Blessings of a Phoenix - Everything About Healers


The staff users of the game currently consists of either cute sisters, sheep-like girls, or men of faith.

They have had a very bad start at the game's release due to many players deciding that a 3-unit core consisting of none but damage units, dancers, and/or the extreme supporters Eirika and Ephraim was the most efficient way to build a team. They are not wrong: Such a core allows the player to sweep the map and secure victory as easily as possible.

Such is one of the main reasons players don't use units like Thieves (other than Poison Dagger+): They either fit a very niche role (extreme resistance Mage killer Felicia) or their debuffs are too weak for the player's utilization despite a unit such as Saizo able to take a great many hits from physical units.

As for healers, they are by far one of the more confusing classes to fit in a three-man core. Due to them lacking the ability to one-round kill units, they are unable to act as the tertiary pillar like Brave Bow archers or Kagero as these units fulfill a damaging role despite their colour neutrality.

This presents a few problem for healers, as well as their other cons:


  • No Triangle core
  • Not too much variety in unit build
  • Most skills have a low SP cost
  • The utilization of a duo arena core
  • Incompatibility with "all or nothing" units.

The biggest con of using a healer is making an arena duo.

The absence of one colour in a team might make it a lot tougher to kill a single colour, relying on neutral damage to ORK.

Spicier healer builds using Wrathful Staff or Dazzling Staff are also locked to the player, due to being extremely anti-budget.

Arena scoring will also be a tad bit lower, and it is practically impossible for a staff user to match the arena weight of a mage due to their skills costing way less.

An arena trio with a healer will mean that only two colours will be filled in, and that might cause some problems when facing the colour you have no advantage over.

Finally, utilizing a healer will demand some bulk from its team since Rehabilitate won't be able to restore a dead person's health.

Of course, most of these cons will seem either trivial or detrimental. An arena duo can function extremely well if thought out, but to players who can't afford to face a neutral match up, this may seem like a nightmare.

As for pros, healers allow a unit to sweep the whole map by itself:


  • Recycling high HP skills
  • Single/double colour matches become easy
  • Recycling a unit's starting value
  • Amazing synergy with Fury
  • World-wide buffs

The main pro of using a healer is allowing a unit with great damage soak to be recycled and reused throughout the match, provided they don't land in situations in which they are obliterated from 100% HP.

Powerful heroes with high-HP threshold skills such as Hector and Effie can be recycled and completely solo the enemy team with the aid of a healer, provided they don't fight their hard counters such as a colour disadvantage with Triangle Adept + a Breaker Skill. Mono and Duo teams also become a joke, which is a problem sometimes faced in the Arena.

Never again will you lose against a 4 Hector team because your only Red unit has fallen to the third Armads.

With everyone and their mother recommending the B slot passive Fury, its HP reduction is a well-granted blessing to aid in fully restoring the unit with the help of Rehabilitate, adding even more bulk to the unit.

There is also the ability to buff the whole team without effort, though timing is of great importance with Heavenly Light or the Balm skills.

Thus, if you would like to abuse your Wary Fighter armored heroes, recycle Quick Riposte, abuse the counter-attack play style, or simply want to see what it's like to use your Wrys in an actual arena setting, then this guide may be for you!

Healer Roles and Builds

Just like the Brave Sword Death Blow, Quick Riposte Distant Counter, Fury Swordbreaker, or Life & Death Desperation builds, healers have multiple builds they can run that is only limited by the character's stats and IVs.

NOTE: The following builds recommend the absolute best skill for its slot. Similar albeit weaker versions could replace them should the skills be unavailable. For instance, Resistance +3 over Distant Defense, Fortress Defense or Defense +3 over Close Defense.


The Classic Cleric/Priest

  • Preferred Nature: +Speed, +Defense, +Resistance / -Attack
  • Weapon: Pain / Assault
  • Healing Skill: Rehabilitate
  • Special: Balm Variant / Heavenly Light / Imbue
  • A Slot: Speed +3 / Close Defense / Distant Defense / HP +5
  • B Slot: Live to Serve / Wings of Mercy / Escape Route

I wish that someway, somehow.. That I could save every one of us. But the truth is that I'm only one girl - Weight of the World, NieR Automata

Being the first way to truly build a staff unit before Wrathful and Dazzling Staff hit the stores, this build focuses on absolute survival and yearns to aid their allies as often as possible, forgoing their weapon.

