Buffs and debuffs that are the exact same effect will typically replace or overwrite each other. When using Fighter's Rage I and Warrior's Rage II at the same time, Rage II will overwrite an existing Rage I, but Rage I will have no effect on an existing Rage II. Using Rage II again will simply overwrite the old Rage II effect. However, some skills are what is colloquially known a "dual skill," which cause effects that stack with other non-dual (single) effects. The best example of this is Dark Fencer's Miserable Mist, which stacks with Sidewinder's Rain of Arrows III, causing enemies to reach the maximum Attack Lowered value of -50%.
Buffs and debuffs with "(stackable)" in the name will increase in effect every time they are applied as the name implies, up to a certain limit, while also returning to the original duration, if applicable. Bounty works the same way, although it also becomes harder to add more stacks the higher it already is.
Buffs are status effects that are generally considered beneficial to the afflicted.
Skill Damage Boosted
Increases skill damage.
|Attack Boosted (stackable)||Increases Attack.|
|Skill Damage Boosted (stackable)||Increases skill damage.|
Avoids all attacks and debuffs.
|Defense Boosted (stackable)||Increases Defense.|
|Double Attack Boosted||Increases Double Attack rate.|
|Triple Attack Boosted||Increases Triple Attack rate.|
|Critical Boosted||Increases Critical Hit rate.|
|Fire Attack Boosted|
Bonus Fire Damage
|Increases Fire Attack.|
Deal bonus Fire damage on normal attacks.
|Water Attack Boosted|
Bonus Water Damage
|Increases Water Attack.|
Deal bonus Water damage on normal attacks.
|Earth Attack Boosted|
Bonus Earth Damage
|Increases Earth Attack.|
Deal bonus Earth damage on normal attacks.
|Wind Attack Boosted|
Bonus Wind Damage
|Increases Wind Attack.|
Deal bonus Wind damage on normal attacks.
|Light Attack Boosted|
Bonus Light Damage
|Increases Light Attack.|
Deal bonus Light damage on normal attacks.
|Dark Attack Boosted|
Bonus Dark Damage
|Increases Dark Attack.|
Deal bonus Dark damage on normal attacks.
|Fire Resist Boosted||Increases Fire Resistance.|
|Water Resist Boosted||Increases Water Resistance.|
|Earth Resist Boosted||Increases Earth Resistance.|
|Wind Resist Boosted||Increases Wind Resistance.|
|Light Resist Boosted||Increases Light Resistance.|
|Dark Resist Boosted||Increases Dark Resistance.|
|Damage Cap Boosted||Increases the maximum damage cap.|
|Overdrive Curbed||Damage causes the mode bar to fill up less, or deplete the Overdrive bar more.|
|Hostility Boosted||Increases hostility (more likely to be targeted by enemy attacks).|
|Hostility Reduced||Reduces hostility (less likely to be targeted by enemy attacks).|
|Dodge and counter enemy single-target attacks.|
Damage immunity. Debuffs are still effective.
The next attack deals some or all of its damage back to its source. Summon calls ignore this buff.
|Substitute||Single-target attacks are redirected to characters with this buff.|
Debuff Resistance Boosted
|Immune to the next debuff.|
Reduces the damage of the next attack.
Increases Debuff Resistance.
|Defiance, Salted Wound||Sharp increase to Attack for the next attack against a foe with a certain mode.|
|Uplift||Gain charge bar each turn.|
|Mirror Imaged||Single-target attacks will miss. On allies, this buff is dispelled when taking AOE damage.|
|Increases healing amount, or increases healing cap.|
Heals HP every turn.
Heals HP after a normal attack.
|Revitalize||Heals HP every turn. If HP is full, gain charge bar each turn instead.|
|Auto-Revive||Automatically revive after being knocked out.|
|Death's Grace||Effects that deal damage each turn now heal instead.|
|Dodge Boosted||Chance to dodge single-target attacks.|
|Divinity||Granted by The Star.|
|Bounty||Increases drop rate. Max: 9.|
|Extend Break||Increases time or damage needed to recover from Break.|
|Hype||Increases Attack based on number of stacks: 5%, 25%, 50%, 100%.|
|Finishing Touch||Increases Double Attack and Triple Attack rate. See Samurai.|
|Energized||Allows Sword Master to gain sword effects. Max: 15.|
|Powder Keg||Gives Cucouroux various effects. Max: 5.|
|Crushed||Increases damage for Invincible Crusher. See Feena. Max: 3.|
|Fil||Korwa's number of fil. Max: 10.|
|Astuce||Increases Double Attack and Triple Attack rate. See Korwa.|
|Esprit||Increases Attack and Debuff Success rate. See Korwa.|
|Col||Increases Defense and heals each turn. See Korwa.|
|Yakisoba||Increases Attack. See J.J. (Summer).|
|Hitmark||Marks a target. See Jamil.|
|Incision||Stats change for 6 turns. See Jeanne d'Arc (Dark).|
|Invulnerable||Survive any damage with 1 HP. Take 100% HP in damage when Invulnerable expires. Invulnerable is removed if healed to 100% HP. See Jeanne d'Arc (Dark).|
|Spirit Shroud||Increases Juliet's stats and allows her to use skills. Max: 5.|
|Partnered Up||Allows negotiation of rupies. See Karteira.|
|Swordshine||Gives Seofon various effects. Max: 3.|
|Happy Cats||See Dante (SR). Max: 3|
|Frozen Blade||See Dante (SR).|
|Frozen Shield||See Dante (SR).|
|Jolt Counter||See Ayer.|
|Loaded||See Eustace. (Max: 5/10 for Halloween version)|
|Butterfly Effect||See Narmaya.|
|Curse of the Mask||See Rosamia (SSR).|
|Closing Dance: Tokiyomi Kai||See Societte (Fire).|
|Veight's Awakening||See Veight.|
|Damage UP||See Hallessena.|
|Triple Shroud||See Yodarha (SSR).|
|Double Impulse||See Lancelot.|
|Double Lashwave||See Forte.|
|Light Concerto||See Novei.|
|Earth Concerto||See Augusta.|
|Wind Concerto||See Robertina.|
|Sacrificed||Gain increased Attack based on the number of debuffs. See Luminiera Omega.|
Debuffs are status effects that are generally considered detrimental to the afflicted.
