Ability Particulars

This article explains abilities in detail. A character with this ability is shown at each subsection as an example.

## Attack down

Reduces the **Attack (攻撃力)** of enemies. Stacks **additively** and has a limit of **70%**. Even at maximum reduction, the minimum damage anyone can deal is 1.

## Attack up based on Defense

Increases the **Attack (攻撃力)** of allies based on their Defense. A percentage of each character's own Defense is added to their Attack power. This conversion happens after Equipment, Flower Memories, and Defense up abilities are accounted for.

Abstract Example:

1. Equipment, Flower Memories, and Defense up abilities activate and finalize the character's Defense.
2. This conversion ability activates and turns that finalized Defense into Attack.
3. Attack up abilities activate *afterwards* and will increase the now converted Attack.

Concrete Example:

* Character A has 1,000 Defense power, and character B has 2,000 Defense power.
* If the conversion is 25%, then character A gets 250 more Attack power, and character B gets 500 more Attack power.
* The defense values used in these examples would *include* the effects of Equipment, Flower Memories, and Defense up abilities.

## Attack up based on Speed

Increases the **Attack (攻撃力)** of allies based on party Speed. A percentage of the party's Speed is added to each character's Attack power. Abilities that affect party speed *do* affect this conversion, but panels that affect party speed *do not*.

Example:

* Character's Attack power: 8,000
* Party's Speed: 700
* Ability 1: [For 5 allies] Increases Attack by 200% of party's Speed.
* Ability 2: [For 5 allies] Increases Attack by 30%.

1. It starts by adding the speed to the base attack: [8,000 + 1,400] = 9,400.
2. Then the multiplier kicks in: [9,400 \* 130%] = 12,220.

## Attack/Damage up based on Less HP

Increases the **Attack (攻撃力)** or **Damage (与ダメージ)** of allies based on the owner's HP. This ability's effect becomes stronger as the owner's HP gets lower, however it will be completely cancelled once the owner's HP drops to 0%. It also synergizes well with Reduce HP.

'Attack/Damage up based on Less HP' refers to two different abilities, but they function the same way so their explanations are combined here.

## Attack/Damage up based on Solar Drive

Increases the **Attack (攻撃力)** or **Damage (与ダメージ)** of allies based on how many times Solar Drive was used. The ability's effect becomes stronger for every 100% of the Light Gauge used and typically procs up to three times. Firing 300% of the Gauge one time counts as three procs of the ability, and is equivalent to firing 100% of the Gauge three times. This buff will work throughout an entire subjugation rather than in one battle. This means that if one party fires the Solar Drive, a party battling later that has this ability will have it kick in immediately.

'Attack/Damage up based on Solar Drive' refers to two different abilities, but they function the same way so their explanations are combined here.

## Attack/Damage up based on Turns Passed

Increases the **Attack (攻撃力)** or **Damage (与ダメージ)** of allies based on the turns passed. The ability's effect becomes stronger at the end of each turn, up to a maximum of 2-4 times depending on the ability. When you enter a new battle, this ability resets.

'Attack/Damage up based on Turns Passed' refers to two different abilities, but they function the same way so their explanations are combined here.

## Attack/Damage up with Same Attributes

Increases the **Attack (攻撃力)** or **Damage (与ダメージ)** of allies based on the number of Attributes in the party that match the ability owner's. This only counts the characters' natural Attribute, meaning that any added through the Add Attribute ability or Flower Memory will not count.

## Attack/Damage up with Unique Attributes

Increases the **Attack (攻撃力)** or **Damage (与ダメージ)** of allies based on the number of unique Attributes in the party. This only counts the characters' natural Attribute, meaning that any added through the Add Attribute ability or Flower Memory will not count.

## Attack up with Pest Nests

Increases the **Attack (攻撃力)** of allies for each time the party passes through a Pest Nest. Stacks **additively** and has a limit of **4 times**. Stacks additively with other Attack up abilities.

## Critical Rate down

Reduces the **Critical Rate (クリティカル率)** of enemies. Stacks **additively** and has a limit of **100%**.

