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Each partner you take on a quest contributes two named abilities on top of their ordinary attacks: a Combination Skill and a Support Skill. Both differ from partner to partner, which is the main reason partner choice carries roughly the same weight as weapon choice.
The Two Resources
Skill Type | Resource | How It Builds |
|---|---|---|
Support Skill | Support SP | Earned by attacking monsters. A partner's support ability, ranging from healing and buffs to reconnaissance. |
Combination Skill | Combo SP | A powerful linked sword technique performed together with the partner, aimed squarely at tough enemies. |
Because both pools fill through combat rather than regenerating on a timer, a cautious opening to a fight leaves you without either. This pairs with the Switch System, where pressure and defence trade off against each other moment to moment.
Full Skill List
The ten partners and their two abilities each. Partner unlock conditions are covered on the NPC Companions page.
Partner | Weapon | Combination Skill | Support Skill |
|---|---|---|---|
Twin Embrace. Medium damage to surrounding enemies, scaling up the more HP you have. | Healing Circle. Creates a zone that gradually restores HP to allies standing inside it. | ||
Tri Stampede. Heavy single-target damage, increased if the target is Dazed. | Discordant Resonance. Damages enemies in range and applies Dazed stacks. | ||
Twin Moon. Medium single-target damage that knocks the target back into other enemies for collision damage. | Analyze. Reveals enemies through walls and flags trapped chests for a time, and adds damage against analyzed targets. | ||
Twin Ignition. Heavy damage to nearby enemies at the cost of some HP from both of you each time. | Exhilaration. Grants a barrier and an attack boost that scales with how low the target's HP is. | ||
Spirit Shot. Consumes half your SP for bonus damage, and a large enough spend also boosts your next Sword Skill. | Lightning. Damages all enemies around her and restores SP to nearby allies. | ||
Agil | Crowd Strike. Medium damage to surrounding enemies, scaling with how many are caught in range. | Taunt. Pulls surrounding enemies onto him, then leaves his focus gauge fully charged for a while. | |
Stream Edge. Heavy single-target damage across a series of hits, and recovers SP. | Striker. Rapid strikes across a range that finish off mob enemies below a health threshold. | ||
Klein | Riot Fangs. Heavy single-target damage at the cost of temporarily lowered defence for both of you. | Bolstering Bellow. Grants temporary invincibility plus attack and defence, triggering automatically at low HP. | |
Stina | Pierced Heart. Medium single-target damage, with a bonus against Weakened enemies that also dispels the state. | Detect Weakness. Applies Weakened to surrounding enemies, raising damage taken and experience granted. | |
Lisbeth | Tempered Strike. Medium single-target damage that also returns Combo SP while Reinforcement is active. | Reinforcement. Raises attack, plus a weapon-specific bonus: Sword Skill damage for swords and two-handed swords, attack speed for rapiers and daggers, and down rate for maces and two-handed axes. |
Reading the Table for a Build
A few pairings stand out once the whole list is in view. Wyzeman's two abilities are designed to feed each other, since one applies Dazed and the other pays out against it. Stina's pair works the same way through Weakened. Lisbeth's Reinforcement is the only ability that changes shape based on the weapon you are holding, which makes her value depend on your own weapon type rather than on the fight.
Agil's Taunt is the clearest defensive reset in the roster, because it moves aggro wholesale rather than mitigating damage. Iori's Healing Circle is the closest thing to sustained healing, and is the recommended answer to long fire-heavy boss phases where Burning keeps ticking.
Levelling Partners
Partners are equipped and improved separately from your own character. Keeping the partner you run most often in current gear at the smithy raises their damage and survivability directly, which in turn means more frequent skill activations because both SP pools fill from combat participation.