Skill combos
Skill combos
Pairs of equipped skills that unlock extra effects.
Two skills equipped together can unlock a combo bonus. Either skill of a listed pair works, a unit’s personal skill can be one half, and combos chain from other sources such as equipment (the Knowledge Gem grants Discipline, enabling Flourish’s combo). See the full list on the combos page.
From the game — 5
Corrosion and skill combos
TutorialThe Corrosion skill is a useful ability that enables a unit to destroy an opposing unit's weapon if it has limited durability.
From this point onward, most enemies will have a weapon that is susceptible to this.
They will usually have a backup weapon that is much weaker, resulting in the foe being a lot less threatening if left alive.
Additionally, When some skills are equipped together, they also grant a combo bonus that allows those skills to interact, or provide perks.
Mia by default has both the Vantage and Corrosion skills. Normally, the latter skill can can only activate when initiating.
However, Vantage can allow it to activate during a preemptive counterattack! Be on the lookout for other skill combos as well.
Skill Combos II
Helpful TipWhen two skills are listed for a combo, either skill can be equipped to grant its bonus. Some combos can occur with a unit's personal skill for easier access.
Pass/Steal
Helpful TipCombo Chains
Helpful TipSkill combos can chain from other combos or resources that are not equipped skills, such as equipment. The Knowledge Gem grants Discipline which will enable Flourish's combo.
Skills involved — 83
After initiating, inflict one stack of Poison.
Allows cavalry or beast unit to climb ledges with no movement cost and also negate Binding Hex.
When hit at 2-range, reduce foe's Lck to 0 for one turn.
Reduces priority of being attacked by enemy units.
Doubles weapon experience gained.
When an enemy unit initiates combat, allow them to retain 1 HP when they receive a lethal blow.
Reduces Hit/Crit of all enemy units by 5 within 3 tiles.
Doubles the effects of biorhythm.
Halves the effects of biorhythm.
Command: Rescues target unit without any Skl/Spd penalty.
Command: Reduce unit's total Hit by 50% while doubling their displayed critical hit %.
Command: Push another unit two tiles (if they can be shoved).
Mastery skills begin off cooldown at the start of each map.
Restores HP equal to damage dealt. 1-range and bows/magic only. 6
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.
Launches five attacks. 1-range/physical only. Only counts down at 1-range. 5
Add unit's Str (minus foe's Def/Res) to damage. 1-range or bows/magic only. 4
Negate foe's Def/Res. 1-range/bows only. 5
Set foe's HP to 1. 1-range/tomes only. 4
Instantly kills foe. 1-range/tomes only. Only counts down upon defeating foes (3)
When hit at 2-range, deal damage equal to this unit's Str (minus foe's Def).
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.
Grants this unit the ability to pass through enemy-occupied spaces.
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.
Turn start: This unit restores 20% HP.
Inflict effective damage to flying units.
At the start of enemy phase this unit will shift on odd turns and unshift on even turns.
Special cooldowns of 4+ are reduced by 1.
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.
When initiating, causes foe to unequip weapon. 3
When initiating, prevent foe's counterattack. 2
Attack consecutively. 9
While at 50% HP or below, attack first during combat.
Innate Always attack first during combat.
Turn start: This unit restores HP equal to (true) Mag.
When foe initiates, negate damage taken. 6
Immediately transforms this unit with full gauge at the start of each map (without the usage of a Quick Stone).
Player phase end: Restore 30% HP.
Innate Player phase end: Restore 40% HP.
Allows the unit to transform at any time.
Increases the range of all indirect weapons and tomes by 1. Nosferatu, Levin Sword and Yune Spear are also affected.
Reduces the cooldown of siege tomes by half (rounded down).
Allows usage of advanced crossbows. Additionally, player units gain +3 Atk/AS while using one during counterattacks.
While counterattacking with a staff, unit gains +5 Atk, +20 Hit and recieves -3 damage.
Nearby allies within 2-tiles inflict 50% of damage taken to foe during enemy phase.
Steal an unequipped item or weapon. The stealing unit's strength must be higher than the item's weight.
When initiating combat at 1-range, all non-boss foes within 2-tiles of the target have their current HP reduced by 20%.
Uses unit's own HP to restore ally's HP and cure conditions.
Allows transformation at any time but stats only increase by 50% instead of 100%.
Turn start: Allies within two tiles are healed equal to this unit's (true) Mag.
Increases Str and Skl of adjacent allied units by 5.
Increases Mag and Spd of adjacent allied units by 5.
Increases Def and Res of adjacent allied units by 5.
If this unit would die, restore them to 30% HP instead. This can only activate once per map.
While at 50% HP or less, increase Spd and Skl by 50%.
Inflict effective damage to beast Laguz.
Inflict effective damage to wyverns and dragons.
When a bonded unit would die, instead restore them to 50% HP. This also activates for any critical unit (defeat condition). Can only activate once per map total (for any unit).
This unit will summon several allied units after being deployed (depending on the unit/map).
Gain +5 critical-hit when initiating and defeating a foe, stacking up to +50 bonus and resetting each map.
At the start of each map, combine two of the same held healing items to an upgraded one with full uses.
If a bonded unit has 50% or less HP, gain Critical +25.
When initiating combat, this unit gains Critical +20.
At 75% HP or above, this unit gains Critical +25.
When initiating, reduce foe's movement and Spd to 0 for one turn. Does not affect bosses or Exalted units.