## Critical Rate up

Increases the **Critical Rate (クリティカル率)** of allies. Stacks **additively** and has a limit of **80%**. For more information, see Combat#Critical.

There are some units like Dusty Miller (Christmas) that exceed the limit and have a 100% Critical Rate. These units are guaranteed to Critical Attack every time and will ignore all Enemy debuffs that attempt to reduce their Critical Rate. However, these units will still be affected by abilities that Disable Critical Attacks.

## Damage Reduction up

Increases the **Damage Reduction (被ダメージ低下)** of allies. Stacks **additively** and has a limit of **80%**.

Damage Reduction is unable to stack with Barrier, in which case the stronger ability will always take effect. For example, Anemone provides a 30% Barrier for 5 allies and Marsh-marigold provides 60% Damage Reduction for 5 Magic allies. Magic allies will get the 60% from Marsh-marigold and not the 30% from Anemone. It's important to note that Defend Damage Reduction is considered a different mechanic entirely, and therefore will stack with Damage Reduction.

## Damage up based on Enemy HP

Increases the **Damage (与ダメージ)** allies deal to enemies if the enemy's HP meets a certain condition. Depending on the unit, this ability may increase the Damage dealt if the enemy's HP is *above* a certain percentage or *below* a certain percentage. For example, RG Leucophyllum increases Damage against enemies above 50% HP whereas Akane increases Damage against enemies below 50% HP. This ability works on a per-enemy basis - so if only one of the three enemies meets the HP condition, then only that one enemy will take increased Damage.

Stacks **additively** with abilities of the exact same condition and **multiplicatively** with any other Damage abilities. For example:

* 'Enemy <50% HP' abilities will stack additively with other 'Enemy <50% HP' abilities.
* 'Enemy <50% HP' abilities will stack multiplicatively with 'Enemy <80% HP' abilities.
* 'Enemy <50% HP' abilities will stack multiplicatively with any other 'Damage up' abilities.

## Damage up based on HP

Increases the **Damage (与ダメージ)** or **Skill Damage (スキルダメージ)** or **Weakness Damage (弱点属性ダメージ)** an ally deals to enemies based on their own HP. The amount is calculated based on how much HP the unit currently has, with the formula: `(Current HP / Max HP) * X%`. Simply put, units with this ability will do much more Damage when they have a higher percentage of their Max HP.

Damage can be further increased through the Maintain HP ability, which allows units to exceed the usual 100% Max HP. There are several Flower Memories that provide this ability, such the Healing Boost Flower Memory. It allows the owner to reach 125% Max HP.

Example: Kerria's damage to enemies is increased by `(Current HP / Max HP) * 100%`.

* At 50% HP, she will deal 50% more damage.
* At 100% HP, she will deal 100% more damage.
* At 125% HP, she will deal 125% more damage.

'Damage up based on HP' refers to three different abilities, but they function the same way so their explanations are combined here.

## Defense down

Reduces the **Defense (防御力)** of enemies. Stacks **additively** and has a limit of **70%**.

There are some units like Hebe that can exceed the limit and allow you to reduce the Defense of enemies by 100%. This is referred to as **Limit Break (上限解放)**.

## Defense up

Increases the **Defense (防御力)** of allies. Stacks **additively** and has **no limit**. It often comes with two additional abilities.

The first ability increases the **Defend Damage Reduction (防御時軽減率)** of allies. Defending has a chance to proc whenever a unit takes damage. The chance of it occurring increases with a higher Defense stat. Defense up not only makes Defending more effective, but also makes it occur more often. This ability also stacks **additively**, but has a limit of **20%**.

The second ability is Possible Guts. It was added on October 10th, 2017.

## Heal up

Increases the **Healing (被回復量)** of targeted allies from all sources - whether it be Skills, Healing Panels, or Heals. Stacks **additively** and has **no limit**. Can also stack with the Healing Boost Flower Memory, another source of this ability. This ability often comes coupled with Maintain HP.

## Hit Rate down

Reduces the **Hit Rate (命中率)** of enemies. Stacks **additively** and has a limit of **70%**.

