Skills in Devil Survivor 2

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This game, Devil Survivor 2, has multiple releases with their own individual listings and galleries.
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Devil Survivor 2 · Devil Survivor 2: Record Breaker

This is a list of skills in Devil Survivor 2.

Command Skills

Phys Skills

Name S. TypeSkill Type D. TypeDamage Type Cost P. LevelPower Level Target Hits B. PowerBase Power C. RateCritical Hit Rate Accuracy Description Effect
Extra Cancel Command Physical 8% HP — One Foe 1 8 ? 75% Phys attack: 1 foe, Removes its Extra Turn Deals damage and steals Extra Turn
Snipe Command Physical 3% HP — One Foe 1 11 ? 100% Phys attack: 1 foe (Accuracy: 100%) Damage that can't miss
Fatal Strike Command Physical 8% HP High One Foe 1 ? ? 100% Strong attack: 1 foe (Accuracy: 100%) Only KOs foes with 1 HP Damage, only kills enemies at 1 HP
Anger Hit Command Physical 5% HP — One Foe 1 22 100% 55% Critical hit: 1 foe (Accuracy: 50%) Damage, guaranteed critical hit
Power Hit Command Physical 8% HP High One Foe 1 70 ? 70% High Phys damage: 1 foe Damage
Mighty Hit Command Physical 15% HP — One Foe 1 17 100% 95% Critical hit: 1 foe Damage, guaranteed critical hit
Piercing Hit Command Physical 10% HP Medium One Foe 1 60 ? 70% Medium Phys damage: 1 foe Resist/null/drain ignored Damage, ignores resist/null/drain
Mow Down Command Physical 12% HP Medium All Foes 1 25 ? 70% Medium Phys damage: All foes Damage
Berserk Command Physical 13% HP — Random 2-5 30 ? 75% 2-5 HP-dependent Phys attacks: Random foes Deals more damage at higher caster HP, max 3 hits on 1 foe
Brutal Hit Command Physical 10% HP — One Foe 1 99 ? 75% HP-dependent Phys damage: 1 foe Deals more damage at higher caster HP
Hassohappa Command Physical 15% HP — All Foes 1 69 ? 70% HP-dependent Phys damage: All foes Deals more damage at higher caster HP
Deathbound Command Physical 20% HP — Random 2-5 50 ? 80% 2-5 HP/Lv/Vi-dependent Phys attacks: Random foes HP/LV/Vi-dependent damage, max 3 hits on 1 foe
Multi-Hit Command Physical 13% HP Low One Foe 2-7 4 ? 65% 2-7 (Agility-dependent) low Phys attacks: 1 foe Damage, no. of hits increases based on the Ag difference between caster and target
Multi-Strike Command Physical 13% HP Low All Foes 2-7 4 ? 70% 2-7 (Agility-dependent) low Phys attacks: All foes Damage, no. of hits increases based on the Ag difference between caster and target
Weak Kill Command Physical 10% HP High One Foe 1 10 ? 75% High Phys damage: 1 foe with ailment Damage, higher power against foe with ailment
Assassinate Command Physical 8% HP High Enemy Leader 1 40 ? 70% High Phys damage: Enemy Leader. Ignores defense from minions Damage to enemy leader ignoring increased defense from living minions

Fire Skills

Name S. TypeSkill Type D. TypeDamage Type Cost P. LevelPower Level Target Hits B. PowerBase Power Description Effect
Agi Command Magical 4 MP Low One Foe 1 17 Low Fire damage: 1 foe Damage
Agidyne Command Magical 13 MP High One Foe 1 108 High Fire damage: 1 foe Damage
Fire Dance Command Magical 23 MP — Random 2-5 ? 2-5 Fire attacks: Random foes Damage, max 3 hits on 1 foe. Power dependent on caster's LV and Ma.
Maragi Command Magical 20 MP Low All Foes 1 26 Low Fire damage: All foes Damage
Maragidyne Command Magical 40 MP High All Foes 1 60 High Fire damage: All foes Damage
Inferno Command Magical 20 MP High Random All ? ? High Fire damage: Random foes and allies Damage

