VenusBlood Frontier International Skills Guide
Name | Effect | Type |
Absolute Cure | All allies are immune to the following ailments: Poison, Curse, Stun, 〇〇 Debuff. | Abnormal Status Recovery |
Action Block | In main battles, reduce the enemy’s turn count. | Weakening |
Action Boost | In main battles, your army gets more turns (In encounter battles, this skill functions like Added Attack). | Support |
Added Attack | Grants more attacks per turn. | Offensive |
All Attack | Attacks all enemies. But other than the main target, enemies take half damage. Only the main target will counterattack. (Gives the same amount of Force as a normal attack) | Offensive |
All Null | Nullifies the enemy’s All Attack.(All Attack can only be prevented with All Null) | Defensive |
Ambush Alert | The enemy’s total Ambush Tactics value is reduced by your Ambush Alert value. | Support |
Ambush Tactics | Totals up the value of all allies’ Ambush skills. For every 10 points, one enemy’s position gets shuffled. | Support |
Attack Debuff | Each attack reduces the target’s Attack. | Offensive |
Attack Tactics | Your full army gains an attack bonus. (Only when the owner of the skill is alive, and there are at least four allied units on the field) | Support |
Boost Aqua | Buff all Aqua-type allies aside from oneself. | Support |
Boost Beast | Buff all Beast-type allies aside from oneself. | Support |
Boost Demon | Buff all Demon-type allies aside from oneself. | Support |
Boost Dragon | Buff all Dragon-type allies aside from oneself. | Support |
Boost Fire | Buff all Fire-type allies aside from oneself. | Support |
Boost Flying | Buff all Flying-type allies aside from oneself. | Support |
Boost God | Buff all God-type allies aside from oneself. | Support |
Boost Human | Buff all Human-type allies aside from oneself. | Support |
Boost Ice | Buff all Ice-type allies aside from oneself. | Support |
Boost Knight | Buff all Knight-type allies aside from oneself. | Support |
Boost Lightning | Buff all Lightning-type allies aside from oneself. | Support |
Boost Man | Buff all Man-type allies aside from oneself. | Support |
Boost Mechanical | Buff all Mechanical-type allies aside from oneself. | Support |
Boost Nature | Buff all Nature-type allies aside from oneself. | Support |
Boost Night | Buff all Night-type allies aside from oneself. | Support |
Boost Poison | Buff all Poison-type allies aside from oneself. | Support |
Boost Squad | Buff all allies aside from oneself. | Support |
Boost Supreme | Buff all Supreme-type allies aside from oneself. | Support |
Boost Undead | Buff all Undead-type allies aside from oneself. | Support |
Boost Woman | Buff all Woman-type allies aside from oneself. | Support |
Bounty Hunter | When defeating an enemy, you have some chance of obtaining extra ore. (The owner of this skill must be alive at the end of battle for it to take effect) Skill Level 1: Copper Ore up drops at a high rate Skill Level 2: Iron Ore drops at a high rate Skill Level 3: Silver Ore drops at a high rate Skill Level 4: Soul Silver Ore drops at a medium rate Skill Level 5: Gold Ore drops at a medium rate Skill Level 6: Mithril Ore drops at a medium rate Skill Level 7: Orichalcum Ore drops at a low rate |
Support |
Charm Attack | The damaged unit receives charmed status. Charmed units can’t do anything for that round. (Only if the target is the opposite sex of the attacker. If not, this skill deals one Stun Counter instead.) | Offensive |
Counter Ailment | Counterattacks will also inflict status ailments. (All status ailment skills may have no effect on certain unit types) | Offensive |
Counter Amp | Multiplies counterattack damage. | Offensive |
Critical Boost | Increases critical rate. | Offensive |
Cross Attack | Provides the effects of both Pierce Attack and Wide Attack. (Gives the same amount of Force as a normal attack) | Offensive |
Cross Null | Nullifies the enemy’s Pierce, Wide, and Cross Attacks (Cross Attacks can also be nullified with both Pierce Null and Wide Null). | Defensive |
Curse Cure | All allies are immune to curse. | Abnormal Status Recovery |