Pain / Assault is taken in the case the user needs to attack to finish off the enemy.

Rehabilitate is the main attraction of all healers, able to rejuvenate their allies to full health if they're found at a value of 7 or lower HP. Requiring the target to be below 50% to start scaling, this skill shines in the current arena mindset of "One-hit-kill or nothing at all" and goes well with bulky heroes able to survive the enemy's onslaught in the brink of death.

Live to Serve allows the healer to heal back its own HP, possibly acting as bait again and distracting an enemy due to the high likelihood of the AI targeting them. Of course, Wings of Mercy and Escape Route can be used for the incredible mobility to play the positioning game with more efficiency, as well as synchronizing with Spur skills.

As for the A slot and IVs, absolute survival is taken. Therefore, attack will be the deficit.

The Special Skill is occupied by either the Balm Variants or Heavenly Light, allowing for a broader range of support and aiding the whole team regardless of positioning or condition. Imbue allows Rehabilitate to heal more than 7 HP to force the target back to 100%, since the healing skill will only fully rejuvenate its ally if the target rests at 7 HP or lower.


+Speed: All healers except the very slow ones

+Defense: Good physical bulk, low speed

+Resistance: Good magical bulk, low Speed or high resistance

Weapon Compatibility

Pain: Less than 27~28 Attack such as

Pain is mainly used for early game peeling, though caution should be taken to not trigger vantage.

Assault: Higher than 27~28 Attack such as

Assault is effective for late-game last-hitting, securing the kills on low HP units which don't possess some form of comeback skill (such as Vantage).

A Slot

Speed +3:

Close Defense: Good physical bulk

Distant Defense: Good resistance, low speed

HP +5: High speed units with a +Speed IV

B Slot

Live to Serve / Escape Route: Units that the player is confident can take a hit from the enemy, and will be used for baiting when needed, such as

Wings of Mercy: Any healer.

Team Synergies

  • Wielders of Fury
  • Units with good speed and good damage soak such as Lon'qu, Legion, or simply Armoured Units
  • Units with incredible defense values such as [Effie]((, Frederick, [Xander](( or Subaki

Anti-Situational Support

  • Healing Skill: Physic
  • Special: Imbue / Balm Variant
  • B Slot: Not Escape Route / Not Wings of Mercy

I want to run to you and embrace you. Whenever you are worried about something, no matter where you are, anywhere, I'll fly high - Snow Halation, Love Live

Focusing on the healer's absolute safety, this set allows the unit to heal its target without worry for any sort of positioning error. Any unit can run this set.

Physic + Imbue is an alternative to Rehabilitate, keeping the cleric or priest out of the enemy's range while giving consistent care to the team. There will be less positoning errors and more tolerance, allowing for very strange plays.

Of course, the healing's potency will be much less effective, though this is the price to pay for a pure delicate healer.

The healing skill and special skill are what truly matters; the rest is up to the player and can be fitted with Dazzling or Wrathful Staff builds.

Another variant with Physic is to utilize Balm Variants, giving the team a worldwide access to buffs. This, quite obviously, forgoes any and all potency in healing for this power, attempting to rival the supportive value of Eirika and Ephraim by buffing the entire team without worry for positioning.

Skill Synergies

Team Synergies

  • Dancers/Singers
  • Units who have a habit of performing erratic movement, such as Cavalry or Fliers

The Martyr

  • Preferred Nature: +Speed, +Defense, +Resistance / -Attack
  • Healing Skill: Martyr
  • A Slot: Speed +3 / Close Defense / Distant Defense / HP +5
  • B Slot: Live to Serve / Escape Route

The best way to find yourself is to lose yourself in the service of others. - Ghandi

A set utilizing the Martyr healing assist, this set aims to be amongst the first to engage in battle to load Martyr's potency as soon as possible and unleashing its glory on any ally requiring its assistance.

Due to needing the same results as the previous build, the same natures and A slot passives are taken to guarantee our staff unit's survival.

The B slot is much trickier to choose.

On one hand, Live to Serve will allow the healer to self-regenerate and act as bait for a second or even a third time but at the cost of dissipating Martyr's potency.