Nearly every enemy in the game has 100% Hit Rate by default, so anything lower can cause them to potentially Miss. As a result, this debuff pairs well with units that have Evade and increases the chance for units to Intercept if they have the ability.

## Skill Activation Rate down

Reduces the **Skill Activation Rate (スキル発動率)** of enemies. Stacks **additively** and has a limit of **90%**.

## Skill Activation Rate up

Increases the **Skill Activation Rate (スキル発動率)** of allies. Abilities that increase Skill Rate by 1.2x or 1.28 ~ 1.36x will stack **additively** and have **no limit**. Abilities that increase Skill Rate by 1.65x or 2x will stack **multiplicatively** and have **no limit**. The exception is Nasturtium (Easter), whose 2x Skill Rate ability is additive.

For example, Fire Lily gives allies 1.2x Skill Rate and Maple can give allies 1.36x Skill Rate. Together, they would both receive: `1.0 + 0.2 + 0.36 = 1.56x`. If you add Cymbidium to the party - a unit who gives 2x Skill Rate on turn 1 - they would all receive `(1.0 + 0.2 + 0.36) * 2 = 3.12x`.

## Skill Activation Rate up based on Affection

Increases the **Skill Activation Rate (スキル発動率)** of allies based on their own Affection. Stacks **additively** and has **no limit**. For example, two units that increase Skill Activation Rate by 1.2x will have their abilities stack - such that both will receive: `1.0 + 0.2 + 0.2 = 1.4x`.

All "based on affection" abilities are only affected by 1st affection. Even if a character unlocked Blossomed Affection or Oath Affection, she will still be considered to have 100% Affection. Likewise, reaching 100% in those Affections will have no effect.

## Solar Drive Effect up

Increases the **Solar Drive Effect (ソーラードライブの効果)**. Unlike most abilities, this one stacks by **incremental multiplication**. As a result, having more characters in a party with this ability makes Solar Drive considerably more deadly. That said, a party of non-Bloomed units with this ability will not produce impressive results. Solar Drive Effect can be even further boosted through Flower Memories like 5\* Resort town, Plátano and 6\* The Solar Blade. The example below shows five characters that each increase the SD Effect by 70% along with the calculation.

 1,320%

## Act Again

**Act Again (再行動)** grants affected allies the chance to attack again. Stacks **additively** and has a limit of **90%**. The two attacks are completely independent of each other, meaning it is possible to Skill Act in one attack and not the other.

There are some units like Dendrobium that exceed the limit and have a 100% Act Again Rate. This is referred to as **Limit Break (上限解放)**.

## Add Attribute

This gives affected allies a certain **Attribute (属性)**, letting them deal Weakness Damage (1.5x) to more pests. This ability will always apply to the owner because there are no units that apply their own Attribute to allies. For example, Sensitive Plant has the Blunt Attribute so she does not give Blunt to her allies - but she does give them Slash, Pierce, and Magic. This also means that Sensitive Plant will always have all Attributes.

When selecting characters to give the Attribute, the ability will never target characters that are already of that Attribute. For example, Curcuma gives Slash Attribute to some allies, so this ability will not target Slash characters like Kerria or allies already affected by 'Adds Slash Attribute'.

In some Ultimate Unique Missions, there are pests that are weak to two Attributes at once. Even if a character could hit both weakness Attributes, they would still deal the usual 1.5x damage. Also, there are numerous difficult stages that have pests with the ability to reduce damage taken from characters that *cannot* hit their weakness Attribute.

## Add Pursuit

This gives affected allies the chance to **Pursuit (追撃)**. After an affected ally has finished their attack, the enemies that they had targeted might take an extra hit. The Pursuit's damage is calculated by using a percentage of the party's Overall Force as Attack power, then applying it against the previously targeted enemies.

This ability activates separately from other Pursuit abilities. For example, Liverwort already gives herself Pursuit. Her being affected by this ability means she could potentially do two Pursuits each attack.

