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Passives are extra abilities a unit is capable of learning after defeating a certain number of monsters. Some abilities are always active, such as stat increasing abilities, while others activate under certain conditions. A maximum of five abilities are available for units, typically depending on the unit's rarity.

In battle, when a passive is almost unlocked, the screen will zoom-in on the character, and a small light bulb will appear above their head. This may happen at several intervals before the ability is unlocked to alert the player of their progress. Once the required kill count has been reached, a screen will appear at the end of battle announcing the passive has been unlocked.

Certain types of gear also have passives they grant to any unit that equips them. These abilities do not need to be unlocked with kill counts.

Below are tables of passives grouped by type for quick reference. Note that some exclusive passives do not fit into any of these categories.

Unconditional Stat-Boosting Passives

Passive Name Effect
Strength Boosts ATK by a fixed amount
Vitality Boosts HP by a fixed amount
Repair Boosts RCV by a fixed amount
Life & Attack Boosts HP/ATK by a fixed amount
Attack & Heal Boosts ATK/RCV by a fixed amount
Life & Heal Boosts HP/RCV by a fixed amount
Complete Boost Boosts HP/ATK/RCV by a fixed amount
Forcefulness Boosts ATK by a certain percentage
Life Gain Boosts HP by a certain percentage
Heal Plus Boosts RCV by a certain percentage
Bounty of the Sea Boosts HP/ATK/RCV by a certain percentage
Weapon Boost Boosts weapon stats by a certain percentage
Armor Boost Boosts armor stats by a certain percentage
Double Boost Boosts both weapon and armor stats by a certain percentage

Conditional ATK-Boosting Passives

Passive Name Effect
Vital Attacker Boosts ATK when at 100% HP
Luck Maker Boosts ATK when at 70+% HP
Fair-Weather Attacker Boosts ATK when at 50+% HP
Risk Management Boosts ATK when at/under 50% HP
Pinch Attacker Boosts ATK when at/under 30% HP
Crisis Attacker Boosts ATK when at/under 10% HP
Fatal Attacker Slightly boosts ATK when at/under 2% HP
Desperation Healer Significantly boosts ATK when at/under 2% HP
First Link Boosts ATK when first in a link
Link Finisher Boosts ATK when last in a link of a certain length
Link Attacker Boosts ATK when part of a link of a certain length
Igniter Boosts ATK for a fixed number of turns at battle start
Series Attacker Boosts ATK according to party members from the same series

Conditional RCV-Boosting Passives

Passive Name Effect
Angel Force Boosts RCV when at/under 50% HP
Pinch Healer Boosts RCV when at/under 30% HP
Crisis Healer Boosts RCV when at/under 10% HP
Link Recovery Boosts RCV when part of a link of a certain length
Series Healer Boosts RCV according to party members from the same series

Arte & LC Passives

Passive Name Effect
Arte Plus Increases the chance of a unit's arte activating
Aura Plus Increases the chance of a unit appearing with an aura that guarantees arte activation
High Aura Plus Greatly increases the chance of a unit appearing with an aura that guarantees arte activation
Overlink Increases the maximum size of the LC gauge
Link Boost Increases the amount of LC in the LC gauge at battle start

Random Activation Passives

Passive Name Effect
Inspirit Attackers Very rarely increases party's ATK for 1 turn
Attackers 1% chance to increase party's ATK for 1 turn
Follow Attackers 3% chance to increase party's ATK for 1 turn
Assist Attackers 5% chance to increase party's ATK for 1 turn
Fight Attackers 20% chance to increase party's ATK for 1 turn
Lucky Boost May increase link gauge
Lucky Enhance 5% chance to increase link gauge
High Lucky Boost 10% chance to increase link gauge
Lucky Healing Occasionally restores a percentage of maximum HP
Inspirit Healers 5% chance to increase party's RCV for 1 turn
Healers 1% chance to increase party's RCV for 1 turn
Focus Plus Occasionally increases unit's ATK for 1 turn
Quick Drain Occasionally restores HP according to damage dealt
Rapid Drain 30% chance to restore HP according to damage dealt
Divine Protection Occasionally reduces damage by a certain percentage

Defensive Passives

Passive Name Effect
Dark Shield Reduces dark-element damage by a certain percentage
Earth Shield Reduces earth-element damage by a certain percentage
Fire Shield Reduces fire-element damage by a certain percentage
Light Shield Reduces light-element damage by a certain percentage
Water Shield Reduces water-element damage by a certain percentage
Wind Shield Reduces wind-element damage by a certain percentage
Inferno Shield Reduces fire- and dark-element damage by a certain percentage
Chaos Shield Reduces light- and dark-element damage by a certain percentage
Element Shield Reduces fire-, water-, wind-, and earth-element damage by a certain percentage
Elemental Shield Reduces damage of all elements by a certain percentage
Resist Ailments 50% chance to negate one or more status ailments
Withstand Ailments 75% chance to negate one or more status ailments
Negate Ailments 100% chance to negate one or more status ailments

Other Passives

Passive Name Effect
Assault Heal Restores HP according to RCV when unit kills an enemy
Bonus Gald Increases gald received at end of battle
End LP Bonus Increases LP received at the end of battle by a small amount
End LP Plus Increases LP received at the end of battle by a large amount

Subcategories

This category has the following 71 subcategories, out of 71 total.

A

B

C

D

E

E cont.

F

H

I

L

L cont.

N

O

P

Q

R

S

V

W

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