Status Effects and Conditions

Poison

Deals non-elemental damage after each turn.

Burn

Deals Fire damage after every turn.

Bind

Deals Earth damage after every turn.

Shade

Deals Dark damage after every turn. Heroes with this effect are treated as if they aren't in the battle.

Reckoning

Deals Light damage after every turn. Heals on the affected hero have no effect.

Fire Wound

Causes a hero to take more damage from attacks of the Fire element.

Water Wound

Causes a hero to take more damage from attacks of the Water element.

Earth Wound

Causes a hero to take more damage from attacks of the Earth element.

Light Wound

Causes a hero to take more damage from attacks of the Light element.

Dark Wound

Causes a hero to take more damage from attacks of the Dark element.

Confuse

Affected heroes will attack themselves using a basic attack until the effect wears off.

Charm

Affected heroes will attack the teammate that is closest to the front line with a basic attack until the effect wears off.

Blind

Affected heroes will have a chance to miss basic attacks and gear skill attacks. Action skills and limit bursts from the affected heroes are unaffected.

Silence

Affected heroes cannot use their action skill and gear skills, and will attack with basic attacks until the effect wears off.

Fear

Affected heroes do not gain action skill gauge until the effect ends.

Curse

Buffs and heals have no effect on the affected hero. Does not remove buffs that are already on the hero.

Slow

Action speed is cut in half and action skill gauge fills slower. If a Quick buff is applied to the hero while Slow is active, the Quick effect will override the Slow effect.

Barrier Seal

Barrier effects cannot be applied to heroes under this effect. Existing barriers are not removed when this effect is applied.

Remove Barrier

Any Barriers on the affected hero will be removed. This effect will usually occur before any subsequent damage.

Brand

Healing effects to affected heroes are nullified and the hero will instead take half of what would have been healed as non-elemental damage.

Exhaust

Affected heroes deal 50% less damage. This stacks with ATK/MATK debuffs.

Corrupt

Affected heroes take 50% more damage. This stacks with DEF/MDEF debuffs.

Frenzy

Affected heroes deal 50% more damage.

Stoneskin

Affected heroes take 50% less damage.

Quick

Action speed is doubled and action skill gauge fills faster. If a Slow debuff is applied to the hero while Quick is active, the Slow effect will override the Quick effect.

Master

Affected heroes will always trigger their gear skill while the effect is active. Silence, confuse, charm will prevent this effect.

Feint

Grants a 50% chance to avoid any attack on the affected hero. Dodged attacks will negate damage onto the dodging hero, but status aliments associated with the attack will still apply.

Gravity Field

Affected heroes behave as if they are Slowed - Action speed is cut in half and action skill gauge fills slower.

Eclipse Field

Healing on affected heroes is reduced to 10% effectiveness and stat buffs are nullified. Constant stat buffs are unaffected by this effect.

Mist Field

Affected heroes have a significant chance to miss basic attacks and gear skills. Action skills and Limit bursts are unaffected.

Void Field

Affected heroes' attacks will have their elemental attributes removed. Does not affect limit bursts.

Flame Field

Affected heroes take heavy Fire damage after every turn.

Aqua Field

Affected heroes take heavy Water damage after every turn.

Leaf Field

Affected heroes take heavy Earth damage after every turn.

Holy Field

Affected heroes take heavy Light damage after every turn.

Chaos Field

Affected heroes take heavy Dark damage after every turn.

High Flame Field

Affected heroes take massive Fire damage after every turn.

High Aqua Field

Affected heroes take massive Water damage after every turn.

High Leaf Field

Affected heroes take massive Earth damage after every turn.

High Holy Field

Affected heroes take massive Light damage after every turn.

High Chaos Field

Affected heroes take massive Dark damage after every turn.

Sleep

Affected heroes will not take any action while under this effect. If the affected hero takes damage while Sleeping, the damage is doubled and the effect will end.

Paralyze

Affected heroes cannot take any action while under this effect.

Petrify

Affected heroes cannot take any action while under this effect, additionally, their skill gauge will not fill from time or damage taken while under this effect.

Vortex

Affected heroes cannot take any action while under this effect, additionally, their skill gauge will not fill from time or damage taken while under this effect.

Freeze

Affected heroes cannot take any action while under this effect, additionally, affected heroes will take Water damage after each turn.

Flamechain

Affected heroes cannot take any action while under this effect, additionally, they take 50% more damage. This stacks with DEF/MDEF debuffs.

Shadowbound

Affected heroes cannot take any action while under this effect, additionally, they cannot dodge any incoming attacks.

Shield

Affected heroes take reduced damage from a type of damage until the shield is depleted or times out.

Types of Shield include:

: ATK Shield

: MATK Shield

: Fire Shield

: Water Shield

: Earth Shield

: Light Shield

: Dark Shield

: All Damage Shield

: Counterattack Shield

*Counterattack shields return damage towards the attacker under a defined pattern, unlike Reflection Barriers, they do not consider the incoming attack in their damage calculations.

Barrier and Shield effects do not stack and the last Barrier or Shield applied will override any previous ones.

Barrier

Barriers modify incoming damage of a certain type, barrier effects include:

: Nullification of a damage type by a certain amount until the Barrier times out.

: Nullification of a damage type for a certain number of hits or until the Barrier times out (if at all).

: Reflection of a damage type against the attacker while nullifying damage for a certain amount of damage taken or until the Barrier times out.

: Absorption of a damage type to heal the hero under the Barrier effect for a certain amount of damage taken or until the Barrier times out.

Barrier and Shield effects do not stack and the last Barrier or Shield applied will override any previous ones.

Debuff Immune

Affected heroes cannot be stat debuffed. Existing stat debuffs will be removed when coming under this effect.

Regen

Affected heroes will recover a certain amount of HP after every turn.

Revive

Affected heroes will revive with a certain amount of HP when killed with this effect active. Effect will be removed after it is triggered. Cannot stack.

Cover

Affected heroes do not take damage, what damage they would take is instead taken by the hero applying this effect. Status effects targeted at the hero will still apply.

Status Aliment resistance

Affected heroes have a certain chance of not being affected by incoming negative status effects (does not include debuffs). This effect does not stack beyond 50% if different sources of this buff are present, but if a source provides over 50% by itself, that is the one that will stick. This sort of stacking also applies to more specific status resists.

Resuscitation

Affected heroes receive 50% additional healing when healed.

A.T. Field

Decreases incoming damage by a certain percentage. A.T. Field is canceled out if both heroes have A.T. Field.

Necromancy

If the affected hero dies while under this effect, applies the Zombie effect to them.

Zombie

Affected heroes are able to continue fighting for a duration, after which they die. Zombies cannot use action skills and gear skills but have increased attack power and cannot be damaged. Zombies can be affected by CC effects.

***ZOMBIES COUNT AS LIVE HEROES FOR TIMEOUT VICTORY/DEFEAT CALCULATIONS***

Buff Swipe

Takes any status up buffs from enemies when attacking

Sureshot

Basic attacks, action skills, and gear skills from affected heroes do not miss, bypassing effects such as mist field, feint, blind. Does not affect limit bursts.

Quick Strike

After attacking, chance to attack again without using up a turn

*This is a tenative name pending official translation*