![]() Weapons like Twin-Crest Power, Skinfaxi, or Gradivus that are exclusive to only one or two heroes cannot be inherited by another unit. You cannot inherit another unit's exclusive weapon! Since they do not exactly come easy, you had best think carefully about how useful a weapon skill will be before letting another unit inherit it. To inherit a powerful weapon with a + attached to its name, you will need to give up a 5 star hero. These weapons can boost a unit's Atk/Spd/Def/Res depending on what you choose, so choose wisely to best maximize your unit's stats and their role in your party! Some builds are very high investment! Think carefully before foddering heroes. Many of the weapon skills that placed highly on our rankings get stronger when upgraded via the Weapon Refinery. You can do this by communicating with Emblems and polishing their Emblem Rings.Tips for Inheriting Weapon Skills Weapons that can gain unique effects in the Weapon Refinery are extremely useful! Inheritable Skills are skills you can inherit from Emblems when you deepen your bonds with them. If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. Unit deals +50% damage against broken foes. ![]() Trigger %=Dex.ĭuring combat, may add half of Str to magic damage or half of Mag to all other damage. While making an attack, may ignore half of foe's Def/Res. Use to attack an adjacent foe, then move to the space opposite that foe. Grants Crit+10 during combat with a foe that can't counter. When a unit uses a staff, may not consume a use. If unit initiates combat with a tome, grants Atk equal to the number of adjacent allies with tomes. If unit's HP is 11 or more and an adjacent ally is broken after combat, sacrifices 10 HP and removes the break status form that ally. While making a physical attack, may calculate damage with 150% of Def instead of Str. Use to move to the opposite side of an adjacent ally. When unit is healed by a staff, all adjacent allies also recover 50% of the HP that the unit recovered. If unit initiates combat with a physical attack against a fow armed with magic or vice versa, grants Spd+3 in combat When attacking with a tome, unit may deal extra damage = half of foe's Mag. Unit can target itself with healing staves. If unit's HP is at max while unit makes a chain attack, unit attacks twice. If unit initiates combat while an ally is on the opposite side of the foe, always follow up (if weapon allows). Unit's space and adjacent spaces have a movement cost of 1 for allies. If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. Use to swtich places with an adjacent ally. Unit's engage meter is shortened one step.Īt the start of each turn, unit's engage meter is filled by 1. ![]() If unit uses Dance, grants Dex/Spd/Lck+3 to target for 1 turn. When countering, unit may deal extra damage = half of damage taken. If unit initates combat without moving first, grants Hit+40 during combat. When making a smash attack, push the target 2 spaces instead of 1. All Class Exclusive Skills Class Skillĭuring combat, may prevent 50% of physical damage taken. Class Skills are the kind of skills that can only be learned from a specific Class. ![]()
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