| Summer Chilling | ||
|---|---|---|
| Weapon type | ||
| Might | 14 | |
| Range | 2 | |
| Effectiveness | ||
| Required | Thoron Shine | |
| SP | 400 | |
| Exclusive? | Yes | |
| String ID | SID_夏涼む二人の夏氷 | |
| Numeric ID | 4803 | |
| Description 【Switch】 | Accelerates Special trigger (cooldown count-1). Effective against dragon and beast foes. Allies within 2 spaces and dragon and beast allies within 6 spaces of unit can move to a space within 2 spaces of unit. For dragon and beast allies, when Canto triggers, if ally is within 6 spaces of unit, ally can move to a space within 2 spaces of unit, even if that movement exceeds the Canto distance limit. At start of turn, if unit is within 2 spaces of an ally, grants Special cooldown count-X to unit (X = number of allies within 2 spaces of unit; max 2), grants Atk/Spd+6,【Treachery】, and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn, and grants【Canto (1)】to dragon and beast allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat + 6 and deals damage = 20% of unit's Spd during combat (including area-of-effect Specials). If unit initiates combat, unit can make a follow-up attack before foe's next attack. | Accelerates Special trigger (cooldown count-1). Effective against dragon and beast foes. Allies within 2 spaces and dragon and beast allies within 6 spaces of unit can move to a space within 2 spaces of unit. For dragon and beast allies, when Canto triggers, if ally is within 6 spaces of unit, ally can move to a space within 2 spaces of unit, even if that movement exceeds the Canto distance limit. At start of turn, if unit is within 2 spaces of an ally, grants Special cooldown count-X to unit (X = number of allies within 2 spaces of unit; max 2), grants Atk/Spd+6,【Treachery】, and "neutralizes foe's bonuses during combat" to unit and allies within 2 spaces of unit for 1 turn, and grants【Canto (1)】to dragon and beast allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat + 6 and deals damage = 20% of unit's Spd during combat (including area-of-effect Specials). If unit initiates combat, unit can make a follow-up attack before foe's next attack. 【Treachery】 Unit deals additional damage = total bonuses on unit for 1 turn. 【Canto (1)】 After an attack, Assist skill, or structure destruction, unit can move 1 space(s). (Once per turn. Only highest value applied. Does not stack.) |
Effects
| Effects | Targets | Conditions |
|---|---|---|
| Permanent effects | ||
| Max cooldown count-1 | Unit | — |
| Status effects | ||
| Atk/Spd+6 | Allies within 2 spaces | At start of turn if an Ally is within 2 spaces |
| Treachery | ||
| Neutralize Bonuses | ||
| Canto (1) | Dragon/Beast Allies within 2 spaces | |
| Map effects | ||
| Warp to spaces within 2 spaces of Unit | Allies within 2 spaces | — |
| Warp to spaces within 2 spaces of Unit | Dragon/Beast Allies within 6 spaces | |
| Warp to spaces within 2 spaces of Unit | Dragon/Beast Ally triggers Canto | |
| Special cooldown count-X (max: 2) X = Allies within 2 spaces | Unit | At start of turn if an Ally is within 2 spaces |
| Combat effects | ||
| Dragon/Beast effective damage | Unit | — |
| Atk/Spd+X X = 20% of Unit's Spd at start of combat, +6 | Player Phase or an Ally is within 2 spaces | |
| Boosts damage by X% X = 20% of Unit's Spd | ||
| Follow-up before counter | Player Phase | |
Notes
- When battling a Dragon unit or a unit with Loptous, damage is boosted by 50%.
- The Dragon effective damage can be neutralized by effects such as Neutralize Effective Against Dragons.
- When battling a Beast unit, damage is boosted by 50%.
- Warping counts as the unit's move for the turn. The unit can still perform an attack, an Assist, or a structure destruction after warping.
- Warping is unaffected by movement preventing effects, Divine Vein effects, Stall, Gravity, Traverse Terrain, and 【Pathfinder】.
- Warping can be obstructed by warp preventing effects unless the warping unit has a Pass effect, True Charge, or warps using a camp, a fortress, or sigils.
- Summer Chilling's cooldown count changing effect will not trigger if the unit is inflicted with False Start, unless False Start is removed by a skill such as Dream Deliverer+.
- Cooldown count changes from skills that activate at the same time as Summer Chilling (at start of turn) are not considered in Summer Chilling's conditions.[1] Skills such as Infantry Pulse 4, Buffer 4, and Odd Pulse Tie 3 will have their effects stack.
- The stat increase that can be applied by Summer Chilling is considered a Bonus.
- Summer Chilling applies the Treachery status effect.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Treachery is acquired during the enemy phase, it will disappear when the next player phase begins.
- The damage boosting effect of Treachery ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage-reduction effects such as Archrival, A/S Rival Break, and Dodge.
- Damage boosting effects stack additively, similar to flat damage-reduction effects and interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- A foe equipped with Invincibility Seals will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- A foe using attack damage preventing effects can neutralize damage dealt from the foe's own attacks and the unit's attacks (Units with Umbra Burst weapons will take and deal the minimum 1 damage).
- For more information, see Damage calculation.
