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Aureola

Aureola
Closed
Open
Gleam Closed
Gleam Open
Weapon type Blue Tome
Might 14
Range 2
Effectiveness
Required Thoron
Shine
SP 400
Exclusive? Yes
String ID SID_アーリアル
Numeric ID 2315
Description Effective against magic foes. Grants Res+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Res+5 and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat. Restores 7 HP to unit and allies within 2 spaces after combat.

Effects

EffectsTargetsConditions
Weapon Base weapon
Permanent effects
Res+3Unit Unit
Map effects
Heal Recover 7 HPUnit Unit & Allies Allies
within 2 spaces
After combat
Combat effects
Effectiveness  Magic effective damageUnit Unit
Temporary buffs Atk/Spd/Res+5Player Phase or
an Ally Ally is
within 2 spaces
Disable Lower Def/Res Disables "Damage uses
the lower of Foe Foe's Def/Res"
Foe Foe
Refined weapon
Permanent effects
Res+3Unit Unit
Map effects
Heal Recover 7 HPUnit Unit & Allies Allies
within 2 spaces
After combat
Combat effects
Effectiveness  Magic effective damageUnit Unit
Temporary buffs Atk/Spd/Def/Res+5Player Phase or
an Ally Ally is
within 2 spaces
Disable Lower Def/Res Disables "Damage uses
the lower of Foe Foe's Def/Res"
Foe Foe
Damage Boost Boosts damage by X
X = highest total  Bonuses
on Unit Unit & Allies Allies
within 2 spaces
Unit Unit
Damage Reduction Reduces damage by X%
X = 40% of highest total
 Bonuses on Unit Unit &
Allies Allies within 2 spaces
Skill refine effects
Status effects
Bonuses Spd/Res+6Unit Unit & Allies Allies
within 2 spaces
At start of turn
if an Ally Ally is
within 2 spaces
 Neutralize Penalties
Combat effects
Temporary buffs Atk/Spd/Def/Res+5Unit UnitEnemy Phase or
Foe Foe's HP ≥ 75%
at start of combat
Neutralize Guard Neutralizes "Special
cooldown charge -1"
Guard Special cooldown charge -1Foe Foe

Notes

  • The healing effect is triggered regardless of whether Aureola's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Aureola's healing effect will still trigger.
  • Aureola's user needs to survive the combat for the healing effect to trigger.
  • Aureola's healing effect stacks with skills such as  Fury 4, that deal out of combat damage to their owner after combat.
  • Aureola'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.
    • However, allies unaffected by  Deep Wounds will still receive Aureola's healing effect.

Upgrades

Can be upgraded in the Weapon Refinery. For a list of other such weapons, see list of upgradable weapons.
Type Stats Description Cost
Grants Res+3. Effective against magic foes.
Restores 7 HP to unit and allies within 2 spaces of unit after combat.

If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5, disables foe's effects that "calculate damage using the lower of foe's Def or Res," unit deals X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% of X during combat (X = highest total bonuses among unit and allies within 2 spaces of unit; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
At start of turn, if unit is within 2 spaces of an ally, grants Spd/Res+6 and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn.

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that inflict "Special cooldown charge -X" on unit, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
400 SP,  500,  200
+2 HP, +1 Mt Grants Res+3. Effective against magic foes.
Restores 7 HP to unit and allies within 2 spaces of unit after combat.

If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5, disables foe's effects that "calculate damage using the lower of foe's Def or Res," unit deals X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% of X during combat (X = highest total bonuses among unit and allies within 2 spaces of unit; "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
+2 HP, +2 Spd Grants Res+3. Effective against magic foes.
Restores 7 HP to unit and allies within 2 spaces of unit after combat.

If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5, disables foe's effects that "calculate damage using the lower of foe's Def or Res," unit deals X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% of X during combat (X = highest total bonuses among unit and allies within 2 spaces of unit; "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
+2 HP, +3 Def Grants Res+3. Effective against magic foes.
Restores 7 HP to unit and allies within 2 spaces of unit after combat.

If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5, disables foe's effects that "calculate damage using the lower of foe's Def or Res," unit deals X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% of X during combat (X = highest total bonuses among unit and allies within 2 spaces of unit; "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
+2 HP, +3 Res Grants Res+3. Effective against magic foes.
Restores 7 HP to unit and allies within 2 spaces of unit after combat.

If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5, disables foe's effects that "calculate damage using the lower of foe's Def or Res," unit deals X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% of X during combat (X = highest total bonuses among unit and allies within 2 spaces of unit; "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

  •  Aureola will neutralize the "Special cooldown charge -X" effect on unit from effects such as  Guard Sword+,  Guard, or 【Divine Vein (Green)】.
    • Since the "Special cooldown charge -X" effect will be neutralized on unit,  Aureola will also stack with the "Special cooldown charge +X" effect on unit from effects such as  Heavy Blade 4,  Special Cooldown Charge +1, or the Grand Conquests  Infantry area effect, unless the foe is equipped with skills that neutralize the "Special cooldown charge +X" effect on unit.
  • 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 used alongside another source of "Special cooldown charge -X", only the higher of the two charge reductions 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  Whirling Grace will neutralize effects that inflict "Special cooldown charge -X" on its user.

List of owners

UnitSkill chain

Light
★
Ellight
★
Shine
★
Aureola
★

In other languages

Language Name
Japanese アーリアル
German Aureola
Spanish (Europe) Aureola
Spanish (Latin America) Aureola
French Auréole
Italian Tomo Etere
Traditional Chinese (Taiwan) 亞利艾爾
Portuguese Auréola

See also