Aymr | |
---|---|
Weapon type | |
Might | 16 |
Range | 1 |
Required | Silver Axe |
SP | 400 |
Exclusive? | Yes |
String ID | SID_アイムール
|
Description | Grants Atk+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and foe cannot make a follow-up attack. |
Notes
- The stat decrease that can be applied by Aymr is considered a temporary debuff.
- Aymr can prevent the foe from making a standard follow-up attack.
- As a general rule, if a unit is both prevented from making, and guaranteed to make a standard follow-up attack, the effects cancel out, and the Spd difference is used (including effects that alter the Spd difference such as Frozen).
- Aymr will not prevent a unit with a "unit attacks twice" effect from performing the 2 consecutive attacks, but the the unit will not be able to perform a standard follow-up attack.
- Aymr will not prevent the additional follow-up attack of Potent Follow effects.
- Effects such as Mag. Null Follow or Null Follow-Up will neutralize the follow-up preventing effect of Aymr.
Upgrades
Type | Stats | Description | Cost |
---|---|---|---|
+3 HP | Grants Atk+3. If unit is not adjacent to an ally or if foe initiates combat, inflicts Atk/Def-6 on foe, foe cannot make a follow-up attack, and reduces damage from foe's first attack by 30% during combat. At start of combat, if foe's HP ≥ 75% or unit is not adjacent to an ally, inflicts Atk/Def-5 on foe, deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). |
400 SP, 500, 200 | |
+5 HP, +2 Mt | Grants Atk+3. If unit is not adjacent to an ally or if foe initiates combat, inflicts Atk/Def-6 on foe, foe cannot make a follow-up attack, and reduces damage from foe's first attack by 30% during combat. | 400 SP, 500, 200 | |
+5 HP, +3 Spd | Grants Atk+3. If unit is not adjacent to an ally or if foe initiates combat, inflicts Atk/Def-6 on foe, foe cannot make a follow-up attack, and reduces damage from foe's first attack by 30% during combat. | 400 SP, 500, 200 | |
+5 HP, +4 Def | Grants Atk+3. If unit is not adjacent to an ally or if foe initiates combat, inflicts Atk/Def-6 on foe, foe cannot make a follow-up attack, and reduces damage from foe's first attack by 30% during combat. | 400 SP, 500, 200 | |
+5 HP, +4 Res | Grants Atk+3. If unit is not adjacent to an ally or if foe initiates combat, inflicts Atk/Def-6 on foe, foe cannot make a follow-up attack, and reduces damage from foe's first attack by 30% during combat. | 400 SP, 500, 200 |
Notes
- "If foe initiates combat" means if a foe triggers combat during the enemy phase. The unit being initiated upon does not need to deal damage, nor be able to counterattack.
- However, if the effect is applied after combat, the unit being initiated upon must also survive it to fulfill this condition.
- 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 damage boosting effect of Aymr ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage-reduction effects such as Gust, Atk/Spd Excel, and Dodge.
- A foe equipped with Embla's Ward, Múspellflame, Niðavellir Axiom, Gold Perfection, or Nine-Realm Pact will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- 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.
List of owners
Unit | Skill chain | |||
---|---|---|---|---|
Iron Axe 5 | Steel Axe 5 | Silver Axe 5 | Aymr 5 |
Gallery
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Original weapon sprite used up until Version 7.5.0.
In other languages
Language | Name |
---|---|
Japanese | アイムール |
German | Aymr |
Spanish (Europe) | Aymr |
Spanish (Latin America) | Aymr |
French | Aymr |
Italian | Aymr |
Traditional Chinese (Taiwan) | 艾姆魯 |
Portuguese | Aymr |