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Enraged (XC2)

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A Hungry Feris enrages.
For other articles titled "Rage", see Rage (disambiguation).
Not to be confused with Rage (XC2).

Enraged or Rage is a mechanic in the combat of Xenoblade Chronicles 2 and Torna ~ The Golden Country. Many enemies, especially unique monsters and bosses, may become enraged after their HP is reduced partway. This gives them additional passive effects, may grant them access to new Arts, and may change their element.

Overview[edit]

Enemies enrage once a certain condition is met, which may vary from enemy to enemy. This condition generally entails having their HP reduced below a certain threshold. Once this condition is met, they may enrage automatically or after using a certain Art. Some enemy Arts have the ability to enrage other enemies within a certain radius; this can override Seal Reinforcements.

When an enemy enrages, a red particle-like effect temporarily surrounds them, and (from version 1.5.0 onwards) a red, vibrating "angry" mark appears on their HP bar. If the enemy's element changes as a result of the enrage effect, Azurda announces this.

Lacerna Noctis uniquely has the effect of being able to purge enemy rage status, reverting the enemy back to their unenraged form. An enemy can re-enrage after having their rage purged, if their enrage condition and AI allow for it.

When an enemy enrages in Bringer of Chaos difficulty, their subsequent Art becomes a Rage Strike, increasing its damage and reducing the Party Gauge.

Enemies which may become Awakened often have a higher chance of doing so when Enraged.

List of enrage effects[edit]

