Persona 5 Royal - Skills
The skill families and combat passives behind Persona 5 Royal's turn-based battles. Damage is split across three physical types, gun damage and eight elements, and every enemy carries at least one weakness, so the party's job is to cover as many families as possible and hand turns to whoever can hit...
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of 15 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Physical Skills (Strike, Slash, Pierce) | Skill Family | The three physical damage types cost HP rather than SP, which makes them the cheap way to clear early floors and the reason physical-focused Personas stay useful all game. | Cost: HP Types: Strike, Slash, Pierce Scaling: Strength | Learned by most physical Personas and by party members with physical builds |
| Gun Skills | Skill Family | Gun damage is its own resistance category, separate from physical, and it burns the party's limited ammunition rather than HP or SP. | Cost: Ammo Types: Gun Scaling: Agility | Learned by gun-oriented Personas and used by every party member's firearm |
| Fire Skills (Agi Line) | Elemental Family | The Agi line runs from Agi to Agidyne and Maragidyne, with Agilao as the mid tier. | Cost: SP Element: Fire Ailment: Burn | Taught by fire Personas and by Ann's Persona line |
| Ice Skills (Bufu Line) | Elemental Family | Bufu, Bufula, Bufudyne and Mabufudyne make up the ice line, and the higher tiers can Freeze a target so its next physical hit takes bonus damage. | Cost: SP Element: Ice Ailment: Freeze | Taught by ice Personas and by Yusuke's Persona line |
| Electric Skills (Zio Line) | Elemental Family | Zio, Zionga, Ziodyne and Maziodyne cover electric damage, with Shock as the associated ailment. | Cost: SP Element: Electric Ailment: Shock | Taught by electric Personas and by Ryuji's Persona line |
| Wind Skills (Garu Line) | Elemental Family | Garu, Garula, Garudyne and Magarudyne handle wind damage. | Cost: SP Element: Wind Ailment: None | Taught by wind Personas and by Morgana's Persona line |
| Psychic Skills (Psi Line) | Elemental Family | Psi, Mapsi, Psio and Mapsio form the psychic line, and the higher tiers can inflict Brainwash. | Cost: SP Element: Psychic Ailment: Brainwash | Taught by psychic Personas and by Haru's Persona line |
| Nuclear Skills (Frei Line) | Elemental Family | Frei, Mafrei, Freila and Mafreila deal nuclear damage with a chance to inflict Dizzy, which is one of the best setup ailments because it breaks the target's turn order. | Cost: SP Element: Nuclear Ailment: Dizzy | Taught by nuclear Personas and by Makoto's Persona line |
| Bless Skills (Kouha Line) | Elemental Family | Kouha, Kouga, Kougaon and Makougaon cover bless damage, and the line includes instant-kill variants like Hama that can end a shadow outright if it is weak to light. | Cost: SP Element: Bless Note: Instant kill variants (Hama, Mahamaon) | Taught by bless Personas and by Kasumi and Akechi's Persona lines |
| Curse Skills (Eiha Line) | Elemental Family | Eiha, Eiga, Eigaon and Maeigaon handle curse damage, with Mudo as the instant-kill counterpart to Hama. | Cost: SP Element: Curse Note: Instant kill variants (Mudo, Mamudoon) | Taught by curse Personas and by Akechi's Persona line |
| Almighty Skills | Elemental Family | Almighty damage ignores elemental resistances, so it is the fallback when nothing in the party covers a target's weakness. | Cost: High SP Element: Almighty Resisted By: Almost nothing | Taught by late-game fused Personas and by special Persona fusions |
| Healing, Buffs and Debuffs | Support Family | Dia through Diarahan and Mediarahan cover healing and revival sits on Recarm and Samarecarm, while the kaja lines handle buffs and debuffs: Tarukaja and Rakunda for attack, Rakukaja and Tarunda for defense, Sukukaja and Sukunda for accuracy and evasion. | Healing: Dia, Diarama, Diarahan, Media, Mediarama, Mediarahan Revival: Recarm, Samarecarm Buffs: Tarukaja, Rakukaja, Sukukaja Debuffs: Tarunda, Rakunda, Sukunda | Taught by support Personas and by Morgana and Makoto |
| Status Ailments | Support Family | Burn, Freeze, Shock, Dizzy, Forget, Sleep, Fear, Despair, Rage, Brainwash and Hunger all change how a fight plays rather than just doing damage. | Ailments: Burn, Freeze, Shock, Dizzy, Forget, Sleep, Fear, Despair, Rage, Brainwash, Hunger Synergy: Technical damage on afflicted targets | Applied by element skills, ailment skills and Haru's and Ann's kits |
| Persona Traits and Passives | Passive System | Royal gives every Persona a Trait, a passive identity that is inherited in fusion and shapes a build: cheaper element costs, boosted critical rate, extra turns on weakness hits or stronger healing. | Traits: Inherited through fusion, one per Persona Key Passives: Enduring Soul, Insta-Heal, Arms Master, Spell Master, Ali Dance | Traits come with the Persona; passives are learned or inherited |
| Baton Pass and Showtime | Combat System | A Baton Pass hands a One More turn to a teammate, and each rank of that teammate's Confidant raises the damage bonus that carries over, up to a full extra turn chain that ends in an All-Out Attack. | Baton Pass: Damage bonus scales with Confidant rank Showtime: Paired finishers, once per battle | Unlocked through the story and Confidant ranks |
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