Ice Skills

Name S. TypeSkill Type D. TypeDamage Type Cost P. LevelPower Level Target Hits B. PowerBase Power Description Effect
Bufu Command Magical 4 MP Low One Foe 1 14 Low Ice damage: 1 foe Effect: Freeze Damage, 20% chance to Freeze
Bufudyne Command Magical 3 MP High One Foe 1 102 High Ice damage: 1 foe Effect: Freeze Damage, 20% chance to Freeze
Ice Dance Command Magical 23 MP — Random 2-5 ? 2-5 Ice attacks: Random foes Effect: Freeze Damage, max 3 hits on 1 foe. 18% chance to Freeze
Mabufu Command Magical 20 MP Low All Foes 1 22 Low Ice damage: All foes. Effect: Freeze Damage, 15% chance to Freeze
Mabufudyne Command Magical 40 MP High All Foes 1 56 High Ice damage: All foes Effect: Freeze Damage, 15% chance to Freeze

Elec Skills

Name S. TypeSkill Type D. TypeDamage Type Cost P. LevelPower Level Target Hits B. PowerBase Power Description Effect
Zio Command Magical 4 MP Low One Foe 1 14 Low Elec damage: 1 foe Effect: Shock Damage, 20% chance to Shock
Ziodyne Command Magical 13 MP High One Foe 1 102 High Elec damage: 1 foe Effect: Shock Damage, 20% chance to Shock
Elec Dance Command Magical 23 MP — Random 2-5 ? 2-5 Elec attacks: Random foes Effect: Shock Damage, max 3 hits on 1 foe. 18% chance to Shock
Mazio Command Magical 20 MP Low All Foes 1 22 Low Elec damage: All foes Effect: Shock Damage, 15% chance to Shock
Maziodyne Command Magical 40 MP High All Foes 1 56 High Elec damage: All foes Effect: Shock Damage, 15% chance to Shock

Force Skills

Name S. TypeSkill Type D. TypeDamage Type Cost P. LevelPower Level Target Hits B. PowerBase Power Description Effect
Zan Command Magical 4 MP Low One Foe 1 17 Low Force damage: 1 foe May kill Stone target Damage, chance to insta-kill foes afflicted with Stone
Zandyne Command Magical 13 MP High One Foe 1 108 High Force damage: 1 foe May kill Stone target Damage, chance to insta-kill foes afflicted with Stone
Force Dance Command Magical 23 MP — Random 2-5 ? 2-5 Force attacks: Random foes High chance to KO Stoned foe Damage, chance to insta-kill foes afflicted with Stone
Mazan Command Magical 20 MP Low All Foes 1 26 Low Force damage: All foes May kill Stone target Damage, chance to insta-kill foes afflicted with Stone
Mazandyne Command Magical 40 MP High All Foes 1 60 High Force damage: All foes May kill Stone target Damage, chance to insta-kill foes afflicted with Stone

Curse Skills

Name S. TypeSkill Type D. TypeDamage Type Cost Target Hits Description Effect
Judgement Command Magical 35 MP All Foes 1 Halve foe HP: All foes Halves HP (Affected by resistances)
Death Call Command Magical 26 MP All Foes 1 Instantly KO Poisoned, Paralyzed, and Charmed foes KO's foes afflicted with Poison/Paralyze/Charm. Affected by resistances. Some strong enemies are immune.
Nigayomogi Command Status 15 MP All Foes 1 Medium Poison chance: All foes 35% chance to inflict Poison
Paral Eyes Command Status 15 MP All Foes 1 Medium Paralyze chance: All foes 35% chance to inflict Paralyze
Sexy Gaze Command Status 22 MP All Foes 1 Medium Charm chance: All foes 25% chance to inflict Charm
Marin Karin Command Status 22 MP One Foe 1 High Charm chance: 1 foe 60% chance to inflict Charm
Petra Eyes Command Status 22 MP All Foes 1 Medium Stone chance: All foes 25% chance to inflict Stone

