[view] Unit Abilities
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Ally Support | Team Boosting · Faction Buffs · Class Buffs (Prince · Vanguard · Rearguard · Omniguard) · Other Ally Boosting Abilities |
Self Support | Stat Boosting · Self-Healing · Anti-Enemy · Luck Based · Assassination · Weather and Terrain Based |
Other | Class Related · Token Related · Non-Unit Boosting |
Abilities are passive effects that a Silver or higher rarity unit may possess in addition to their skill and class traits.
- Abilities do not have levels
- All units without an ability acquire one upon Awakening; those with an ability have it upgraded.
- Silver units upon reaching cc55
There are exceptions (Ex. Blacksmiths), but in cases like this the unit receives an upgrade to their class traits that directly affects their existing ability instead.
Abilities have a variety of activation methods, such as:
- Owning the unit (ex. Monica)
- Having the unit in your active team (ex. Katie)
- Deploying the unit in-game (ex. Mistel)
- Randomly activated during gameplay (ex. Dan)
- Permanent self-altered stats (ex. Chizuru)
- Unique token units (ex. Prim)
Ally Boosting Abilities[]
These are the abilities that affect multiple units in your team during the duration of each mission.
Team Boosting[]
There are some abilities that boost your entire team. They are split into three major groups: Abilities that provide a boost to a particular stat to the entire team, abilities that apply a healing effect to your entire team, and abilities that grant a nullification effect to your entire team.
Stat Boosting[]
Ability Name | Effect | Units | Notes | |
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All Defense Up (S) (edit info) |
While on the active team, all allies' Defense increases by 2%. |
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Healing[]
Ability Name | Effect | Units | Notes | |
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Imperial Medicinal Herb Art (edit info) |
While deployed, all allies gradually recover HP. |
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Nullification[]
Ability Name | Effect | Units | Notes | |
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Whimsical Guardian Angel (edit info) |
While skill is inactive, all allies have a 7% chance to nullify damage. |
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Class and Faction Boosting[]
Many units are split into various factions, such as by race (Elves) or by country (White Empire), and all units are split into various classes, such as Heavy Armors, and the genders of Male and Female . As you would expect, there are also abilities that boost all of these categories.
Class Boosting[]
Ability Name | Effect | Units | Notes | |
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Vanguard Tacticians' HP Up (edit info) |
While on the active team, all allied Vanguard Tacticians gain 15% HP. |
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Faction Boosting[]
Ability Name | Effect | Units | Notes | |
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Elven Stronghold (edit info) |
While on the active team, all allied Elves and Dwarves gain 5% Defense and +5 MR. |
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Hero of the Empire (edit info) |
During skill use, all allied Imperial units gain 30% Attack and Defense. |
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Defense and Magic Resistance Up (Male) (edit info) |
While on the active team, all allied Males (not inc. Tokens) gain 5% Defense and +5 MR. |
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Love is a Deadly Strike! (edit info) |
10% chance to increase attack by 3x.
While on the active team, all allied Males (not inc. Tokens) gain 7% Attack. |
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Other Ally Boosting Abilities[]
There are two other categories for multi-boosting abilities, which are Position and Rarity. Position based abilities boost a unit depending on whether the units is placed in a Melee or Ranged slot. Rarity based abilities boost units based on their rarity ranging from Iron Units to Sapphire Units.
Position Boosting[]
Ability Name | Effect | Units | Notes | |
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Rokumonsen's Red Provision (edit info) |
While on the active team, all allied Melee units gain 5% HP, ATK, and DEF.
While deployed, all allied melee units gain a further 5% ATK/DEF. |
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Rarity Boosting[]
Ability Name | Effect | Units | Notes | |
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Knight Princess' Guidance (edit info) |
While on the active team, all allied Platinum and below rarity units gain 5% HP, Attack, and Defense. |
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Self-Boosting Abilities[]
These are the abilities that affect only the unit they belong to during the duration of each mission.
Stat Boosting[]
With stat boosting abilities the units stats are boosted and, as a result, are usually already displayed in the unit screen. They can be split into two major groups: Those that only boost the unit's stats and those that boost a unit's stats in exchange for a debuff to a different stat. In the same category are abilities that affect Attack Speed and they act in the same manner as the two categories of Stat-Boosting abilities.