Effects Element Used by
  • Boosts critical hit rate by 10%.
  • Boosts physical defense by 10%.
  • Boosts ether defense by 10%.
Earth Earth
  • none
  • Boosts Arts recharge by 40%.
  • Increases damage dealt by a surprise attack by 50%.
Wind Wind
  • Boosts Arts recharge by 40%.
  • Increases damage dealt by a surprise attack by 50%.
Earth Earth
  • Boosts Arts recharge by 40%.
  • Increases damage dealt by a surprise attack by 50%.
Ice Ice
  • Boosts Arts recharge by 40%.
  • Increases damage dealt by a surprise attack by 50%.
Electric Electric
  • Boosts Strength by 25%.
  • Increases damage dealt per each ally in battle by 25%.
Wind Wind
  • Boosts Strength by 30%.
  • Reduces ether damage taken by 30%.
Electric Electric
  • Boosts Strength by 25%.
  • Boosts critical hit rate by 30%.
Fire Fire
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Earth Earth
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Fire Fire
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Ice Ice
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Dark Dark
Fire Fire
Wind Wind
Water Water
  • Boosts Strength by 40%.
  • Reduces ether damage taken by 30%.
Wind Wind
  • Boosts Strength by 40%.
  • Reduces ether damage taken by 30%.
Fire Fire
  • Boosts Strength by 40%.
  • Reduces ether damage taken by 30%.
Ice Ice
Wind Wind
Water Water
Ice Ice
Dark Dark
Water Water
Electric Electric
Earth Earth
Wind Wind
  • Boosts Strength by 40%.
  • Increases damage dealt per each ally in battle by 10%.
Wind Wind
  • Boosts Strength by 40%.
  • Increases damage dealt per each ally in battle by 10%.
Ice Ice
  • Boosts Arts recharge by 40%.
  • Counters attacks with 15% ether damage.
  • Enrages other enemies within 25m.
Water Water
  • Boosts Arts recharge by 40%.
  • Counters attacks with 15% ether damage.
  • Enrages other enemies within 25m.
Light Light
  • Boosts Strength by 50%.
  • Resets all aggro.
Ice Ice
  • Boosts Strength by 50%.
  • Resets all aggro.
Wind Wind
  • Boosts Strength by 50%.
  • Resets all aggro.
Earth Earth
  • Boosts Strength by 50%.
  • Resets all aggro.
Dark Dark
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 40%.
Fire Fire
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 40%.
Ice Ice
  • Counters attacks with 30% ether damage.
  • Increases duration of buffs and debuffs by 100%.
Electric Electric
  • Counters attacks with 30% ether damage.
  • Increases duration of buffs and debuffs by 100%.
Earth Earth
  • Enrages other enemies within 5m.
  • Increases damage dealt to toppled enemies by 100%.
Ice Ice
  • Enrages other enemies within 5m.
  • Increases damage dealt to toppled enemies by 100%.
Fire Fire
  • Enrages other enemies within 5m.
  • Increases damage dealt to toppled enemies by 100%.
Earth Earth
  • Enrages other enemies within 5m.
  • Increases damage dealt to toppled enemies by 100%.
Wind Wind
  • Increases damage dealt per each ally consumed by 50%.
  • Reduces ether damage taken by 30%.
Water Water
  • Increases damage dealt per each ally consumed by 50%.
  • Reduces ether damage taken by 30%.
Earth Earth
  • Increases damage dealt per each ally consumed by 50%.
  • Reduces ether damage taken by 30%.
Ice Ice
  • Increases damage dealt per each ally consumed by 50%.
  • Reduces ether damage taken by 30%.
Dark Dark
  • Increases movement speed in combat by 30%.
  • Increases duration of buffs and debuffs by 50%.
Earth Earth
Fire Fire
Fire Fire
Fire Fire
Ice Ice
Electric Electric
Fire Fire
  • Boosts Strength by 30%.
  • Reduces ether damage taken by 30%.
Dark Dark
  • Boosts Strength by 30%.
  • Reduces ether damage taken by 30%.
Ice Ice
  • Boosts Ether by 50%.
  • Boosts Arts recharge by 50%.
Wind Wind
  • Boosts Ether by 50%.
  • Boosts Arts recharge by 50%.
Fire Fire
  • Boosts Ether by 50%.
  • Boosts Arts recharge by 50%.
Electric Electric
  • Boosts Ether by 50%.
  • Boosts Arts recharge by 50%.
Water Water
  • Restores 3% HP each time an enemy is defeated.
  • Counters attacks with 10% ether damage.
  • Increases elemental weakness damage taken by 30%.
Random
  • Boosts Arts recharge by 20%.
  • Reduces ether damage taken by 30%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • Boosts Arts recharge by 20%.
  • Reduces ether damage taken by 30%.
Ice Ice
  • Boosts Strength by 15%.
  • Increases damage dealt per each ally in battle by 10%.
Earth Earth
  • Boosts Strength by 15%.
  • Increases damage dealt per each ally in battle by 10%.
Wind Wind
