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A held-item contract can unlock the boosted effect of a Core Skill. Use the entry for the matching Aniimo and skill, then compare the upgraded effect with its ordinary behavior. A contract bonus does not replace every similarly named move across the roster.
The ordinary values below retain the creature-specific skill figures. Where a bonus depends on timing, charge, stacks or terrain, meet that condition before expecting the upgraded result.
Combat Skills, Held Item Contracts, Skill Unlocks
Contract upgrades
Skill | Aniimo | Ordinary behavior | Contracted effect |
|---|---|---|---|
Blazing Fist Barrage | The two-hit punch consumes Pinecone to turn the next basic attack into a 60-Might Punch Rush. | After the first punch hits a marked target, the second can trigger Punch Rush even if its target has no Pinecone mark. | |
Bouncy Sling | A charged launch increases the target's BREAK damage taken by 15% for 15 seconds, then can ricochet to enemies or allies. It can ricochet up to 10 times. | Adds a 2.5-meter impact radius. | |
Bubbles | During the 15-second field, Water skills generate bubbles, up to 6. Recast to restore 4 EP per bubble, plus 10 after absorbing a puddle. | Creates 2 bubbles when the field begins. | |
Burn Breaker | At maximum charge, spends all remaining EP for 30% extra damage per additional 10 EP. | The maximum-charge attack can dash up to 6 meters to the locked target. | |
Charged Blow | Allows movement while charging; full charge or recast releases 2 swings. | Shortens charging and adds a 1-second stun. An exact charge time is not specified. | |
Charged Geyser | Restores 15 Energy immediately, then 0.8 per second for 12 seconds. | A correctly timed second press restores 10 more Energy. The timing window is not specified. | |
Cozite Nest Sentry | For 15 seconds, the hovering sentry coordinates an attack when a party member uses a Skill or Ultimate. | Adds area damage equal to 10% of the original attack's damage. | |
Critical Hit | Consumes Claw Marks for 5% additional Might per mark. | Retains 50% of the marks after damage resolves. No rounding rule is specified. | |
Dark Soul | Below 50% target HP, gains 1% damage for each 1% HP the target has lost. A kill grants a temporary free recast. | Expands the area and raises the strict target-HP threshold to below 70%. | |
Detect Weakness | Keeping the weak point centered for 1 second applies Weakness Mark, reducing critical resistance by 12% for 20 seconds. | Requires only 0.4 seconds and also reduces the marked enemy's damage by 5%. | |
Draw Nourishment | Roots the caster and grants self and Hummin 20% BREAK efficiency. Instantly heals all Hummins by 50% HP, then heals self and nearby Hummins by 2% HP per second. | Raises BREAK efficiency to 30% and adds 20% damage reduction. | |
Electrified Impact | An unblockable dash refunds 5 EP on a critical hit. | Costs 3 less EP while Overcharged. | |
Ethereal Light Wave | Absorbs hostile projectiles and grants teammates 24% EP recovery for 20 seconds. | Also restores 5 Energy to the caster immediately. | |
Euphoric Sonic Blast | The frontal scream restores 10 Energy. | Restores 15 Energy instead. | |
Flowing Water Slash | Landing all 3 slashes adds a finisher. Nearby water empowers the blades for 30% additional Might. | Empowered slashes no longer consume puddles. | |
Focused Beam | At 24 Dance Power, the next beam gains range. | Adds 5 Dance Power immediately after casting. | |
Frost Tail Strike | Consumes 10 Ice Debuff stacks for 85% extra damage. | Requires only 5 stacks for the same bonus. | |
Gale Guard | The stance grants 20% damage reduction. Ending it grants a 20-second shield worth 10% maximum HP; each hit during the stance strengthens it by 10%, up to 100%. | When the shield expires, converts 30% of its remaining value to healing. | |
Healing Water | Restores allies by 8% of caster maximum HP, while restoring the caster by 12% over 5 seconds. | Restores the caster by 12% over 2.5 seconds. The ally-heal HP basis is not specified for the boosted version. | |
Hydro Roll | Rolls while spending stamina; absorbing nearby water grants 30% BREAK efficiency for 15 seconds. | Increases range by 50% and speed by 20%. | |
Irisalis Shadow | After Iris Shot hits, creates a clone for 30 seconds that fires a beam immediately. Recasting resets clones. | Creates 1 additional clone. | |
Lava Breath | The forward breath applies 8 Fire Debuff stacks. | Applies 12 stacks instead. | |
Lava Punch | The piercing dash consumes Fire Debuff for 5% additional Might per stack. | Retains the per-stack Might bonus. Its exact Fire Debuff removal behavior is not specified. | |
