Active Skills

Active skills are special skills that must be manually activated in battle. Each skill posseses a cooldown time, every battle turn or step decreases this cooldown by one ( Note: As of update 1.0.9, stepping on an empty square will NOT decrease the Active Skills' cooldown). When the cooldown reaches zero and the elemental icon glows the skill is available for usage. Once the skill is used, the cooldown will reset to its max value. Tapping a unit when the elemental icon is not glowing allows you see how many turns it will take to activate the skill.

Note: Although they waste SP, movement traps are not considered a turn.

Last Updated the 12/08/2014 ( Last Unit Added: N°329, /FAIRY TALE Revamp)

Skill Ups
Active skills can be "leveled up" to decrease cooldown time. This can be done by fusing a unit with another that posseses the same active Skill. Active skill leveling isn't definite, there's only a 10% chance that the active skill will level up. There are several things to note about active skill leveling up and cooldowns:
 * The active skill the units possess must match up in names, if the names do not match up a level up will never occur.
 * Each unit fed is calculated independently, therefore it does not matter whether you fuse them all at once or one at a time.
 * Active skill levels carry over when the unit evolves, but only if the evolution possesses the same skill.
 * Different active skills have different maximum and minimum cooldowns.

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