Game Terms

What every tag, status effect and stat in the game means.

Every hit in this game carries a list of tags, and most damage bonuses you own apply to one tag. A skill that reacts to hits watches either a tag, so anything carrying it counts, or one exact attack, so nothing else does, and its card rarely tells you which. This page says what each tag, status effect and stat means. Each entry links to the full reference, which lists everything that carries it, fires on it, boosts it and reduces it.

Also useful: Damage Formula for the order a hit is worked out in, Damage Types for every attack and its tags, and Status Effects for every buff and debuff.

Attack types 6 tags

How a hit was delivered.

Weapon Attacktag

An attack made with your weapon.

  • Carried by 115 attacks.
  • Carried by every Basic Attack (45 of 45), every Combo Attack (8 of 8), most Counter Attacks (7 of 9), most Ultimate Attacks (44 of 53).
  • Skills that fire on it: 32 watch the tag, 17 watch it some other way.
  • Raised by 3 items, skills or runes and 6 tree nodes, and while 1 status effect is carried.
  • Lowered by 1 item or skill.
Everything that carries it, fires on it, boosts it and reduces it
Basic Attacktag

A battler's ordinary attack.

  • Carried by 45 attacks.
  • Every hit that carries it also carries Weapon Attack.
  • Skills that fire on it: 16 watch the tag.
  • Raised by 4 items, skills or runes and 3 tree nodes, and while 1 status effect is carried.
  • Resisted by 2 items, skills or runes and 4 tree nodes.
Everything that carries it, fires on it, boosts it and reduces it
Combo Attacktag

An extra attack. Combo Rate is the stat that gives a chance of one.

  • Carried by 8 attacks.
  • Every hit that carries it also carries Weapon Attack.
  • Skills that fire on it: 13 watch the tag.
  • Raised by 7 items, skills or runes and 2 tree nodes.
  • Resisted by 2 items, skills or runes and 3 tree nodes.
Everything that carries it, fires on it, boosts it and reduces it
Counter Attacktag

An attack made in reply. Counter Rate is the stat that gives a chance of one.

  • Carried by 9 attacks.
  • Skills that fire on it: 13 watch the tag.
  • Raised by 5 items, skills or runes and 2 tree nodes, and while 1 status effect is carried.
  • Resisted by 2 items, skills or runes and 4 tree nodes.
Everything that carries it, fires on it, boosts it and reduces it
Ultimate AttackRageAttacktag

Your Ultimate. It charges on Rage, the gauge skill text calls Ultimate Charge.

  • Carried by 53 attacks.
  • Skills that fire on it: 32 watch the tag.
  • Raised by 5 items, skills or runes and 3 tree nodes.
  • Resisted by 1 item, skill or rune.
Everything that carries it, fires on it, boosts it and reduces it
Skilltag

The tag skill hits carry, as opposed to your weapon's own attacks. Kitsura only counts hits that carry it.

  • Carried by 79 attacks.
  • Carried by every Bolts hit (5 of 5), every Icicle hit (1 of 1), every Cleave hit (4 of 4), most Shuriken hits (8 of 12), most Mount hits (3 of 4).
  • Skills that fire on it: 4 watch the tag, 39 watch one exact attack carrying it, 10 watch it some other way.
  • Raised by 5 items, skills or runes and 8 tree nodes, and while 4 status effects are carried.
  • Lowered by 1 item or skill.
  • Resisted by 3 tree nodes.
Everything that carries it, fires on it, boosts it and reduces it

Physical and Magical 2 tags

The two damage schools.

PhysicalPhysicalDamagetag

One of the two damage schools.

How it works. Every Physical DMG bonus multiplies Physical hits, one factor per source, and every Physical resistance divides them.

  • Carried by 144 attacks, and by the ticks of Miasma, Poison, Wound.
  • Carried by most Shuriken hits (11 of 12), every Cleave hit (4 of 4), no Fire hits (0 of 26), some Ice hits (3 of 21).
  • Skills that fire on it: 19 watch one exact attack carrying it.
  • Raised by 6 items, skills or runes and 1 tree node.
  • Lowered by 1 item or skill.
  • Resisted by 3 items, skills or runes and 1 tree node.
Everything that carries it, fires on it, boosts it and reduces it
MagicalMagicalDamagetag

The other damage school.

