-
Is something up, Sharena? You've been staring at the ground for a while.
-
Well... I'm not exactly sure what's going on, but I noticed this strange icon next to me. Can you see it too, Commander?
-
It looks like a shoe with an arrow pointing down! I figured it must mean there's something on the ground, by my feet...
-
Maybe someone dropped a few coins? I think there is a more likely explanation, though. That icon means that an effect is restricting your mobility!
-
Oh, is that right? My body does feel heavy and tired, but I assumed that was because I stayed up way too late last night.
-
Not quite. The icons that can show up next to Heroes indicate status changes, but only for battle-related effects. You'll be pleased to know that status icons don't cover the effects of bad habits!
Understanding the Various Icons
When allies or foes receive buffs or debuffs, an icon will appear next to them.
Beneficial Effects
There are various beneficial effects, such as those that increase stats, grant a type advantage, and more.
-
Stats increased
Stats are increased due to the effects of skills like Hone Atk or Spd Tactic.
-
Mobility increased
Movement range is increased due to the effects of skills like Armored Boots or Armor March.
-
Air Orders
Certain movement types are able to move to a space adjacent to certain allies within two spaces due to the effects of skills like Air Orders.
-
Effective against dragons
Gain effectiveness against dragons due to the effects of skills like Divine Fang.
-
Bonus Doubler
Effect applied by Ardent Durandal and Marth: Royal Altean Duo's Duo Skill. During combat, grants a bonus to Atk, Spd, Def, and Res equal to the Atk, Spd, Def, and Res bonuses currently applied (calculated individually per stat).
-
Neutralize Effective
Against DragonsEffect granted by the Duo Skill of Idunn: Dragonkin Duo. Allows the user to neutralize "effective against dragons" bonuses.
-
Neutralize Effective
Against ArmoredEffect granted by the Duo Skill of Idunn: Dragonkin Duo. Allows the user to neutralize "effective against armored" bonuses.
-
Additional Damage
to Penalized FoesEffect granted by the Duo Skill of Micaiah: Dawn Wind's Duo. Allows the user to deal additional damage to weakened foes equivalent to the total penalties inflicted.
-
Resonance Effect
Unit is granted a beneficial effect by a Harmonized Skill. The effect granted will depend on which Harmonized Hero activates the effect.
-
Resonance: Shields
Effect granted by a Harmonized Skill. Grants Def/Res+4 during combat and prevents foes from making follow-up attacks during the unit's first combat in the player phase or enemy phase.
-
Desperation
Effect granted by the Duo Skill of Byleth: Fell Star's Duo. If unit initiates combat, and they are able to perform a follow-up attack, the follow-up attack will trigger immediately after their first attack.
-
Vantage
Allows unit to counterattack before foe's first attack if foe initiates combat.
-
Fallen Star
Reduces damage from foe's first attack by 80% during the unit's first combat in player phase and enemy phase.
-
Foe Cannot Follow-Up
Foes are unable to perform follow-up attacks.
-
Neutralize Effective
Against FlyingNeutralizes "effective against flying" bonuses against the unit.
-
Dodge
Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) if the unit's Spd is greater than the enemy's Spd. Damage is mitigated by a percentage derived from the difference between stats × 4 (up to maximum of 40%).
-
Guaranteed Follow-Ups
Unit is guaranteed to perform a follow-up attack when initiating combat.
-
Triangle Attack
Unit attacks twice if initiating combat with two or more other allies with Triangle Attack within two spaces of the unit. (Effect applies that turn only and does not stack.)
-
Null Panic
Neutralizes the "converts bonuses on target into penalties" effect if unit is inflicted with Panic.
-
Cancel Affinity
Reverses weapon-triangle advantage granted by foe's skills if unit has weapon-triangle disadvantage.
-
Null Follow-Up
Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks if the unit's Spd is greater than foe's Spd during combat.
-
Pathfinder
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. ) (Applies only to allies with movement types that allow movement through unit's space.)
-
Neutralize Bonuses
Neutralizes foe's bonuses in combat.
-
Grand Strategy
Grants bonus to Atk/Spd/Def/Res during combat equal to the current penalty on each of the unit's stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.)
・ Calculates each stat bonus independently.
・ Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized. -
En Garde
Neutralizes damage outside of combat (from skills like Poison Strike, structures like Bolt Tower, etc.) except damage dealt by area-of-effect Specials.
-
Special Cooldown Charge +1
Special cooldown charge +1 during combat.
-
Treachery
Unit deals additional damage equal to total bonuses on unit.
-
Warp Bubble
Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
-
Charge
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct.) Granted movement treated as Warp movement.
-
Canto
Able to move immediately after initiating an attack, using an Assist skill, or destroying a structure.