Almighty Skills

Name S. TypeSkill Type D. TypeDamage Type Cost P. LevelPower Level Target Hits B. PowerBase Power C. RateCritical Hit Rate Accuracy Description Effect
Holy Dance Command Magical 45 MP — Random 2-5 ? — 100% 2-5 Almighty attacks: Random foes Damage, max 3 hits on 1 foe
Megido Command Magical 50 MP — All Foes 1 65 — 100% Almighty damage: All foes Damage
Megidolaon Command Magical 75 MP High All Foes 1 105 — 100% High Almighty damage: All foes Damage
Drain Command Magical 2 MP — One Foe 1 3 to HP, 10 to MP — 100% Drain HP/MP: 1 foe Drains HP/MP
Life Drain Command Magical 12 MP — One Foe 1 120 — 100% Absorb HP: 1 foe. More effective at lower HP Drains HP, higher effect at lower user HP
Holy Strike Command Physical 25% HP — One Foe 1 75 ? 100% Holy flame that pierces all Almighty damage: 1 foe Damage
Gigajama Command Status 20 MP — One Foe 1 — — 100% Medium Forget chance: 1 foe 40% chance to inflict Forget
Desperation Command Physical 100% HP — All Foes 1 150 ? — Sacrifice self to attack all foes Low user's HP deals higher dmg Kills self to damage enemies, damage increases when at lower HP

Healing Skills

Name S. TypeSkill Type D. TypeDamage Type Cost Target Range B. PowerBase Power Description Effect
Dia Command Healing 8 MP One Ally 1 25 Restore some HP: 1 Ally Healing
Diarama Command Healing 12 MP One Ally 1 100 Restore medium HP: 1 Ally Healing
Diarahan Command Healing 20 MP One Ally 1 — Restore full HP: 1 Ally Full heal
Media Command Healing 20 MP Team 1 25 Restore some HP: Team Healing
Mediarahan Command Healing 45 MP Team 1 — Restore full HP: Team Full heal
Amrita Command Healing 9 MP Team 1 — Cure all ailments: Team Cure all ailments
Prayer Command Healing 55 MP Team 1 — Restore full HP & cure all ailments: Team Full heal and cure all ailments
Recarm Command Healing 20 MP One Ally 1 30 Revive with some HP: 1 Ally Revives one ally
Samarecarm Command Healing 35 MP One Ally 1 — Revive with full HP: 1 Ally Revives one ally with full HP
Recarmloss Command Healing 30 MP Team 1 — Revive with full HP: Team. User's HP lowered to 1 Fully revives and heals own team, set caster's HP to 1

Support Skills

Name S. TypeSkill Type D. TypeDamage Type Cost Target Description Effect
Power Charge Command Status 8 MP Self Increase damage of next attack. Effect ends after skirmish Increased damage of next attack
Might Call Command Status 8 MP Team Guarantee 1 critical hit: Team Guarantees 1 critical hit
Shield All Command Status 25 MP Team Nullify any damage once (No Almighty): Team Each ally Nullifies any non-Almighty damage once
Taunt Command Status 8 MP Self Attract enemy attacks, reduce damage taken Increases chance of attracting single-target attacks, damage taken reduced
Tetrakarn Command Status 23 MP Team Reflect any Phys attack once: Team Each ally Reflects any Phys attack once
Makarakarn Command Status 23 MP Team Reflect any magic attack once (No Almighty): Team Each ally Reflects any non-Almighty magic attack once