How it works. Every Magical DMG bonus multiplies Magical hits, one factor per source, and every Magical resistance divides them.

  • Carried by 82 attacks, and by the ticks of Burn.
  • Carried by every Lightning hit (21 of 21), most Fire hits (24 of 26), most Ice hits (17 of 21).
  • Skills that fire on it: 29 watch one exact attack carrying it, 1 watches it some other way.
  • Raised by 6 items, skills or runes and 3 tree nodes, and while 1 status effect is carried.
  • Lowered by 2 items or skills.
  • Resisted by 1 item, skill or rune and 1 tree node.
Everything that carries it, fires on it, boosts it and reduces it

Elements 3 tags

Fire, Ice and Lightning.

Firetag

The fire element.

How it works. A Burn tick is not Fire damage. It carries Magical, Burn and Status Effect, so Fire DMG bonuses do not raise it and Fire resistance does not reduce it.

  • Carried by 26 attacks.
  • Skills that fire on it: 6 watch the tag, 8 watch one exact attack carrying it, 3 watch it some other way.
  • Raised by 8 items, skills or runes, and while 3 status effects are carried.
  • Resisted by 4 items, skills or runes.
Everything that carries it, fires on it, boosts it and reduces it
Icetag

The ice element. Chill and Freeze are status effects, not this tag.

  • Carried by 21 attacks.
  • Skills that fire on it: 5 watch the tag, 10 watch one exact attack carrying it, 1 watches it some other way.
  • Raised by 7 items, skills or runes, and while 3 status effects are carried.
  • Resisted by 4 items, skills or runes.
Everything that carries it, fires on it, boosts it and reduces it
Lightningtag

The lightning element.

  • Carried by 21 attacks.
  • Every hit that carries it also carries Magical.
  • Skills that fire on it: 4 watch the tag, 11 watch one exact attack carrying it, 1 watches it some other way.
  • Raised by 6 items, skills or runes, and while 5 status effects are carried.
  • Resisted by 4 items, skills or runes.
Everything that carries it, fires on it, boosts it and reduces it

Damage over time 6 tags

The tags status effect ticks carry.

Status EffectDamageOverTimetag

The tag on the ticks of damaging status effects. The game names it Status Effect, which is what skill text means by Status Effect DMG.

How it works. When an enemy's status ticks on you, the tick skips your DEF and all of your Damage Reduction. Tag resistance, Parry, Final DMG Reduction and your Shield still apply. In Arena and Guild Conquest the other side counts as a player, not an enemy, so its ticks pay your DEF and Damage Reduction like any hit. Each stack is worked out as its own small hit, and damage over time never crits.

  • No attack carries it, only the ticks of Burn, Miasma, Poison, Wound.
  • Raised by 2 items, skills or runes and 2 tree nodes, and while 1 status effect is carried.
  • Resisted by 1 item, skill or rune.
Everything that carries it, fires on it, boosts it and reduces it
Poisontag

The poison tag, on Poison ticks and on attacks that deal poison damage.

  • Carried by 6 attacks, and by the ticks of Poison, Poisonous Dungeon.
  • Skills that fire on it: 1 watches one exact attack carrying it, 3 watch it some other way.
  • Raised by 5 items, skills or runes and 1 tree node.
  • Resisted by 2 items, skills or runes.
Everything that carries it, fires on it, boosts it and reduces it
Woundtag

The wound tag, on Wound ticks and on attacks that deal it.

  • Carried by 3 attacks, and by the ticks of Wound.
  • Every hit that carries it also carries Physical.
  • Skills that fire on it: 2 watch one exact attack carrying it, 2 watch it some other way.
  • Raised by 4 items, skills or runes and 1 tree node, and while 1 status effect is carried.
  • Resisted by 2 items, skills or runes.
Everything that carries it, fires on it, boosts it and reduces it
Burntag

The burn tag.

