Upon activation, the enemy will receive half the damage he/she inflicted onto his/her opponent.
In Path of Radiance and Radiant Dawn, Counter activates based off of your skill stat. However, in Awakening, it will always activate as long as the unit isn't killed by an attack and the attacker is adjacent to the unit being attacked. In Lunatic+ mode, this skill is devastating for most players, as units will "suicide" into your ranks and will kill your units when they counterattack. This problem continues until after you finish Chapter 4, when you can train your magic users to kill Counter-using enemies from a distance.
|Counter||(Skill)%||10||Upon activation, the enemy will sustain half of the damage he/she inflicted upon his/her opponent.||Base skill of Titania; Can be assigned with the Counter Scroll.|
|Counter||(Skill)%||10||Upon activation, the enemy will sustain half of the damage he/she inflicted upon his/her opponent.||Base skill of Titania; Can be assigned with the Counter Scroll|
|Counter||Receive non-fatal damage from an adjacent enemy.||-||The user will deal back all damage received when attacked by an adjacent enemy. Will not activate on a Dual Strike attack or if the attacker defeats the user.||Class skill of Level 15 Warriors.
Upon reaching Chapter 3 and beyond of Lunatic+ mode, all enemies have a chance of appearing with this skill.
In Other GamesEdit
Counter is the B down special move of Marth, Roy, and Ike in the Super Smash Bros. series. In all of its versions, Marth, Roy, and Ike take a defensive stance and will flash white for a few seconds. If any opponents hit them while they are in their defensive stance, they will quickly counterattack and nullify all damage they would have received. The amount of damaged dealt differs between characters and games. They can nullify projectiles with this move, but they will cause explosive items to detonate such as Link's bombs.
In Super Smash Bros. Melee, Marth's counter deals a maximum of 7% damage while Roy reflects 1.5x the amount of damage he would have received. Marth's counter is much quicker to start up and lasts longer, but the damage is low. Roy's is much slower to start up and lasts very shortly, but the damage output is much higher.
In Super Smash Bros. Brawl, Marth's counter now reflects 1.1x the amount of damage he would have received with a minimum of 8%. Ike's counter reflects 1.2x the amount of damage he would have received with a minimum of 10%. Marth's counter is still the fastest to start up, but Ike's last longer. Marth is left vulnerable slightly after his Counter ends while Ike's start up leaves him vulnerable, but has a shorter recovery.