Celestial Refresh Wiki
Name Wound
Type Status
EP Cost 3

The target is bleeding or otherwise sustaining additional injury in the long-term, dealing X damage each round until cured.

On Techniques[]

[Wound (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 [Wound] inflicted on the user. However, the unit using the inhibited technique must have their max HP greater than or equal to 12 * (The [Wound] inhibitor's intensity). For example, a [Wound 5] inhibitor would require a max HP of 60.

Training Grounds Prices[]

Adding [Wound (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 [Wound] 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 [Wound]. Check the Abilities chapter for details.

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

On Equipment[]

The following equipment effects involve [Wound].

  • Add [Wound (1)] to an attack for 3 EP. Usable once per round. {130c}
  • [1/4] Resist to [Wound] {100c}
  • Immunity to [Wound] {400c}
  • -1 Lasting damage per round {100c}
  • [Element] attacks inflict [Wound 1] {240c} (3 Effect Slots)

The Wound Affinity Shop is Goron Smith.

Additional Rulings[]

  • [Wound] occurs at the end of the turn, at the same time as regeneration effects.
  • [Wound] breaks units out of [Lull], unless the [Lull] was applied via an inhibitor and the [Wound] came from either a friendly unit or another inhibitor. Enemy [Wound] effects do break inhibitor-applied [Lull].
  • If the last unit of a party attacks, then reaches 0 HP from [Wound] on that turn, that party loses the battle, even if the attack would defeat the opponents.

See Also[]

  • Burn - Similar, but lasts four turns.
  • Migraine - Same effect, but for EP.
  • Regeneration - Same effect, but heals instead of damages.