Pictos starting with E
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39 entries in this letter group. Every name links to its own page with the Lumina effect, cost, listed stats, and source.
E — 39 Pictos
- Effective Heal30 LP · Double all Heals received.
- Effective Support5 LP · +2 AP on using an item.
- Empowered Healer10 LP · Using a Healing Skill gives 50% more damage for 1 turn.
- Empowering Attack10 LP · Gain Powerful for 1 turn on Base Attack.
- Empowering Break3 LP · Gain Powerful on Breaking a target.
- Empowering Dodge5 LP · 5% increased damage for each consecutive successful Dodge. Can stack up to 10 times.
- Empowering Jumps5 LP · Counters deal 100% more damage for each successful Jump Counter this turn.
- Empowering Last Stand3 LP · Gain Powerful if fighting alone.
- Empowering Parry5 LP · Each successful Parry increases damage by 5% until end of the following turn. Taking any damage removes this…
- Empowering Tint5 LP · Healing Tints also apply Powerful.
- Energetic Healer5 LP · +2 AP on Healing an ally. Once per turn.
- Energising Attack I10 LP · +1 AP on Base Attack.
- Energising Attack II15 LP · +1 AP on Base Attack.
- Energising Break3 LP · +3 AP on Breaking a target.
- Energising Burn10 LP · +1 AP on applying Burn. Once per turn.
- Energising Cleanse10 LP · Dispel the first negative Status Effect received and gain 2 AP.
- Energising Death5 LP · On death, +4 AP to allies.
- Energising Gradient10 LP · +1 AP per Gradient Charge consumed.
- Energising Heal10 LP · On Healing an ally, also give 2 AP.
- Energising Jump5 LP · +1 AP on Jump Counterattack
- Energising Pain10 LP · No longer gain AP on Parry. +1 AP on getting hit.
- Energising Parry15 LP · +1 AP on successful Parry.
- Energising Powerful10 LP · Give 2 AP on applying Powerful.
- Energising Revive5 LP · +3 AP to all allies when revived.
- Energising Rush10 LP · Give 2 AP on applying Rush.
- Energising Shell10 LP · Give 2 AP on applying Shell.
- Energising Shots10 LP · 20% chance to gain 1 AP on Free Aim shot.
- Energising Start I5 LP · +1 AP on battle start.
- Energising Start II10 LP · +1 AP on battle start.
- Energising Start III15 LP · +1 AP on battle start.
- Energising Start IV20 LP · +1 AP on battle start.
- Energising Stun10 LP · +1 AP on hitting a Stunned target with a Skill.
- Energising Turn20 LP · +1 AP on turn start.
- Energy Master40 LP · Every AP gain is increased by 1.
- Enfeebling Attack10 LP · Base Attack applies Powerless for 1 turn.
- Enfeebling Mark10 LP · Marked targets deal 30% less damage.
- Exhausting Power2 LP · 50% increased damage when Exhausted.
- Exposing Attack10 LP · Base Attack applies Defenceless for 1 turn.
- Exposing Break5 LP · Apply Defenceless on Break.