Celestial Refresh Wiki
Name Migraine
Type Status
EP Cost 3

The target finds it near impossible to focus and loses X EP each round until cured.

On Techniques[]

[Migraine (X)] is a Status, and as such requires one effect slot to have a stack of it on a technique. Each X costs 3 EP, if added in that way. It can also be added as an inhibitor, reducing the cost of a technique by 3 EP for each instance of [Migraine] inflicted on the user. However, the unit using the inhibited technique must have their max EP greater than or equal to 12 * (The [Migraine] inhibitor's intensity). For example, a [Migraine 5] inhibitor would require a max EP of 60.

Training Grounds Prices[]

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

  • 280c if the tech costs EP
  • 340c if the tech costs no EP

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

  • 120c if the tech costs EP
  • 180c if the tech costs no EP

On Abilities[]

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

  • Is 1/4 resistant to [Migraine] (1 Effect Slot)
  • Is (1) resistant to [Migraine] (1 Effect Slot)
  • May add [Migraine 1] to a technique for 3 EP once per round (2 Effect Slots)
  • Immunity to [Migraine] (4 Effect Slots)

On Equipment[]

The following equipment effects involve [Wound].

  • Add [Migraine (1)] to an attack for 3 EP. Usable once per round. {130c}
  • [1/4] Resist to [Migraine] {60c}
  • Immunity to [Migraine] {240c}
  • -1 Lasting damage per round {100c}
  • [Element] attacks inflict [Migraine 1] {240c} (3 Effect Slots)

The Migraine Affinity Shop is Wandering Smith.

Additional Rulings[]

  • [Migraine] occurs at the end of the turn, at the same time as regeneration effects.

See Also[]

  • Headache - Similar, but lasts four turns.
  • Wound - Same effect, but for HP.