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...
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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