  • No attack carries it, only the ticks of Burn.
  • Skills that fire on it: 2 watch the tag.
  • Raised by 2 items, skills or runes and 1 tree node, and while 1 status effect is carried.
Everything that carries it, fires on it, boosts it and reduces it
Miasmatag

The miasma tag.

  • No attack carries it, only the ticks of Miasma.
Everything that carries it, fires on it, boosts it and reduces it
Eternal Flametag

The Eternal Flame tag.

  • No attack carries it, only the ticks of Eternal Flame.
  • Raised only while a status effect is carried: Through the Fire and Flames Buff.
Everything that carries it, fires on it, boosts it and reduces it

Signature attacks 14 tags

Tags that belong to one family of attacks, the ones item synergies count.

Boltstag

The Bolt family.

How it works. Some skills watch this tag and some watch exact attacks. A skill watching the tag counts every hit that carries it, Divine Bolts included, but not an attack that is only called a bolt: Volt Band's Bolt All Enemies carries no Bolts tag. A skill watching exact attacks counts only the ones it names, and when Tempest Wrath turns a Bolt into a Divine Bolt, a skill watching Bolt stops counting it.

  • Carried by 5 attacks.
  • Every hit that carries it also carries Skill, Magical and Lightning.
  • Skills that fire on it: 5 watch the tag, 8 watch one exact attack carrying it.
  • Raised only while a status effect is carried: Rolling Thunder.
Everything that carries it, fires on it, boosts it and reduces it
Divine Bolttag

A stronger bolt.

How it works. Every skill watching the Bolts tag counts a Divine Bolt. A Divine Bolt is never the attack named Bolt, so skills watching that attack do not.

  • Carried by 3 attacks: Judgement Bolt, Tempest Wrath Divine Bolt, Tempest Wrath Divine Bolt Enhanced.
  • Every hit that carries it also carries Skill, Magical, Lightning and Bolts.
  • Skills that fire on it: 2 watch one exact attack carrying it.
Everything that carries it, fires on it, boosts it and reduces it
Shurikentag

The Shuriken family.

  • Carried by 12 attacks.
  • Skills that fire on it: 6 watch the tag, 8 watch one exact attack carrying it.
  • Raised by 7 items, skills or runes and 2 tree nodes.
  • Lowered by 1 item or skill.
Everything that carries it, fires on it, boosts it and reduces it
Icicletag

The Icicle family.

  • Carried by 1 attack: Icicle.
  • Every hit that carries it also carries Skill, Magical and Ice.
  • Skills that fire on it: 5 watch one exact attack carrying it.
Everything that carries it, fires on it, boosts it and reduces it
Cleavetag

The Cleave family.

  • Carried by 4 attacks.
  • Every hit that carries it also carries Skill and Physical.
  • Skills that fire on it: 2 watch the tag, 2 watch one exact attack carrying it.
  • Raised by 2 items, skills or runes and 1 tree node.
Everything that carries it, fires on it, boosts it and reduces it
Steel Cyclonetag

The Steel Cyclone tag.

  • Carried by 1 attack: Steel Cyclone.
  • Every hit that carries it also carries Skill, Physical and Cleave.
  • Skills that fire on it: 1 watches one exact attack carrying it.
Everything that carries it, fires on it, boosts it and reduces it
Soul Harvesttag

The Soul Harvest tag.

  • Carried by 1 attack: Soul Harvest.
  • Every hit that carries it also carries Skill and Physical.
  • Skills that fire on it: 1 watches it some other way.
Everything that carries it, fires on it, boosts it and reduces it
Rampant Ragetag

The Rampant Rage tag.

  • Carried by 1 attack: Rampant Rage.
  • Every hit that carries it also carries Skill and Physical.
  • Skills that fire on it: 1 watches the tag.
  • Raised only while a status effect is carried: Rampant Rage Enraged.
Everything that carries it, fires on it, boosts it and reduces it
Tides of Bloodtag

The Tides of Blood tag.

  • Carried by 1 attack: Tides Of Blood Strike.
  • Every hit that carries it also carries Skill and Physical.
  • Skills that fire on it: 1 watches one exact attack carrying it.
  • Raised by 1 item, skill or rune.
Everything that carries it, fires on it, boosts it and reduces it
Death Marktag

The Death Mark tag.