Light Bombardment | Solar Halo increases the landing explosion's damage by 30%. | Also heals 4% HP and gives a 75% chance not to consume Solar Halo. | |
Lightning Rush | Continuous slashes end in a 26-Might spinning finisher. Every 3 slashes add 100% to the finisher's damage. | Increases slash frequency by 20%. | |
Moon Impact | Hitting a Fox-Marked target adds a small-area explosion. Its percentage reference quantity is not confirmed. | Pulls nearby targets while gathering the moon. The extra-explosion percentage reference quantity remains unspecified. | |
Nimbi Attack | The summon follows the caster and applies 1 Drowsiness while damaging targets on its path. After touching the caster, it returns toward the target. | Changes the return behavior to following the target. | |
Nimbi Burst | Grants 15% damage and BREAK efficiency for 20 seconds; while Shrouded in Mist, the bonus reaches nearby allies and rises to 30%. | Reduces the EP cost from 10 to 0. | |
Phantom Barrage | Restores 3.2 EP per Fire Debuff stack, up to 28.8 EP. | Changes Might from 30 to 14 and cooldown from 18 to 15 seconds. Restores 5 EP immediately. Each consumed stack then restores 3.2 EP plus 0.48 per 100 REGEN, capped at 5.6. The listed total-recovery cap is 28.8 plus 4.32 per 100 REGEN, capped at 50.4; the immediate refund is listed separately. | |
Rock Tackle | The charged tackle creates 4 Rock Piles. | Also stuns for 1 second. | |
Sandstorm Spin | Deals 20% extra damage to BREAK targets. Damage frequency rises by up to 100% without increasing EP drain. | Reduces drain from 10 to 8 EP per second. | |
Seismic Wave | Pulses once per second for 8 seconds. | Taking damage triggers another wave, at most once per second. | |
Shadow Cut | Spins with an extended blade. | Allows movement during the spin and greatly improves interruption resistance. No resistance number is specified. | |
Spotlight Moment | For 20 seconds, Lightning teammates gain 27% basic-attack damage and 16% BREAK efficiency. | Basic-attack damage starts at 32%, adds 3% per 100 ATK and caps at 56%. BREAK efficiency starts at 20%, adds 1.88% per 100 ATK and caps at 35%. | |
Starfall | Fires 3 homing stars; each hit grants 1% damage, up to 15 stacks. | Fires 5 stars and raises the damage-buff cap to 20 stacks. | |
Surf | The wave attack creates 4 puddles. | Creates 6 puddles instead. | |
Thorny Blessing | For 15 seconds, party Grass critical damage creates thorns under the target, at most once every 0.5 seconds. | No distinct boosted effect is specified. | |
Thorny Rain | Allows up to 3 consecutive quick strikes. | Grants 1 Sword Dance stack for 15 seconds and starts the next basic attack at its third hit. | |
Thunder Field | The eight-second field follows its target. Lightning hits inside it trigger an extra hit and Lightning Debuff, at most once every 0.2 seconds. | Each triggered attack grants 2 Thunderbond stacks. | |
Thunder Sweep | The spinning kick pulls nearby enemies forward. A hit grants the team 20% Lightning critical rate for 20 seconds. | Increases the kick's range by 50%. | |
Unbroken Flameruff Spirit | Grants 10% BREAK efficiency per stack, up to 3 for 20 seconds. Ricochets 5 times, or 7 in Full Energy. | Ricochets 6 times, or 8 in Full Energy, and prioritizes the target locked at launch. | |
Vitality Blooms | The 12-second field restores 2.4 EP per second to Grass teammates; upgraded grass restores 1% HP per second. | Also grants 0.8 Ultimate Energy per second, and its effect persists for 3 seconds after leaving the field. | |
Waltz | Grants 27% critical damage for 20 seconds. With three movement-series buffs active, their effects increase by 30%. | Also grants March. | |
Wild Show | A well-timed charged release deals 30% extra BREAK damage. | Raises Might from 70 to 79, adds a 0.5-second stun and opens the perfect-release window earlier. Its width is not specified. | |
Wind Bomb Rush | Sustains a barrage of Wind projectiles; ordinary cost is 45 EP. | Reduces EP cost by 8% for each different active Symphony buff. An exact three-buff cost is not specified. | |
Wind Counter | Grants 30% damage reduction and counters a hit. A well-timed cast also grants 20% BREAK efficiency for 10 seconds and stuns for 1.5 seconds. | Allows movement and other skills during the defensive stance. | |
Wind of Rejuvenation | Flutternym and Gracewing | The zone heals for 9% caster maximum HP over 8 seconds, with 3% additional healing for Wind recipients. | Raises the Wind-recipient healing bonus to 6%. |
Related pages
Combat Skills, Held Item Contracts, Aniimo Training and Growth