When attempting to inflict debuffs on enemies, there is a natural success rate based on the element of the character with the skill and the enemy. Strong element has the highest natural success rate (but not 100%), followed by neutral elements, then weak element, and last, same element. To reiterate, the same element as the enemy has the lowest debuff success rate of all elements. If inflicting debuffs with Dark Fencer is important to your overall strategy, the overwhelming recommendation is to use a strong-element main hand regardless of whether you get weapon/summon bonuses or not.
|Attack Lowered||Reduces Attack.|
|Attack Lowered (stackable)||Reduces Attack.|
|Defense Lowered||Reduces Defense.|
|Defense Lowered (stackable)||Reduces Defense.|
|Double Attack Lowered||Reduces Double Attack rate.|
|Triple Attack Lowered||Reduces Triple Attack rate.|
|Debuff Resistance Lowered||Reduces Debuff Resistance.|
|Fire Attack Lowered||Reduces Fire Attack.|
|Water Attack Lowered||Reduces Water Attack.|
|Earth Attack Lowered||Reduces Earth Attack.|
|Wind Attack Lowered||Reduces Wind Attack.|
|Light Attack Lowered||Reduces Light Attack.|
|Dark Attack Lowered||Reduces Dark Attack.|
|Fire Resist Lowered||Reduces Fire Resistance.|
|Water Resist Lowered||Reduces Water Resistance.|
|Earth Resist Lowered||Reduces Earth Resistance.|
|Wind Resist Lowered||Reduces Wind Resistance.|
|Light Resist Lowered||Reduces Light Resistance.|
|Dark Resist Lowered||Reduces Dark Resistance.|
|Healing Lowered||Reduces healing effects.|
|Poison||Take fixed damage each turn.|
|Putrefy||Take fixed damage each turn.|
|Burned||Take fixed damage each turn.|
|Sleep||Cannot act and next hit taken is critical. Removed when damaged.|
|Charm||May not act. Allies can still use skills.|
|Temptation||May not act. Allies can still use skills.|
|Charm||May not act. Allies can still use skills. Higher chance than Charm and Temptation.|
|Increases maximum charge diamonds.|
Removes an enemy's filled charge diamond.
|Blind||Normal attacks may miss.|
|Confused||Normal attacks are replaced by a plain damage attack on any random ally or enemy.|
|Petrified||Charge diamonds do not fill up. If an enemy already has all charge diamonds filled up, it can still use its charge attack.|
|Cursed||Heals are reduced to 0.|
|Zombie||Healing effects cause damage instead.|
|Death||Instantly knocked out when expired.|
|Skill Seal||Cannot use skills.|
|Charge Attack Seal||Cannot use Charge Attacks.|
|Stoned||Cannot act, receives multiplied damage.|
|Azure Spike||Attacks and skills instead heal Water targets. Water damage received is reduced to 0.|
|Halberd of Earth||Attacks and skills instead heal Earth targets. Earth damage received is reduced to 0.|
|Collapse||Lose charge bar each turn.|
|No Turning Back||Cannot be healed. See Barawa (Event).|
|Shorted||Prevent all charge bar accumulation. See Ferry (SSR).|
|Impurity||Lose HP and charge bar each turn. See Jeanne d'Arc (Dark).|
|Tuning||Take a percentage of current HP in damage each turn. See Niyon.|
|Shadowed||Cannot attack. Allies can still use skills. See Celeste Omega (HL).|
|Wormhole||Gain a random debuff when expired. See Grand Order (raid).|
|HP values are hidden. See Oxymoron.|
HP values are hidden. See Qilin.
|Take damage each turn based on the number of players participating in the raid. See Proto Bahamut and Macula Marius.|
|Strong Armed||Heals are reduced to 0. See Titan (Rise of the Beasts, Coop Quests/Extra).|