  • Carried by 1 attack: Death Sentence Execution.
  • Every hit that carries it also carries True and Ignore Shield.
  • Skills that fire on it: 1 watches it some other way.
Everything that carries it, fires on it, boosts it and reduces it
Glacidrake Attacktag

The Glacidrake tag.

  • Carried by 1 attack: Glacidrake Evolved Action.
  • Every hit that carries it also carries Magical, Ice and Pet.
  • Skills that fire on it: 1 watches one exact attack carrying it.
Everything that carries it, fires on it, boosts it and reduces it
Thornstag

The thorns tag.

  • Carried by 2 attacks: Magma Elemental Thorns Damage, Stone Elemental Thorns Damage.
  • Every hit that carries it also carries Skill, Counter Attack and Physical.
  • Raised only while a status effect is carried: Thorns.
Everything that carries it, fires on it, boosts it and reduces it
Spirit Swordtag

The Spirit Sword tag.

  • Nothing in the game uses this tag: no attack, tick, trigger or bonus.
Everything that carries it, fires on it, boosts it and reduces it
Orbtag

The Orb tag.

  • Nothing in the game uses this tag: no attack, tick, trigger or bonus.
Everything that carries it, fires on it, boosts it and reduces it

Pets, mounts and sentinels 3 tags

Which companion dealt the hit.

PetPetDamagetag

The tag on pet attacks.

  • Carried by 24 attacks.
  • Skills that fire on it: 2 watch the tag, 6 watch one exact attack carrying it, 2 watch it some other way.
  • Raised by 2 items, skills or runes and 1 tree node, and while 1 status effect is carried.
  • Resisted by 1 tree node.
Everything that carries it, fires on it, boosts it and reduces it
MountMountDamagetag

The tag on mount attacks.

  • Carried by 4 attacks.
  • Skills that fire on it: 2 watch one exact attack carrying it, 1 watches it some other way.
Everything that carries it, fires on it, boosts it and reduces it
SentinelSentinelDamagetag

The tag on sentinel attacks.

  • Carried by 19 attacks.
  • Skills that fire on it: 4 watch one exact attack carrying it, 1 watches it some other way.
  • Raised by 1 tree node.
Everything that carries it, fires on it, boosts it and reduces it

Special rules 4 tags

Tags that change what happens to a hit rather than how big it is.

TrueTrueDamagetag

Damage that skips DEF, every Damage Reduction and the rest of the defence side of a hit.

How it works. A True hit keeps its attacker's ATK and tag multipliers and still pays the target's tag resistance. Everything after that is skipped: DEF, every Damage Reduction, the per attacker cuts, Parry, DMG Boost, the situational bonuses such as DMG vs Boss, Final DMG Boost and Final DMG Reduction. What still stops it: a Shield, unless the hit also carries Ignore Shield; an active mount, unless it carries Ignore Mount; and invincibility. An attack that only ignores DEF is different: it still pays Parry, the boosts and Final DMG Reduction.

  • Carried by 34 attacks, and by the ticks of Barnacles, Burning Dungeon, Darkside, Eternal Flame, Hydra Poison, Poisonous Dungeon, Thousand Cuts, Tides of Blood.
Everything that carries it, fires on it, boosts it and reduces it
Ignore Shieldtag

A hit that goes past shields.

How it works. A Shield normally absorbs a hit before HP. A hit carrying this skips the Shield.

  • Carried by 6 attacks, and by the ticks of Barnacles.
Everything that carries it, fires on it, boosts it and reduces it
Ignore Mounttag

A hit that goes past a mount.

How it works. An active mount takes a hit meant for its rider unless the hit carries this tag.

  • Carried by 2 attacks, and by the ticks of Barnacles.
  • Every hit that carries it also carries True and Ignore Shield.
Everything that carries it, fires on it, boosts it and reduces it
Shield OnlyDamageOnlyShieldtag

What this tag changes is not known yet.

