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Touhou Epic: Promotions

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General

Promotion Abilities Requires Available to
Focus I (集中砲火)
  • +35% vs. Boss Units
Combat I Non-Boss, Non-Naval
Focus II (集中砲火2)
  • +55% vs. Boss Units
Combat II and Focus I Non-Boss, Non-Naval
Stream (チョン避け)
  • +10% vs. Boss Units
  • +15% Danmaku Resistance
  • +15% Shot Evasion
Non-Boss
Patternize (パターン化)
  • +15% vs. Boss Units
  • +20% Danmaku Resistance
  • +20% Shot Evasion
Stream and Patternizing Non-Boss

All-Seeing Judgment
(判定見切り)

  • +20% vs. Boss Units
  • +25% Danmaku Resistance
  • +25% Shot Evasion
Patternize and All-Seeing Judgment Non-Boss

Touhou-Only

Thepic promotionstree

Promotion Abilities Requires
Th Combat I
  • +15% Strength
  • +1% Danmaku Resistance to Units in Stack
Th Combat II
  • +15% Strength
  • +2% Danmaku Resistance to Units in Stack
  • +1% Strength to Units in Stack
Th Combat I
Th Combat III
  • +15% Strength
  • +3% Danmaku Resistance to Units in Stack
  • +2% Strength to Units in Stack
Th Combat II and Patternizing
Th Combat IV
  • Heals Extra 10% Damage/Turn in Neutral Lands
  • +15% Strength
  • +4% Danmaku Resistance to Units in Stack
  • +3% Strength to Units in Stack
Th Combat III
Th Combat V
  • Heals Extra 5% Damage/Turn in Enemy Lands
  • +15% Strength
  • +5% Danmaku Resistance to Units in Stack
  • +4% Strength to Units in Stack
Th Combat IV and All-Seeing Judgment
Th Combat VI
  • +25% Strength
  • +6% Danmaku Resistance to Units in Stack
  • +5% Strength to Units in Stack
Th Combat V
Th Drill I
  • +1 Extra First Strike Chance
Th Combat II
Th Drill II
  • +1 Extra First Strike
Th Drill I
Th Drill III
  • +2 First Strike Chances
  • Suffers 20% Less Collateral Damage
Th Drill II
Th Drill IV
  • +2 First Strikes
  • Suffers 20% Less Collateral Damage
  • +10% vs. Mounted Units
Th Drill III
Th Cover
  • +40% vs. Archery Units
Th Combat I
Th Shock
  • +40% vs. Melee Units
Th Combat I
Th Pinch
  • +40% vs. Gunpowder Units
Th Combat I
Th Charge
  • +40% vs. Siege Units
Th Combat I
Th Formation
  • +40% vs. Mounted Units
Th Combat II
Th Ambush
  • +40% vs. Armored Units
Th Combat II
Th March
  • Can Heal while Moving
Th Combat III
Skill Varies from Unit to Unit. See here for details. Th Combat III
Stack Bonus Varies from Unit to Unit. See here for details. Th Combat V
Th Commando
  • Can Use Enemy Roads and Railroads
Th Combat IV
Haste
  • +1 Movement Range
  • Can Attack Multiple Times per Turn
Th Combat V
Serial Strike (連続戦闘)
  • -1 Terrain Movement Cost
  • Can Attack Multiple Times per Turn

(The maximum number of times a Unit can attack is Lvl÷4+1.
For Units that can already attack multiple times per turn,
the maximum is Lvl÷3+1.)

