- 1 Base Attributes
- 2 Survivability
- 3 Defense
- 4 Evasion
- 5 Damage
- 6 Turn Meter
- 7 Status Effects
- 8 Healing
- 9 Other Mechanics
- 9.1 Damage Over Time
- 9.2 Assist
- 9.3 Bonus Turn
- 9.4 Counter
- 9.5 Revive
- 9.6 Dispel
- 9.7 Cooldowns
- 9.8 Stealth
- 9.9 Taunt
Increases Health and Armor.
Increases Physical Critical Rating and Armor.
Increases Physical Damage, Special Damage and Resistance.
Increases stats based on Archetype.
Amount of Strength gained per level.
Amount of Agility gained per level.
Amount of Tactics gained per level.
The core survivability of this unit. If this reaches 0 then the unit is defeated.
Additional survivability. If this reaches 0, then the unit will begin losing Health.
Reduces the damage taken from abilities using Physical Damage.
Reduces damage taken from abilities using Special Damage.
Ignore's a percentage of enemy's Defense.
Ignores an equal amount of the opponent(s) Resistance.
Ignores an equal amount of the opponent(s) Armor.
Determines the chance to evade Physical abilities.
Determines the chance to evade abilities that deal Special Damage.
Ignores an equal amount of an opponent(s) Deflection and Dodge. Accuracy against Dodge has a separate calculation than Accuracy against Deflection, but all abilities and sources that grant Accuracy apply the same amount to both.
Used to calculate damage dealt by all Physical abilities. Reduced by the opponent(s) Armor.
Used to calculate damage dealt by abilities that deal Special Damage. Reduced by opponent(s) Resistance.
Increases the amount of damage dealt by a Critical Hit.
Determines the chance to deliver a Critical Hit. Abilities that deal Physical Damage will have a different Critical Chance than abilities that deal Special Damage.
Reduces the chance of receiving a Critical Hit. Physical Damage and Special Damage abilities both have separate Critical Avoidance calculations. Unless otherwise noted, abilities and Mods that increase Critical Avoidance apply the same amount to both Special Critical Avoidance and Physical Critical Avoidance.
Is a mechanic that determines when a unit gets the chance to take a turn.
Determines the rate at which the units turn meter increases.
Increases the chance to apply detrimental effects, such as Debuffs and some battle mechanics including Turn Meter Reduction, to opponents.
Increases the chance to ward off detrimental effects. A unit's Tenacity has an absolute minimum value of 15% no matter how much their tenacity is reduced. This means every character will have a 15% chance to resist a detrimental effect that can be resisted no matter how much Potency a character has.
Buffs are beneficial effects that units are able to get that usually enhances specific stats or adds additional mechanics to the unit such as the ability to revive after being defeated. Go to the Buffs page to get a complete list of buffs in the game.
Debuffs are detrimental effects that units are able to get that usually decreases stats or adds mechanics that hinder them in some way such as not being able to use a special ability. Go to the Debuffs page to get a complete list of debuffs in the game.