but only once per turn).
Pros:
+ A free dance/sing on a unit, without a dancer/singer.
Cons:
- A really long recharge rate.
- Skill exclusive to sword, axe and lance s.
Thoughts:
• Skills like those can be amazing on builds and team compositions focused on lowering the special skills recharge delay with skills like Killer/Slaying weapons, Heavy Blade, Infantry, Shield and Quckened Pulses.
Builds like those tend to be really expensive though.
:ophiuchus: FIN :ophiuchus:
Thank you for reading to this point :D
I hope you liked it!
It is an enormous blog (and my most ambitious yet) for my standards, and it took a really long time to make.
Please let me know if you find any errors, spelling mistakes or things you think I should add to it or change :D
Comments (12)
I see that you put Aether heals 100% of damage dealt, this is incorrect, as it only heals 50% of damage dealt
Reply to: Viiragon
Okay, :+1: I only noticed it because I LOVE Aether and I scrolled straight to it :sweat_smile:
Reply to: :sparkles: Mew :sparkles:
Well I like it a lot too, but it's a rare skill, so I have it on only a few units~
I dunno though how I got that wrong, Aether was one of the last skills I've analysed here, so maybe I was tired :sweat_smile:
Reply to: Viiragon
Lol
Nice job.
Reply to: AM22
Thx :D
Very useful thanks :D
Woah that was really informative and in-depth, thumbs up for doing a great job! :D
If this had been made earlier 4- months-younger-me wouldn't have put glimmer on 50% of my units :joy: :joy: :joy: (everythings fixed now :v: )
Reply to: Inigo
I know, right?
I was like that too.... I mean 50% or 150% to damage sounds amazing, and it is.....mostly against units you would kill anyway.....
(Although, it still can be useful in some cases)
Vengeance charge up is 3 , just a heads up :3
Fixed, thanks :D