Specials & cooldowns
Specials & cooldowns
Exalted replaces activation rates with Heroes-style cooldowns.
Exalted replaces activation rates with cooldowns, like Fire Emblem Heroes: a special charges over turns, battles or both, then activates on its next eligible combat and stays active for the entire combat. It goes back on cooldown even if the attack misses.
Cooldown lengths are shown in each skill’s description (the number after the hourglass). Biorhythm no longer affects skills.
Formulas
From the game — 3
Specials and cooldowns
TutorialBiorhythm no longer influences skills, since the way they now function has been completely changed.
Skills no longer have a random chance to activate based on the unit's statistics. Instead, a cooldown system has been implemented which you may have noticed with Leonardo's Disarm. These are referred to as specials, much like in Fire Emblem Heroes.
There are several different types of cooldown. counts down each turn, while counts down from combat.
counts down each turn and each round of combat. Each special works differently, so be sure to check each and every one.
Do note however that specials will still go on cooldown even if the unit misses their attack or dodges in the case of specials such as Pavise. So long as a special is capable of activation when combat begins, this will still take effect.
Mastery skills
TutorialMastery skills are specials that are a lot more powerful than others, being obtained by either a Tier 3 promotion or higher Laguz rank.
Unlike other specials, they begin each map on cooldown unless specified otherwise, or through other skills and bonuses.
Outside of normal mode, mastery skills also become locked for the remainder of the map if activated against a boss/Exalted unit.
Additionally, certain weapons will also apply this to regular specials, such as siege tomes for the Adept or Corrosion skills.
For weapons this applies to, they'll also lock mastery skills if capable of activating them. Brave weapons are an example of this.
Therefore, do be wary of which weapons you are using when they're ready to activate unless the map is near completion.
Alternatively, using a siege tome with the Adept skill may still be worth the cost if it enables an early kill of a dangerous foe!
Skills involved — 19
Allows cavalry or beast unit to climb ledges with no movement cost and also negate Binding Hex.
Command: Rescues target unit without any Skl/Spd penalty.
Command: Push another unit two tiles (if they can be shoved).
Mastery skills begin off cooldown at the start of each map.
Launches five attacks. 1-range/physical only. Only counts down at 1-range. 5
Negate foe's Def/Res. 1-range/bows only. 5
Restores HP equal to damage dealt. 1-range and bows/magic only. 6
Inflict effective damage to flying units.
Special cooldowns of 4+ are reduced by 1.
When initiating, causes foe to unequip weapon. 3
When initiating, prevent foe's counterattack. 2
Attack consecutively. 9
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).