Cursed Strike | Curses the enemy. Cursed enemies suffer a penalty to their status parameters and cannot be healed in the same battle. | Offensive |
Dark Blast | The target takes dark damage at the end of each turn. | Continuous Damage (Single-Target) |
Dark Field | All enemies take dark type damage at the end of each turn. | Continuous Damage (Squad) |
Day-Attuned | Night-type units won’t lose half their defense during the day. | Support |
Debuff Cure | Block 〇〇 debuffs for all allies. | Abnormal Status Recovery |
Defense Debuff | Each attack reduces the target’s Defense. | Offensive |
Defense Only | Take half damage from normal attacks, but can’t attack except with counterattacks. | Defensive |
Defense Tactics | Defend all units placed behind this unit, and raise Defense of all allies. (Only when the owner of the skill is alive, and there are at least four allied units on the field) | Support |
Demon Medic | Recover all Demon or Undead-type allies. | Continuous Healing |
Dimension Slash | Has the effects of both Range Attack and Parry and ignores the enemy’s Parry and Dragon Scales skills. It also ignores 75% of the enemy’s Defense when doing damage. | Offensive |
Dragon Scales | This skill’s value is a percentage. If that percentage of the damage this unit deals to the enemy is greater than the damage the enemy deals to this unit, the enemy’s damage is reduced to 0. If the enemy slays Dragontype units, this effect is invalid. This skill works with both attacks and counterattacks.. | Defensive |
Elite | Units with this skill get +100% EXP | Support |
Equitable Heal | Recover all allies regardless of type.(All healing skills are blocked by the Curse ailment) | Continuous Healing |
Evade | Chance of dodging ranged attacks. | Defensive |
Fire Blast | The target takes fire damage at the end of each turn. No effect on flame type units. | Continuous Damage (Single-Target) |
Fire Field | All enemies take fire type damage at the end of each turn. No effect on flame type units. | Continuous Damage (Squad) |
Flank Attack | Enables attacking backline enemies. Also ignores Defense Tactics. The higher this skill’s value, the more it also damages the enemy’s Force. (Gives the same amount of Force as a normal attack) | Offensive |
Flank Null | As long as the unit with this skill is alive, the enemy’s flank attacks are nullified. | Defensive |
Forward Guard | Take attacks for the next unit ahead in line, even from enemies with Flank or Range Attack. | Defensive |
Group Heal | Recover all allies. No effect on Undead-type units. | Continuous Healing |
Hardy Physique | Normal damage, end turn damage, healing, and tactic skill effects are all reduced. (Only by up to 90%) | Defensive |
Helmet Split | Ignore some amount of the enemy’s Defense when doing damage. | Offensive |
Ice Blast | The target takes ice damage at the end of each turn. No effect on ice type units. | Continuous Damage (Single-Target) |
Ice Field | All enemies take ice type damage at the end of each turn. No effect on ice type units. | Continuous Damage (Squad) |
Lethal Critical | Critical hits do massive damage. | Offensive |
Light Blast | The target takes light damage at the end of each turn. | Continuous Damage (Single-Target) |
Light Field | All enemies take light type damage at the end of each turn. | Continuous Damage (Squad) |
Lightning Blast | The target takes lightning damage at the end of each turn. No effect on lightning type units. | Continuous Damage (Single-Target) |
Lightning Field | All enemies take lightning type damage at the end of each turn. No effect on lightning type units. | Continuous Damage (Squad) |
Morale Debuff | Each attack reduces the target’s Morale. | Offensive |
Morale Tactics | Your full army gains a morale bonus. (Only when the owner of the skill is alive, and there are at least four allied units on the field) | Support |
Multi-Ailment | If the owner of this skill also has an area attack skill, their status ailment skills will affect all targets. | Offensive |