Pure Stat Boost[]
Ability Name | Effect | Units | Notes | |||||||||
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Attack Up (edit info) |
Attack increases by 10%. |
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Stat Exchange[]
Ability Name | Effect | Units | Notes | |
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Forbidden Juho (edit info) |
HP decreases by 30%; Attack +20%, Range +20. |
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Pure Attack Speed Boost[]
Ability Name | Effect | Units | Notes | ||
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Attack Speed Up (S) (edit info) |
Attack Speed is slightly increased. |
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Attack Speed Exchange[]
Ability Name | Effect | Units | Notes | |
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Black Magic Essence (edit info) |
Attack Speed is increased.
Range -40. |
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Self-Healing[]
Self-Healing Abilities are abilities that give the unit the power to recover their HP without having to rely on an ally unit. Units with these abilities are usually capable of lasting longer without a healer and, as a result, are easier to deploy in areas where healers might not reach. Self-Healing abilities are split into two types: Regeneration and Revival.
Regeneration abilities heal the unit over time every time they lose health for the duration of the mission. Revival abilities keep a unit from truly dying and affecting a mission's star rating by allowing the unit to restore their HP to max once it hits 0.
Regeneration[]
Ability Name | Effect | Units | Notes | |||
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Auto Heal (edit info) |
HP gradually regenerates (20HP/0.5s). |
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Revival[]
Ability Name | Effect | Units | Notes | |
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Super Mechanic (edit info) |
Completely negates status effects.
When this unit's HP reaches 0, after a short time, they will revive. |
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Anti-Enemy[]
There are many types of enemies in Aigis. They can range from your usual run-of-the-mill Goblins to the most annoying of Golems. However, if the enemy exists, there are abilities that exist to counter them.These are Anti-Enemy abilities. While they can vary depending on which enemy type they affect, Anti-Enemy abilities can be split into three major groups: Killing, Breaking, and Priority.
Killing abilities increase the attack of allied unit against enemies of a certain type. Breaking abilities decrease the overall capabilities of a specific enemy that ranging from stat-debuffs to halting their movement. Priority abilities are abilities that allow a unit to target a specific type of enemy before the usual class-based target.
Killing[]
Ability Name | Effect | Units | Notes | |
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Golem Killer (edit info) |
Attack increases by 1.8x vs. Golems. |
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Breaking[]
Ability Name | Effect | Units | Notes | |
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Beast Breaker (edit info) |
Completely negates status effects.
While on the active team, all enemy Divine Beasts, Hellbeasts, Bewitching Beasts, Beasts, and Beastmen have 10% reduced HP and Attack. |
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Priority[]
Ability Name | Effect | Units | Notes | ||
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Prioritise Ranged (edit info) |
Prioritizes attacking Ranged enemies.
Attack increases by 5%. |
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Luck Based Abilities[]
The Random Number Generator, or RNG, is the cause of all the rage, grief, and sorrow any Aigis player experiences while playing the game. Whether it is from reducing the cost of a unit, leveling up it's skill, getting a certain item or unit to drop during a mission, or even trying to get a unit from the infamous Gacha that the resident Demoness resides in to take all of your hard-earned money, RNG is the bane of all players and an entity that we all have to hope leaves us well enough alone. It's also a part of your unit's abilities and should thus be treated with as much caution as possible.
Luck Based Abilities are split into multiple categories, including Stat Boost, Evasion, Negation, and Assassination. Stat Boost abilities are abilities that boost your unit's stats with a set chance. Evasion abilities are abilities that let you avoid attacks with a set chance. Negation abilities are abilities that negate enemy attacks with a set chance. Lastly, Assassination abilities are abilities that allow you to kill an enemy in one hit with a set chance. When it comes to Luck Based abilities, always remember the set chance.
Stat Boost[]
Ability Name | Effect | Units | Notes | |
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Miracle Man (edit info) |
HP increases by 20%.
