Restores HP = 30% of damage dealt.
No Staff
- Non-inheritable by Staff-wielding units.
Skillsets that use skill
Dancing Blade (High-Investment Speed Tank)
Sealed Falchion (+Eff) | A | Distant Counter | |
---|---|---|---|
Positional Assist | B | Spurn 3 | |
Noontime Alternate: Sol |
C | Joint Drive Spd Alternate: Spd Smoke 3 |
|
SP | 2060 | S | Spd/Res Solo 3 Alternate: Atk/Spd Solo 3 |
The Deathless Dragoon (Noontime Sustain Build)
Hauteclere (+Eff) | A | Steady Posture 3 Alternate: Fury (3 or 4) |
|
---|---|---|---|
Reposition | B | Guard Bearing 3 Alternate: Quick Riposte 3 |
|
Noontime | C | Atk Smoke 3 Alternate: Pulse Smoke 3 |
|
SP | 1695 | S | Close Def 3 Alternate: Swift Sparrow 2 |
Doga will choke this point. (Defensive Tank)
Stalwart Sword (+Eff) | A | Distant Counter | |
---|---|---|---|
Swap | B | Special Fighter 3 | |
Noontime Alternate: Moonbow |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
|
SP | 2295 | S | Mirror Stance 2 |
Draug is “Guard” Backwards (Physical Tank)
Stalwart Sword (+Eff) | A | Distant Foil Alternate: Sturdy Stance (2 or 3) |
|
---|---|---|---|
Swap | B | Special Fighter 3 | |
Noontime Alternate: Ignis |
C | Atk Smoke 3 Alternate: Def Smoke 3 |
|
SP | 2295 | S | Quick Riposte 3 |
Make Sure She Stays alive on Hard 5 Shadow Dragon. (Defensive Lightning Breath)
Lightning Breath+ (+Res) Alternate: Lightning Breath+ (+Def) |
A | Mirror Stance 3 Alternate: Atk/Res Unity |
|
---|---|---|---|
Positional Assist | B | Dragon's Ire 3 Alternate: Null C-Disrupt 3 |
|
Noontime | C | Pulse Smoke 3 | |
SP | 1770 | S | Mystic Boost 3 Alternate: Quick Riposte 3 |
Because Marth’s too weak to kill Medeus. (Distant Counter Defensive)
Blackfire Breath+ (+Res) Alternate: Pale Breath+ (+Res) |
A | Distant Counter | |
---|---|---|---|
Positional Assist | B | Dragon's Ire 3 Alternate: Null C-Disrupt 3 |
|
Noontime | C | Pulse Smoke 3 | |
SP | 1770 | S | Mystic Boost 3 Alternate: Distant Def 3 |
Resilience of the Hero-King (Superunit)
Slaying Edge+ (+Spd) Alternate: Carrot Cudgel+ (+Spd) |
A | Distant Counter | |
---|---|---|---|
Positional Assist | B | Spurn 3 Alternate: Null Follow-Up 3 |
|
Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Joint Drive Res |
|
SP | 1670 | S | Spd/Res Solo 3 |
Healing Specials
Overview
There are four healing Specials: Daylight, which upgrades into either Sol or Noontime (Aether is covered elsewhere). While they do not grant extra damage, they heal the user for a percent of the damage dealt with that attack. Noontime heals 30% with a charge time of two, and Sol heals 50% with a charge time of three. While they are poor choices for winning duels, healing Specials are amazing for longer game modes where they can help a unit sustain over many battles. Healing specials base their healing off the direct damage dealt to opponents, meaning any overkill will not translate into more healing.
Synergy
The way that healing Specials scale make them ill-suited to low damage hits, being a better fit for slower and stronger attacks. The low power of brave weapons make them less desirable than others. Some weapons and skills grant +10 damage on Special trigger, making them excellent skills to use with healing specials as they provide extra raw healing and some much-needed damage. Wrath is one such skill, but beware that the healing may take the unit above the 75% HP threshold required for Wrath to take effect. Healing Specials are often used to compliment healing builds such as the common Falchion Medic build, which combines the legendary Falchion with Renewal to boost healing. Healing Specials can also help a unit stay above a valuable healing threshold, such as Quick Riposte or Guard.
Weaknesses
The biggest limitation of healing Specials is their lack of extra damage. The healing is often not enough to win single duels, being more useful over longer stretches of time where it adds up. A unit wielding a healing Special risks being KO'd by a strong attack before they have the chance to heal.