## Add Skill Drain

This gives affected allies the ability to **Skill Drain (吸収)**, letting them drain HP from enemies whenever they use their Skill. Drain caused by this ability can only Heal a character up to *50% of their Max HP*. This ability stacks *additively* with skills that naturally drain, however the 50% limit will remain the same. This maximum Heal applies on a per-skill basis, so a character that does two skills in a turn thanks to Act Again can potentially Heal beyond the 50%.

## Barrier

**Barrier (防壁)** provides a Damage Reduction effect to all units, so long as the owner is alive in combat. Barrier effects cannot stack with each other. For example, Anemone and Tarragon each provide a 30% Barrier for 5 allies. Since they do not stack, the 5 allies will still only get 30%.

Barrier is also unable to stack with regular Damage Reduction abilities, in which case the stronger ability will always take effect. For example, Anemone provides a 30% Barrier for 5 allies and Marsh-marigold provides 60% Damage Reduction for 5 Magic allies. Magic allies will get the 60% from Marsh-marigold and not the 30% from Anemone. It's important to note that Defend Damage Reduction is considered a different mechanic entirely, and therefore will stack with Barrier.

## Combo Hit

**Combo Hit (連撃)** is an extra hit done to enemies after the character has finished their attack. The Combo Hit's damage is calculated by using a percentage of the damage just dealt, then re-applying it against the previously targeted enemies. It is technically a different ability from Pursuit.

Combo Hit Properties

* Weakness Attacks *can* occur.
* Critical Attacks *cannot* occur.
* Abilities that increase Damage, Boss Damage, or Weakness Damage *do* work.
* Abilities that increase Skill Damage or Critical Damage *do not* work.

Combo Hit Formula

Combo Hit Damage = X% of Damage dealt \* (Sum of all Damage multipliers except Skill/Critical Damage)

## Counter

**Counter (反撃)** grants a chance of dealing damage back to the enemy whenever the owner is attacked. This damage converts the owner's Defense into Attack power before calculating the damage dealt. Many characters can Counter 100% of the time and some can even perform a Super Counter. Even if a character doesn't take damage thanks to abilities like Evade and Negate Damage, they can still Counter. As a result, Counter has great synergy with these abilities because it protects your character while they deal damage back.

Increasing a character's Defense will not only boost their Counter damage, it will also increase their chance to Defend. Hence, it increases both their offense and survivability. Defense up buffs are very low compared to Attack up buffs however, so stacking Defense on Counter units can be difficult.

It is possible for a unit to Counter even if they are defeated by an enemy's attack. If the enemy wipes out the party, but they manage to defeat the attacker with Counter, then the battle will end in a draw. Against a Raid Boss, this counts as a win. In a Subjugation, both the enemy and the player's party are considered defeated and will be removed from the map.

Counter is somewhat effective against enemies that act twice because it lets you deal more damage to enemies even when it is not your turn. Counter's damage will mitigate the effects of enemy Defense. This is because enemies with considerable Defense like Aqua Shadows *used to* take only 1 damage from counterattacks. The ability was buffed to counteract this situation.

## Disable Attack up

**Disable Attack up (攻撃力上昇無効)** disables ally abilities that increase Attack.

## Disable Critical Attacks

**Disable Critical Attacks (クリティカル発生不可)** prevents allies from performing Critical Attacks. This even affects units like Dusty Miller (Christmas), who would otherwise have a 100% Critical Rate.

## Evade

**Evade (回避)** allows units to completely avoid an enemy's attack. Even if the attack does multiple hits, all hits will be Evaded. Some characters have a higher Evade Rate on the first two turns of combat, while others can perform a Special Evade. Characters vary in their Evade Rates, generally 6\* > Gacha 5\* > Event/Serial Code 5\*. Evade Rates are clearly written in the ability description, whereas in the past these rates were not publicly written and was a flat, unchanging activation rate throughout the battle.

Characters like Blackberry can increase the Evade Rate of party members. Evade Rate stacks **additively** and has a limit of **90%**.

## For Attribute

For **Attribute (属性)** abilities will only be applied to allies that match the specified Character Attribute(s). This only works on characters who are naturally that Attribute, so any added through the Add Attribute ability will not count.