Passive Skills

Name S. TypeSkill Type Cost Target Description Effect
Leader Soul Passive — Self Protect ally from lethal damage if not lethal to self Demon exclusive, protects ally from lethal damage if not lethal to self
+Poison Passive — Self Phys attacks may Poison (Medium chance) Phys attacks have a chance to inflict Poison. Odds reduced if hitting multiple foes
+Paralyze Passive — Self Phys attacks may Paralyze (Medium chance) Phys attacks have a chance to inflict Paralyze. Odds reduced if hitting multiple foes
+Stone Passive — Self Phys attacks may Stone (Medium chance) Phys attacks have a chance to inflict Stone. Odds reduced if hitting multiple foes
+Forget Passive — Self Phys attacks may inflict Forget. (Medium chance) Phys attacks have a chance to inflict Forget. Odds reduced if hitting multiple foes
Drain Hit Passive — Self Restore HP equal to 25% of all Phys damage dealt Phys attacks restore 25% of damage dealt as HP
Life Bonus Passive — Self Maximum HP up 10% Increases Max HP by 10%
Life Surge Passive — Self Maximum HP up 30% Increases Max HP by 30%
Life Stream Passive — Self Maximum HP up 50% Increases Max HP by 50%
Mana Bonus Passive — Self Maximum MP up 10% Increases Max MP by 10%
Mana Surge Passive — Self Maximum MP up 30% Increases Max MP by 30%
Mana Stream Passive — Self Maximum MP up 50% Increases Max MP by 50%
Hero Aid Passive — Self Critical rate up 25% Increses critical rate by 25%
Ares Aid Passive — Self Critical rate up 50% Increases critical rate by 50%
Crit Up Passive — Self Deal more damage with criticals Critical hits deal more damage
Quick Move Passive — Self Increased speed in a skirmish Increases speed in skirmishes
Swift Step Passive — Self Greatly increased speed in a skirmish Greatly increases speed in skirmishes
Attack All Passive — Self Enable normal attack to hit all foes Normal attacks hit all foes
Double Strike Passive — Self Normal attack becomes one small attack and one medium attack Normal attack becomes one small attack and one medium attack
Extra Bonus Passive — Self Improves chances of removing foe's Extra Turns Increases chance to remove a foe's Extra Turn
Preserve Extra Passive — Self Reduces chances of your Extra Turns being removed Reduces chance to lose an Extra Turn
Pierce Passive — Self Phys attacks deal full damage (Can be reflected) Phys attacks ignores resist/null/drain
Counter Passive — Self Low chance of counter upon taking Phys damage Low chance to counter Phys attacks
Retaliate Passive — Self Medium chance of counter upon taking Phys damage Medium chance to counter Phys attacks
Avenge Passive — Self High chance of counter upon taking Phys damage High chance to counter Phys attacks
Dual Shadow Passive — Self 25% chance of repeating any action taken 25% chance to repeat any action
Extra One Passive — Self Guarantee Extra Turn (Not applicable to Vile/Dragon) Guarantees extra turn if no Dragon/Vile on team
Phys Up Passive — Self 1.1x damage dealt by Phys attacks Phys damage up 1.1x
Phys Boost Passive — Self 1.2x damage dealt by Phys attacks Phys damage up 1.2x
Phys Amp Passive — Self 1.5x damage dealt by Phys attacks Phys damage up 1.5x
Fire Boost Passive — Self 1.2x damage dealt by Fire attacks Fire damage up 1.2x
Fire Amp Passive — Self 1.5x damage dealt by Fire attacks Fire damage up 1.5x
Ice Boost Passive — Self 1.2x damage dealt by Ice attacks Ice damage up 1.2x
Ice Amp Passive — Self 1.5x damage dealt by Ice attacks Ice damage up 1.5x
Elec Boost Passive — Self 1.2x damage dealt by Elec attacks Elec damage up 1.2x
Elec Amp Passive — Self 1.5x damage dealt by Elec attacks Elec damage up 1.5x
Force Boost Passive — Self 1.2x damage dealt by Force attacks Force damage up 1.2x
Force Amp Passive — Self 1.5x damage dealt by Force attacks Force damage up 1.5x