-
Foe Penalty Doubler
Inflicts penalty on foe's Atk/Spd/Def/Res during combat equal to any current penalty on each of those stats. Calculates each stat penalty independently.
-
Dual Strike
If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)
-
Traverse Terrain
Movement through special terrain is treated the same as through normal spaces. Infantry units will be able to move through forest spaces, and cavalry units through trench spaces, without the usual one-space penalty.
-
Reduce Area-of-Effect Special Damage Taken
Area-of-effect Special damage taken from enemies is reduced by 80%. (Does not include Røkkr area-of-effect specials.)
-
Neutralize Penalties
Neutralizes unit's penalties in combat.
-
Hexblade
Damage inflicted during combat is calculated using the lower of the foe's Def or Res. (Effective for one turn only. Also applies to Specials triggered before combat.)
-
Assign Decoy
A unit with this effect triggers Savior to protect an ally when an ally within 2 spaces of the unit is attacked by a foe with the same Range as the unit.
-
Rally Spectrum
During combat, grants Atk/Spd/Def/Res+5 and reduces Special cooldown count before unit's first attack if the Special is one that triggers when attacking. Special cooldown count reduction is -1 when unit can trigger the "attacks twice" effect or when Special cooldown count maximum is lower than it normally would be due to some effect (Special trigger is accelerated); otherwise it is -2.
-
Deep Star
During combat, damage from the first attack the unit takes—or the first two attacks if foe has an "attacks twice" effect—is reduced by 80%.
-
Time's Gate
Enables allies within four spaces to move to a space adjacent to the unit.
-
Incited
During combat initiated by the unit, increases Atk/Spd/Def/Res by the distance between the space from which the unit started movement and the space in which the unit ended movement (up to a maximum of +3).
-
Reduces damage when initiating
If the unit initiates combat, reduce the damage of the first attack that unit receives by 40%.
-
Halves non-Special damage reduction
Reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. (The resulting value will be truncated. Excludes area-of-effect Specials)
-
Essence Drain
After combat, if unit attacked, triggers the following effects:
• Grants any Bonus effects active on target and foes within two spaces of target to unit and allies with the Essence Drain effect.
• Neutralizes any Bonus active on target and foes within two spaces of target.
(Does not grant/neutralize Bonuses that were applied at the same time as the above effects taking place.)
After combat, if the target was defeated in combat, restores 10 HP to unit and allies with the Essence Drain effect. -
Bonded
Bonus that can trigger certain skill effects.
-
Bulwark
Foes cannot move through certain spaces near the unit. The range of this effect varies depending on the foe's attack range. (Does not affect foes with Pass skills.)
If foe's Range = 1: Cannot move through spaces immediately adjacent to the unit.
If foe's Range = 2: Cannot move through spaces within two spaces of the unit. -
Divine Nectar
Restores 20 HP after receiving damage from effects that occur after combat initiates. (If there are multiple effects of this type, only the highest value is applied.) Also negates Deep Wounds during combat.
Additionally, reduces damage from foe's attacks by 10 during combat if it is unit's first combat initiated by foe or first combat initiated by unit that turn. (Excludes area-of-effect Specials.)
Detrimental Effects
There are various detrimental effects, such as those that decrease stats or those that prevent the target from performing counters or assists.
-
Stats decreased
Stats are decreased due to the effects of skills like Threaten Def or Res Ploy.
-
Mobility decreased
Movement range is reduced to 1 due to the effects of skills like Gravity.
-
Panic
Bonuses are converted into penalties due to the effects of skills like Panic.
-
Counterattacks disrupted
Unable to counterattack due to the effects of skills like Flash.
-
Triangle Adept
Receiving the Triangle Adept status from the effects of Trilemma.
-
Guard
Special cooldown charge receives a -1 penalty due to effects such as those inflicted by Witchy Wand or Melancholy.
-
Isolation
Unable to use or receive the effects of Assist Skills due to effects such as those inflicted by Gjallarbrú.
-
Deep Wounds
Suffering from a condition that prevents HP recovery.
-
Stall
Converts "Unit can move 1 extra space" effect to "Restricts movement to 1 space".
-
Cannot activate skills
at start of turnStaff of the Saint is preventing the use of skills that activate at the start of the turn, with the following exceptions.
・ If the unit is under the effects of a transformation skill, or has used a Duo or Harmonized Skill, effects that allow these skills to be reused will still trigger.
・ If negative status effects have been neutralized at the start of the turn by Recovery skills or similar skills, HP restoration effects, damage effects, and so on will occur as normal at the start of the turn. -
Canto Control
Applies the following restrictions to a foe who activates Canto after initiating an attack, using an Assist skill, or destroying a structure: If target's Range = 1, target can move 1 space when Canto triggers; if target's Range = 2, target's action ends when Canto triggers.
