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True Charge is a status effect that boosts a unit's movement by up to 3 spaces in cardinal directions only. The movement granted by True Charge is treated the same way as warping effects. For sources of this status effect, see the category page Sources of True Charge.

Skill Interaction

Main articles: Skill interaction, Warp
When a unit has this status effect, an icon is shown on their sprite on the map.
Icon Type Example Source Description
【Switch】
Sound Effect
【Bonus】 effect Strat Assault 4 Strat Assault 4
Rallying Cry II Rallying Cry II
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.) Can move up to 3 spaces in cardinal directions (without movement obstruction)

Sources of True Charge

List of Weapons

List of Unrefined Weapons

Weapon Description
Chosen Axe
Accelerates Special trigger (cooldown count-1).
Neutralizes "effective against flying" bonuses.

At start of turn, grants "unit can move 1 extra space" to unit (that turn only; does not stack), and after start-of-turn skills trigger, if【Stall】is active on unit, neutralizes the "unit can move 1 extra space" effect of this skill.

At start of player phase or enemy phase, grants Spd/Def+6,【True Charge】,【Truly Incited】, and 【Null Panic】to unit and allies within 2 spaces of unit for 1 turn.

If unit or allies within 2 spaces of unit have bonuses to Atk/Spd/Def/Res after start-of-turn skills trigger, or, if defending in Aether Raids, after start-of-turn skills trigger at the start of turn 1 of enemy phase, grants an additional +3 to each corresponding stat for unit and those allies for 1 turn (calculates each stat bonus independently; max 10).

Grants Atk/Spd/Def/Res+15, unit deals +25 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by 15 (excluding area-of-effect Specials), reduces damage from foe's Specials by an additional 15 (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).

【Stall】
If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space."

【True Charge】
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.)

【Truly Incited】
Grants bonus to Atk/Spd/Def/Res during combat = number of spaces from start position to end position of whoever initiated combat × 2 (max 8).

【Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn.
Gautier Stone
Accelerates Special trigger (cooldown count-1).

At start of player phase or enemy phase, grants Atk/Def+6,【Fringe Bonus】, and【Preempt Pulse】 to unit and allies within 2 spaces of unit for 1 turn.

At start of turn, if unit's conditions for transforming are met, grants【True Charge】 to unit for 1 turn.

Grants Atk/Def/Res+16 to unit, unit deals +25 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by 15 (excluding area-of-effect Specials), reduces damage from foe's Specials by an additional 15 (excluding area-of-effect Specials), and foe cannot make a follow-up attack during combat.

At start of turn 3 and all later turns, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.

If unit transforms, unit can use the following 【Style】:
――――――― Thorns of Ruin Style ―――――――
Unit can attack foes 3 spaces away (unit cannot attack adjacent foes).

Grants Special cooldown count-1 to unit before unit's first attack during combat.

Cannot move through spaces within 3 spaces of foe that has triggered the Bulwark effect (does not apply if unit has a Pass skill). Unit suffers a counterattack if any of the following conditions are met: foe is armored with Range = 1, or foe can counterattack regardless of unit's range.

After-combat movement effects do not occur.
Skill effect's Range is treated as 1. Once used, this Style cannot be used for two turns.
――――――――――――――――――――――――

【Fringe Bonus】
Grants bonus to Atk/Spd/Def/Res during combat = highest bonus on each stat between unit and allies within 2 spaces of unit for 1 turn. Calculates each stat bonus independently.

【Preempt Pulse】
Grants Special cooldown count-1 to unit before unit's first attack during combat.

【True Charge】
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.)

【Style】
Change Style using the Style button at the bottom of the screen.

A unit's Style is only active when that unit is taking an action. Style use is disabled when unit is deployed using Pair Up or when unit is equipped with multiple skills that have a Style.


List of Refined Weapons
None, currently.
List of Skill Refined Weapons
None, currently.

List of Assists

None, currently.

List of Specials

None, currently.

List of Passives


List of A Passives
None, currently.
List of B Passives
None, currently.
List of C Passives

Icon Passive Description
Lookout Rush Lookout Rush
Enables【Canto (2)】.

When Canto triggers, enables unit to use 【Distant Swap】on ally (this effect is not treated as an Assist skill; if similar effects are active, this effect does not trigger).

At start of turn, if unit's HP = 100% or any foe is within 3 columns or 3 rows centered on unit, grants Atk+6 to unit, unit can move 1 extra space (does not stack), and grants 【True Charge】to unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def+4 to unit and unit deals +5 damage during combat (excluding area-of-effect Specials).

【Canto (2)】
After an attack, Assist skill, or structure destruction, unit can move 2 space(s).

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

【Distant Swap】
Range = 2. Unit and target ally swap spaces.

【True Charge】
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.)
Rallying Cry II Rallying Cry II
At start of player phase or enemy phase, grants "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" and【True Charge】to unit and allies within 2 spaces of unit for 1 turn.

Inflicts Atk/Spd/Def/Res-5 on foes within 3 rows or 3 columns centered on unit during combat.

Unit deals +7 damage (including area-of-effect Specials), reduces damage from foe's attacks by 7 (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and also, if decreasing the Spd difference necessary to make a follow-up attack by 10 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow 100%】during combat.

【True Charge】
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.)

【Potent Follow 100%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = 100% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
Strat Assault 1 Strat Assault 1
At start of turn, if any foe is within 3 columns or 3 rows centered on unit, grants 【True Charge】to unit and allies within 2 spaces of unit for 1 turn.

Inflicts Atk/Def/Res-2 on foes within 3 rows or 3 columns centered on unit, and those foes suffer +1 damage during combat (excluding area-of-effect Specials).

【True Charge】
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.)
Strat Assault 2 Strat Assault 2
At start of turn, if any foe is within 3 columns or 3 rows centered on unit, grants 【True Charge】to unit and allies within 2 spaces of unit for 1 turn.

Inflicts Atk/Def/Res-3 on foes within 3 rows or 3 columns centered on unit, and those foes suffer +2 damage during combat (excluding area-of-effect Specials).

【True Charge】
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.)
Strat Assault 3 Strat Assault 3
At start of turn, if any foe is within 3 columns or 3 rows centered on unit or if unit's HP = 100%, grants【True Charge】to unit and allies within 2 spaces of unit for 1 turn.

Inflicts Atk/Def/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer +3 damage during combat (excluding area-of-effect Specials).

【True Charge】
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.)
Strat Assault 4 Strat Assault 4
At start of turn, if any foe is within 3 columns or 3 rows centered on unit or if unit's HP = 100%, grants【True Charge】to unit and allies within 2 spaces of unit for 1 turn, and grants "unit can move 1 extra space" to unit (that turn only; does not stack).

Inflicts Atk/Def/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer +5 damage during combat (excluding area-of-effect Specials).

【True Charge】
Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.)


List of Attuned Skills
None, currently.
List of Sacred Seals
None, currently.

List of Emblem Effects

None, currently.

List of Captain Skills

None, currently.

List of Status Effects

None, currently.

List of Duo Skills

None, currently.

List of Harmonized Skills

None, currently.

List of Items

None, currently.

List of Structures

None, currently.

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