  • Carried by 1 attack: Curse Seal Action.
  • Every hit that carries it also carries True.
Everything that carries it, fires on it, boosts it and reduces it

Healing and shields 3 tags

Heals and shield grants, not damage.

Restorationtag

The tag on heals.

How it works. A heal is multiplied by its receiver's healing received bonuses, one factor per source, where the same kind of bonus on a damage tag would divide the hit.

  • Carried by 61 attacks, and by the ticks of Abomination Regen, Abomination Regen (Chaos, Absolute Zero, Chaos Enrage, Chaos Regeneration, Enemies Restore HP Each Turn, Enemy Restore HP Each Turn, Enraged Recovery, Recovery, Recovery Lv. 2 Status, Recovery Lv. 2+ Status, Recovery+, Red Slimy Recovery, Slimy Recovery, Stumpy Heal, Tides of Blood.
  • Skills that fire on it: 2 watch one exact attack carrying it, 4 watch it some other way.
Everything that carries it, fires on it, boosts it and reduces it
Shieldtag

The tag on shield grants.

How it works. What a shield grant fills is the Shield stat, which absorbs damage before HP. A grant is multiplied by its receiver's Shield gained bonuses, one factor per source.

  • Carried by 41 attacks.
  • Skills that fire on it: 3 watch it some other way.
  • Raised by 1 item, skill or rune.
Everything that carries it, fires on it, boosts it and reduces it
Lifestealtag

The tag on lifesteal heals.

How it works. A lifesteal heal is multiplied by its receiver's lifesteal healing bonuses, one factor per source.

  • Carried by 14 attacks.
  • Every hit that carries it also carries Restoration.
  • Skills that fire on it: 3 watch the tag, 2 watch it some other way.
  • Raised by 2 items, skills or runes, and while 1 status effect is carried.
Everything that carries it, fires on it, boosts it and reduces it

Status effects 39 named in skill text

The effects skill text names, with the game's own description. Status Effects lists every one.

Burn

A Status Effect that deals damage to the afflicted battler every turn. Can stack infinitely.

  • Up to 10 stacks; some items and skills raise the cap (+989).
  • Lasts 4 turns.
  • Each stack deals 20% of ATK every turn, carrying Magical, Burn, Status Effect.
  • Applied by 6 skills or items and 18 attacks.
  • 6 skills fire on it.
  • 6 items or skills make it stronger or hit harder against it.
What applies it, fires on it and boosts it
Poison

Taking damage over time.

How it works. Poison has no duration, so a stack stays until the fight ends. Its stack cap is a real cap: at the cap, a new stack is simply not added.

  • Up to 999 stacks.
  • No duration: it stays until removed or the fight ends.
  • Each stack deals 15% of ATK every turn, carrying Physical, Poison, Status Effect.
  • Applied by 12 skills or items and 18 attacks.
  • 6 skills fire on it.
  • 4 items or skills make it stronger or hit harder against it.
What applies it, fires on it and boosts it
WoundBleed category

Taking damage over time.

  • Up to 10 stacks; some items and skills raise the cap (+10 to +20).
  • Lasts 5 turns.
  • Each stack deals 20% of ATK every turn, carrying Physical, Wound, Status Effect.
  • Applied by 7 skills or items and 9 attacks.
  • 5 skills fire on it.
  • 7 items or skills make it stronger or hit harder against it.
What applies it, fires on it and boosts it
Miasma

The game gives it no description.

  • Up to 10 stacks.
  • Lasts 3 turns.
  • Each stack deals 20% of ATK every turn, carrying Physical, Status Effect, Miasma.
  • While carried: -10% healing received, -10% Shield gained.
  • Applied by 2 skills or items and 4 attacks.
  • 1 item or skill makes it stronger or hit harder against it.
What applies it, fires on it and boosts it
Chill

A Status Effect that lowers the ATK of the battler by 5% per stack. Max 5.

  • Up to 5 stacks.
  • Lasts 3 turns.
  • While carried: -5% ATK.
  • Applied by 2 skills or items and 13 attacks.
  • 3 skills fire on it.
  • 7 items or skills make it stronger or hit harder against it.
What applies it, fires on it and boosts it
Freeze

A Status Effect that prevents the battler from attacking for 1 turn.