## For Type

For **Type (タイプ)** abilities will only be applied to allies that match the specified Character Type(s). Every character's Type can be freely changed by the player, so you can directly control who the ability buffs will go to. For example, Liatris increases the Act Again Rate of only 1 Attack-Type ally. If you want to make sure it goes to a strong damage dealer like Kerria, you can set her Type to 'Attack' and ensure that no other allies are set to it.

## Golden Melody

**Golden Melody (黄金の旋律)** abilities will activate on the 5th turn of battle. It is only on that one turn of battle that they are activated.

This ability is exclusive to characters from the Girls Symphony Collaboration.

## Guts

**Possible Guts (確率ガッツ)** grants affected allies the chance to survive a killing blow with 1 HP remaining. It is often paired with Defense up and most commonly occurs up to 3x per battle.
Possible Guts. Possible Guts activates at a set rate. **Guaranteed Guts (確定ガッツ)** functions just like Possible Guts - except it has a 100% chance to activate.

Possible Guts and Guaranteed Guts both stack **additively** and have **no limit**.

* Example 1: Queen of the Night (June Bride) gives x1 Guaranteed Guts to all allies and Nerine gives x3 Possible Guts to herself. Pairing them together will cause Nerine to activate Guts a minimum of x1 and a maximum of x4.
* Example 2: Ash and Queen of the Night (June Bride) both give x1 Guts activation to all allies. Pairing them together would result in x2 Guaranteed Guts for all. If you were to add Dragon Fruit (Swimsuit), a unit that gives herself x3 Guaranteed Guts, she would have x5 Guaranteed Guts.

## Heal

**Heal (回復)** recovers the HP of allies by a percentage of their own Maximum HP. So for characters that Heal the entire party like Luffa: the percentage Healed is the same (5%), but characters with higher Max HP will Heal more.

Characters like Luffa also give multiple allies in the party a chance to Heal every turn. This chance is independent for each ally. So even though her ability affects the entire party: some, none, or all allies could Heal on a given turn. Healing abilities all activate independently from each other too, so you could have situations where Purslane Heals twice on a turn if she has the Healing Bracelet equipped.

## Intercept

**Intercept (迎撃)** allows the ability owner to counterattack whenever an enemy attack *Misses* them. Enemy attacks can Miss when your units possess the Evade or Hit Rate down ability. Unlike ordinary Counters, this ability's damage is based on the character's Attack power instead of Defense power. Furthermore, the character gets an *additional* percentage boost to *Attack power* during the counterattack.

The Japanese ability description uses 迎撃 / intercept rather than 反撃 / counterattack. Both abilities are a type of counterattack, but their fundamental differences make it helpful to have contrasting names.

## Luck Rate

**Luck Rate (運命率)** is an ability condition exclusive to Bloss and Win. Abilities with this tag only have a chance of activating. The chance depends on the number of characters in the entire team that are from the owner's Nation. Specifically, it is calculated by the number of characters from the owner's Nation multiplied by 5.3%. For example if you have 11 characters from the owner's Nation, then the chance of this ability activating is `11 x 5.3% = 58.3%`. This means that 100% can only be achieved when all 19 other characters on the team are from the owner's Nation.

Notes:

* Units that are dead will not be counted.
* The unit herself will not be counted.
* Units from Helper Squads will not be counted.

## Maintain HP

**Maintain HP (HPを維持)** allows units to Heal above their maximum HP. HP above 100% stays and acts like an extra health bar that is carried over from battle to battle. This ability also stacks **additively** with itself and the Healing Boost Flower Memory with **no limit**. This ability often comes coupled with Heal up.

Example:

* Isogiku (Easter) can Maintain 300% HP (200% above of her Max HP).
* Solidago can let allies Maintain 120% HP (20% above their Max HP).
* Healing Boost can let the owner Maintain 125% HP (25% above their Max HP).

Affected by all three together, Isogiku (Easter) can Maintain: `100% + 200% + 20% + 25% = 345%`.