Grimoire Passive — Self Greatly increase success rate of status ailments Greatly increases chance to inflict status ailments
Race-O Passive — Self Attacks dealt to same race do 50% more damage Deals 50% more damage to same race
Race-D Passive — Self Attacks inflicted by same race do 50% less damage Takes 50% less damage from same race
Ultimate Hit Passive — Self Normal attack gains Almighty property Normal attacks gains Almighty property
Anti-Phys Passive — Self Phys damage taken -50% Grants Phys resistance
Anti-Fire Passive — Self Fire damage taken -50% Grants Fire resistance
Anti-Ice Passive — Self Ice damage taken -50% Grants Ice resistance
Anti-Elec Passive — Self Elec damage taken -50% Grants Elec resistance
Anti-Force Passive — Self Force damage taken -50% Grants Force resistance
Anti-Curse Passive — Self Curse damage taken -50% Ailment resistance +50% Grants Curse resistance
Anti-Most Passive — Self Damage taken -50% (Phys/Almighty unaffected) Grants resistance to everything except Phys and Almighty
Null Phys Passive — Self Nullify Phys attacks Nullifies Phys attacks
Null Fire Passive — Self Nullify Fire attacks Nullifies Fire attacks
Null Ice Passive — Self Nullify Ice attacks Nullifies Ice attacks
Null Elec Passive — Self Nullify Elec attacks Nullifies Elec attacks
Null Force Passive — Self Nullify Force attacks Nullifies Force attacks
Null Curse Passive — Self Nullify Curse attacks Nullifies Curse attacks
Phys Drain Passive — Self Drain Phys attacks Drains Phys attacks
Fire Drain Passive — Self Drain Fire attacks Drains Fire attacks
Ice Drain Passive — Self Drain Ice attacks Drains Ice attacks
Elec Drain Passive — Self Drain Elec attacks Drains Elec attacks
Force Drain Passive — Self Drain Force attacks Drains Force attacks
Phys Repel Passive — Self Reflect Phys attacks Repels Phys attacks
Fire Repel Passive — Self Reflect Fire attacks Repels Fire attacks
Ice Repel Passive — Self Reflect Ice attacks Repels Ice attacks
Elec Repel Passive — Self Reflect Elec attacks Repels Elec attacks
Force Repel Passive — Self Reflect Force attacks Repels Force attacks
Anti-Ailment Passive — Self Reduces chances of suffering status ailments Reduce chance of being inflicted with status ailments
Anti-Almighty Passive — Self Almighty damage taken -50% Grants Almighty resistance
Endure Passive — Self Withstand death once per skirmish Endures one lethal attack if above 2HP once per skirmish
Dodge Passive — Self Evade more Phys attacks Increases evasion against Phys attacks
Watchful Passive — Self Gain some EXP if not assigned to a team Gain some EXP if not assigned to a team
Vigilant Passive — Self Gain more EXP if not assigned to a team Gain EXP if not assigned to a team
Moneybags Passive — Self Increases Macca gained after a skirmish by 20% Increases Macca gained after a skirmish by 20%
Life Aid Passive — Self Restore 10% of maximum HP when skirmish ends Restores 10% of max HP after skirmishes
Life Lift Passive — Self Restore 20% of maximum HP when skirmish ends Restores 20% of max HP after skirmishes
Mana Aid Passive — Self Restore 10% of maximum MP when skirmish ends Restores 10% of max MP after skirmishes
Victory Cry Passive — Self Restore some HP/MP when skirmish ends Restores some HP/MP after skirmishes
Knight Soul Passive — Self Protect leader from lethal damage Demon exclusive, protect leader from lethal damage
Paladin Soul Passive — Self Protect leader from lethal damage (-50% damage) Demon exclusive, protect leader from lethal damage (-50% damage)
Hero Soul Passive — Self Protect leader from damage if resistance is higher Demon Exclusive, protect leader from damage if resistance is higher
Beast Eye Passive — Self Enable 2 actions in a turn Enemy exclusive, grants 2 actions per turn
Dragon Eye Passive — Self Enable 3 actions in a turn Enemy exclusive, grants 3 actions per turn

