Celestial Refresh Wiki
Name Pull
Type Status
EP Cost 6

For X turns, one target is pulled up to the front row of their general's army and cannot move back for X amount of turns.

On Techniques[]

[Pull (X)] is a Status, and as such requires one effect slot to have a stack of it on a technique. Each X costs 6 EP, if added in that way. It cannot be used as an inhibitor.

Training Grounds Prices[]

Adding [Pull (1)] to a tech costs:

  • 200c if the tech costs EP
  • 240c if the tech costs no EP

Increasing the effectiveness of an existing [Pull] effect by 1 costs:

  • 100c if the tech costs EP
  • 120c if the tech costs no EP

On Abilities[]

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

  • Is 1/4 resistant to [Pull] (1 Effect Slot)
  • Is (1) resistant to [Pull] (1 Effect Slot)
  • May add [Pull 1] to a technique for 6 EP once per round (2 Effect Slots)
  • Immunity to [Pull] (4 Effect Slots)

On Equipment[]

The following equipment effects involve [Pull].

  • Add [Pull (1)] to a technique for 6 EP once per round. {160c}
  • [1/4] Resist to [Pull] (100c)
  • [Resist Pull (1)] {100c}
  • Immunity to [Pull] {400c}
  • [Element] attacks inflict [Pull 1] {480c} (6 Effect Slots)

The Pull Affinity Shop is Seaside Lab.

Additional Rulings[]

  • [Pull] does not inherently allow a technique to reach to the back row, and must be paired with an effect or ability that does.

See Also[]

  • Push - The opposite effect.