## Negate Damage

**Negate Damage (ダメージ無効化)** completely nullifies an enemy's attack. Even if the attack would do multiple hits, all would be negated. In the past this ability could not stack, but this was changed on March 22, 2021. For example, Usagigiku applies 3 negations to herself and Habranthus applies 1 negation to all allies. If paired together, Usagigiku would have 4 negations while all other allies would have 1.

If a Flower Knight nullifies damage in some other fashion such as Evading the attack or the enemy Missing, the damage negation would not be consumed. This means that an Evading Flower Knight with the Negate Damage buff will have the effect ready to activate for the exact moment her Evade fails.

## Power Seed

**Power Seed (力の種)** is an ability condition exclusive to Bloss and Win. Their abilities and skills will get progressively stronger as the number of Seeds increase. Seeds will increase based on the number of characters in the entire team that are from the owner's Nation. Reaching the total number of Seeds will change their appearance in battle.

Power Seed Conditions:

* 1+ characters from the same Nation: Power Seed I
* 3+ characters from the same Nation: Power Seed II
* 4+ characters from the same Nation: Power Seed III
* 9+ characters from the same Nation: Power Seed IV
* 14+ characters from the same Nation: Power Seed V
* 19+ characters from the same Nation: Power Seed VI

Notes:

* Units that are dead will not be counted.
* The unit herself will not be counted.
* Units from Helper Squads will not be counted.
* The upgraded skills from Power Seed IV to VI are enhanced by Eternal Oath, as normal.

## Provoke

**Provoke (挑発)** is a buff that attracts all enemy attacks to the owner. Flower Knights with Provoke will always have defensive abilities that make them a good target, such as Evade or Defense up. Many will also have abilities that grant buffs whenever they are attacked or Evade an attack. For example, after being attacked, Cardamine Lyrata will increase Skill Activation Rate and Boss Damage for 5 allies on the next turn. Note that attracting all enemy attacks to oneself doesn't mean other allies will always be safe. If an enemy can hit multiple targets in one attack, allies will still be be hit.

There are two types of Provoke in the game. **Provoke (Weak)** comes exclusively from character abilities whereas the normal **Provoke** comes from Flower Memories and some characters like Bamboo. The normal Provoke is 'stronger' than the Weak one, meaning enemies will prioritize attacking a unit with the the normal Provoke over the Weak one.

If Provoke and Stealth are used together on a unit, both effects will cancel each other out.

## Pursuit

**Pursuit (追撃)** is an extra hit done to enemies after the character has finished their attack. The Pursuit's damage is calculated by using a percentage of the party's Overall Force as Attack power, then applying it against the previously targeted enemies. This may mean that the character's own Attack power is not used. Whether or not Attack boosting abilities help Pursuit's damage is unknown. There is no animation for Pursuit, but an icon will appear alongside damage when it takes place.

## Reduce HP

**Reduce HP (HP減少)** reduces the HP of affected characters by a certain percentage. Flower Knights with Reduce HP will often need to have low HP in order to be effective in battle. For example, most of Corbett (Halloween)'s abilities only function when she is at low HP or become more effective the less HP she has. Because of this, it synergizes well with Attack/Damage up based on Less HP.

Characters can defeat themselves if this ability brings them down to 0 HP. Damage caused by this ability ignores Negate Damage, Special Evade, and Retain HP. If this ability triggers a character's Guts, she will not be defeated. She will be brought down to 1 HP as normal.

## Retain HP

**Retain HP (HP保護)** grants affected characters an HP shield that is reduced before their actual HP. Stacks **additively** and has **no limit**. Retained HP cannot be healed back through any means, such as Drain Skills or Healing abilities. Retained HP will reset between fights.

## Scaled Pursuit

**Scaled Pursuit (割合追撃)** is an extra hit done to enemies after the character has finished their attack. The Scaled Pursuit's damage is calculated based on the targeted enemies Current HP.

## Seal

**Seal (封印)** prevents the target from attacking or using their Skill so long as the ability is in effect. In addition, the target's Damage taken is significantly reduced (this does not apply to special attacks that are activated immediately after a Summon). Any abilities possessed by the target will not disappear during the Seal.

