List of Answer Skills

See also:
 * List of Special Skills
 * Skills

The goal of this article is to list all of the answer skills in the game by name. Feel free to add any missing skills and spirits. To ensure accuracy, add multipliers only if there is (a) a precedent (explained below), or (b) you have confirmed it either on version 1.3.9 or another version in which damage deviation was removed, or (c) have calculated the mean multiplier from a respectable sample size (preferably 20+ samples or at least enough to calculate a maxima or minima). Due to version differences, please do not add multipliers from the JP wiki without verifying it with the aforementioned steps first.

Formula for damage calculation of basic attack:


 * CTB (Cumulative Team Boost) is the sum of all the increase from team boosters like Hannibal's AS or Rufle's SS. SS boosts do not stack and only the latest one will be applied.


 * Element modifier is 0.5 vs strong element (e.g. fire vs water), 1 vs same element and 1.5 vs weak element.


 * Combo represents the 1% damage increase per consecutive correct answer. First correct answer will add 1% damage. A 10 Combo would cause the damage to be (1+10*0.1) = 1.1x the original damage.


 * Deviation is a natural damage variation for each attack. The multiplier is between 0.9 and 1.1 (10% max deviation).

Precedent: Except for healing, consecutive attacks and normal trimagic skills, if the skill descriptions are exactly the same, the multiplier will also be the same pretty much every time. For example, if an answer skill has the same description as Reverse End (Massive increase in damage to one enemy), then that answer skill will have the same multiplier (1.25x) 99% of the time. Thus Reverse End acts as a precedent for other skills of the same description, such as Mable's Jin Trance. If you suspect an outlier, please follow method (b) to verify it.

For tables without a users column, the first column's background color specifies the element of the user.

Slayers
Note that the spirits are separated by element and the first column represents what they are effective against.

Absorb
Heals based on damage subtracted from target current hp. Damage that overkills will not heal.