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
Center Select
Boosts ATK when on the center tile of the board
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
Assistant 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
All items (72)