## Special Evade

**Special Evade (特殊回避)** is an additional ability that some Evade units have. It occurs whenever a unit's regular Evade fails, acting as a guaranteed Evade that ignores any accuracy buffs that the enemy might have. It will trigger all related Evade abilities, such as Intercept and 'After Evading' buffs. Units have a set number of Special Evades that they can perform per battle (typically 3 times).

## Stealth

**Stealth (隠密)** is a buff that causes enemy attacks to deprioritize the owner. Flower Knights with Stealth will often need to be kept alive in order to benefit the team. For example, most of Riko's abilities only function if she is alive or are most effective when she is full HP. Note that deprioritizing enemy attacks doesn't mean the owner will always be safe. If an enemy can hit multiple targets in one attack, she will still be be hit.

There are two types of Stealth in the game: **Stealth (Weak)** and the normal **Stealth**. The normal Stealth is 'stronger' than the Weak one, meaning enemies will deprioritize attacking a unit with the the normal Stealth over the Weak one.

If Provoke and Stealth are used together on a unit, both effects will cancel each other out.

## Summon

**Summon (召喚)** is an ability that allows the owner to call forth a familiar to fight alongside them. Their attacks are independent from their owner's and occur before your party's turn. Their Attack Power is equal to the Total Power of their owner - after Equipment and Flower Memories are accounted for. They are unaffected by abilities of other allies in the party and are unable to perform Critical Attacks.

Only one summon can be active at any given time during battle. If a summon already exists on the battlefield, then any subsequent summons will not occur. If two units fulfill their summon criteria on the same turn, then the front-most unit will summon.

Tarragon (Nova Vice-President of Hope) summons Stra (ストラ). Its attack can only hit Magic-weak enemies, targets all enemies, and uses 15x its Attack Power. On summon, Stra will activate Drachen Blitz (ドラヘンブリッツ) and attack using 35x its Attack Power on all enemies. Drachen Blitz also increases Damage Taken for enemies by 70% until the battle ends, even after Stra leaves.

Bamboo summons Formless Samurai (無貌の古兵). Its attack can only hit Pierce-weak enemies, targets all enemies, and uses 10x its Attack Power. On summon, Formless Samurai will activate Moonlight Formation (月光陣) and attack using 15x its Attack Power on all enemies.

Sigillaria summons Light Crystal (光水晶). Its attack can only hit Magic-weak enemies, targets all enemies, and uses 5x its Attack Power. On summon, Light Crystal will activate Light Crystal Wedge (光水晶の楔) and attack using 8x its Attack Power on all enemies. Light Crystal Wedge also increases Damage Taken for enemies by 30% until the battle ends, even after Light Crystal leaves.

Khepri summons Beneficial Scarab (スカラベの益虫). Its attack can only hit Blunt-weak enemies, targets all enemies, and uses 8x its Attack Power. On summon, Beneficial Scarab will activate Solis Infinitas (ソリス・インフィニタス) and attack using 10x its Attack Power on all enemies.

## Super Counter

**Super Counter (超反撃)** is an additional ability that some Counter units have. It occurs whenever a unit activates their regular Counter and Defend at the same time, resulting in more damage than a regular Counter would achieve (typically 2x more).

## Transform

**Transform (変身)** is an ability that changes the owner's appearance and abilities for a number of turns once a certain criteria is met. This effect does not carry over between battles and cannot be done more once per battle. While the owner is Transformed, she will have 2 additional party-wide effects that are not displayed in her ability list.

First, all allies in the party will be unable to perform Critical Attacks. Second, abilities in the party that increase Skill Damage will have their effect boosted by 10%. This affects Skill Damage abilities individually rather than cumulatively, and they instead become multiplicative with each other. For example, typically Loquat and Nerine in a party will increase Skill Damage by 10% and 20%, respectively. With Transform's effect, they instead increase Skill Damage by 20% and 30%.

Corbett and Nidhogg are the exception, however. During their respective Transformations, neither of these party-wide effects will take effect. Additionally, they are able to to Transform multiple times per battle.