Auto Skills

Name S. TypeSkill Type D. TypeDamage Type Cost Target Description Effect
Blitzkrieg Auto Status 4 MP Team Phys/magic damage up 25: Team —
Weaken Auto Status 5 MP All Foes Defense down 25%: All foes Defense down 25%
Debilitate Auto Status 12 MP All Foes Hit/evade/defense down 25%: All foes Hit/evade/defense down 25%
Hustle Auto Status 3 MP Team Hit/evade up 25%: Team Hit/Evade up 25%
Fortify Auto Status 5 MP Team Defense up 25%: Team —
Tailwind Auto Status — Team Agility +5: Team —
Wall Auto Status 15 MP Team Reflect any Phys attack once: Team Each ally Reflects any Phys attack once
Barrier Auto Status 16 MP Team Reflect any magic attack once (No Almighty): Team Each ally Reflects any non-Almighty magic attack once
Strengthen Auto Status 10 MP Team Change weaknesses to normal resistances: Team Change weaknesses to resistances
Ban Phys Auto Status 15 MP All Nullify 1st Phys attack: Both teams Negates first Phys attack
Ban Fire Auto Status 8 MP All Nullify 1st Fire attack: Both teams Negates first Fire attack
Ban Ice Auto Status 8 MP All Nullify 1st Ice attack: Both teams Negates first Ice attack
Ban Elec Auto Status 8 MP All Nullify 1st Elec attack: Both teams Negates first Elec attack
Ban Force Auto Status 8 MP All Nullify 1st Force attack: Both teams Negates first Force attack
Ban Curse Auto Status 6 MP All Nullify 1st Curse attack: Both teams Negates first Curse attack
Rage Soul Auto Status 6 MP Team Damage up 2x, only normal attack selectable: Team Damage up 2x, can only use normal attacks
Pierce + Auto Status 6 MP Team Phys attacks deal full dmg (Can be reflected): Team Phys attacks ignore resist/null/drain
Full Might Auto Status 10 MP Team Guarantee critical hit for one Phys attack: Team —
Marksman Auto Status — Team Guarantee all Phys attacks hit: Team All Phys attacks have 100% accuracy
Grimoire + Auto Status — Team Greatly increase success rate of status ailments Increases chance to inflict status ailments
Desperation Auto Status — Self Gain speed advantage at the cost of Extra Turns Can't get Extra Turns
Null Auto Auto Status — All Foes Disable opponent skills that activate at the start of a skirmish Disable opponent Auto-skills that active at the start of skirmishes
Battle Aura Auto Status — Team Nullify damage <= 50: Team Nullify damage <= 50: Team
Endure + Auto Status 10 MP Team Withstand death once per skirmish at the start of a turn Survive lethat damage if above 2HP once per battle
Magic Yang Auto Status — All MP cost -50%: Both teams MP cost -50%
Magic Yin Auto Status 16 MP Team Magic damage up 1.5x, cost 2x, no Phys attacks: Team Magic damage up 1.5x and MP cost 2x. Can't use Phys attacks
Health Save Auto Status — All HP cost -75%: Both teams Reduce HP cost of skills by 75%
Alter Pain Auto Healing — Team Restore some MP when damaged: Team Restores some MP when damaged
Revive Auto Healing 25 MP Self Cast Recarm at the start of skirmish: Dead allies Cast Recarm at the start of skirmish if any ally dead
Healing Auto Healing 12 MP Self Cast Media if a team member is hurt Cast Media if a team member is hurt
Rejuvenate Auto Healing 12 MP Self Cast Diarahan at the start of a skirmish if a team member is hurt Cast Diarahan at the start of a skirmish if a team member is hurt
Grace Auto Healing 25 MP Self Cast Prayer if a member is hurt or suffering ailment Cast Prayer at the start of a skirmish if a team member is hurt or inflicted with ailments

