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Attack⁄Resistance Catch: Difference between revisions
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Thecornerman (talk | contribs) (Filled out etymology; added help text; misc.) |
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'''Attack/Resistance Catch''' | '''Attack/Resistance Catch''' (Japanese: {{hl|攻撃魔防の機先|Kōgeki-mabō no kisen}} ''Attack/Magic defense delay'') is a four-tiered passive type A [[Skills|skill]] which debuted in {{FEH}}; the individual tiers of the skill are '''Atk/Res Catch 1''', '''Atk/Res Catch 2''', '''Atk/Res Catch 3''', and '''Atk/Res Catch 4''' in order from lowest to highest. Atk/Res Catch boosts its user's [[Attack (stat)|Attack]] and [[Resistance]] during combat whenever its target has full [[HP]] or any active penalties on it; the size of the boosts increase with the skill's tier, with the fourth tier providing an even larger boost if both potential activation criteria are active at once. | ||
==Data== | ==Data== | ||
Line 44: | Line 44: | ||
|datalast=[[Hapi|Hapi: Drawn-Out Sigh]] | |datalast=[[Hapi|Hapi: Drawn-Out Sigh]] | ||
}} | }} | ||
==Flavor text== | ==Flavor text== | ||
{{Flavor Text | {{Flavor Text | ||
|game1={{title|Heroes}}<br><small>(Atk/Res Catch 1)</small> | |game1={{title|Heroes}}<br><small>(Atk/Res Catch 1)</small> | ||
|english1= | |english1=At start of combat, if foe's HP = 100% or<br>if【Penalty】is active on foe, grants Atk/Res+3<br>to unit during combat.<br><br>【Penalty】<br>All effects that last "on foe through its next<br>action." Includes penalties inflicted by a skill<br>like Panic or Threaten and negative status<br>effects (preventing counterattacks, restricting<br>movement, or the effects of a skill like<br>Triangle Adept or Guard). | ||
|japanese1= | |japanese1=敵のHPが100%で戦闘開始時、または<br>敵が【不利な状態異常】を受けている時、<br>戦闘中、自分の攻撃、魔防+3<br><br>【不利な状態異常】<br>「敵の次回行動終了まで」の効果全般<br>(弱化、移動制限、パニック、反撃不可、<br> 相性激化、キャンセル等) | ||
|- | |- | ||
|game2={{title|Heroes}}<br><small>(Atk/Res Catch 2)</small> | |game2={{title|Heroes}}<br><small>(Atk/Res Catch 2)</small> | ||
|english2= | |english2=At start of combat, if foe’s HP = 100% or<br>if【Penalty】is active on foe, grants Atk/Res+4<br>to unit during combat.<br><br>【Penalty】<br>All effects that last "on foe through its next<br>action." Includes penalties inflicted by a skill<br>like Panic or Threaten and negative status<br>effects (preventing counterattacks, restricting<br>movement, or the effects of a skill like<br>Triangle Adept or Guard). | ||
|japanese2= | |japanese2=敵のHPが100%で戦闘開始時、または<br>敵が【不利な状態異常】を受けている時、<br>戦闘中、自分の攻撃、魔防+4<br><br>【不利な状態異常】<br>「敵の次回行動終了まで」の効果全般<br>(弱化、移動制限、パニック、反撃不可、<br> 相性激化、キャンセル等) | ||
|- | |- | ||
|game3={{title|Heroes}}<br><small>(Atk/Res Catch 3)</small> | |game3={{title|Heroes}}<br><small>(Atk/Res Catch 3)</small> | ||
|english3= | |english3=At start of combat, if foe’s HP = 100% or<br>if【Penalty】is active on foe, grants Atk/Res+5<br>to unit during combat.<br><br>【Penalty】<br>All effects that last "on foe through its next<br>action." Includes penalties inflicted by a skill<br>like Panic or Threaten and negative status<br>effects (preventing counterattacks, restricting<br>movement, or the effects of a skill like<br>Triangle Adept or Guard). | ||
|japanese3= | |japanese3=敵のHPが100%で戦闘開始時、または<br>敵が【不利な状態異常】を受けている時、<br>戦闘中、自分の攻撃、魔防+5<br><br>【不利な状態異常】<br>「敵の次回行動終了まで」の効果全般<br>(弱化、移動制限、パニック、反撃不可、<br> 相性激化、キャンセル等) | ||
|- | |- | ||
|game4={{title|Heroes}}<br><small>(Atk/Res Catch 4)</small> | |game4={{title|Heroes}}<br><small>(Atk/Res Catch 4)</small> | ||
|english4= | |english4=At start of combat, if foe's HP = 100% or<br>if【Penalty】is active on foe, grants Atk/Res+7<br>to unit during combat. At start of combat, if<br>foe's HP = 100% and【Penalty】is active on<br>foe, grants an additional Atk/Res+2 to unit<br>during combat.<br><br>【Penalty】<br>All effects that last "on foe through its next<br>action." Includes penalties inflicted by a skill<br>like Panic or Threaten and negative status<br>effects (preventing counterattacks, restricting<br>movement, or the effects of a skill like<br>Triangle Adept or Guard). | ||