  • Lasts 2 turns.
  • Applied by 2 skills or items and 7 attacks.
  • 5 skills fire on it.
  • 3 items or skills make it stronger or hit harder against it.
What applies it, fires on it and boosts it
StunnedStun category

A Status Effect that prevents the battler from attacking for 1 turn.

  • Lasts 2 turns.
  • Applied by 4 skills or items and 21 attacks.
  • 3 skills fire on it.
What applies it, fires on it and boosts it
PetrificationPetrify category

A Status Effect that prevents the battler and its pets, mounts, and sentinels from acting.

  • Lasts 2 turns.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Absolute ZeroFreeze category

Encased in ice.

  • Lasts 2 turns.
  • Each stack restores 15% of Max HP every turn, carrying Restoration.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Benediction

The game gives it no description.

  • Lasts 2 turns.
  • While carried: -50% to -25% ATK, -50% to -25% DEF.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Black Thorn

The game gives it no description.

  • Up to 15 stacks.
  • While carried: -5% to -3% Max HP.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Bloodshed

The game gives it no description.

  • Lasts 3 turns.
  • While carried: +50% Wound DMG.
  • Applied by 1 skill or item.
What applies it, fires on it and boosts it
Charged Battery

The game gives it no description.

  • Up to 999 stacks.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Cold as Ice

The game gives it no description.

  • Up to 3 stacks.
  • While carried: -5% to -3% Combo Rate, -5% to -3% Counter Rate, -5% to -3% Dodge Rate.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Crimson Pact

The game gives it no description.

  • Up to 10 or 20 stacks.
  • While carried: +5% ATK.
  • Applied by 1 skill or item.
What applies it, fires on it and boosts it
Crimson Rush

The game gives it no description.

  • Applied by 1 skill or item.
What applies it, fires on it and boosts it
Curse Seal

The game gives it no description.

  • Lasts 2 turns.
  • While carried: -100% Shield gained.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Death Mark

The game gives it no description.

  • Up to 100 stacks.
  • Applied by 12 attacks.
What applies it, fires on it and boosts it
Diamond Dust

Frost residue clinging to a frozen enemy.

  • Up to 99 stacks.
  • Applied by 1 skill or item.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Dragon Fury

The game gives it no description.

  • Up to 10 stacks.
  • Applied by 1 skill or item.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Dragonfire Buildup

The game gives it no description.

  • Up to 999 stacks.
  • Applied by 1 skill or item.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Eternal Flame

The game gives it no description.

  • Up to 5 stacks.
  • No duration: it stays until removed or the fight ends.
  • Each stack deals 3% of Max HP every turn, carrying True, Eternal Flame.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Generous Heal

The game gives it no description.

  • Up to 3 or 6 stacks.
  • While carried: +10% healing received.
  • Applied by 1 skill or item.
What applies it, fires on it and boosts it
Hemophilia

Combo Rate and Counter Rate +3% per stack

  • Up to 99 stacks.
  • While carried: +3% Combo Rate, +3% Counter Rate.
  • Applied by 1 skill or item.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Hypothermia

The game gives it no description.

  • Up to 5 stacks.
  • While carried: -5% Physical DMG, -5% Magical DMG, -5% to -3% Crit Rate.
  • Applied by 1 attack.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Insanity Potion

The game gives it no description.

  • Lasts 1 turn.
  • While carried: +100% Combo Rate, +100% Counter Rate, +100% Damage Reduction.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Judgement Nisi

Holy Justice's Ultimate bonus deals +1% of your current HP as DMG per stack.

  • Up to 999 stacks.
  • Applied by 1 skill or item.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Lightning Crash

The game gives it no description.

  • Lasts 2 turns.
  • While carried: -60% to -40% Skill resistance.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Magic Resistant Scales

The game gives it no description.

  • Up to 2 stacks.
  • While carried: +5% to +10% Final DMG Reduction.
  • Applied by 1 skill or item and 1 attack.
What applies it, fires on it and boosts it
Phoenix Feather

+5% Fire Crit Rate per stack.