Race Skills

Name S. TypeSkill Type D. TypeDamage Type Cost P. LevelPower Level Target Range B. PowerBase Power Description Effect
Switch Race Status ? MP — Ally Team 6 — Switch positions with an ally team. Range: 6 Switches position with an ally or NPC team.
Warp Step Race Status ? MP — Ally Team 8 — Switch positions with an ally team. Range: 8 Switches position with an ally or NPC team.
Flight Race — — — Team — — Move through obstacles Move +1 (Not stackable) Move through obstacles and Move +1
Winged Flight Race — — — Team — — Move through obstacles Move +2 (Not stackable) Move through obstacles and Move +2
Animal Leg Race — — — Team — — Replenish Move after attack (Not stackable) Replenish Move after attacking (Not stackable)
Free Leap Race — — — Team — — Replenish Move after attack. Can run during Extra Turn (Not stackable) Replenish Move after attack. Can run during Extra Turn (Not stackable)
Awakening Race Status ? MP — Team — — Magic damage up 1.5x for one action: Team Increases magic damage by 1.5x for one action
Enlightenment Race Status ? MP — Team — — Reduces MP cost by 25%. Magic damage up 1.5x for one action: Team Reduces MP costs by 25%. Increases magic damage by 1.5x for one action
Blood Wine Race Healing ? HP — Team — — Spend user's HP to restore MP (level-dependent): Team Recovers MP
Angel Stigma Race Healing ? HP — Team — — Spend user's HP to restore MP (level-dependent): Team. More effective than Blood Wine Recovers MP
Evil Wave Race — — — Team — — Atk rng 2, No Extra Turn, Attack Turn Cost up Attack range 2, no Extra Turn, Attack Turn Cost up
Evil Flow Race — ? MP — Team — — Atk rng 2, No Extra Turn, Attack Turn Cost up. Increase range by 4 Attack range 2, no Extra Turn, Attack Turn Cost up. Spend MP to increase range to 4
Glamour Race Healing ? MP Low Team 3 ? Heal (low) 1 team, chance of side benefit. Range: 3 Healing, chance of other effect
Fairy Dust Race Healing ? MP Low All Teams 3 ? Heal (low) all teams, chance of side benefit. Range: 3 Heals all teams in range, chance of other effect
Sacrifice Race Healing — — Team — — Restore HP/MP when user defeats a foe: Team When user defeats a foe: recovers HP and MP
Fallen's Mark Race Healing ? HP — Team 3 — Restore HP/MP when user defeats a foe: Team. Range: 3 When user defeats a foe: recovers HP and MP. Spend HP to grant effect to ally team
Devotion Race Healing ? MP — Team 2 — Heal (50% current user HP) 1 team. Range: 2 Recovers HP = User's current HP ÷ 2.
Mother's Love Race Healing ? MP — Team 2 — Heal (current user HP): 1 team. Increase turn speed by 1. Range: 2 Recovers HP = User's current HP ÷ 2. Increases turn speed by 1
Uncanny Form Race — ? MP — Team — — Immediately act again. Cannot be used more than once per turn Grants another action. Can only be used once per turn
Unearthly Form Race — ? MP — Team — — Immediately act again. Cannot be used more than once per turn Grants another action. Can only be used once per turn
Phantasm Race — — — Team — — Move through obstacles Move Turn Cost -50% Can move through obstacles. Move Turn Cost -50%
True Phantasm Race — ? MP — Team — — Move through obstacles next to ally team. Range: 5 Move Turn Cost -50% Can move through obstacles next to an ally's team. Move Turn Cost -50%
Ghost Wounds Race Status ? MP — Enemy Team 3 — Reduce opposing team's range to 1 and movement by half. Range: 3 Reduce target's range to 1 and movement by half
Possession Race Status ? MP — Enemy Team 3 — Lower target team's range to 1 and halve motion range. Prevent recovery from status ailments. Range: 3 Reduce target's range to 1 and movement by half. Prevents recovering from status ailments
Hero's Mark Race Status ? MP — ? — — Reduce damage taken by 30% until start of next turn Reduces damage taken by 30% until start of next turn
Hero's Proof Race Status ? MP — ? — — Reduce damage taken by 50% until start of next turn Reduces damage taken by 50% until start of next turn
Bind Race Status ? HP — Enemy Team 3 — Reduce target's Move to 1 for 1 turn. Range: 3 Reduce target's Move to 1 for 1 turn
Evil Bind Race Status ? HP — Enemy Team 3 — Skip target's turn once and reduce target's Move to 1 on next turn Range: 3 Skips target's next turn and reduces Move to 1 on the turn after that
Double Up Race — — — Team — — Enable second skirmish (Not stackable) Enable second skirmish (Not stackable)
Matchless Race — — — Team — — Enable second skirmish and use of skills (Not stackable) Enables a second skirmish and use of skills (Not stackable)
Affection Race Healing ? MP High Team 4 ? Heal (high)/cure 1 team Range: 4 Healing and cures status ailments
Goddess Grace Race Healing ? MP High Team 6 ? Heal (high)/cure 1 team Range: 6 Healing and cures status ailments
Asura Karma Race — — — ? — — Grants potential third attack (second Extra Turn) in one turn Chance to gain a third attack (second Extra turn)
Asura Destiny Race — — — ? — — Grants potential third attack (second Extra Turn) in one turn. High chance of getting Extra Turn Chance to gain a third attack (second Extra turn). Hich chance of getting Extra Turns
