Restores HP = 30% of damage dealt.

Inheritable Restrictions?

No Staff

Skillsets that use skill

Head Witch in Charge (Melee Specialist / Defensive)

I Am the [REDACTED] Supreme (All-Purpose Tank / Defensive)

Super Spendthrift (Superunit)

You guys like Red Tome GHB’s? (Defensive)

they had us in the first half, not gonna lie (High-Investment Speed Tank)

Atlas (Defensive Focus / Anti-Magic Tank)

A Midsummer Night's Mare (Distant Tank) (Aether Raids Offense)

Song of the Ancients (Defensive Focus / Magical Tank)

Just Like Papa Grima (Enemy Phase Tank)

What happy ending? (Superunit)

I’ve Never Met a Man Whose Heart Was So Clear... (Defensive Generalist / Aether Raids Offense)

Pink-Haired Cleric Repellent (Enemy Phase Set)

and then the Ostian Treasury went bankrupt (Mixed Phase Tank)

Wait, Wrong Inigo (Defensive Generalist / High Investment)

Sand In This Rabbit Stew (High-Investment Distant Tank)

As easy and spring breezy as it gets… (Superunit / Enemy Phase Nuke)

Strategy Role Playing on Motorcycles (High-Investment Speed Build)

The power of friendship! (Superunit)

Katarina's Hen Party (High-Investment Smoke Tank)

A Mission for Redemption (Superunit)

When Cultural Appropriation Gets Too Chesty… (Aether Raids Offense / Superunit Tank)

Healing Specials


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.


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.


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.