1% chance to increase Attack by 23.9x. |
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Evasion[]
Ability Name | Effect | Units | Notes | ||
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Physical Attack Avoidance (edit info) |
30% chance to evade physical attacks. |
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Negation[]
Ability Name | Effect | Units | Notes | ||||
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Miracle Shield (edit info) |
20% chance to nullify an enemy attack. |
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Assassination[]
Ability Name | Effect | Units | Notes | |
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Deadly Blade (edit info) |
Will rarely kill an enemy in one hit. |
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Weather and Terrain Based Abilities[]
Weather and Terrain based abilities are abilities that only work in specific maps with unique terrain and weather conditions. Whether they negate the affect of a terrain or weather affect or instead boost a stat in said condition, they all involve the weather terrain in order to work.
Weather Ability[]
Ability Name | Effect | Units | Notes | |
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Cold Adaptation (Offense) (edit info) |
Unaffected by blizzards.
Attack increases by 10%. During a blizzard, Attack increases by another 10%. |
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Terrain Ability[]
Ability Name | Effect | Units | Notes | ||||||||
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Status Effect Immunity (edit info) |
Completely negates status effects. |
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Withdrawal Abilities[]
Withdrawal abilities are abilities that affect a unit's death. Normally when a unit dies, it will count against you, and you lose out on a potential 3-star of a mission. However, Withdrawal abilities trivialize that by making it so that even if a certain unit dies, it will be treated as a withdrawal and not count against your final star rating of the map. In addition, some Withdrawal abilities allow units to be deployed multiple times where normally you can only deploy a unit one time.
Death Withdrawal[]
Ability Name | Effect | Units | Notes | |
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Curse of Deathly Agony (edit info) |
Power will not decrease in Makai.
When defeated, it is instead treated as a withdrawal. Upon defeat only, all nearby enemies take damage and have their movement halted. |
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Redeployment[]
Ability Name | Effect | Units | Notes | |
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Resortie After Withdrawal (edit info) |
When withdrawn, can be redeployed after a fixed time. |
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Token Related Abilities[]
Token Related Abilities are abilities that utilize and boost the effectiveness of tokens. They are split into three types: General Token Support, Class-Based Token Support, and Unique Tokens. Token Support abilities boost the effectiveness of Tokens by either boosting their stats or increasing the number of Tokens a unit can use. Unique Token abilities belong to units that gain their own unique Token, separate from others in their class.
General Token Support[]
Ability Name | Effect | Units | Notes | ||
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Token Possession Count Up (S) (edit info) |
Initial token count increased by +1. |
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Class-Based Token Support[]
Ability Name | Effect | Units | Notes | |
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Scramble Golem (edit info) |
While deployed, all allied Golem tokens gain Cost -5. |
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Unique Tokens[]
Ability Name | Effect | Units | Notes | |
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Prism Mirror (edit info) |
Can employ Prism Mirrors. |
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Non-Unit Boosting Abilities[]
Non-Unit Boosting Abilities are abilities that boost various aspects of the game other than your units. Currently there are four types: Unit Point Boosting, Gold Boosting, Drop Rate Boosting, and Experience Boosting.
Unit Point Boosting abilities affect the total amount of Unit Points that can be obtained or started with during a mission, allowing for units to be deployed at a faster rate.
Gold Boosting abilities increase the amount of gold that can be obtained during a mission, whether as a result of actions during the mission or as a result of clearing the mission itself.
Drop Rate Boosting abilities boost the drop rate of the various items and units that can be obtained during a mission.
Experience Boosting abilities boost the amount of experience points that can be obtained during Unit Combination.
Unit Point Boost[]
Ability Name | Effect | Units | Notes | |
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Unit Points Up (edit info) |
While on the active team, initial UP +2. |
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Gold Boost[]
Ability Name | Effect | Units | Notes | |||||
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Gold Get! (edit info) |
Small chance to receive Gold from defeated enemies. |
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Fortune Bringer (edit info) |
On mission clear, awarded Gold increases by 15%. Units with Gold Get Ability have their attack increased by 5%. |
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Drop Rate Boost[]
Ability Name | Effect | Units | Notes | |
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Treasure Hunt (Demon Crystals) (edit info) |
While in your possession, the drop rate of Demon Crystals increases by 7%. |
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Experience Boost[]
Ability Name | Effect | Units | Notes | |||
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Veteran's Teachings (edit info) |
During unit combination, the same-class-bonus will be added to the EXP gained, regardless of the classes involved. |
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