On the other hand, Escape Route will not tamper with the healer's HP, keeping its potency slightly less effective but still consistent with each use. As such, it can be seen as a "bait once and heal heal heal" kind of style.

All in all, Martyr is a risky healing ability to run and relies on the user not falling as soon as he or she is hit with a sword. However, once set up, Martyr will be able to consistently heal your units with great care, from 37 to 20 to 15.

Healer synergy

High speed units with good damage soak such as

Neutral IV:

+Speed IV:

Bo Staff Adept

  • Preferred Nature: +Speed / -Attack
  • Weapon: Candlelight / Future Staves with an equally good effect
  • Healing Skill: Martyr
  • Special Skill: Miracle
  • A Slot: Close Counter
  • B Slot: Live to Serve

Take things as they are. Punch when you have to punch. Kick when you have to kick - Bruce Lee

A more in-depth Martyr build, this set takes advantage of units' naturally high speed to opt for Close Counter and apply a debuff with each bait. As such, Candlelight is taken for its impressive effect of giving your whole team the Firesweep against any affected by the Candle, effectively denying the enemy's Vantage.

Live to Serve allows the healer to fully heal themselves with each Martyr activation. This allows them to go back to the frontlines and bait the enemy yet again. The result of this is Miracle's usage due to the great amount of special charges being thrown.

Healer Synergy

The faster healers

Physically bulky units

  • Azama with +Defense
  • Bridal Lyn


Wrathful Staff

  • Preferred Nature: +Speed or +Attack or +HP
  • Weapon: Assault / Panic, Gravity or Candlelight / Absorb
  • Special Skill: Imbue / Balm Variant / Heavenly Light
  • A Slot: Speed +3 or Attack +3 / Fire Boost / Attack Def +2 / Attack Res +2
  • B Slot: Wrathful Staff

No one man should have all that power - Power, Kanye

The addition of Wrathful Staff granted healers a perk that they had no way of possessing: The ability to kill.

This set sacrifices any additional perks for survival, instead opting for offensive ones to function as a damaging colourless mage.

For maximum damage, look no further than pure attack. An attack-boosting IV and passive will allow units such as Genny to deal a maximum amount of damage with her kit.

On the other hand, speed-boosters allow fast healers to double more often, since performing follow-ups will usually deal more damage than a single big burst.

The healing skill is flexible, though this set causes most healers to lack the ability to take a hit, meaning they will only be used for either peeling the enemy, finishing them off, or healing the team. Therefore, Martyr isn't a good option in most cases, while consistent ones such as Rehabilitate and Recover will allow them to do their job without hinderance.

Finally, the weapon depends entirely on the player's purpose. Assault allows for maximum damage to be dealt; 7-Might Staves (Panic and Gravity) yield lower damage than Assault but debuffs units which healers won't one-round-kill. The third option, Absorb, is only usable with movement-specific buffs due to its abysmal Might value.


+Attack: Healers with less than 30~31 speed or fast ones with 27~28 attack

+Speed: Healers with more than 30~31 speed

Weapon Compatibility

Assault: All units

Panic, Gravity or Candlelight: All units

Absorb: Cavalry-buffed units

  • Elise with +Attack IV and Attack +3
  • Priscilla

A Slot

Speed +3: Fast healers with 28 or more speed and a +Speed IV

  • Maria
  • Bridal Lyn
  • Elise
  • Serra
  • Lucius
  • Sakura
  • Mist
  • Prisiclla

Attack +3: Healers with less than 29 speed and a +Attack IV

  • Lachesis
  • Genny
  • Mist
  • Priscilla
  • Sakura

Fire Boost: Only the following units with a +HP IV and the HP +3 Sacred Seal

  • Mist
  • Lachesis

Attack Def +2: Healers with a decent amount of physical damage soak

  • Lachesis
  • Mist
  • Bridal Lyn

Attack Res +2: All units.

Dazzling Staff

  • Preferred Nature: +Speed, +Attack, +Defense, or +Resistance
  • Weapon: Candlelight / Fear / Slow / Panic / Gravity / Assault
  • Healing Skill: Martyr / Rehabilitate
  • Special Skill: Varies
  • A Slot: Speed +3 / HP +5 / Attack +3 / Close Defense / Distant Defense
  • B Slot: Dazzling Staff

If you're gonna resist, let me watch you try! - Cutie Panther, Love Live

The addition of Dazzling Staff allows every healer to possess the Firesweep Effect, applying debuffs or dealing damage without any risk against Distant Counter units.