|japanese4= | |japanese4=敵のHPが100%で戦闘開始時、または<br>敵が【不利な状態異常】を受けている時、<br>戦闘中、自分の攻撃、魔防+7<br><br>敵のHPが100%で戦闘開始時、かつ<br>敵が【不利な状態異常】を受けている時、<br>戦闘中、さらに自分の攻撃、魔防+2<br><br>【不利な状態異常】<br>「敵の次回行動終了まで」の効果全般<br>(弱化、移動制限、パニック、反撃不可、<br> 相性激化、キャンセル等) | ||
}} | }} | ||
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==Trivia== | ==Trivia== | ||
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==Etymology and other languages== | ==Etymology and other languages== | ||
{{Names | {{Names | ||
|eng-name= | |eng-name=Attack/Resistance Catch | ||
|eng=mean= | |eng=mean=Abbreviated as '''Atk/Res Catch'''. | ||
|jap-name= | |jap-name={{h|攻撃魔防の機先|Kōgeki-mabō no kisen}} | ||
| | |jap-mean=Attack/Magic defense delay | ||
| | |span-sp-name=Captura Ataque/Resistencia | ||
| | |span-sp-mean=Attack/Resistance capture; abbreviated as '''{{lang|es|Captura Ata/Res}}'''. | ||
|span-sp-name= | |span-la-name=Presa Ataque/Resistencia | ||
|span-sp-mean= | |span-la-mean=Attack/Resistance capture; abbreviated as '''{{lang|es|Presa Atq./Res.}}''' | ||
|span-la-name= | |fren-name=Prise Attaque/Résistance | ||
|span-la-mean= | |fren-mean=Attack/Resistance hold; abbreviated as '''{{lang|fr|Prise Atq/Rés}}'''. | ||
|fren-name= | |ger-name=Angriff/Resistenz-Fang | ||
|fren-mean= | |ger-mean=Attack/Resistance Hold; abbreviated as '''{{lang|de|Agr./Res.-Fang}}'''. | ||
|ger-name= | |ital-name=Cogli Attacco/Resistenza | ||
|ger-mean= | |ital-mean=Grasped Attack/Resistance; abbreviated as '''{{lang|it|Cogli Att/Res}}'''. | ||
|ital-name= | |por-br-name=Captura Ataque/Resistência | ||
|ital-mean= | |por-br-mean=Attack/Resistance capture; abbreviated as '''{{lang|pt|Capt. Atq./Res.}}''' | ||
|por-br-name= | |ch-trad-name={{h|攻擊魔防的先機|gōngjí mófáng de xiānjī}} | ||
|por-br-mean= | |ch-trad-mean=Attack/Magic defense key movement | ||
}} | }} | ||
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Revision as of 19:15, 17 September 2021
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Attack/Resistance Catch (Japanese: 攻撃魔防の機先 Attack/Magic defense delay) is a four-tiered passive type A skill which debuted in Fire Emblem Heroes; the individual tiers of the skill are Atk/Res Catch 1, Atk/Res Catch 2, Atk/Res Catch 3, and Atk/Res Catch 4 in order from lowest to highest. Atk/Res Catch boosts its user's Attack and Resistance during combat whenever its target has full HP or any active penalties on it; the size of the boosts increase with the skill's tier, with the fourth tier providing an even larger boost if both potential activation criteria are active at once.
Data
Game | Icon | Effect | Activation | Capacity | Notes |
---|---|---|---|---|---|
Heroes (Atk/Res Catch 1) |
Boosts user's Attack and Resistance by +3 each during combat. | If target has full HP or an active penalty applied to them | -- | Cost: 60 SP | |
Heroes (Atk/Res Catch 2) |
Boosts user's Attack and Resistance by +4 each during combat. | If target has full HP or an active penalty applied to them | -- | Cost: 120 SP | |
Heroes (Atk/Res Catch 3) |
Boosts user's Attack and Resistance by +5 each during combat. | If target has full HP or an active penalty applied to them | -- | Cost: 240 SP | |
Heroes (Atk/Res Catch 4) |
Boosts user's Attack and Resistance by +7 each during combat; additional +2 to each stat if both potential activation criteria are active at once. | If target has full HP or an active penalty applied to them | -- | Cost: 300 SP |
Availability
Heroes
Units | Hapi: Drawn-Out Sigh |
Flavor text
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Attack/Resistance Catch |
-- |
Spanish (Spain) |
Captura Ataque/Resistencia |
Attack/Resistance capture; abbreviated as Captura Ata/Res. |
Spanish (Latin America) |
Presa Ataque/Resistencia |
Attack/Resistance capture; abbreviated as Presa Atq./Res. |
French |
Prise Attaque/Résistance |
Attack/Resistance hold; abbreviated as Prise Atq/Rés. |
German |
Angriff/Resistenz-Fang |
Attack/Resistance Hold; abbreviated as Agr./Res.-Fang. |
Italian |
Cogli Attacco/Resistenza |
Grasped Attack/Resistance; abbreviated as Cogli Att/Res. |
Portuguese (Brazil) |
Captura Ataque/Resistência |
Attack/Resistance capture; abbreviated as Capt. Atq./Res. |
Traditional Chinese |
攻擊魔防的先機 |
Attack/Magic defense key movement |