Constrict Race Status — — Enemy Team — — Reduce adjacent enemy team Move to 1, Defend priority Reduce adjacent enemy teams Move to 1. Bonus to initiative while defending
Dragon Bind Race Status — — Enemy Team — — Reduce adjacent enemy team Move to 1, Defend priority. Removes foe's Extra Turns Reduce adjacent enemy teams Move to 1. Bonus to initiative while defending. Removes foe's Extra Turns
Aggravate Race Status ? HP — Team — — Guarantee 1 critical hit: Team Guarantees 1 critical hit
Agitate Race Status ? HP — Team — — Increase Phys attack critical rate: Team. After, critical rate slowly decreases from 100% Guarantees 1 critical hit. After, critical rate slowly decreases from 100%
Tyranny Race Healing — — Team — — Restore MP after skirmish: Team. Foe initiative down Restores MP based on total damage dealt by team when skirmish ends. Foe initiative down
Blood Treaty Race Healing ? MP — Team — — Restore MP after skirmish: Team. Foe initiative down Restores MP based on total damage dealt by team when skirmish ends. Foe initiative down
Chaos Wave Race — — — Team — — Atk rng 3, no Extra Turn, Attack Turn Cost up, Move-1 Attack range 3, no Extra Turn, Attack Turn Cost up, Move-1
Chaos Breath Race — — — Team — — Atk rng 4, no Extra Turn, Attack Turn Cost up, Move-1 Attack range 4, no Extra Turn, Attack Turn Cost up, Move-1
Devil Speed Race Status ? HP — Team — — Increase Move to 7. Grant initiative bonus Increases Move to 7 and grants a bonus to initiative. Overrides Bind.
Devil Flash Race Status ? HP — Team — — Increase Move to 8. Grant initiative bonus Increases Move to 8 and grants a bonus to initiative. Overrides Bind.
Dubhe Proof Race — — — Self — — Hard outer shell resists damage. Charges power for a few turns then unleashes an explosion. Range: 4 Nullifies all damage
Merak Proof Race — — — Self — — Uses high-range Circumpolarity and spawns mobile bombs. Range: 4 ?
Merak Envoy Race — — — Self — — Merak spawn that self-destructs upon reaching its destination. ?
Phecda Proof Race — — — Self — — Divides after several turns. Can ignore obstacles. Range: 2 ?
Phecda Clone Race — — — Self — — Merges after a few turns. Defeated parts can be resurrected after merge.
Can ignore obstacles. Range: 2
?
Megrez Proof Race — — — Self — — Spawns buds that cause earthquakes.
If three parts are not destroyed at same time, can regenerate. Range: 6
?
Megrez Bud Race — — — Self — — Earthquakes do Phys damage to all foes (except Avian and Divine). Range: 4 ?
Alioth Proof Race — — — Self — — Its seeds deal Poison damage to all foes at start of skirmish. Range: 6 ?
Alioth Shot Race — — — Self — — Explodes, polluting its surroundings with lethal poison. ?
Mizar Proof Race — — — Self — — High Phys damage. Its tentacles divide when struck. Damaged parts may form a large Mizar. Range: 4 Increases Phys damage, Attack range 4
Mizar Proof Race — — — Self — — Grows if left alone. Deals high Phys damage. Range: 2 ?
Mizar Proof Race — — — Self — — Slightly grown Mizar. Deals high Phys damage. Divides upon being struck. Range: 4 ?
Alkaid Proof Race — — — Self — — Has characteristics of all the Septentriones. Range: 7 User has range 7
Alkaid Bud Race — — — Self — — Earthquakes deal Phys damage to all foes (except Avian and Divine). Range: 4 ?
Alkaid Spawn Race — — — Self — — Has powers of Dubhe and Megrez. ?
Alkaid Spawn Race — — — Self — — Has powers of Merak and Phecda. ?
Alkaid Spawn Race — — — Self — — Has powers of Mizar and Alioth. ?
Alkaid Spawn Race — — — Self — — Has Benetnasch's original powers. ?
Polaris Proof Race — — — Self — — Strong attacks corresponding to number of guardian stars. Range: Infinite ?
Alcor Proof Race — — — Self — — Can ignore obstacles. ?
Alcor Warrant Race — — — Self — — Can ignore obstacles. ?
Heaven Throne Race — — — Self — — Has incredible destructive power and ability to resurrect binary stars. Range: 3 Has increased power and can resurrect binary stars. Attack range 3
Dragon Shard Race — — — Self — — Swallows foes. Can be damaged to spit out swallowed unit, but it will also be affected. ?
Lugh Blessing Race — — — Self — — Io with Lugh's javelin, Areadbhar. ?
Heaven Shield Race — — — Self — — Reduces damage from demons to Polaris A and summons demons. Range: 3 Reduces damage from demons to Polaris A and summons demons. Attack range: 3
Bounty Shield Race — — — Self — — Allows Polaris A to move again during battle and summons demons. Range: 3 Allows Polaris A to move again during battle and summons demons. Attack range 3
Heaven Spear Race — — — Self — — Increases damage dealt by Polaris A to humans. Range: Infinite Increases damage dealt by Polaris A to humans. Infinite attack range
Bounty Spear Race — — — Self — — Grants Polaris A a third action (second Extra Turn). Range: Infinite Grants Polaris A a third action (second Extra Turn). Infinite attack range
Star's Gate Race — — — Self — — One of the seven stars protecting Polaris. Range: 3 Grants a resistance to Polaris. Attack range 3
Temptation Race — — — Self — — Charm at start of a skirmish: 100% chance vs. human males, Medium chance vs. women/demons ?