Amatsu | |
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Weapon type | |
Might | 16 |
Range | 1 |
Required | Silver Sword |
SP | 400 |
Exclusive? | Yes |
String ID | SID_アマツ
|
Description | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 50%, unit can counterattack regardless of foe's range. |
Effects
Effects | Targets | Conditions |
---|---|---|
Base weapon | ||
Permanent effects | ||
Accelerates Special trigger | Unit | — |
Combat effects | ||
Counter regardless of range | Unit | at start of combat | Unit's HP ≥ 50%
Refined weapon | ||
Permanent effects | ||
Accelerates Special trigger | Unit | — |
Combat effects | ||
Counter regardless of range | Unit | at start of combat | Unit's HP ≥ 25%
Atk/Spd/Def/Res+4 | ||
from Foe's first attack (including second attacks) | Reduces damage by 7||
Skill refine effects | ||
Map effects | ||
Recover 7 HP | Unit | After combat in Enemy Phase or Foe's HP ≥ 75% at start of combat |
Combat effects | ||
Atk/Spd/Def/Res+4 | Unit | Enemy Phase or Foe's HP ≥ 75% at start of combat |
from Foe's first attack (including second attacks) | Reduces damage by 40%||
Special cooldown charge +1 |
Upgrades
Type | Stats | Description | Cost |
---|---|---|---|
+3 HP | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+4 to unit, reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. |
400 SP, 500, 200 | |
+5 HP, +2 Mt | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
400 SP, 500, 200 | |
+5 HP, +3 Spd | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
400 SP, 500, 200 | |
+5 HP, +4 Def | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
400 SP, 500, 200 | |
+5 HP, +4 Res | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
400 SP, 500, 200 |
Notes
- The stat increase that can be applied by Refined Amastu is considered a temporary buff.
- The damage-reduction effect is a flat -7 damage that is calculated after offensive Specials, damage boosting effects such as Arcane Lúin and Dominance, and "reduces damage by X%" effects such as Gust and Dodge.
- If a skill such as Miracle or Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- Flat damage-reduction effects stack additively, similar to interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Flat damage-reduction effects cannot be neutralized or reduced by effects such as Share Spoils or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- The damage-reduction effect is calculated after offensive Specials and damage boosting effects such as Arcane Lúin and Dominance.
- If a skill such as Miracle or Everliving Domain can trigger, the damage-reduction effect will not trigger and the user will still survive with only 1 HP.
- "Reduces damage by X%" effects stack multiplicatively, unlike interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- Non-Special "reduces damage by X%" effects can be neutralized or reduced by effects such as Share Spoils or Halves non-Special damage reduction.
- For more information, see Damage calculation.
- The "Special cooldown charge +X" effect will stack with the "Special cooldown charge -X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- If the effect is active, the unit will gain 2 charges from both attacking and being attacked.
- If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases will apply.
- This means that if a unit has two "Special cooldown charge +1" effects from two different sources, the battle will play out as if only one "Special cooldown charge +1" effect is active.
- Skills such as Spd/Def Tempo 4 and Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.
- The healing effect is triggered regardless of whether Amatsu's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Amatsu's healing effect will still trigger.
- Amatsu's user needs to survive the combat for the healing effect to trigger.
- Amatsu's healing effect stacks with skills such as Fury 4, that deal out of combat damage to their owner after combat.
- Amatsu's after combat healing will not work if the foe has a skill that prevents HP recovery such as Fatal Smoke 4 or Incurable+, or the user has been inflicted with Deep Wounds.
List of owners
Unit | Skill chain | |||
---|---|---|---|---|
Iron Sword 5 | Steel Sword 5 | Silver Sword 5 | Amatsu 5 |
In other languages
Language | Name |
---|---|
Japanese | アマツ |
German | Amatsu |
Spanish (Europe) | Amatsu |
Spanish (Latin America) | Amatsu |
French | Amatsu |
Italian | Amatsu |
Traditional Chinese (Taiwan) | 天都 |
Portuguese | Amatsu |