π₯ Pictos
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Accelerating Heal
Cost: 5Healing an ally also applies Rush for 1 turn
Accelerating Last Stand
Cost: 3Gain Rush if fighting alone.
Accelerating Shots
Cost: 320% change to gain Rush on Free Aim shot.
Accelerating Tint
Cost: 5Healing Tints also apply Rush
Aegis Revival
Cost: 5+1 Shield on being revived.
Anti-Blight
Cost: 10Immune to Blight.
Anti-Burn
Cost: 15Immune to Burn.
Anti-Charm
Cost: 10Immune to Charm.
Anti-Freeze
Cost: 15Immune to Freeze.
Anti-Stun
Cost: 5Immune to Stun.
At Death's Door
Cost: 5Deal 50% more damage if Health is below 10%.
Attack Lifesteal
Cost: 15Recover 15% Health on Base Attack.
Augmented Aim
Cost: 350% increased Free Aim damage.
Augmented Attack
Cost: 750% increased Base Attack damage.
Augmented Counter I
Cost: 325% increased Counterattack damage.
Augmented Counter II
Cost: 550% increased Counterattack damage.
Augmented Counter III
Cost: 775% increased Counterattack damage.
Augmented First Strike
Cost: 550% increased damage on the first hit. Once per battle.
Auto Death
Cost: 1Kill self on battle start.
Auto Powerful
Cost: 10Apply Powerful for 3 turns on battle start.
Auto Regen
Cost: 10Apply Regen for 3 turns on battle start.
Auto Rush
Cost: 10Apply Rush for 3 turns on battle start.
Auto Shell
Cost: 10Apply Shell for 3 turns on battle start.
Base Shield
Cost: 20+1 Shield if not affected by any Shield on turn start.
Beneficial Contamination
Cost: 15+2 AP on applying a Status Effect. Once per turn.
Break Specialist
Cost: 1Break damage is increased by 50%, but base damage is reduced by 20%.
Breaker
Cost: 1025% increased Break damage.
Breaking Attack
Cost: 10Base Attack can Break.
Breaking Burn
Cost: 525% increased Break damage on Burning enemies.
Breaking Counter
Cost: 350% increased Break damage on Counterattack.
Breaking Death
Cost: 5Fully charge enemy's Break Bar on death.
Breaking Shots
Cost: 150% increased Break damage with Free Aim Shots.
Breaking Slow
Cost: 525% increased Break damage against Slowed enemies.
Burn Affinity
Cost: 1025% increased damage on Burning Targets.
Burning Break
Cost: 3Apply 3 Burn stacks on Breaking a target.
Burning Death
Cost: 5Apply 3 Burn to all enemies on Death.
Burning Mark
Cost: 15Apply Burn on hitting a Marked enemy.
Burning Shots
Cost: 320% chance to Burn on Free Aim shot.
Charging Alteration
Cost: 10+10% of a Gradient Charge on applying a Buff. Once per turn.
Charging Attack
Cost: 7+15% of a Gradient Charge on Base Attack.
Charging Burn
Cost: 10+20% of a Gradient Charge on applying Burn. Once per turn.
Charging Counter
Cost: 10+20% of a Gradient Charge on Counterattack.
Charging Critical
Cost: 10+20% of a Gradient Charge on Critical Hit. Once per turn.
Charging Mark
Cost: 10+20% of a Gradient Charge on hitting a Marked target. Once per turn.
Charging Stun
Cost: 5+5% of a Gradient Charge on hitting a Stunned enemy.
Charging Tint
Cost: 2+5% of a Gradient Charge on using an item.
Charging Weakness
Cost: 5+15% of a Gradient Charge on hitting a Weakness. Once per turn.
Cheater
Cost: 40Always play twice in a row.
Cleansing Tint
Cost: 5Healing Tints also remove all Status Effects from the target.
Clea's Life
Cost: 30On turn start, if no damage taken since last turn, recover 100% Health.
Combo Attack I
Cost: 10Base Attack has 1 extra hit.
Combo Attack II
Cost: 20Base Attack has 1 extra hit.
Combo Attack III
Cost: 30Base Attack has 1 extra hit.
Confident
Cost: 20Take 50% less damage, but can't be Healed.
Confident Fighter
Cost: 1530% increased damage, but can't be Healed.
Critical Break
Cost: 525% increased Break damage on Critical Hits.
Critical Burn
Cost: 525% increased Critical Chance on Burning enemies.
Critical Moment
Cost: 550% increased Critical Chance if Health is below 30%.
Critical Stun
Cost: 5100% on Critical Chance on hitting a Stunned target.
Critical Vulnerability
Cost: 525% increased Critical Chance on Defenceless enemies.
Critical Weakness
Cost: 525% increased Critical Chance on Weakness.
Dead Energy I
Cost: 2+3 AP on killing an enemy.
Dead Energy II
Cost: 2+3 AP on killing an enemy.
Death Bomb
Cost: 5On Death, deal damage to all enemies.