  • Boosts Strength by 15%.
  • Increases damage dealt per each ally in battle by 10%.
Fire Fire
  • Boosts Strength by 15%.
  • Increases damage dealt per each ally in battle by 10%.
Ice Ice
  • Boosts Strength by 30%.
  • Increases aggro generated from damage taken by 20%.
Water Water
  • Boosts Strength by 30%.
  • Increases aggro generated from damage taken by 20%.
Ice Ice
  • Boosts Strength by 30%.
  • Increases aggro generated from damage taken by 20%.
Earth Earth
  • Boosts physical defense by 50%.
  • Boosts Break resistance by 20%.
Fire Fire
  • Boosts physical defense by 50%.
  • Boosts Break resistance by 20%.
Electric Electric
  • Boosts Ether by 40%.
  • Counters attacks with 20% ether damage.
Fire Fire
  • Counters attacks with 20% ether damage.
  • Boosts Ether by 30%.
Dark Dark
  • Counters attacks with 40% ether damage.
  • Boosts Ether by 30%.
Light Light
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Electric Electric
  • Boosts Strength by 30%.
  • Increases elemental weakness damage dealt by 50%.
Water Water
  • Boosts Ether by 30%.
  • Boosts physical defense by 30%.
Wind Wind
  • Boosts Ether by 30%.
  • Boosts physical defense by 30%.
Dark Dark
  • Increases damage dealt from the back by 30%.
  • Boosts Arts recharge by 30%.
Fire Fire
  • Increases damage dealt from the back by 30%.
  • Boosts Arts recharge by 30%.
Wind Wind
  • Increases damage dealt from the back by 30%.
  • Boosts Arts recharge by 30%.
Dark Dark
  • Boosts Ether by 30%.
  • Counters attacks with 10% ether damage.
Wind Wind
  • none
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 30%.
Wind Wind
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 30%.
Earth Earth
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 30%.
Fire Fire
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 30%.
Electric Electric
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 30%.
Water Water
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 30%.
Ice Ice
  • Resets all aggro.
  • Evades next 15 attack(s).
Fire Fire
  • Resets all aggro.
  • Evades next 15 attack(s).
Wind Wind
  • Resets all aggro.
  • Evades next 15 attack(s).
Electric Electric
  • Increases damage dealt per each ally in battle by 25%.
  • Absorbs 30% of critical damage dealt as HP.
Electric Electric
  • Increases damage dealt per each ally in battle by 25%.
  • Absorbs 30% of critical damage dealt as HP.
Wind Wind
  • Boosts Strength by 30%.
  • Absorbs 30% of critical damage dealt as HP.
Water Water
  • Boosts critical hit rate by 50%.
  • Absorbs 100% of critical damage dealt as HP.
Electric Electric
  • Boosts Ether by 30%.
  • Increases duration of buffs and debuffs by 50%.
Ice Ice
  • Boosts critical hit rate by 30%.
  • Resets all aggro.
Earth Earth
  • Boosts Ether by 30%.
  • Evades next 10 attack(s).
Electric Electric
  • Boosts Ether by 30%.
  • Evades next 10 attack(s).
Water Water
  • Boosts Ether by 30%.
  • Heals for 0.5% of max HP every 3s.
Electric Electric
  • Boosts Ether by 30%.
  • Heals for 0.5% of max HP every 3s.
Wind Wind
  • Boosts Ether by 30%.
  • Heals for 0.5% of max HP every 3s.
Fire Fire
  • Boosts Ether by 30%.
  • Heals for 0.1% of max HP every 3s.
  • Counters attacks with 25% ether damage.
Fire Fire
  • Heals for 1% of max HP every 3s.
  • Counters attacks with 30% ether damage.
Electric Electric
  • Boosts critical hit rate by 30%.
  • Increases Agility by 30.
Water Water
  • Boosts critical hit rate by 30%.
  • Increases Agility by 30.
Fire Fire
  • Boosts critical hit rate by 30%.
  • Increases Agility by 30.
Electric Electric
  • Boosts critical hit rate by 30%.
  • Increases Agility by 30.
Wind Wind
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Fire Fire
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Fire Fire
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Earth Earth
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
Electric Electric
  • Boosts Strength by 30%.
  • Increases elemental weakness damage dealt by 30%.
Water Water
  • Boosts Strength by 30%.
  • Increases elemental weakness damage dealt by 30%.
Fire Fire
  • Boosts Ether by 30%.
  • Increases elemental weakness damage dealt by 30%.
Ice Ice
  • Boosts Ether by 30%.
  • Increases elemental weakness damage dealt by 30%.
Electric Electric
Fire Fire
Electric Electric
Fire Fire
  • Boosts Strength by 40%.
  • Increases block rate by 10%.
Ice Ice
Earth Earth
  • Increases elemental weakness damage dealt by 30%.
