
Medicine Pocket is a versatile Healer, having access to a universal +DMG Taken debuff, strong healing output and Sturdiness. This allows them to both protect the team as well as help it offensively. There are very few flaws in Medicine Pocket's kit, however, the utility they bring isn't as effective nowadays compared to newer supports and sustain characters.
Medicine Pocket profile was last updated on 07/September/2026.
To learn more about Medicine Pocket check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
1-target attack. Deals 450% Mental DMG. Inflicts [Daze] for 1 round on the target hit. After attacking, grant Moxie +1 to self.
Daze:
Control. Cannot act.
✦✧✧
[Debuff]
1-target attack. Deals 150% Mental DMG. Inflicts DMG Taken +20% for 1 round on the target hit.
✦✦✧
[Debuff]
1-target attack. Deals 250% Mental DMG. Inflicts DMG Taken +20% for 1 round on the target hit.
✦✦✦
[Debuff]
1-target attack. Deals 450% Mental DMG. Inflicts DMG Taken +20% for 1 round on the target hit.
✦✧✧
[Health]
Mass healing. Grants HP + (the caster's ATK x80%) and 1 [Sturdiness] stack for all allies.
✦✦✧
[Health]
Mass healing. Grants HP + (the caster's ATK x120%) and 1 [Sturdiness] stack for all allies.
✦✦✦
[Health]
Mass healing. Grants HP + (the caster's ATK x200%) and 1 [Sturdiness] stack for all allies.
Sturdiness:
Pos Status. When attacked, DMG Taken Reduction +25% (-1 stack after trigger).
Right after casting an Ultimate, recovers (Medicine Pocket's ATK x80%) HP for all allies.
DMG Dealt +8% when entering battle.
If the caster's HP percentage is below 50%, Healing Done +10%.
Medicine Pocket has one or more Euphoria upgrades available that amplify their base skills.
Tier I
[Alchemy Ware]: If a target is at 50% HP or below, recover (the user's ATK x Healing Factor) HP to that target; if a target is above 50% HP, that target gains a Shield with (the user's ATK x Healing Factor x 120%) HP for 2 rounds.
Tier II
[Inherent Habit]: When cast, lose (own Current HP x10%) HP and inflict Critical Resist Rate -30% and Critical DEF -40% on the target for 2 rounds.
Tier III
After an ally is attacked, this unit casts a rank 1 [Alchemy Ware] as a follow-up attack (can trigger up to 2 times per round);
When casting [Alchemy Ware], cause all allies to lose (Current HP x10%) HP; and if a target is at 50% HP or below, recover an additional (the user's Missing HP x25%) HP for that target.
Tier IV
[26 Secondary Reactions]: When cast, lose (own current HP x20%) HP and deal an additional (own Missing HP x150%) Genesis DMG.
Lv. 1:
Bell of the Forest: HP +(Medicine Pocket's ATK x120%) for all allies.
Lv. 2:
Alchemy Ware: At Incantation rank 1/2/3, HP +(the caster's ATK x90/135/220%) for all allies.
Lv. 3:
Inherent Habit: At incantation rank 1/2/3, Mental DMG increased to 170/280/500%.
Lv. 4:
26 Secondary Reactions: Mental DMG increased to 500%.
Lv. 5:
Inherent Habit: DMG Taken increased to +30% for the target.
Review
Before you ask, Medicine Pocket is a non-binary character.
They are a very straightforward but effective healer. 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 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 rank, so you can opt to upgrade it before using. The stack of sturdiness, however, remain the same.
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 Ultimate. 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.
Stats and Build
Prioritizes ATK and HP. Best for post-Euphoria Medicine Pocket, whose healing scales off of ATK and Lost HP. Their new blood burn mechanic incentivizes having a high Max HP to prevent them from being too squishy. Equanimity provides a buff to both ATK and HP as well as some extra bulk through Critical Resist Rate, DMG Taken Reduction, and higher DEF stats.
If you don’t have Resonance Patterns unlocked, try this build with Placidity:
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Prioritizes ATK and Crit. If, for some reason, you want to build Medicine Pocket as a damage dealer, you can use this build. As a U-shaped resonance character, Medicine Pocket doesn’t have very good DPS options to choose from. Hyper increases ATK, which improves healing and damage, but this is the one case where Placidity is almost just as good, since it’s the only one that gives Critical Rate and DMG Bonus.
If you don’t have Resonance Patterns unlocked, try this build with Placidity:
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Cracks in the Shell is one of Euphoria Medicine Pocket's best options for Ultimate and Bloodtithe teams. 12–24% Healing Bonus is fantastic, and every time Medicine Pocket gets attacked that's 1.2%–2.4% Critical DMG for the whole team for 3 rounds.
Beyond Wonderland is fantastic for Euphoria Medicine Pocket in Bloodtithe teams. 16% HP synergizes well with Bloodtithe, while the 7–21% Critical Rate and 12% Healing Done are a nice bonus.
Melodies Old and New is a great supportive option that boosts all allies' DMG Dealt by 3–9%. 12–16% Healing Done is sufficient and 8% HP makes this useable for Bloodtithe.
That Inquisitive Dear is pre-Euphoria Medicine Pocket's best-in-slot option. 18% Healing Done is great, and their skill 1 can trigger the extra healing.
The game loves throwing You Deserve It onto Medicine Pocket in trial stages; it's your best bet if you want a damage/healing hybrid build. 15% Healing Done is serviceable, and healing incantations increase their Incantation Might and Ultimate Might up to a maximum of 15%/15%.
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%
Synergy & Teams
Medicine Pocket teams aren't available yet. They will be added soon.
If you're looking for more team information, check our Team Tier List:
Medicine Pocket Synergy information aren't available yet. They will be added soon!
Lore
Medicine Pocket Lore information aren't available yet. They will be added soon!