Night-Attuned | Non-Night-type units no longer suffer the following effects during the night: Half Defense, losing Range Attack’s abilities to ignore Defense Tactics and hit backline enemies | Support |
Nocturnal | All stats are increased at night, while all stats are decreased during the day. Prevents non-Night-type units from losing half their Defense during the night. | Support |
Parry | Chance of blocking all normal attack damage aside from critical attacks. | Defensive |
Pierce Attack | Targeting a frontline enemy will also hit the enemy on the backline and vice versa. Only the main target will counterattack. (Gives the same amount of Force as a normal attack) | Offensive |
Pierce Null | Nullifies the enemy’s Pierce Attack. | Defensive |
Poison Attack | Poisons an enemy to the degree indicated by this skill’s value. Poisoned enemies take proportional damage at the end of each turn. | Offensive |
Poison Blast | The target takes poison damage at the end of each turn. No effect on Poison/Machine/Undead-units. (Not blocked by end turn damage defense skills) | Continuous Damage (Single-Target) |
Poison Cure | All allies are immune to poison. | Abnormal Status Recovery |
Poison Field | All enemies take poison damage at the end of each turn. No effect on Poison/Machine/Undead-units. (Not blocked by end turn damage defense skills) | Continuous Damage (Squad) |
Rainbow Venom | Applies Curse, Charm, Seal, Attack Debuff, Defense Debuff, Speed Debuff, and Morale Debuff. | Offensive |
Range Attack | Attack without being counterattacked. During the day, it also ignores Defense Tactics and enables attacking the backline. (Gives the same amount of Force as a normal attack) | Offensive |
Range Null | As long as the unit with this skill is alive, the enemy’s ranged attacks are nullified. | Defensive |
Recovery | Once per battle, units with this skill revive from 0 HP. (But if cursed or sealed, they can’t revive) | Defensive |
Resist Ailments | Units with this skill are immune to all ailments. | Abnormal Status Recovery |
Sap Aqua | Weaken Aqua-type enemies. | Weakening |
Sap Attack | Weakens attack of all enemy units. | Weakening |
Sap Beast | Weaken Beast-type enemies. | Weakening |
Sap Defense | Weakens defense of all enemy units. | Weakening |
Sap Demon | Weaken Demon-type enemies. | Weakening |
Sap Dragon | Weaken Dragon-type enemies. | Weakening |
Sap Fire | Weaken Fire-type enemies. | Weakening |
Sap Flying | Weaken Flying-type enemies. | Weakening |
Sap God | Weaken God-type enemies. | Weakening |
Sap Human | Weaken Human-type enemies. | Weakening |
Sap Ice | Weaken Ice-type enemies. | Weakening |
Sap Knight | Weaken Knight-type enemies. | Weakening |
Sap Lightning | Weaken Lightning-type enemies. | Weakening |
Sap Man | Weaken Man-type enemies. | Weakening |
Sap Mechanical | Weaken Mechanical-type enemies. | Weakening |
Sap Morale | Weakens morale of all enemy units. (Morale is decreased by only a fourth the value of other skills. Only takes effect while the owners of these skills are alive) | Weakening |
Sap Nature | Weaken Nature-type enemies. | Weakening |
Sap Night | Weaken Night-type enemies. | Weakening |
Sap Poison | Weaken Poison-type enemies. | Weakening |
Sap Speed | Weakens speed of all enemy units. | Weakening |
Sap Squad | All stats for all enemies are decreased. | Weakening |
Sap Supreme | Weaken Supreme-type enemies. | Weakening |
Sap Undead | Weaken Undead-type enemies. | Weakening |
Sap Woman | Weaken Woman-type enemies. | Weakening |
Seal Attack | The damaged unit receives sealed status.Sealed status prevents end turn damage/healing. | Offensive |
Self Heal | Recover this unit’s HP. | Continuous Healing |
Self-Destruct | When defeated by a direct attack, self-destruct and damage the unit that attacked. Ranged attackers will also take at least some self-destruct damage. | Defensive |
Slacker | Units with this skill get -50% EXP | Support |
Slay Aqua | Heavy damage to Aqua-type enemies. | Special Attack |
Slay Beast | Heavy damage to Beast-type enemies. | Special Attack |
Slay Demon | Heavy damage to Demon-type enemies. | Special Attack |