This set follows the same survival mindset of the first traditional one, but is also compatible with a damaging build akin to Wrathful Staff (albeit without it). The unit is expected to get hit after the engagement in the case that the enemy cannot be finished off.

As for weapon effects, those will be discussed later on along healing assists.


+Speed: Recommended for survival. IV is compatible with all healers except slow healers, which are

+Attack: Recommended for some form of damage. IV is compatible with everyone except low attack healers, which are

+Defense: Survival. For healers with good physical bulk, low speed

+Resistance: Magical bait and survival. For healers with good magical bulk, low Speed or high resistance

Weapon Compatibility

Debuff Staves: All units.

Assault: Slow, high-attack healers with a +Attack IV

A Slot

Speed +3, Attack +3, Close Defense, Distant Defense: Units with their respective IV to match the passive

  • Speed +3 & Speed IV
  • Attack +3 & Attack IV
  • Close Defense & Defense IV
  • Distant Defense & Resistance IV

SP Cost and Arena Scoring

SP Cost and Arena Scoring

When wanting to score high in the Arena with a healer, one must utilize high-costing SP skills. Unfortunately, it isn't as simple as slapping Galeforce and Quick Riposte into a Dancer.

For instance, optimal skills for damage dealers Fury, Breaker skills or Desperation cost 200 SP while being very useful to the unit they are placed on.

With healers, it is a slightly different story as the set will most likely function much more poorly, bringing us back to the fundamentals and basics of a healer: Survive and heal allies.


200 SP

A Slot

300 SP

240 SP

200 SP

  • Any Boost variant

B Slot

240 SP

C Slot

240 SP

For a budget player, the best healer arena weight that could be achieved (and is also quite good) is:

  • Weapon: Not Assault
  • Assist: Not Mend/Reconcile
  • Special: Miracle
  • A Slot: Boost Skill
  • B Slot: Wings of Mercy / Renewal
  • C Slot: Any C slot

For those who can afford it, it would instead be:

  • Weapon: Not Assault
  • Assist: Not Mend/Reconcile
  • Special: Miracle
  • A Slot: Close Counter
  • B Slot: Dazzling/Wrathful Staff
  • C Slot: Spur DefRes / Ploy Skills / Drive Skills

Last but not least, the top healer to use for arena score is our lovely priest Wrys, sporting the highest BST of all healers with 149 points.


The staves currently available to healers garner different effects in the form of debuffing the enemy. Their usefulness is limited to either the team's play style or the enemy's composition.



  • Deals Poison Strike 3 damage (10) so long as the user attacks the target
  • Allows for kills without relying on a follow-up


  • Terrible Might
  • No debuff

Pain's flat true damage means that those with lower HP than usual (35 or lower) will be greatly affected, and units like Chrom won't care too much (47 HP).

This staff is very straightforward and is usable by any healer and any team composition.

Unfortunately, the lack of debuff doesn't make the team's job any easier, and its Might means that some units may struggle to deal a single point of damage to finish off a hypothetical enemy at 1 HP.

Team and Healer Synergy

  • Low-Attack Low-Speed healers (Azama, Wrys, Lissa, Clarine)
  • -Attack IV healers
  • Allies with a Firesweep Weapon
  • Allies with a Brave Weapon

Writer's thoughts: "It's nice. Works with everyone. Whatever, you know?"



  • Best staff for raw attack
  • Enables healers to act as a pseudo-mage


  • No debuff
  • Lower SP tier, lowering Arena score by 1 or 2 points
  • Possibility of activating the enemy's low-hp-threshold skills like Pain

Assault is used the same way as Pain, though the latter is for guaranteed peeling on any healer you would like to use. With its good amount of 10 Might, it gives healers with high attack the option to finish off an enemy or do more potential damage than Pain will ever do. This, of course, is paired amazingly well with Wrathful Staff.

The downside is the fact that it has no debuff, meaning the unit will be useless against any enemy with decent resistance. There is also the same problem that may be faced with Pain: Peel damage cane easily activate threshold skills. Lastly, for those who care, Assault is a weapon at the 50 SP tier as opposed to the debuffs which rest at 150 SP. This can be a one or two point difference in the arena.