-
Exposure
Foe's attacks deal +10 damage.
-
Undefended
Unit cannot be protected by Savior.
-
Feud
Disables all ally skills (excluding unit's) during combat.
-
Sabotage
Reduces Atk/Spd/Def/Res during combat. The highest penalty among the unit and allies within two spaces of the unit will be applied for this reduction. (Calculated per stat. Lasts until end of next action.)
-
Discord
During combat, Atk/Spd/Def/Res is reduced. (The amount reduced is equal to 2 + the number of allies within 2 spaces of unit, including unit, max 5.)
-
Ploy
During combat, Bonus Doubler, Treachery, and Grand Strategy effects are neutralized.
-
Schism
Neutralizes the effects of Triangle Attack, Dual Strike, and Pathfinder.
* Unit is also excluded from being counted as an ally for other allies' Triangle Attack and Dual Strike effects.
* When this effect (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder will also be neutralized. -
Neutralizes non-Special "unit survives with 1 HP" effects
Neutralizes effects that say "if foe would reduce unit's HP to 0, unit survives with 1 HP." (Does not include Specials.)
-
Time's Grip
Inflicts Atk/Spd/Def/Res-4 during combat. Additionally, the unit's skills will be neutralized during their allies' combat.
-
After Start-of-Turn Skills Trigger, Action Ends Immediately
Unit will end action immediately after start-of-turn skills trigger.
-
Hush Spectrum
Inflicts Atk/Spd/Def/Res-5 on unit during combat. If unit has a Special that triggers with their attack, inflicts Special cooldown count+1 on unit before unit's first attack during combat (cannot exceed the unit's maximum Special cooldown).
If unit has an "accelerates Special trigger" effect and if foe has a Special that triggers with their attack, grants Special cooldown count-1 to foe before unit's first attack during combat. -
Share Spoils
Inflicts Atk/Spd/Def/Res-5 on unit during combat and neutralizes "reduces damage by X%" effects from unit's non-Special skills (excluding area-of-effect Specials).
If foe initiates combat and if unit is defeated in combat, grants another action to that foe after combat (this effect has priority over other similar effects, including Time Is Light; in such cases, these other similar effects are treated as not having triggered). -
Frozen
Applies the following effects during combat, making it harder for the unit to trigger follow-up attacks while making it easier for foes to trigger follow-up attacks:
• Increases Spd difference necessary for unit to make a follow-up attack by X.
• Decreases Spd difference necessary for foe to make a follow-up attack by X.
(If foe's Def is greater than unit's, X = 10 + the difference in Def stats multiplied by 2; otherwise X = 10.)
(For example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills.)
Other Effects
-
Pair Up
Able to fight together as a pair with a paired-up ally.
Divine Vein
-
Divine
Vein
(Stone)Allies who enter the space affected by this Divine Vein will receive the following effects:
• Def/Res+6 during combat.
• Damage from enemy Specials -10. (Does not include area-of-effect Specials.)
• Damage from enemy area-of-effect Specials reduced by 50%. (Does not include Røkkr area-of-effect Specials.) -
Divine
Vein
(Flame)Enemies who enter the space affected by this Divine Vein will receive the following effects:
• Enemies with Range = 2 receive an additional movement cost +1 when moving. However, the total cost cannot exceed the base movement range for the unit type. (Not affected by effects that make it so unit cannot be slowed by terrain.)
• Receive 7 damage at the start of the enemy turn. (HP cannot be reduced below 1 by this effect.)
• Receive 7 damage after combat starts. (Not affected by effects that reduce damage during combat. HP cannot be reduced below 1 by this effect.) -
Divine
Vein
(Green)Enemies who enter the space affected by this Divine Vein will receive the following effects:
• Cannot use skill effects to warp to or from this space. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.)
• During combat, inflicts Special cooldown charge -1 per attack. (If there are multiple effects of this type, only the strongest effect is applied.) -
Divine
Vein
(Haze)Enemies who enter the space affected by this Divine Vein will receive the following effects:
• Atk/Spd/Def/Res-5 during combat.
• Bonuses neutralized during combat. -
Divine
Vein
(Water)Enemies who enter the space affected by this Divine Vein will receive the following effects:
• Enemies with Range = 2 receive an additional movement cost of +1 when moving. However, the total cost cannot exceed the allowed movement range for the unit type. (Doesn't apply to foes with "cannot be slowed by terrain" effects.)
• Inflicts Spd-5 on foe during combat and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat, with decimals truncated for the value by which the percentage is reduced. (Does not include area-of-effect Specials.)
* When applying a Divine Vein to a space that already has one, the new Divine Vein will overwrite the old one.
* If multiple conflicting Divine Veins are applied at the same time, they will be nullified.