  • Counters attacks with 10% ether damage.
Electric Electric
Water Water
Ice Ice
Fire Fire
Electric Electric
  • Boosts Strength by 30%.
  • Increases duration of buffs and debuffs by 100%.
Random
  • Counters attacks with 15% ether damage.
  • Increases duration of buffs and debuffs by 100%.
Dark Dark
  • Increases damage dealt per each ally in battle by 20%.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • Increases damage dealt per each ally in battle by 20%.
  • Reduces ether damage taken by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • Increases damage dealt per each ally in battle by 20%.
  • Increases elemental weakness damage taken by 30%.
Ice Ice
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Earth Earth
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • Increases damage dealt per each ally in battle by 20%.
  • Reduces ether damage taken by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Earth Earth
  • Increases damage dealt per each ally in battle by 20%.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • Increases damage dealt per each ally in battle by 20%.
  • Reduces ether damage taken by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • none
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Earth Earth
  • none
  • Increases damage dealt per each ally in battle by 20%.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • none
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • none
  • Increases damage dealt per each ally in battle by 20%.
  • Reduces ether damage taken by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • none
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Earth Earth
  • Increases damage dealt per each ally in battle by 20%.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • Increases damage dealt per each ally in battle by 20%.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • none
  • Increases damage dealt per each ally in battle by 20%.
  • Reduces ether damage taken by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • none
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 50%.
  • Enrages other enemies within 50m.
Dark Dark
  • Boosts Strength by 30%.
  • Resets all aggro.
Fire Fire
Fire Fire
Electric Electric
Wind Wind
Ice Ice
  • Boosts Ether by 30%.
  • Adds 80% chance of evading ranged attacks.
Random
  • Boosts Agility by 30%.
  • Increases elemental weakness damage dealt by 50%.
Electric Electric
  • Resets all aggro.
  • Boosts Arts recharge by 20%.
Fire Fire
  • Boosts critical hit rate by 30%.
  • Boosts Strength by 50%.
Ice Ice
  • Boosts Ether by 30%.
  • Boosts physical defense by 30%.
Electric Electric
  • Currently-suffered Blade Combo ticks down 100% faster.
  • Boosts Ether by 30%.
Ice Ice
Random
  • Increases block rate by 10%.
  • Counters attacks with 15% ether damage.
Fire Fire
  • Increases block rate by 10%.
  • Counters attacks with 15% ether damage.
Water Water
Dark Dark
  • Resets all aggro.
  • Heals for 1% of max HP every 2s.
  • Increases elemental weakness damage taken by 120%.
No change
  • Resets all aggro.
  • Heals for 1% of max HP every 1.5s.
  • Increases elemental weakness damage taken by 120%.
No change
  • Boosts physical defense by 30%.
  • Boosts Strength by 30%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • Reduces ether damage taken by 30%.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage taken by 30%.
Wind Wind
  • Boosts critical hit rate by 15%.
  • Boosts Arts recharge by 20%.
Fire Fire
  • Boosts critical hit rate by 15%.
  • Increases damage dealt per each ally in battle by 15%.
  • Enrages other enemies within 4m.
Fire Fire
Light Light
  • Evades next 5 attack(s).
  • Increases damage dealt per each ally in battle by 15%.
Wind Wind
  • Raises level of applied Blade Combos by 2 if an element orb is applied.
  • Increases elemental weakness damage taken by 180%.
Dark Dark
  • Boosts Strength by 25%.
  • Boosts Arts recharge by 30%.
No change
  • Boosts Ether by 30%.
  • Reduces ether damage taken by 50%.
Fire Fire
  • Boosts Strength by 30%.
  • Boosts critical hit rate by 25%.
  • Increases elemental weakness damage taken by 30%.
Random
  • Boosts Strength by 30%.
  • Boosts physical defense by 30%.
  • Increases elemental weakness damage taken by 30%.
Random
  • Boosts Ether by 30%.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage taken by 30%.
Random
  • Boosts Strength by 20%.
  • Boosts Arts recharge by 40%.
