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Super Reaction

A Super Reaction is an automatic defensive effect upon receiving certain types of damage. It is a variation of Chain Effects.

Mechanics[edit]

A Super Reaction will activate when the skill holder is hit by an attack that meets the activation condition.

  • However, if this attack kills the skill holder, then the Super Reaction will not occur.

Once activated, a Super Reaction will take effect immediately, taking priority over Chain Effects.

Unlike Chain Effects, a Super Reaction cannot be prevented if the skill holder is afflicted by Bind, Charm, Mute or Spirit Chains of Suppression

Super Reactions will not activate in response to damage from the following sources:

Healing[edit]

Super Reactions that cause healing will have their healing amount influenced by the following:

Appliers[edit]

Demon Skills that activate a Super Reaction[edit]

Type Name MP Cost Target Skill Points Exclusive?
Passive Passive Euphoric Frenzy Passive Self - Dionysus
Passive Passive Golden Age's Ruler Passive Self - Saturnus
Passive Passive Immortal Sea Serpent Passive Self - Hydra

Demon Panels that activate a Super Reaction[edit]

Demon Panel # Effect
Mada Panel 2 The following Super Reaction will occur when the skill holder receives a Physical attack: 50% chance to inflict Charm on the enemy that attacked.
Maya Panel 3 +25% to Almighty damage. The following Super Reaction will occur when the skill holder receives a Magic attack or Fractional damage: 50% chance to inflict Mute on the enemy that attacked. (Up to 3 times per battle)
Maya Panel 4 The following Super Reaction will occur when the skill holder receives a Magic attack or Fractional damage: Restores 30% HP to skill holder. (Up to 4 times per battle) Activates the following Chain Effect when the skill holder inflicts damage using Normal Attack: Places the skill holder into a state of Concentrate. (Once per battle)
Skill Effects
Attributes
(Elements)
Phys Phys • Fire Fire • Ice Ice • Elec Elec • Force Force • Light Light • Dark Dark • Almighty Almighty • Multi Multi Skills
Ailments
(Bad Status Effects)
Bind • Charm • Curse • Mute • Poison • Weak • Status Ailment Resonance • Cleric
Good Status Effects Barrier • Charge • Concentrate • Might • Lydia • Repel Magic • Repel Physical • Evade Mortal
Spirit Chains Corrosion • Indignation • Intimidation • Salvation • Suppression
Other Special Effects You're Next • Revive Ban • Zenith • Gloom • Attribute Affinity Reinforcement • Attribute affinity down • Fortify • Decay • Malice • Order Crest
Buffs ATK Buff • DEF Buff • EV/AC Buff
Debuffs ATK Debuff • DEF Debuff • EV/AC Debuff
HP Max HP • Healing • Steal HP
MP Max MP • Naturally recovered MP • Recover MP • Steal MP • Lose MP • MP cost up • MP cost down
Stats Strength (Str) • Magic (Mag) • Vitality (Vit) • Agility (Agi) • Luck (Luk)
Damage types Fractional Damage • Fixed Damage • Special Damage
Offense Pierce • Mortal • Accuracy and Evasion • Critical hit • Weak point • Standard/Normal Attack • Damage boost • Reverse damage reduction
Defense Pierce Negation (Anti-Pierce) • Bulwark • Counter • Death Prevention (Endures) • Revival • Reverse damage boost • Damage reduction • Preferential Target • Super Reaction
Press Turn Press Turn Generation • Press Turn Retention • Press Turn Removal • Bonus Turn • Remnants • Passing
Other Battle Speed • Chain Effect turn order • Boost Level • Party Effect • Field Effects • Area Only Skill • Boss Battle effects • Race effects • Death effects
Non-Combative Trap Negation • EXP Up • Macca Up