Defensive Mode
Cost: 1On receiving damage, consume 1 AP to take 30% less damage, if possible.
Dodger
Cost: 1Gain 1 AP on Perfect Dodge. Once per turn.
Double Burn
Cost: 30On applying a Burn stack, apply a second one.
Double Mark
Cost: 20Mark requires 1 more hit to be removed.
Draining Cleanse
Cost: 15Consume 1 AP to prevent Status Effects application, if possible.
Effective Heal
Cost: 30Double all Heals received.
Effective Support
Cost: 5+2 AP on using an item.
Empowering Attack
Cost: 10Gain Powerful for 1 turn on Base Attack.
Empowering Break
Cost: 3Gain Powerful on Breaking a target.
Empowering Dodge
Cost: 55% increased damage for each consecutive successful Dodge. Can stack up to 10 times.
Empowering Last Stand
Cost: 3Gain Powerful if fighting alone.
Empowering Parry
Cost: 5Each successful Parry increases damage by 5% until end of the following turn. Taking any damage removes this buff.
Empowering Tint
Cost: 5Healing Tints also apply Powerful.
Energising Attack I
Cost: 10+1 AP on Base Attack.
Energising Attack II
Cost: 15+1 AP on Base Attack.
Energising Break
Cost: 3+3 AP on Breaking a target.
Energising Burn
Cost: 10+1 AP on applying Burn. Once per turn.
Energising Cleanse
Cost: 10Dispel the first negative Status Effect received an gain 2 AP.
Energising Death
Cost: 5On death, +4 AP to allies.
Energising Gradient
Cost: 10+1 AP per Gradient Charge consumed.
Energising Heal
Cost: 10On Healing an ally, also give 2 AP.
Energising Jump
Cost: 5+1 AP on Jump Counterattack.
Energising Pain
Cost: 10No longer gain AP on Parry. +1AP on getting hit.
Energising Parry
Cost: 15+1 AP on successful Parry.
Energising Powerful
Cost: 10Give 2 AP on applying Powerful.
Energising Revive
Cost: 5+3 AP to all allies when revived.
Energising Rush
Cost: 10Give 2 AP on applying Rush.
Energising Shell
Cost: 10Give 2 AP on applying Shell.
Energising Shots
Cost: 1020% chance to gain 1 AP on Free Aim shot.
Energising Start I
Cost: 5+1 AP on battle start.
Energising Start II
Cost: 10+1 AP on battle start.
Energising Start III
Cost: 15+1 AP on battle start.
Energising Start IV
Cost: 20+1 AP on battle start.
Energising Stun
Cost: 10+1 AP on hitting a Stunned target with a Skill.
Energising Turn
Cost: 20+1 AP on turn start.
Energy Master
Cost: 40Every AP gain is increased by 1.
Enfeebling Attack
Cost: 10Base Attack applies Powerless for 1 turn.
Enfeebling Mark
Cost: 10Marked targets deal 30% less damage.
Exhausting Power
Cost: 250% increased damage if Exhausted.
Exposing Attack
Cost: 10Base Attack applies Defenseless for 1 turn.
Exposing Break
Cost: 5Apply Defenceless on Break.
Faster Than Strong
Cost: 10Always play twice in a row, but deal 50% less damage.
First Offensive
Cost: 5First hit dealt and taken deals 50% more damage.
First Strike
Cost: 10Play first.
Fueling Break
Cost: 5Breaking a target doubles its Burn amount.
Full Strength
Cost: 1525% increased damage on full Health.
Glass Canon
Cost: 10Deal 25% more damage, but take 25% more damage.
Gradient Break
Cost: 5+50% of a Gradient Charge on Breaking a target.
Gradient Breaker
Cost: 550% increased Breaking damage with Gradient Attacks.
Gradient Fighter
Cost: 5+25% increased damage with Gradient Attacks.
Greater Defenceless
Cost: 15+15% to Defenceless damage amplification.
Greater Powerful
Cost: 10+15% to Powerful damage increase.
Greater Powerless
Cost: 15+15% to Powerless damage reduction.
Greater Rush
Cost: 10+25% Rush Speed increase.
Greater Shell
Cost: 10+10% to Shell damage reduction.
Greater Slow
Cost: 15+15% to Slow Speed reduction.
Healing Boon
Cost: 10Heal 15% HP on applying a buff.
Healing Counter
Cost: 10Recover 25% Health on Counterattack.
Healing Death
Cost: 5On death, the rest of the Expedition recover all Health.
Healing Fire
Cost: 10Recover 25% Health when attacking a Burning target. Once per turn.
Healing Mark
Cost: 20Recover 25% Health on hitting a Marked enemy. Once per turn.
Healing Parry
Cost: 5Recover 3% Health on Parry.
Healing Share
Cost: 5Receive 15% of all Heals affecting other characters.
Healing Stun
Cost: 10Recover 5% Health on hitting a Stunned target.
Healing Tint Energy
Cost: 1Healing Tints also give 1 AP.