Slay Dragon | Heavy damage to Dragon-type enemies. | Special Attack |
Slay Flame | Heavy damage to Fire-type enemies. | Special Attack |
Slay Flying | Heavy damage to Flying-type enemies. | Special Attack |
Slay God | Heavy damage to God-type enemies. | Special Attack |
Slay Human | Heavy damage to Human-type enemies. | Special Attack |
Slay Ice | Heavy damage to Ice-type enemies. | Special Attack |
Slay Knight | Heavy damage to Knight-type enemies. | Special Attack |
Slay Lightning | Heavy damage to Lightning-type enemies. | Special Attack |
Slay Man | Heavy damage to Man-type enemies. | Special Attack |
Slay Mechanical | Heavy damage to Mechanical-type enemies. | Special Attack |
Slay Nature | Heavy damage to Nature-type enemies. | Special Attack |
Slay Night | Heavy damage to Night-type enemies. | Special Attack |
Slay Poison | Heavy damage to Poison-type enemies. | Special Attack |
Slay Supreme | Heavy damage to Supreme-type enemies. | Special Attack |
Slay Undead | Heavy damage to Undead-type enemies. | Special Attack |
Slay Woman | Heavy damage to Woman-type enemies. | Special Attack |
Slayer | Defense Units with this skill don’t take extra damage from enemies with type-slaying advantages. | Defensive |
Speed Debuff | Each attack reduces the target’s Speed. | Offensive |
Speed Tactics | Your full army gains a speed bonus. (Only when the owner of the skill is alive, and there are at least four allied units on the field) | Support |
Spell Absorb | Nullify non-poison end turn damage to this unit, taking some portion of that damage and using it to heal this unit’s HP. | Continuous Damage (Countermeasure) |
Spell Barrier | All allies take less damage from non-poison end turn damage skills. | Continuous Damage (Countermeasure) |
Spell Reflect | Nullify non-poison end turn damage to this unit, taking some portion of that damage and reflecting it on the target enemy. | Continuous Damage (Countermeasure) |
Spell Wall | This unit takes less damage from non-poison end turn damage skills. | Continuous Damage (Countermeasure) |
Strat Barrier | All units take less damage from tactic skills. | Support |
Strat Support | Reduces the Force cost of tactic skills. | Support |
Strat Wall | The unit with this skill takes less damage from tactic skills. | Support |
Stun Attack | Deals Stun Counters proportional to this skill’s value. Two or more Stun Counters will stun an enemy and prevent them from acting for a turn. | Offensive |
Stun Cure | All allies are immune to stun. | Abnormal Status Recovery |
Sun Worship | All stats are increased during the day while all stats are decreased at night. Prevents Night-type units from losing half their Defense during the day. | Support |
Target Heal | Restore the targeted ally’s HP. No effect on Undead-type units. | Continuous Healing |
Terrain Null | Nullifies all terrain effects for enemies and allies. | Terrain Suitability |
Treasure Hunt | When defeating an enemy, increases the chance of getting Medallions and rare items. (The owner of this skill must be alive at the end of battle for it to take effect) | Support |
Troop Carrier | Nullifies negative terrain effects on allies. | Terrain Suitability |
Wall Breaker | At the start of battle, enemy terrain defense (Lnd) is decreased by the value of this skill. | Offensive |
Wall Builder | At the start of battle, ally terrain defense (Lnd) is increased by the value of this skill. (The greater the wall (Lnd) value is, the more it reduces damage taken) | Offensive |
Water Blast | The target takes water damage at the end of each turn. No effect on aquatic units. | Continuous Damage (Single-Target) |
Water Field | All enemies take water type damage at the end of each turn. No effect on aquatic units. | Continuous Damage (Squad) |
Wide Attack | When attacking an enemy, also attack enemies in the same row. But other than the main target, enemies take half damage. Only the main target will counterattack. (Gives the same amount of Force as a normal attack) | Offensive |
Wide Null | Nullifies the enemy’s Wide Attack. | Defensive |