Skills
import { Table } from ‘@astrojs/starlight/components’;
Yomi no Sho has 18 skills total: 3 generic all-class skills plus 3 class-specific skills for each of the 4 classes (3 × 4 + 3 = 15, plus 3 generic = 18). Each skill has an MP cost, a cooldown (in turns), a type (attack / heal / buff), and a power value whose meaning depends on the type.
This page documents every skill in the game.
Skill types
Section titled “Skill types”There are three skill types:
- Attack — deals damage to an enemy. The
powervalue is a multiplier applied to the damage formula (e.g.power: 2.4means 240% ATK damage). - Heal — restores HP to the player. The
powervalue is a fraction of max HP restored (e.g.power: 0.3means 30% max HP heal). - Buff — increases a stat for a few turns. Currently not modelled in the combat sim — buff skills exist in the data but do nothing when used. Skip them.
How skills work in combat
Section titled “How skills work in combat”Each round, the auto-combat AI:
- Looks at your enabled-skills list (in priority order).
- Picks the first skill that is ready (cooldown = 0) and affordable (MP ≥ skill.mpCost).
- Uses it. If no skill is ready/affordable, uses a basic attack (1.0× ATK, no MP, no cooldown).
You can’t manually trigger skills in the current build — the AI picks for you. To influence which skills fire, you can:
- Re-order the enabled-skills list in the UI (skills earlier in the list fire first).
- Disable skills entirely (toggled off in the UI).
The AI does not consider HP, MP conservation, or enemy state — it just fires the first ready skill. This means you should manually disable high-MP skills (like Spirit Seal or Kunai Storm) when fighting trash, and re-enable them for bosses.
All 18 skills
Section titled “All 18 skills”Generic all-class skills
Section titled “Generic all-class skills”Available to every class.
| Skill | JP | Unlock | MP | CD | Type | Power | Notes |
|---|---|---|---|---|---|---|---|
| Power Strike | 剛撃 | Level 1 | 6 | 2 | Attack | 1.6× | A weak filler. Outclassed by every class’s signature skill. |
| Meditation | 瞑想 | Level 5 | 10 | 4 | Heal | 30% max HP | Panic-button heal. Useful for fragile classes. |
| Focus Guard | 集中守り | Level 10 | 8 | 5 | Buff | +5 ATK | Currently does nothing — buff skills are not implemented. Skip. |
Samurai skills
Section titled “Samurai skills”| Skill | JP | Unlock | MP | CD | Type | Power | Notes |
|---|---|---|---|---|---|---|---|
| Iaido Strike | 居合斬り | Level 1 | 8 | 3 | Attack | 2.4× | Signature. Highest single-hit multiplier in the game. |
| Moonlit Slash | 月光斬 | Level 5 | 10 | 3 | Attack | 1.7× | Filler when Iaido Strike is on cooldown. |
| Blade Flux | 刃纏 | Level 10 | 12 | 4 | Attack | 1.4× ×2 | Multi-hit (2 hits). Each hit rolls crit/dodge independently. |
Onmyoji skills
Section titled “Onmyoji skills”| Skill | JP | Unlock | MP | CD | Type | Power | Notes |
|---|---|---|---|---|---|---|---|
| Shikigami Barrage | 式神弾幕 | Level 1 | 14 | 3 | Attack | 1.0× ×4 | Signature. 4-hit barrage. Highest theoretical total damage. |
| Ofuda Seal | 札封 | Level 5 | 10 | 3 | Attack | 1.8× | Single-hit nuke. Use against high-DEF enemies. |
| Spirit Seal | 霊封 | Level 10 | 16 | 5 | Attack | 2.6× | Highest single-hit multiplier of any non-signature skill. |
Shinobi skills
Section titled “Shinobi skills”| Skill | JP | Unlock | MP | CD | Type | Power | Notes |
|---|---|---|---|---|---|---|---|
| Shadowstep Flurry | 影歩連撃 | Level 1 | 12 | 3 | Attack | 1.1× ×4, +20% crit | Signature. 4-hit barrage with +20% crit bonus. The defining crit-stacking skill. |
| Poison Needle | 毒針 | Level 5 | 8 | 2 | Attack | 1.2× ×3 | Filler. 3-hit. Short cooldown. |
| Kunai Storm | 苦無嵐 | Level 10 | 15 | 4 | Attack | 1.5× ×3 | Highest total multiplier (450%) of any skill. |
Sohei skills
Section titled “Sohei skills”| Skill | JP | Unlock | MP | CD | Type | Power | Notes |
|---|---|---|---|---|---|---|---|
| Vajra Smite | 金剛撃 | Level 1 | 12 | 3 | Attack + heal | 2.0×, +15% max HP heal | Signature. The only self-healing attack skill in the game. |
| Sutra Chant | 読経 | Level 5 | 8 | 3 | Heal | 25% max HP | Cheaper than Meditation, slightly less heal. The Sohei’s go-to heal. |
| Lotus Guard | 蓮華守 | Level 10 | 12 | 5 | Heal | 45% max HP | Panic-button heal. Massive, but long cooldown. |
Multi-hit mechanics
Section titled “Multi-hit mechanics”Multi-hit skills (Shikigami Barrage, Shadowstep Flurry, Poison Needle, Kunai Storm, Blade Flux) roll each hit independently for crit and dodge. This means:
- A 4-hit skill at 30% crit chance lands an average of 1.2 crits per use.
- A 4-hit skill against a 10% dodge enemy has an average of 0.4 dodged hits per use (and a 0.4⁴ = 2.6% chance of all 4 hits being dodged).
- The damage variance per use is much higher than for single-hit skills, because you’re rolling 4 times.
This is why multi-hit skills are devastating against low-DEF enemies (where each hit deals meaningful damage, and crits compound) but weak against high-DEF enemies (where each hit is reduced to single digits, and even crits don’t help much).
Self-heal on hit
Section titled “Self-heal on hit”The Sohei’s Vajra Smite has a selfHeal: 0.15 modifier, which restores 15% of the player’s max HP per cast. This is applied after the damage is dealt, and is not affected by the attack being dodged (the heal still fires even if the attack misses).
This makes Vajra Smite the strongest sustain skill in the game — it both damages and heals, on a 3-turn cooldown, with a moderate MP cost. The Sohei’s entire playstyle revolves around this skill.
Skill points
Section titled “Skill points”Each level grants 1 skill point. Skill points are used to upgrade skills, increasing their power value. The exact upgrade mechanics are not fully documented here — check the in-game UI for the current upgrade costs and effects.
Generally, the upgrade priority is:
- Signature skill (always upgrade first — it’s your bread-and-butter).
- Level 10 skill (your “ultimate” — the highest-damage option).
- Level 5 skill (filler / situational).
- Generic skills (low priority — usually outclassed by class skills).
Skill loadout recommendations
Section titled “Skill loadout recommendations”The recommended enabled-skills list (in priority order) varies by class:
- Samurai: Iaido Strike → Blade Flux → Moonlit Slash → Meditation (disabled for trash)
- Onmyoji: Spirit Seal (disabled for trash) → Shikigami Barrage → Ofuda Seal → Meditation
- Shinobi: Kunai Storm (disabled for trash) → Shadowstep Flurry → Poison Needle → Meditation
- Sohei: Vajra Smite → Lotus Guard → Sutra Chant → Power Strike
The “disabled for trash” annotation means: when fighting trash mobs, disable that skill (so it doesn’t fire and waste MP). When fighting a boss, re-enable it.
See also
Section titled “See also”- Classes — which skills each class has access to.
- Combat — how skill damage is calculated.
- Progression — when you unlock each skill.