1-target attack. Deals 450% Mental DMG and inflicts [Daze] on the target for 1 round. Moxie +1 for the caster.
Daze:
Cannot act.
✦✧✧
[Debuff]
1-target attack. Deals 150% Mental DMG. DMG Taken +20% for the target for 1 round.
✦✦✧
[Debuff]
1-target attack. Deals 250% Mental DMG. DMG Taken +20% for the target for 1 round.
✦✦✦
[Debuff]
1-target attack. Deals 450% Mental DMG. DMG Taken +20% for the target for 1 round.
✦✧✧
[Health]
Mass healing. HP + (the caster's ATK x80%) and gives 1 [Sturdiness] stack for all allies.
✦✦✧
[Health]
Mass healing. HP + (the caster's ATK x120%) and gives 1 [Sturdiness] stack for all allies.
✦✦✦
[Health]
Mass healing. HP + (the caster's ATK x200%) and gives 1 [Sturdiness] stack for all allies.
Sturdiness:
When the caster is attacked, DMG Taken Reduction +25% (-1 stack after trigger).
After the caster casts an Ultimate, HP +(Medicine Pocket's ATK x80%) for all allies.
DMG Dealt +8% when the caster enters battle.
If the caster's HP is below 50%, Healing Done +10%.
Lv. 1:
Bell of the Forest's effect changes to: HP +(Medicine Pocket's ATK x120%)
Lv. 2:
Alchemy Ware's effect changes to: at 1/2/3 stars, HP + (ATK x90/135/220%) for all allies.
Lv. 3:
Inherent Habit's effect changes to: at 1/2/3 stars, deals 170/280/500% Mental DMG.
Lv. 4:
26 Secondary Reactions effect changes to: deals 500% Mental DMG.
Lv. 5:
Inherent Habit's effect changes to: DMG Taken +30%.
Base
Level 1
Level 30
Insight 1
Level 1
Level 40
Insight 2
Level 1
Level 50
Insight 3
Level 1
Level 60
Base (Level 1 / Level 30)
241
367
Insight 1 (Level 1 / Level 40)
404
614
Insight 2 (Level 1 / Level 50)
651
916
Insight 3 (Level 1 / Level 60)
950
1077
Base (Level 1 / Level 30)
1508
2289
Insight 1 (Level 1 / Level 40)
2524
3837
Insight 2 (Level 1 / Level 50)
4072
5722
Insight 3 (Level 1 / Level 60)
5937
6732
Base (Level 1 / Level 30)
126
191
Insight 1 (Level 1 / Level 40)
209
319
Insight 2 (Level 1 / Level 50)
337
475
Insight 3 (Level 1 / Level 60)
492
559
Base (Level 1 / Level 30)
126
191
Insight 1 (Level 1 / Level 40)
209
319
Insight 2 (Level 1 / Level 50)
337
475
Insight 3 (Level 1 / Level 60)
492
559
Base (Level 1 / Level 30)
273
273
Insight 1 (Level 1 / Level 40)
309
309
Insight 2 (Level 1 / Level 50)
345
345
Insight 3 (Level 1 / Level 60)
381
381
Base (Level 1 / Level 30)
9.13%
9.13%
Insight 1 (Level 1 / Level 40)
10.3%
10.3%
Insight 2 (Level 1 / Level 50)
11.53%
11.53%
Insight 3 (Level 1 / Level 60)
12.7%
12.7%
Base (Level 1 / Level 30)
143.65%
143.65%
Insight 1 (Level 1 / Level 40)
145.45%
145.45%
Insight 2 (Level 1 / Level 50)
147.25%
147.25%
Insight 3 (Level 1 / Level 60)
149.05%
149.05%
Before you ask, Medicine Pocket is a non-binary character.
They are a very straightforward but effective healer, focused on defense. Their first skill, “Inherent Habit”, can be freely spammed at level 1 for the Debuff of +20% Damage Taken to the target, as the Debuff percentage doesn't increase with card level and Medicine Pocket doesn't deal much damage themself. The Debuff can be quite useful to any team, so being able to reliably inflict it like that is a good thing about the kit.
“Alchemy Ware” is Medicine Pocket's healing skill. It's not only a Mass Heal, but it also applies one stack of sturdiness on all allies. Unlike the previous skill, this one does get stronger with the level, so you can opt to save it. The stack of sturdiness, however, remain the same, so depending on the flow of battle, the player can opt to spam the level 1 card instead.
Finally, to close up the triad of defensive actions, Medicine Pocket's Ultimate, “26 Secondary Reactions” causes [Daze] on the target, being another option to help keep the team safe. After Insight 1, MedPoc also gains a passive that adds a layer of healing to their buff. If all this wasn't enough, by equipping them with “That Inquisitive Dear”, they will heal every time they apply their Debuff as well.
Very versatile healer, can fit in almost any situation.
Reliable source of +20% DMG Taken Debuff to help with the Team's damage.
Reliable source of [Sturdiness] on top of Mass Healing to help with survivability.
[Daze] is a powerful Crowd Control tool that they can inflict as well.
They don't deal much damage, being on the lower side even among other healers.
Ultimate isn't any good aside from the [Daze] effect, and can become useless if the target is immune to crowd control.
Overall
Standard (GLB)
Standard (CN)
Mane (GLB)
Mane (CN)
Medicine Pocket is a versatile Healer, having access to a universal +DMG Taken debuff, strong healing output and defensive buffs/debuffs. This all allows them to both protect the team as well as help it offensively. There are very few flaws in Medicine Pocket's kit, however, early game they might heal a bit too much.
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