  • Up to 10 stacks.
  • Applied by 1 skill or item.
What applies it, fires on it and boosts it
Protective Charm

The game gives it no description.

  • Applied by 1 skill or item.
What applies it, fires on it and boosts it
Ride the Lightning

The game gives it no description.

  • Up to 3 stacks.
  • While carried: +10% Shield gained.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Rolling Thunder

Bolt DMG +10% per stack

  • Up to 10 stacks.
  • While carried: +10% Bolts DMG.
  • Applied by 1 skill or item.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Shrinking Potion

The game gives it no description.

  • Lasts 2 turns.
  • While carried: -15% to -10% Max HP, -15% to -10% ATK.
  • Applied by 1 attack.
What applies it, fires on it and boosts it
Spiritual Pressure

The game gives it no description.

  • Up to 9 stacks.
  • Applied by 1 skill or item.
  • 2 skills fire on it.
What applies it, fires on it and boosts it
Spiritual Release

The game gives it no description.

  • Up to 9 stacks.
  • Lasts 2 turns.
  • Applied by 1 skill or item.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Thunderbringer Charge

The game gives it no description.

  • Up to 99 stacks.
  • Applied by 1 skill or item.
  • 1 skill fires on it.
What applies it, fires on it and boosts it
Twin Fang

Each stack unleashes a follow-up strike after the Ultimate.

  • Up to 999 stacks.
  • Applied by 1 skill or item.
What applies it, fires on it and boosts it
Unleashed

The game gives it no description.

  • Lasts 1 turn.
  • Applied by 1 attack.
  • 1 skill fires on it.
What applies it, fires on it and boosts it

Stats

The rows of Stats Details, under the game's own names. Damage Formula works through how they combine on one hit.

Attack, HP and DEF

ATK, ATK %, Global ATK%

Your attack, and the two percentage stats that grow it. Most attacks deal a share of ATK.

How it works. Final ATK is ATK times (1 + ATK %) times (1 + Global ATK %). Every ATK % source adds into one pool and every Global ATK % source into another, so a new bonus is worth less the more of that pool you already have.

HP, Max HP %, Global HP%

Your health, and the two percentage stats that grow it.

How it works. Final HP is HP times Max HP % times Global HP %. Each of the two starts at 100%, every source adds to it, and neither can drop below 10%. Two penalties add together; they never compound.

DEF, DEF %, Global DEF%

Your defence, and the two percentage stats that grow it.

How it works. DEF is subtracted from a hit, but never takes more than 90% of it.

HP

Your current HP, as opposed to your maximum.

Hitting harder

Crit Rate

The chance for a hit to be a critical hit.

How it works. Which bonuses join Crit Rate for a given hit is not known yet.

Crit Damage %

How hard a critical hit lands.

How it works. Shown as the whole multiplier: 150% means a crit hits for 1.5 times. A tag's own Crit DMG adds to the part above 100% on hits carrying that tag.

DMG Boost, Final DMG Boost

Two multipliers on every hit you deal.

How it works. Each is shown as the whole multiplier: 125% is 1.25 times on every hit. Every source adds its percent to it.

DMG vs Boss, DMG vs >70% HP, DMG vs <40% HP, DMG to Shielded

Bonus damage against bosses, targets above 70% HP, targets below 40% HP, and shielded targets.

How it works. All four share one pool, so they add rather than multiply. DMG vs Boss counts true bosses only, never elites. The HP rows read the target's current HP against its maximum, and DMG to Shielded needs the target's Shield above zero.

Skill Ignore DMG Reduction

A chance for a Skill hit to cut through Damage Reduction.

How it works. On a success, the target's raw Damage Reduction total is halved before its curve.

Taking less

Damage Reduction, DMG Reduction While Mounted, DMG Reduction vs Boss

A share taken off every hit you receive, plus two versions that only count while mounted or when a boss hits you.

How it works. Every source is summed into one raw number, then a curve runs on the total: effective = min(raw, 100 x raw / (raw + 100) + 10). Stats Details shows the raw total, so 90% there is 57.4% effective. The mounted and vs Boss rows join the total only while you ride, or when a boss is the one hitting you.