Team and Healer Synergy

  • High attack and/or high speed healers (Elise, Lucius, Serra, Genny, Lachesis)
  • +Attack IV healers
  • Allies with Speed and/or Attack buffs

Writer's thoughts: "Straight forward and O.K."



  • Permanent Sol effect


  • Low Might
  • Requires a big base offensive presence to make it worthwile, making it viable for only one or two units
  • No debuff
  • Wrathful Staff is mandatory

Absorb, similar to Pain and Assault, focuses on the unit attacking and capitalizing on the damage dealt. It allows units with high attack and speed to maintain a great, "tanky" presence by regenerating their HP.

Unfortunately, the cons far outweigh the pros. It yields low Might similar to Pain, it has no debuff to aid the team or neuter the enemy, and Wrathful Staff is practically mandatory. By reason of this staff's nature, the only real place it finds itself with are at the hands of Priscilla and Elise while being heavily buffed by Cavalry support.

Team and Healer Synergy

  • Very high attack units (Elise/Priscilla with Hone Cavalry and Goad Cavalry)

Writer's thoughts: "So little units can use it, and it's otherwise useless. No thanks/10."



  • Lowers the enemy attack, allowing allies to naturally double the enemy without taking too much damage
  • Will work everytime you want to use it
  • Anti-situational


  • Low Might

Fear is an anti-situational staff that will work against any unit you use it on. Due to its nature of targetting the Attack stat, there will be no units who can shrug the debuff off, provided they aren't already afflicted by one.

The biggest downside to Fear is its low 5 value Might, making it very difficult to finish off enemies whom aren't below 5 HP.

Team and Healer Synergy

Anyone can use Fear, and any team will benefit from it.

Writer's thoughts: "Don't know what to use? Fear is pretty good."



  • Lowers the enemy's speed, allowing allies to double the enemy or prevent the enemy's
  • Great synergy with Desperation units


  • Some units do not care about speed, rendering the debuff useless at times
  • Low Might

Slow is a staff that targets the enemy's speed. Enemies with their speed lowered will be more susceptible to follow-up attacks, or even prevent theirs from happening to allow a slower unit to survive. It also has great synergy with Desperation units, allowing them to double on speedier units such as Ryoma.

However, certain units such as Effie, Hector or Reinhardt couldn't care less about their speed, rendering this weapon useless against some match-ups. There is also the similarity of Might with Fear, making it tough to score a kill with the healer.

Team and Healer Synergy

  • Allies with high speed
  • Allies with Desperation
  • Allies with Firesweep Weapons
  • Healers with Dazzling Staff

Writer's thoughts: "Good if your team can benefit off it. Otherwise, situational for the most part."



  • Reverses stat buffs
  • The ability to neuter enemy theme compositions (Flier/Cavalry/Armor)
  • Decent Might


  • Situational
  • To utilize said debuff is a risk in itself due to counterattacks, making Dazzling Staff highly recommended
    • While this is true with every other staff, Panic requires the user to attack a buffed foe, which furthers the risk
  • Only applies to one unit

Panic is a situational staff that can reverse the enemy's buffs just like Panic Ploy. It has the ability to completely weaken an enemy Blade Mage or Honed Reinhardt, making it very easy to kill them or very easy to take a hit. It also has decent Might, allowing for some sort of damage to go through and kill the enemy.

Unfortunately, Panic is also a very situational staff. Applying the debuff has the risk of death to a Distant Counter Xander or a Double Honed Blade Linde, making it either very hard to use, or very expensive by reason of Dazzling Staff's necessity. And unlike Panic Ploy, Panic applies to but one enemy.

Team and Healer Synergy

  • Units that can survive a hit or two (Clarine, Bridal Lyn, Azama, Wrys)
  • Units with Dazzling Staff

Writer's thoughts: "Good Might. Situational. Will be useless more often than not. Grab this staff if you're aware of what will happen."



  • Turns any unit affected into an Armoured unit due to the movement debuff
  • Allows for excellent amounts of kiting, similar to fighting Hector or Effie
  • Decent Might


  • No stat debuff causes match-ups to be unaffected
  • No effect on Armoured units

Gravity grants enemies the movement speed of a slow, tanky Armoured unit. This allows for shenanigans to be done, preventing one enemy from coming close to any of the healer's allies or even killing them with the use of an ally's Draw Back assist. Gravity has quite an effect on enemy cavalry, destroying their one and only advantage over other units. The staff also has good might similar to Panic, allowing units to take the finishing blow.