Th Combat V or Th Drill IV
Easy Mode
  • +1 CAL
  • +2% Shot Evasion to Units in Stack
Normal Mode
  • +2 CAL
  • +4% Shot Evasion to Units in Stack
Easy Mode
Hard Mode
  • +1 Level
  • +3 CAL
  • +6% Shot Evasion to Units in Stack
Normal Mode and Patternizing
Lunatic Mode
  • +1 Level
  • +4 CAL
  • +8% Shot Evasion to Units in Stack
Hard Mode and All-Seeing Judgment
Extra Mode
  • Enables Extra Spells
  • +1 Level
  • +1 CAL
  • +5% Shot Evasion to Units in Stack
Normal Mode and Patternizing
Phantasm Mode
  • Enables Phantasm Spells
  • +1 Level
  • +1 CAL
  • +5% Shot Evasion to Units in Stack
Extra Mode and All-Seeing Judgment
Card Attack Level Up
  • +15% CAL; Cumulative
Easy Mode
Spell Card
  • +0.50 Power; Cumulative
Border of Life
  • Revives if Destroyed by Consuming 1.00 Power (50%)
Supernatural Border
  • Revives if Destroyed by Consuming this Promotion (1%)
N/A, See here for details
Character Mark Each Touhou starts with this. Some grant special bonuses. N/A
Spell Casted
  • Marks a unit that has already casted this turn.

(A unit with this cannot cast spells. Lasts for 1 Turn.)

N/A
Longrange I
  • +2 Operational Range
Longrange II
  • +2 Operational Range
Longrange I
Longrange III
  • +2 Operational Range
Longrange II
Danmaku I
  • +35% Shot Strength
Longrange I
Danmaku II
  • +65% Shot Strength
Danmaku I
Danmaku III
  • +100% Shot Strength
Danmaku II
3-Way Shot
  • +2 Shots/Attack
  • -30% Shot Strength
Longrange I
5-Way Shot
  • +2 Shots/Attack
  • -20% Shot Strength
3-Way Shot
7-Way Shot
  • +2 Shots/Attack
5-Way Shot
Rapidfire
  • +1 Movement Range
  • Can Attack Multiple Times per Turn
Longrange III and (Danmaku III or 7-Way Shot)
STG Skill Varies from Unit to Unit. See here for details. Longrange II

Spell-based

Promotion Abilities Other Notes
Doll's War (ドールズウォー)
  • Can Attack Multiple Times per Turn
  • +1 Movement Range
  • +30% Withdrawal Chance
  • +2 First Strikes
  • +20% Strength
  • Lasts for 1 Turn

Affects Shanghai/Hourai only;
From Alice's Phantasm

Missing (Purple) Power

(ミッシングパワー)

  • Can Attack Multiple Times per Turn
  • Can Heal while Moving
  • +2/3/4/5 Visibility Range
  • +1/1/2/3 Movement Range
  • -1 Terrain Movement Cost
  • +30%/60%/90%/120% Strength
  • Revives Unit if Destroyed (1%)
From Suika's Spell Card
Frozen (凍結)
  • -1 Movement Range
  • Heals Extra -10% Damage/Turn in Neutral/Friendly Lands
  • Heals Units in Same Tile Extra -10% Damage/Turn
  • May Wear Off (50% Chance/Turn)
From Cirno's Spell Card, Skill
Illusion (分身)
  • Gains -100% Experience from Combat
  • Unit Lasts for 1 Turn

From Flandre's Spell Card,
Wriggle's Phantasm

Clone (幻影)
  • Gains -100% Experience from Combat
  • Receives 10% Damage/Turn
From Youmu's Spell Card, Suika's Skill
Jealousy (嫉妬心)
  • May Defect to Barbarian (10% Chance/Turn)
  • Lasts for 1/2/3/4 Turns
From Parsee's Spell Card?
Trauma of Waking from Sleep

(眠りを覚ます恐怖の記憶)

  • +20%/40%/60%/80%/100% vs. non-Boss Land Units
  • Lasts for 1/2/3/4/5 Turns (Degenerate)
From Satori's Spell Card
Lucky Charm (幸運のお守り)
  • +20%/30%/40%/50% Withdrawal Chance
From Tewi's Spell Card
Madness (狂気)
  • Unpredictable Behavior
    • Defect to Barbarian (15%)
    • Damage self by 10-50% (25%)
    • Damage self by 50% Percentwise (10%)
    • Damage five non-Touhou Units in Stack by 10% (25%)
    • Move two tiles away (25%)
    • Obtain Charm (25%)
  • May Wear Off (50%)

(More than one action can occur)

