Celestial Refresh Wiki
Name Hinder
Type Status
EP Cost 8

The target finds their attacks are more sluggish or less precise than normal, causing all outgoing offensive techniques to cost -X DP to dodge normally for 4 turns. Cannot make an outgoing technique cost less than 1 DP to dodge.

On Techniques[]

[Hinder (X)] is a Status, and as such requires one effect slot to have a stack of it on a technique. Each X costs 8 EP, if added in that way. It cannot be used as an inhibitor.

Training Grounds Prices[]

Adding [Hinder (1)] to a tech costs 3 upgrades, as well as:

  • 400c if the tech costs EP
  • 520c if the tech costs no EP

Increasing the effectiveness of an existing [Hinder] effect by 1 costs 3 upgrades, as well as:

  • 270c if the tech costs EP
  • 400c if the tech costs no EP

On Abilities[]

The following abilities involve [Hinder]. Check the Abilities chapter for details.

  • Is 1/4 resistant to [Hinder] (1 Effect Slot)
  • Is (1) resistant to [Hinder] (1 Effect Slot)
  • [Hinder] effects last an additional round. (1 Effect Slot, 2 Effect Slots for Duplicates)
  • May add [Hinder 1] to a technique for 8 EP once per round (2 Effect Slots)
  • Immunity to [Hinder] (4 Effect Slots)

On Equipment[]

The following equipment effects involve [Hinder].

  • Add [Hinder (1)] to a technique for 8 EP once per round. {120c}
  • [1/4] Resist to [Hinder] {80c}
  • [Resist Hinder (1)] {160c}
  • Immunity to [Hinder] {320c}
  • [Element] attacks inflict [Hinder 1] {640c} (8 Effect Slots)

The Hinder Affinity Shop is Mucky Shop.

Additional Rulings[]

  • [Hinder] does lower the cost required to Reflect the technique.
  • A character cannot escape from battle if they are inflicted with [Hinder].
  • A character can escape from an opponent who is inflicted with [Hinder] without paying the DP cost.