- During combat, the damage boosting effect of Treachery calculated after calculations of effects that trigger "during combat".
- The damage boosting effect will also affect area-of-effect Specials such as Blazing Flame and Growing Thunder.
- The damage boosting effect will not negated nor reduced if the unit receives Penalties.
- The damage boosting effect will be negated only during combat if the unit is affected by Ploy.
- The damage boosting effect will be negated if the unit is affected by Panic (and not affected by Null Panic), or the unit has their Bonuses removed by a source of Bonus effect removal.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Treachery is acquired during the enemy phase, it will disappear when the next player phase begins.
- Summer Chilling applies the Neutralize Bonuses status effect.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Neutralize Bonuses is acquired during the enemy phase, it will disappear when the next player phase begins.
- Neutralize Bonuses can neutralize Bonuses during combat.
- Bonuses are neutralized by inflicting temporary debuffs of the same amount during combat.
- The Bonus neutralizing effect will be negated if the affected unit has Panic (and doesn't have Null Panic), or has their Bonuses removed by a source of Bonus effect removal.
- Summer Chilling applies the Canto (1) status effect.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Canto (1) is acquired during the enemy phase, it will disappear when the next player phase begins.
- If an effect that grants "another action" to unit would trigger, (such as with Galeforce) the extra action will be granted before Canto (1) triggers (excluding effects that grant "another action" after Canto).
- Canto (1) will not trigger after an effect that grants "another action" if it has already been triggered that turn or if the unit does not perform an action.
- Canto (1) triggers after "after combat" movement effects such as Repel 4, Harrowing Call, or Movement Passives.
- If Canto (1) has already been triggered that turn, Canto re-enabling effects can allow Canto (1) to trigger again.
- If an ally has an effect such as Demonic Tome, Salvage, or Summer Chilling; the unit can also warp to the ally after triggering Canto regardless of distance restrictions.
- Canto Control will reduce the amount of movement granted by Canto (1) to 1 space (or 2 spaces with Salvage) for Range = 1 units and 0 spaces (or 1 space with Salvage) for Range = 2 units.
- Canto (1) takes into account the unit's Move Type and the movement restrictions involved with it. For Example, a Cavalry unit cannot use Canto (1) to enter or cross through a forest.
- Canto (1) also takes into account effects that alter a unit's normal movement such as movement preventing effects, Divine Vein effects, Pass effects, True Charge, Traverse Terrain, and 【Pathfinder】.
- Canto (1) also takes into account warping effects such as Guidance 4 and Air Orders. However, the distance is limited to the maximum amount of spaces allotted by Canto (1).
- The movement granted by Canto (1) is unaffected by status effects that alter a unit's movement value such as Mobility increased, Gallop, Stall, and Gravity.
- Any 【Bonus】 effect on a unit lasts until the start of that unit's next phase. If Canto (1) is acquired during the enemy phase, it will disappear when the next player phase begins.
- "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
- However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
- The stat boost that can be applied during combat by Summer Chilling is considered a temporary buff.
- A stat comparison made "At start of combat" ignores temporary buffs and temporary debuffs.
- Temporary buffs and temporary debuffs from skills such as Death Blow and Rauðrfox+ will not affect the outcome.
- Only stat boosts outside of combat, such as Bonuses and Penalties, will affect the outcome.
- The damage boosting effect of Summer Chilling ignores the foe's Def or Res when calculating the damage boost, and can be reduced by damage-reduction effects such as Archrival, A/S Rival Break, and Dodge.
- Damage boosting effects stack additively, similar to flat damage-reduction effects and interactions related to the weapon-triangle, such as Triangle Adept and the weapon-triangle advantage boost.
- A foe equipped with Invincibility Seals will neutralize all sources of damage except from Røkkr area-of-effect Specials and the minimum 1 damage from Umbra Burst weapons.
- A foe using attack damage preventing effects can neutralize damage dealt from the foe's own attacks and the unit's attacks (Units with Umbra Burst weapons will take and deal the minimum 1 damage).
- For more information, see Damage calculation.
- "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
- However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
- Summer Chilling does not guarantee the user a follow-up.
- If the user can perform a follow-up, either by passing the Spd difference check or from guaranteed follow-up effects, the initial attack and follow-up will occur before the foe can perform a counterattack.
- Effects such as Vantage or Paranoia have priority over Summer Chilling's priority changing effect.
- Summer Chilling changes the priority, or order of attacks, and therefore can be neutralized by effects such as Hardy Bearing 3 or Ostian Backbone.
List of owners
| Unit | Skill chain | |||
|---|---|---|---|---|
| Thunder 5 | Elthunder 5 | Thoron 5 | Summer Chilling 5 | |
Gallery
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Sprite sheet of Summer Chilling's animation.
In other languages
| Language | Name |
|---|---|
| Japanese | 夏涼む二人の夏氷 |
| German | Sommereis |
| Spanish (Europe) | Frescor estival |
| Spanish (Latin America) | Frescor estival |
| French | Fraîcheur estivale |
| Italian | Granita estiva |
| Traditional Chinese (Taiwan) | 避暑兩人的夏冰 |
| Portuguese | Verão gelado |