  • Evades next 15 attack(s).
Random
  • Boosts Strength by 20%.
  • Boosts Arts recharge by 40%.
Random
No change
  • Boosts Strength by 30%.
  • Increases aggro generated from damage taken by 30%.
  • Increases elemental weakness damage taken by 80%.
Fire Fire
  • Resets all aggro.
  • Increases duration of buffs and debuffs by 100%.
  • none
Water Water
  • Boosts Ether by 50%.
  • Resets all aggro.
  • Increases movement speed in combat by 50%.
Fire Fire
  • Boosts Strength by 20%.
  • Counters attacks with 30% physical damage.
  • Boosts Arts recharge by 30%.
No change
  • Boosts Strength by 20%.
  • Counters attacks with 30% physical damage.
  • Boosts Arts recharge by 30%.
Ice Ice
  • Increases damage dealt from the front by 50%.
  • Raises physical defense by 30%.
  • Boosts Arts recharge by 30%.
Wind Wind
  • Boosts Strength by 50%.
  • Reduces ether damage taken by 30%.
  • Increases duration of buffs and debuffs by 50%.
Dark Dark
  • Boosts Strength by 20%.
  • Counters attacks with 15% ether damage.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • Boosts Strength by 15%.
  • Boosts Arts recharge by 50%.
  • Increases elemental weakness damage taken by 70%.
Fire Fire
  • Boosts Strength by 20%.
  • Counters attacks with 10% ether damage.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • Boosts Arts recharge by 30%.
  • Increases Agility by 30.
  • Increases elemental weakness damage taken by 30%.
No change
  • Boosts Ether by 50%.
  • Evades next 30 attack(s).
  • Increases elemental weakness damage taken by 30%.
No change
  • Boosts Strength by 25%.
  • Boosts physical defense by 30%.
  • Boosts Break resistance by 30%.
No change
  • Increases damage dealt per each ally in battle by 15%.
  • Boosts Break resistance by 50%.
  • Increases elemental weakness damage taken by 30%.
No change
  • Boosts critical hit rate by 15%.
  • Increases damage dealt as HP drops by up to 100%, based linearly on HP %.
  • Enrages other enemies within 30m.
No change
  • Boosts Strength by 100%.
  • Boosts Arts recharge by 40%.
  • Increases elemental weakness damage taken by 80%.
No change
  • Boosts Arts recharge by 50%.
  • Increases duration of buffs and debuffs by 50%.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • Boosts Arts recharge by 50%.
  • Counters attacks with 15% ether damage.
  • Increases elemental weakness damage taken by 80%.
Electric Electric
  • Boosts Ether by 25%.
  • Boosts Strength by 20%.
  • Increases duration of buffs and debuffs by 100%.
Dark Dark
  • Boosts Ether by 25%.
  • Increases elemental weakness damage dealt by 20%.
  • Increases elemental weakness damage taken by 80%.
Dark Dark
  • Boosts critical hit rate by 10%.
Dark Dark
  • none
  • Heals for 0.35% of max HP every 3s.
  • Increases elemental weakness damage dealt by 30%.
  • Increases elemental weakness damage taken by 180%.
No change
  • Boosts Strength by 30%.
  • Boosts physical defense by 40%.
  • Increases elemental weakness damage taken by 30%.
No change
  • Boosts critical hit rate by 10%.
Ice Ice
  • none
  • Boosts Arts recharge by 50%.
  • Increases elemental weakness damage taken by 80%.
No change
  • Enrages other enemies within 3m.
  • Increases damage dealt per each ally in battle by 10%.
  • Increases elemental weakness damage taken by 80%.
Water Water
  • Boosts Strength by 30%.
  • Increases elemental weakness damage dealt by 30%.
  • Increases elemental weakness damage taken by 30%.
No change
  • Boosts physical defense by 30%.
  • Increases damage dealt per each ally in battle by 25%.
  • Increases elemental weakness damage taken by 30%.
No change
  • Boosts Ether by 30%.
  • Enrages other enemies within 10m.
  • Increases elemental weakness damage taken by 30%.
No change
  • Increases critical hit rate by 15%.
  • Boosts Ether by 20%.
  • Increases elemental weakness damage taken by 30%.
No change
  • Increases damage dealt per each ally in battle by 30%.
  • Enrages other enemies within 10m.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • Increases elemental weakness damage taken by 480%.
Random
  • Counters attacks with 50% ether damage.
  • Increases elemental weakness damage taken by 80%.
No change
  • Evades next 20 attack(s).
  • Boosts Arts recharge by 50%.
  • Increases elemental weakness damage taken by 30%.
Electric Electric
  • Boosts Strength by 30%.
  • Reduces ether damage taken by 50%.
  • Boosts Arts recharge by 20%.
Fire Fire