Of course, the debuff only targets the enemy's feet, and stat changes will not occur. This means that the healer won't be helping its team when it comes to direct combat. It quite obviously has no effect on Armoured units either.

Team and Healer Synergy

  • Any healer, but units with good attack can act like Leo
  • Units with Dazzling Staff
  • Allies with Draw Back
  • Dancers/Singers

Writer's thoughts: "Good Might and works when you want it to work. Unfortunately, the lack of a real debuff (Fear, Slow, Pain) means you will be using this weapon only for positioning adjustments relative to the enemy. Hard to use/10."



  • Gives any ally the Firesweep effect against one ally
  • Neuters enemy-phase skills such as Vantage
  • Decent Might


  • Useless against enemies with Firesweep weapons

Candlelight is arguably one of, if not the best staff out there. It grants any ally the Firesweep effect, making any attack as safe as a kid's pool. Anything the opponent might do is suddenly negated, and the player's job has suddenly become much easier. It also possesses decent Might similar to Gravity and Panic, allowing kills to be taken by the user.

There aren't many cons to using Candlelight, other than the all-common fact that attacking is required to apply its debuff. In fact, there is only one con to using this staff, and it is very situational: The debuff won't work against enemy units with a Firesweep weapon.

Team and Healer Synergy

Everyone will benefit from Candlelight.

Writer's thoughts: "If you buy cheap, you get cheap. On the other hand.."

Healing Abilities

The healing skills depend either on the player's composition, style, or the healer itself.


Difficulty of Application: Normal


  • The ability to heal a near-death ally back to full
  • Very simple and easy to use


  • Relies on allies going under 50% HP to heal anything good
  • Depending on team composition and habits, Rehabilitate will rarely heal a unit back to 100% even with Fury

Rehabilitate is a very popular healing spell, and for good reason. It garners the ability to heal a tremendous amount of HP the closer the target is to the 7 HP threshold, and can be used without any real requirement or restriction. It also works very well with Fury due to that fact!

What people don't quite consider however, are the consistent cons that are easy to face. Rehabilitate can even go as far as being "overrated", but healers were never highly valued in the first place.

In many situations, your ally will never go low enough to reach a "great threshold" for the healing spell's potency to take effect. Assuming you, as a player, always engages units with Triangle Advantage in mind, there's no real way your own unit will take enough damage to be considered "near death".

This means that it will only be in its maximum efficiency if your units engage in a neutral match up to maximize damage taken, or are using a very low defense match-up such as Eliwood attacking a Hector head-on.

It also increases the user's special by 1. That ain't good. Kind of.

Team and Player Synergy

  • Allies with Fury
  • Allies with low base HP (Sanaki, Nino, Kagero, et cetera)
  • Colourless units with the ability to take a hit
  • You like having your units face life & death situations

Writer's thoughts: "Awesome skill, but overrated for its anti-situational-ness and potential potency. Though, it's beginner-friendly exactly for that reason."


Difficulty of Application: Pretty Normal


  • Consistent
  • Keeps Special Cooldown intact
  • O.K. healing amount


  • Nothing impressive
  • SP Tier (Arena)

Mend is a super basic healing skill. Or spell. Whatever you want to call it.

It heals 10 HP and is melee ranged. That's it. The only reason you'd want to be using this is for buff spamming via balms and hones/spurs. It has a very strong parallel to the non-healer support skill Ardent Sacrifice.

Otherwise, Mend has absolutely no benefit compared to Recover, and is not recommended for the Arena due to its SP tier being equal to Reconcile.

Player Synergy

  • You like easy access to buffs.

Writer's thoughts: "Used almost exactly like Physic, but healing more and allowing for direct-contact buffs such as Fortifies or Hones. If you're looking for potent healing, don't take a look at this skill."


Difficulty of Application: Consistently Normal


  • Consistent
  • A better healing spell than Mend


  • A worse buffer spell than Mend
  • No crazy heals

If you thought Rehabilitate was anti-situational, then you surely haven't met our good friend Recover. It heals a flat 15 HP. Always. That's 50% more than Mend, and at the cost of a delayed Special Cooldown.

