Special Abilities

This is a list of special abilities cats and enemies can have. These can either strengthen (or weaken) a unit's battle performance or enable a unit to apply effects to an opponent.

* Attack: Boosts the unit's attack by a flat rate.
* Elemental Attack: When the unit holds a weapon with an element the same as the one mentioned in the ability, its attack increases by the percent listed.
* Defense: Boosts the unit's defense (damage resistance) by a flat rate.
* Elemental Shield: Damage from an enemy that is weak to the shield's type is reduced by a set amount or percent. This ability sometimes specializes in either physical or magic damage. If this ability reduces damage from an attack, a yellow shield icon appears in front of the unit.
* Super Armor: The amount of times a unit needs to be hit to flinch (become knocked back). For example, a unit with five super armor points can withstand four hits from an opponent and flinch from the fifth. This ability is usually hidden from the descriptions of cat units.
* Armor Break: Increases the amount of points deducted from an enemy's super armor upon each hit. This ability is also sometimes hidden from descriptions.
* Weight: How heavy a unit is, affecting interactions such as flinching and being blown back.
* HP: Boosts the unit's health points by a flat rate.
* HP down: The unit gains or loses an ability upon reaching a certain amount of HP remaining.
* Slow: When this ability activates upon hitting an enemy, the enemy's speed and attacks are slowed down. The percent is the chance the ability procs and S, M, and L are the duration of the ability, as with Weaken and Freeze.
* Weaken/Defensive Strength Down: When this ability activates upon hitting an enemy, one of the enemy's abilities are reduced. This may be physical offense, physical defense, magic offense, and magic defense.
* Freeze: When this ability activates upon hitting an enemy, the enemy stops moving completely.
* Critical: Deals twice the normal damage to an enemy, and breaches the defensive properties of metal enemies. Critical abilities have a proc chance but not a duration indicator, as they only affect the unit's attack.
* Dash: The speed the unit starts at when it begins to move. The higher the dash value, the faster the dash is. The unit may speed up or slow down after the dash depending on its MAX speed. If the dash value is negative, the unit is pulled in the opposite direction momentarily.
* Dash Duration: How much longer (or shorter) the unit's dash lasts for.
* MAX Speed: The maximum speed a unit can reach after decelerating from a dash or accelerating from beginning to move or a backwards dash.
* CP recovery during enemy detention: Increases the CP gained from defeating an enemy.
* Treasure Hunter Up: Increases the chance of earning treasure from defeating an enemy.
* Gold Up: Increases the chance of earning more gold from defeating an enemy.
* Range: The distance the unit stands from the enemy frontline.
* Number of Arrow: The additional arrows shot upon each instance of an archer unit firing. For example, this ability increases the number of arrows shot from each of Tsukiyomi's portals.
* Number of Orb (unofficial): The amount of orbs a mage fires in a single attack. This stat is not listed in the unit's abilities.
* Powered by Distance: The further the enemy is blown back by a magical attack.
* Height: The higher the enemy is blown back from a magical attack.
* Frighten time: The longer an enemy takes being blown back by a magical attack.
* After Battle Starts/After *x* Seconds After Battle starts: The ability activates x seconds after a battle starts and during the first x seconds of a battle respectively.