  • Boosts Strength by 40%.
  • Reduces ether damage taken by 50%.
  • Boosts block rate by 5%.
Earth Earth
  • Enrages other enemies within 30m.
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 30%.
Dark Dark
  • none
  • Heals for 0.15% of max HP every 2s.
  • Boosts Strength by 30%.
  • Enrages other enemies within 30m.
Light Light
  • none
  • Enrages other enemies within 50m.
  • Boosts Strength by 25%.
  • Boosts Arts recharge by 40%.
Electric Electric
  • Counters attacks with 10% ether damage.
  • Boosts Break resistance by 50%.
  • Boosts Ether by 25%.
Electric Electric
  • Boosts Strength by 30%.
  • Boosts Arts recharge by 20%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • Evades next 20 attack(s).
Wind Wind
  • Boosts Strength by 40%.
  • Boosts Arts recharge by 30%.
No change
  • Evades next 20 attack(s).
  • Boosts Strength by 40%.
  • Counters attacks with 20% physical damage.
Dark Dark
  • Boosts Strength by 30%.
  • Boosts Ether by 30%.
  • Increases elemental weakness damage taken by 80%.
No change
  • Increases elemental weakness damage dealt by 80%.
  • Counters attacks with 10% ether damage.
  • Increases elemental weakness damage taken by 80%.
Electric Electric
  • none
  • Boosts Strength by 30%.
  • Counters attacks with 20% physical damage.
  • Boosts Agility by 30%.
Electric Electric
  • Boosts Strength by 30%.
  • Boosts block rate by 30%.
  • Boosts physical defense by 30%.
Dark Dark
  • Counters attacks with 40% ether damage.
  • Increases duration of buffs and debuffs by 100%.
Earth Earth
  • Enrages other enemies within 30m.
  • Heals for 0.05% of max HP every 2s.
  • Boosts Arts recharge by 30%.
Water Water
No change
  • Evades next 30 attack(s).
  • Extends Topple duration by 50%.
  • Boosts Strength by 30%.
No change
  • Boosts Strength by 30%.
  • Counters attacks with 5% ether damage.
  • Boosts Arts recharge by 20%.
Electric Electric
  • Boosts Strength by 50%.
  • Boosts physical defense by 50%.
  • All Driver Combos become forced.
Ice Ice
  • Increases damage dealt as HP drops by up to 100%, based linearly on HP %.
  • Evades next 30 attack(s).
  • Increases elemental weakness damage taken by 80%.
Fire Fire
  • Boosts Strength by 40%.
  • Boosts Arts recharge by 30%.
  • Boosts Break resistance by 50%.
Ice Ice
  • Boosts Strength by 50%.
  • Boosts physical defense by 50%.
  • Boosts block rate by 10%.
Ice Ice
  • Increases damage dealt per each ally in battle by 10%.
  • Evades next 15 attack(s).
  • Increases elemental weakness damage taken by 80%.
Ice Ice
  • none
  • Increases elemental weakness damage dealt by 30%.
  • Boosts Arts recharge by 40%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • none
  • Evades next 30 attack(s).
  • Extends Topple duration by 50%.
  • Currently-suffered Blade Combo ticks down 100% faster.
No change
  • none
  • Heals for 0.15% of max HP every 2s.
  • Counters attacks with 5% ether damage.
  • Increases damage dealt as HP drops by up to 50%, based linearly on HP %.
No change
  • Boosts Ether by 50%.
  • Counters attacks with 5% ether damage.
  • Boosts Arts recharge by 20%.
Electric Electric
  • Boosts Ether by 30%.
  • Extends Topple duration by 50%.
  • Boosts Arts recharge by 30%.
Fire Fire
  • Increases damage dealt as HP drops by up to 50%, based linearly on HP %.
  • Boosts block rate by 5%.
  • Boosts physical defense by 50%.
Earth Earth
  • Boosts Ether by 30%.
  • Counters attacks with 5% ether damage.
  • Heals for 0.1% of max HP every 2s.
Water Water
  • Boosts Strength by 50%.
  • Boosts block rate by 5%.
  • Boosts Arts recharge by 30%.
Wind Wind
  • Boosts Strength by 30%.
  • Boosts physical defense by 20%.
  • Increases elemental weakness damage taken by 30%.
Water Water
  • none
  • Boosts Strength by 30%.
  • Extends Topple duration by 50%.
  • Increases elemental weakness damage taken by 30%.
Fire Fire
  • Increases critical hit rate by 30%.
  • Boosts Arts recharge by 40%.
  • Increases elemental weakness damage taken by 30%.
No change
  • Boosts Strength by 15%.
  • Boosts Arts recharge by 40%.
  • Increases elemental weakness damage taken by 30%.
No change
  • none
  • Heals for 0.05% of max HP every 2s.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage taken by 80%.
Light Light
  • Boosts Strength by 40%.
  • Reduces ether damage taken by 50%.
  • Counters attacks with 10% ether damage.
Dark Dark
  • Heals for 0.1% of max HP every 2s.
  • Increases damage dealt as HP drops by up to 200%, based linearly on HP %.