Despite its flexibility into teams, it has less popularity than the former healing skill due to its inability to perform great tasks, such as healing 95% of an ally's HP. For what it trades in potential efficiency, it receives great consistency.

Team and Player Synergy

  • Units whom often barely reach 40% or 50% their HP
    • "If Rehabilitate doesn't work too well, try Recover!"
  • You're a simple person

Writer's thoughts: "If you play a musical instrument, Recover is probably for you. Consistency is king, is it not?"


Difficulty of Application: Very Easy


  • Consistent
  • Keeps Special Cooldown intact
  • Extremely anti-situational
  • 2-Range


  • Small heal
  • Difficulty applying buffs to the target (Foritfy, Hone)

Physic is a more interesting healing skill to use. It's extremely consistent and anti-situational due to its 2-range, giving no trouble activating it. Its range gives the healer absolute safety, and it isn't an exaggeration to say the healer can spend each of its turns healing an ally, a sight not often seen with the melee-ranged heals. It also allows for special skills to be activated quicker!

Unfortunately, the cons can feel very strange to the player. It heals a small amount of HP at a consistent rate, and is therefore ineffective for such unless you utilize Imbue. There is the difficulty of using buffs requiring adjacency due to the 2 range.

Overall, Physic trades a lot of healing potency for other things.

Player Synergy

  • You want absolute safety to befall your healer
  • Healing as often as possible is good for you, apathetic at the amount
  • Many times you cause your units to have weird positioning across the map, making it hard for other heals to reach them

Writer's thoughts: "Don't touch this if you like healing big numbers. This is a potentially fun skill for experimentalists. Recommended for its consistency, but not recommended for its flexibility. A very wishy washy skill, indeed."


Difficulty of Application: Sometimes Hard


  • Potentially fantastic potency
  • Potentially great consistency


  • Tricky and hard to use
  • Inconsistent
  • Very player and match-up dependent

Martyr, by itself, sounds quite simple. Get damaged, heal more.

Problem is the "get damaged" part. Do not misunderstand, the healing is fantastic once everything is set up, and can fully heal units where Rehabilitate cannot. But setting it up requires planning, and even restricts some of the healers from using this skill at all.

To get it set up, one must choose their healer wisely. Which ones have a greater chance of surviving the enemy? What kind of units can they face? All of these questions strengthen the differences healers have between themselves. Or you can completely ignore the planning and have an ally with Reciprocal Aid.

Now, when set up, fantastic things may happen:

  • With Wings of Mercy, you have access to a pocket healer who can heal almost any unit back to full
  • With Live to Serve, healers will almost always fully heal themselves, allowing for more baits at 100% HP
  • With Escape Route, you have access to a teleporting debuffer/healer
  • If your healer fancies themself a soldier, often seeing battle, they can easily set Miracle up
  • Martyr heals the healer for half their missing health, allowing its heals to stay somewhat potent after each use

Overall, this healing ability can be a pain in Naga's rear to prepare.. but the results are astonishing.

Team, Player, and Healer Synergy

  • Allies with Reciprocal Aid
  • You have a tendency to have your healer in the midst of battle
  • High-Speed healers, amazing for their damage soak, are being used (+Speed Healers Maria, Lyn, Clarine, et cetera)
  • Healers with good damage tolerance are being used (Azama, Wrys)

Writer's thoughts: "Complicated to use. Potentially amazing. Doesn't work with all healers."


Difficulty of Application: Strangely Normal


  • Consistent
  • Sort-of Martyr, not really
  • Flat heal to both user and ally
  • Keeps Special Cooldown Intact


  • "Whatever" healing amount, lower than Mend
  • SP Tier (Arena)

Reconcile is a weaker Mend, healing 7 HP as opposed to the latter's 10 HP. It comes with the bonus of healing both the user and the target, "kind of" allowing the healer to engage in combat. Paired with Live to Serve it can heal for a nice 14 HP to the user, too. It's also consistent, and allows for special skill spamming exactly like Mend and Physic.

Unfortunately, its low healing potency is its main con. If Mend and Physic encourages heal spamming and buffing while staying alive, Reconcile encourages heal spamming, buffing, and combat.. kinda.

Finally, it has a smaller SP cost than other healing skills, just like Mend. Not good for Arena.

