9/16/2023 0 Comments Wrath gamepedia feh![]() ![]() For the +10 damage, the HP threshold is checked at the point of Special activation, as opposed to start of combat.For more information, see Damage calculation.The added damage will also affect area-of-effect Specials such as Rising Flame and Growing Thunder.The damage boost from activating a Special is a fixed +10 that ignores the foe's Def or Res when calculating the added damage, but can be reduced by damage reduction effects such as Armored Beacon, Dragon Wall 3, and Dodge.Deals +10 damage when an offensive Special triggers.Skills such as Time's Pulse 4, Shield Pulse 3, and Odd Pulse Tie 3 will have their effects stack. Cooldown count changes from skills that activate at the same time as Wrath (at start of turn) are not considered in Wrath's conditions.Wrath's cooldown count changing effect will not trigger if the unit is inflicted with False Start.Area-of-effect Specials are considered "triggered by attacking" and will gain +10 damage from Wrath.The HP threshold and "if Special triggers by attacking" conditions apply both to the cooldown count and the +10 damage.At start of combat, if foe's HP ≥ 75%, grants Atk/Res+5 to unit during combat.At start of turn, if unit's HP ≤ 25% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.Īt start of turn, if unit's HP ≤ 50% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.Īt start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. Weapons that provides a bonus to ally's Atk adjacent to the unit at the start of the unit's turn and temporary buffs to the unit's Atk/Res if the foe's HP is at 75% or higher.Īt start of turn, grants Atk+6 to adjacent allies for 1 turn. Weapons that provides temporary buffs to the unit's Atk/Res and restores HP after combat on the first combat in Player phase or Enemy phase.ĭuring unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat. If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat. Weapons that inflicts temporary debuffs on the foe on the Player phase. ![]() If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat. Weapons that provide Distant Def 3 to the unit. Weapons that provides temporary buffs to the unit depending on the amount of allies adjacent to unit.ĭuring combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. Weapons that provides Weapon-triangle advantage to the unit over Colorless foes. Grants bonus to unit’s Atk = total bonuses on unit during combat. Slows Special trigger (cooldown count+1). Weapons that slows the Special trigger and give temporary buffs to the unit's Atk equal to the total bonuses active on unit. Weapons that prevent counterattacks on the unit and foe.Įffective against flying foes. If unit has weapon-triangle disadvantage, reduces Atk by 20%. If unit has weapon-triangle advantage, boosts Atk by 20%. Weapons that provide Triangle Adept 3 to the unit. Weapons that deal effective damage to Cavalry units. Weapons that deal effective damage to Armored units. Also affects Attack specials.Įffective against flying foes. Weapons that do more damage when Specials trigger. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. Effective against flying foes.Īccelerates Special trigger (cooldown count-1). Weapons that accelerate the Special trigger.Īccelerates Special trigger (cooldown count-1).Īccelerates Special trigger (cooldown count-1). If unit initiates combat, unit attacks twice. Weapons that attack twice (only when initiating combat) and inflict -5 Spd. Weapons with higher Might than other generic weapons, but they lack any additional effects that aren't part of that weapon type (such as bows being effective against fliers, and daggers applying penalties to the foe).Īfter combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. ![]()
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