  • Counters attacks with 12% ether damage.
Dark Dark
  • Evades next 50 attack(s).
  • Extends Topple duration by 50%.
  • Boosts Ether by 30%.
Wind Wind
  • none
  • Increases damage dealt as HP drops by up to 100%, based linearly on HP %.
  • Boosts Break resistance by 50%.
  • Increases elemental weakness damage taken by 30%.
No change
  • Boosts Strength by 30%.
  • Evades next 15 attack(s).
  • Boosts Arts recharge by 30%.
No change
  • Boosts Ether by 30%.
  • Counters attacks with 10% ether damage.
  • Reduces ether damage taken by 50%.
No change
Earth Earth
  • Boosts Strength by 30%.
  • Boosts Break resistance by 50%.
  • Boosts Arts recharge by 50%.
Fire Fire
Earth Earth
  • Boosts Strength by 50%.
  • Extends Topple duration by 50%.
  • Increases elemental weakness damage taken by 100%.
Fire Fire
  • Resets all aggro.
  • Evades next 5 attack(s).
Wind Wind
  • Increases elemental weakness damage taken by 1000%.
  • Counters attacks with 40% ether damage.
Random
  • Boosts Strength by 100%.
  • Reduces ether damage taken by 50%.
  • Counters attacks with 12% ether damage.
Fire Fire
  • Increases damage dealt as HP drops by up to 30%, based linearly on HP %.
  • Counters attacks with 15% ether damage.
  • Boosts Arts recharge by 15%.
Electric Electric
  • Boosts Strength by 20%.
  • Counters attacks with 10% ether damage.
  • Reduces ether damage taken by 80%.
Light Light
  • Enrages other enemies within 5m.
  • Increases damage dealt per each ally in battle by 30%.
Fire Fire
  • Enrages other enemies within 10m.
  • Boosts Ether by 20%.
  • Increases elemental weakness damage taken by 30%.
Water Water
  • Boosts Ether by 20%.
  • Counters attacks with 30% ether damage.
  • Reduces ether damage taken by 80%.
Random
  • Enrages other enemies within 20m.
  • Increases damage dealt per each ally in battle by 10%.
  • Reduces ether damage taken by 99%.
Dark Dark
  • Increases damage dealt as HP drops by up to 100%, based linearly on HP %.
  • Counters attacks with 15% ether damage.
  • Increases elemental weakness damage taken by 100%.
Dark Dark
  • Boosts Strength by 50%.
  • Boosts Arts recharge by 50%.
  • Increases elemental weakness damage dealt by 200%.
Fire Fire
  • Increases damage dealt as HP drops by up to 60%, based linearly on HP %.
  • Reduces ether damage taken by 60%.
  • Increases elemental weakness damage taken by 200%.
Light Light
  • Evades next 10 attack(s).
  • Boosts Arts recharge by 50%.
  • Increases movement speed in combat by 50%.
Dark Dark
  • Locks out 2 block(s) of Party Gauge.
  • Heals for 0.05% of max HP every 2s.
Random
  • Increases damage dealt as HP drops by up to 100%, based linearly on HP %.
  • Increases physical damage taken by 50%.
No change
  • Boosts critical hit rate by 50%.
  • Boosts Break resistance by 50%.
No change
  • Increases damage dealt per each ally in battle by 30%.
  • Increases movement speed in combat by 30%.
No change
  • Increases damage dealt as HP drops by up to 40%, based linearly on HP %.
  • Boosts Arts recharge by 60%.
Electric Electric
  • Increases damage dealt as HP drops by up to 60%, based linearly on HP %.
  • Reduces ether damage taken by 50%.
  • Increases elemental weakness damage taken by 200%.
Dark Dark
  • Increases damage dealt as HP drops by up to 60%, based linearly on HP %.
  • Reduces ether damage taken by 30%.
  • Boosts Arts recharge by 30%.
Dark Dark
Dark Dark
  • Increases damage dealt as HP drops by up to 60%, based linearly on HP %.
  • Increases elemental weakness damage taken by 200%.
Wind Wind
  • none
None None
  • none
  • Evades next 20 attack(s).
  • Boosts Arts recharge by 30%.
Wind Wind
  • Boosts critical hit rate by 30%.
  • Boosts Arts recharge by 30%.
  • Increases elemental weakness damage dealt by 300%.
Dark Dark
  • Counters attacks with 15% ether damage.
  • Increases damage dealt per each ally in battle by 30%.
  • Enrages other enemies within 15m.
Fire Fire
  • Counters attacks with 15% ether damage.
  • Counters attacks with 15% ether damage.
Fire Fire

Trivia[edit]

  • Enrage effects have names. The name is always either "Enraged" or empty, with the sole exception of the Power Lines, for which it is "Short Circuit".

In other languages[edit]

Wiki icon - Incomplete.svg This page's subject has names in other languages, but they are not yet included on this page.
You can help add them via an In other languages template.

Gallery[edit]