Final DMG Reduction

A second, separate cut late in the hit.

How it works. It sums its own sources and runs the same curve as Damage Reduction, on its own.

Final Hero DMG Reduction, Final Mount DMG Reduction, Final Pet DMG Reduction, Final Sentinel DMG Reduction

Final DMG Reduction against one kind of attacker.

How it works. What these change is not known yet.

Crit DMG Resistance

Protection against critical hits.

How it works. It shrinks only the part of a crit above 100%: 50% turns a 1.5 times crit into 1.25 times.

Parry Rate, Parry %

A chance to parry a hit, and how much a parry removes.

How it works. A parry is rolled per hit against Parry Rate and takes Parry % off what is left. Shields Up! grants both: a 50% chance, and 20% off.

Shield

A layer of protection on top of HP.

How it works. It absorbs damage before HP does, true damage included, unless the hit carries Ignore Shield.

Chances

Combo Rate, Counter Rate, Dodge Rate

Your chance of a Combo Attack, of a Counter Attack, and of dodging.

How it works. When each one is rolled is not known yet.

Reduce Enemy Crit Rate, Reduce Enemy Combo Rate, Reduce Enemy Counter Rate, Reduce Enemy Dodge Rate

Lowers an enemy's chance of those.

How it works. How it is subtracted is not known yet.

Resist Stun/Freeze

A chance to resist Stun and Freeze.

Ultimate and the rest

Rage, Max Rage, Rage Gain %

Rage is the gauge skill text calls Ultimate Charge. Max Rage and Rage Gain % are the game's names for its size and how fast it fills.

How it works. The exact rules are not known yet.

Speed

Speed.

How it works. What Speed changes is not known yet.

Mount HP%

Your mount's HP.

Combat EXP

Extra EXP from battles.

Per tag rows

<tag> DMG

A damage bonus for hits carrying one tag, such as Lightning DMG.

How it works. These multiply, one factor per source: five +30% Lightning sources are 1.30 to the 5th power, 3.71 times, not +150%.

<tag> DMG Reduction

A resistance to hits carrying one tag, such as Fire DMG Reduction.

How it works. A resistance divides the hit instead of taking a share off it: you take 1 / (1 + resistance). 100% means half damage, and it never reaches immunity. Resistances multiply, and a hit pays the resistance for every tag it carries.

<tag> Crit Rate, <tag> Crit DMG

Crit Rate or Crit DMG for hits carrying one tag, such as Magical Crit DMG.

PvP ATK, PvP DEF, PvP HP, PvP DMG Reduction

Stats that only exist in Arena and Guild Conquest.

How it works. They come from the Specialization Skill Tree. PvP DMG Reduction is a straight cut, not curved.

Other terms

Words skill text uses that are not a tag, a status or a stat.

Ultimate Charge

The gauge that charges your Ultimate. Its stat is Rage, and some effects add to it or drain an enemy's.

Missing HP, Current HP, Max HP

What an attack can scale from instead of ATK. Most attacks deal a share of ATK; some deal a share of Max HP, current HP or Missing HP, and a few deal a flat amount.

How it works. An attack written against Missing HP grows as HP is lost, and stacking ATK does nothing for it.

Stacks

How many copies of a status effect a battler carries. Many effects work per stack.

How it works. Every status has a stack cap, and the cap is real: at the cap a new stack is simply not added, even at 999.

Boss, Elite, Minion

The three levels an enemy can have. A minion is an ordinary enemy.

How it works. DMG vs Boss only counts against a Boss, never an Elite. Some bosses of an event are Elites.

Buff and debuff

A status effect that helps whoever carries it, and one that hurts them.

Invincible

A state some effects grant.

How it works. An invincible battler takes zero from a hit, true damage included.

Companion

One of your other heroes equipped onto the hero you play, lending its companion skill.

Ignores DEF

A flag some attacks carry. It is not the True tag.

How it works. An attack that ignores DEF skips DEF and Damage Reduction, but still pays Parry, the damage boosts and Final DMG Reduction. A True hit skips those too.

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Every list, count and value on this page is read from the game files. Where a rule is not known yet, the entry says so instead of guessing.