From Reisen's Spell Card
Revive (復活)
  • Revives if Destroyed by Consuming this Promotion (100%)
From Eirin's Spell Card (Hourai Elixir)
Devoured History (歴史喰い)
  • Revives if Destroyed (1%/5%/10%/15%/20%/25%)
From Keine's Spell Card
Excitement (熱狂)
  • Can Attack Multiple Times per Turn
  • +20% Strength
  • May obtain Vampire Family per Victory (50% Chance)
  • Lasts for 1 Turn
From Remilia's Phantasm
Vampire Family (吸血鬼の眷属)
  • +1 Movement Range
  • +10% Strength
  • Heals 5%/Victory
  • Gain +1 XP per Victory with Excitement
See above
Sylphae Horn (シルフィホルン)
  • +1 Movement Range
  • -100% City Attack
  • Lasts for 1 Turn
From Patchouli's Phantasm
Magic Barrier (魔法障壁)
  • +15% City Defense
  • Suffers 10% less Collateral Damage
  • +15% Danmaku Resistance
  • Lasts for 1 Turn
From Patchouli's Phantasm
Firefly's Light (蛍の光)
  • +2 Visibility Range
From Wriggle's Extra
Konpaku Teachings (魂魄の教え)
  • +1 Extra First Strike
  • +1 Extra First Strike Chance
  • +10% Strength
From Youmu's Extra
Shikigami's Shikigami (式の式)
  • Can Attack Multiple Times per Turn
  • Lasts for 1 Turn

Affects Chen only; From Ran's Phantasm

Charm (魅了)
  • -50% Strength
  • May Wear Off (50% Chance/Turn)
From various spells
The World (ザ・ワールド)
  • Receives 30%/40%/50%/60% Damage/Turn (Maximum 80% Damage)
  • Lasts for 1 Turn
From Sakuya's Spell Card
Poison of Suzuran/Aconite/Belladonna/Higanbana

(鈴蘭/トリカブト/ベラドンナ/彼岸花の毒)

  • -1 Extra First Strike Chance/First Strike (1,3)
  • -15% Strength (1,3)
  • -25% City Defense/Attack (1,3)
  • Receives 15% Damage/Turn (2,4)
  • May Wear Off (30% Chance/Turn)
From Medicine's Spell Card, Phantasm
Mountain's Faith (山の信仰)
  • +25% Hills Defense
  • +1 Strength
From Kanako's Phantasm
Fair Wind (順風)
  • +2 Movement Range

Naval Units only; From Iku's Extra

Darkness (暗闇)
  • -2 Visibility Range
  • -2 First Strike Chances
  • -25% Forest/Jungle Defense
  • -75% Forest/Jungle Attack
  • May Wear Off (20% Chance/Turn)
From Rumia's Spell Card, Phantasm
Night Blindness (鳥目)
  • -2 First Strikes
  • -2 First Strike Chances
  • Wears off at Start of Turn if Mystia Leaves
From Mystia's Spell Card
Internal Chi I-III (内気功1-3)
  • Auto-Heals Extra 10%/15%/20%/Turn
From Meiling's Phantasm
Danmaku Bounded Field (弾幕結界)
  • Receives Cumulative Damage/Turn
(10%, 15%, 20%, ...)
  • Damage Reduced with Danmaku Resistance
  • Half Damage Against Touhou Units
  • Lasts for Turns Depending on CAL
From Yukari's Spell Card
Robe of Fire Rat (火鼠の皮衣)
  • Suffers 20% less Collateral Damage
  • +20% vs. Gunpowder Units
  • Lasts for 1 Turn
From Kaguya's Extra
Zombie Fairy (ゾンビフェアリー)
  • May Revive if Destroyed (15% Chance at 1%)

Affects Gunpowder Units only;
Powers Rin's Spell Card;
From Rin's Phantasm

Frost (寒気)
  • -30% Strength
  • May Wear Off if not on Tundra or Ice Tile (50% Chance/Turn)
From Letty's Spell Card, Phantasm
Dream of Eternity (久遠の夢)
  • 0 Movement Range
  • May Wear Off (30% Chance)
From Mima's Phantasm



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