Immaculate
Cost: 1030% increased damage until a hit is received.
In Medias Res
Cost: 10+3 Shields on Battle Start, but max Health is halved.
Inverted Affinity
Cost: 5Apply Inverted on self for 3 turns on battle start. 50% increased damage while Inverted.
Last Stand Critical
Cost: 3100% Critical Chance while fighting alone.
Longer Burn
Cost: 15Burn duration is increased by 2.
Longer Powerful
Cost: 10On applying Powerful, its duration is increased by 2.
Longer Rush
Cost: 10On applying Rush, its duration is increased by 2.
Longer Shell
Cost: 10On applying Shell, its duration is increased by 2.
Marking Break
Cost: 5Apply Mark on Break.
Marking Shots
Cost: 320% chance to apply Mark on Free Aim shot.
Painted Power
Cost: 5Damage can exceed 9,999.
Painter
Cost: 10Convert all Physical damage to Void damage.
Perilous Parry
Cost: 5+1 AP on Parry, but damage received is doubled.
Piercing Shot
Cost: 225% increased Free Aim damage. Free Aim shots ignore Shields.
Powered Attack
Cost: 10On every damage dealt, try to consume 1 AP. If successful, increase damage by 20.
Powerful Heal
Cost: 5Healing an ally also applies Powerful for 1 turn.
Powerful Mark
Cost: 5Gain Powerful on hitting a Marked enemy.
Powerful on Shell
Cost: 10Apply Powerful on applying Shell.
Powerful Revive
Cost: 3Apply Powerful for 3 turns when revived.
Powerful Shield
Cost: 510% increased damage per Shield Point on self.
Powerful Shots
Cost: 320% chance to gain Powerful on Free Aim shot.
Pro Retreat
Cost: 40Allows Flee to be instantaneous.
Protecting Attack
Cost: 10Gain Shell for 1 turn on Base Attack.
Protecting Death
Cost: 5On death, allies gain Shell.
Protecting Heal
Cost: 5Healing an ally also applies Shell for 1 turn.
Protecting Last Stand
Cost: 3Gain Shell if fighting alone.
Protecting Tint
Cost: 5Healing Tints also apply Shell.
Quick Break
Cost: 3Play again on Breaking a target.
Random Defense
Cost: 5Damage taken is randomly multiplied by a value between 50% and 200%.
Recovery
Cost: 10Recovers 10% Health on turn start. (Reward for spending Chroma at the Red Woods Nevron quest)
Rejuvenating Revive
Cost: 3Apply Regen for 3 turns when revived.
Revive Paradox
Cost: 5Play immediately when revived.
Revive Tint Energy
Cost: 10Revive Tints also give 3 AP.
Rewarding Mark
Cost: 5+2 AP on dealing damage to a Marked target. Once per turn.
Roulette
Cost: 5Every hit has a 50% chance to deal either 50% or 200% of its damage.
Rush on Powerful
Cost: 10Apply Rush on applying Powerful.
Shell On Rush
Cost: 10Apply Shell on applying Rush.
SOS Power
Cost: 5Apply Powerful when falling below 50% Health.
SOS Shell
Cost: 5Apply Shell when falling below 50% Health
Second Chance
Cost: 40Revive with 100% Health. Once per battle.
Shared Care
Cost: 10When healing an ally, also Heal self for 50% of that value.
Shield Affinity
Cost: 1530% increased damage while having Shields, but receiving any damage always removes all Shields.
Shielding Death
Cost: 10On death, allies gain 3 Shield points.
Shielding Tint
Cost: 10Healing Tints also add 2 Shields.
Shortcut
Cost: 5Immediately play when falling below 30% Health. Once per battle.
Slowing Break
Cost: 5Apply Slow on Break.
Sniper
Cost: 15First Free Aim shot each turn deals 200% increased damage and can Break.
Solidifying
Cost: 10+2 Shields when the character's Health falls below 50%. Once per battle.
Solo Fighter
Cost: 1Deal 50% more damage if fighting alone.
Staggering Attack
Cost: 150% increased Break damage on Base Attack.
Stay Marked
Cost: 1050% chance to apply Mark when attacking a Marked target.
Stun Boost
Cost: 1030% increased damage on Stunned targets.
Survivor
Cost: 20Survive fatal damage with 1 Health. Once per battle.
Sweet Kill
Cost: 5Recover 50% Health on killing an enemy.
Tainted
Cost: 315% increased damage for each Status Effect on self.
Teamwork
Cost: 510% increased damage while all allies are alive.
The One
Cost: 1Max Health is reduced to 1.
Time Tint
Cost: 5Energy Tints also apply Rush.
Versatile
Cost: 5After a Free Aim hit, Base Attack damage is increased by 50% for 1 turn.
Warming Up
Cost: 155% increased damage per turn. Can stack up to 5 times.
Weakness Gain
Cost: 3+1AP on hitting an enemy's Weakness. Once per turn.