Player, and Healer Synergy

  • You like combat, kind of
  • You want to use Martyr but you also like frequent Balm usage

Writer's thoughts: "Same thing as Mend. Kind of."

Character Comparison

Character Comparison

Despite the popular saying of "healers are interchangeable, therefore keep one and put everything on it", the students of this class possess a minor difference which affects match-ups and utility. It should be taken to heart that these priests and clerics are part of the most balanced class in the game, which is why a basic healer build can be equally effective both on Lissa and Serra.

Do not misunderstand: Their differences do exist.

Healer Rankings

With buffs, all infantry healers gain 1 extra point across the board. With movement-specific buffs, all non-infantry gain 3 extra points instead.


Damage: 1/10
Speed: 4/10
Physical Bulk: 9/10
Magical Bulk: 6/10

Arguably one of the best physical soakers in his class with his great HP and physical defense stat, pair that up with him bearing the lowest attack stat in the game and it is clear that he is nothing but an immovable object.

His damage is both the worse and the best trait about him: It may be the lowest of its stat in the game, but Azama's classification as a staff wielder makes it a completely useless stat, and the points that could have went into attack were instead spread out more efficiently.

His speed isn't too great, but a +Speed IV allows him to avoid some doubles.

As for physical bulk, Azama's base 32 defense lets him get away with a lot. He can easily take both hits from Ryoma, not to mention the slow but powerful Hector and Effie. He even neuters the one weakness that the high speed healers have: Brave Weapons. (Since they do doubles, and Azama does not care for doubles. Right?)

Magical bulk may not be his strongest forte, but he carries a decent amount. While nothing compared to the little sisters, it isn't as terrible as Lucina's, Ryoma's or Ike's.

Recommended +IVs: +Defense, +Speed, -Attack

Writer's thoughts: "This man does not move. It's pretty cool. His high availability also makes it a breeze to pick up a good IV!"

Bridal Lyn

Damage: 6/10
Speed: 9/10
Physical Bulk: 6/10
Magical Bulk: 5/10


Damage: 2/10
Speed: 8/10
Physical Bulk: 6/10
Magical Bulk: 6/10


Damage: 9/10
Speed: 7/10
Physical Bulk: 1/10
Magical Bulk: 4/10


Damage: 7/10
Speed: 3/10
Physical Soak: 1/10
Magical Soak: 5/10


Damage: 7/10
Speed: 3/10
Physical Soak: 4/10
Magical Soak: 5/10


Damage: 3/10
Speed: 3/10
Physical Soak: 4/10
Magical Soak: 5/10


Damage: 8/10
Speed: 6/10
Physical Soak: 1/10
Magical Soak: 8/10


Damage: 6/10
Speed: 9/10
Physical Soak: 4/10
Magical Soak: 7/10


Damage: 4/10
Speed: 5/10
Physical Soak: 4/10
Magical Soak: 8/10


Damage: 6/10
Speed: 5/10
Physical Soak: 4/10
Magical Soak: 7/10


Damage: 6/10
Speed: 6/10
Physical Soak: 5/10
Magical Soak: 7/10


Damage: 8/10
Speed: 6/10
Physical Soak: 3/10
Magical Soak: 7/10


Damage: 2/10
Speed: 2/10
Physical Soak: 5/10
Magical Soak: 9/10

Information about ratings

28 = 5

Magical soak (speed adds points. 1 for good 0 for bad)
every 3 points, +1
53 = 1
56 2
59 3
62 4
65 5
68 6
71 7
74 8
77 9
max is 79 at 9.5

Physical soak (speed does 0, -1 or -2)
every 1.5 points, +1

52 1
54 2
56 3
58 4
60 5
62 6
64 7
66 8
68 9
70 10

Lissa 3.75
Genny 4
Wrys 4.5
Clarine 4.75
Lachesis 4.75
Azama 5
Mist 5.25
Priscilla 5.5
Elise 5.5
Lucius 5.75
Serra 6
Sakura 6
Maria 6.25
Bridal Lyn 6.25

Buff Rankings

Lissa 4.75
Genny 5
Wrys 5.5
Lachesis 5.75
Azama 6
Mist 6.25
Lucius 6.75
Serra/Sakura 7
Bridal Lyn/Maria 7.25
Clarine 7.75
Priscilla 8.75
Elise 8.75