Innate skills
Innate skills
Starting skills’ innate versions: no capacity cost, a bonus or a rewritten effect.
Units who start with a skill that has an innate version usually have that version. It costs no capacity, and its text adds a bonus (Celerity: base movement +1) or rewrites the effect (Laura’s Vantage stays active at any HP). Unequipping and re-equipping keeps the innate version.
From the game — 1
Descriptions and innate skills
TutorialGoing forward, be sure to regularly check the descriptions of classes, weapons and skills by pressing .
Almost everything has changed within this version of the game, so obtaining valuable information will often times be crucial.
Weapon/item descriptions will show important stat modifiers or bonuses, including benefits gained while playing on each version.
And finally, skills will provide information on effects, cooldowns, and innate bonuses they may be providing to the unit.
Innate versions of various skills are granted to those who initially have the skill by default. For example, Vantage normally can only trigger when the unit is at 50% HP or lower. However, the innate version allows it to remain active at all times.
While this does offer incentive for units to keep default skills, it also means that temporarily unassigning skills can be done freely at any time.
Even if you were to remove Laura's Vantage, she can then later re-equip it with no capacity cost and retaining the innate bonus!
Skills involved — 20
Negate enemy critical attacks.
Innate Each turn, gain Critical +5 every combat (up to Critical +15).
At 30% or lower HP, gain +50% critical-hit on counter.
Innate At 30% or lower HP, gain +50% critical-hit.
When a foe initiates, cancel their combat-related skills.
Innate Cancels enemy combat-related skills.
When initiating, destroy foe's weapon. No cooldown if weapon can't be broken. 3
Innate Cooldown reduced by 1.
When hit at 2-range while initiating, stun the foe for 1 turn.
Innate When hit at 2-range, stun the foe for 1 turn.
While at 50% HP or below, negate any priority of being attacked by enemy units (except bosses).
Innate Entirely negates any priority of being attacked by enemy units (except bosses).
If unit can attack while at 80% HP or above, inflict 50% of damage taken to enemy unit.
Innate If unit can attack while at 50% HP or above, inflict 50% of damage taken to enemy unit.
Doubles Exp gained during the first five turns of each map.
Innate Doubles Exp gained. This disappears after promotion or by gaining two Laguz ranks total.
Special cooldowns of 4+ are reduced by 1.
Innate Special cooldowns of 4+ are reduced by 2.
While at 50% HP or above, increases priority of being attacked by enemy units (except bosses).
Innate Increases priority of being attacked by enemy units (except bosses).
Turn start: Cures negative conditions to adjacent allies.
Innate Adjacent allies are immune to Poison.
While at 50% HP or below, attack first during combat.
Innate Always attack first during combat.
Player phase end: Restore 30% HP.
Innate Player phase end: Restore 40% HP.