Healing Cap
Healing | Clear | Debuff Resistance | Revive
About | Healing Cap
Related: Autorevive | Death's Grace | Drain | Refresh | Revitalize | Veil
Most sources of healing have a cap on how much HP can be restored at a time. However, that cap can be increased through Healing Cap Boosted and Recovery Cap Boosted effects. Healing Cap Up raises a character skill's healing cap by a certain percentage, while Recovery Cap Boosted raises healing cap by a flat number.
About Healing Cap
effects from different sources (such as character vs. summon) will stack additively along with class/character Healing Extended Mastery Perks. Meanwhile,
stacks multiplicatively, not additively, with Healing Cap Up.[1]
is added after all Healing Cap Up effects are calculated. Note that the status effect does not stack with healing cap-boosting support skills; only the strongest effect will be applied. (Support skills also do not stack with each other.)
Healing amount and healing cap will always be rounded down.
Example:
Erin's HealRestore 20% of all allies' HP.
At level 45:
Healing cap increased to 1000 HP. has a 1000 HP base healing cap (at Lv65). Healing Cap Up effects fromFrozen RipplesGrant an ally VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.",Healing UpHeal skill's healing amount is boosted
Duration: 2 turns, and50% Healing Cap UpHeal skill's healing cap is boosted
Strength: 50%Duration: 2 turns. (+50%), maxing out her 3 Healing EMPs (+60%), andYggdrasil OmegaLuminox Genesi Massive Earth damage to all foes.
All allies gain10% Healing UpHeal skill's healing amount is boosted
Strength: 10%Duration: 3 turns and10% Healing Cap UpHeal skill's healing cap is boosted
Strength: 10%Duration: 3 turns.'s call (+10%) will stack additively. 1000 * (1 + 0.5 + 0.6 + 0.1) = 2200
ASuperstar MC's Overture IIHarp: All parties gain 40% Healing Up (Stackable)Heal skill's healing amount is boosted (Stackable)
Strength: 40%Duration: 3 turns andHealing Cap Up (Stackable / Max: 30%)Heal skill's healing cap is boosted (Stackable)
Strength: First stack: 20%
Subsequent stacks: 5%
(Max: 30%)Duration: 3 turns.
Dagger: All parties gain10% Healing Up (Stackable)Heal skill's healing amount is boosted (Stackable)
Strength: 10%Duration: 3 turns andHealing Cap Up (Stackable / Max: 20%)Heal skill's healing cap is boosted (Stackable)
Strength: First stack: 10%
Subsequent stacks: 5%
(Max: 20%)Duration: 3 turns. provides 20% Healing Cap Up (Stackable), which stacks multiplicatively with other Healing Cap Up effects. 2200 * 1.2 = 2640
Erin'sExtended Mastery Support SkillBoost to all allies' healing cap provides an extra 200 HP boost to healing cap for the party. 2640 + 200 = 2840 final healing cap
Healing cap for a party member withJohann RishabhaGrant another ally Recovery Cap BoostedRecovery cap is boosted
Strength: 3000 HPDuration: 1 turn andDEF UpDEF is boosted
Duration: 5 turns.'s Recovery Cap Boosted (+3000 HP): 2640 + 3000 = 5640 final healing cap
If all party members have 10,000 HP,HealRestore 20% of all allies' HP.
At level 45:
Healing cap increased to 1000 HP.'s total strength is (including Healing Up effects from the same sources as Healing Cap Up): (10,000 * 0.2) * (1 + 0.5 + 0.6 + 0.1) * 1.2 = 5280 HP → lowered to 2840 for party members without Johann's Recovery Cap Boosted → character with Johann's buff will not hit their healing cap
Healing Cap Up
The following abilities grant the Healing Cap Up or Healing Cap Up (Stackable) status effects. For character support skills that boost healing cap, see the Support Skills section.
Healing Cap Up only affects healing from character skills, support skills, and healing status effects from character skills. Direct healing from charge attacks and summon calls are not affected.
Main Character
| Class | Skill | Targets | Boost | Dur | C/D | Sub?Can be used as a subskill on other classes | Notes |
|---|---|---|---|---|---|---|---|
Strength: 25% and Strength: 20%. Dagger: All parties gain Strength: 10% and Strength: 10%. |
All parties | ? | 3T | 7T | No | Stacks up to an unknown amount. | |
Strength: 40%Duration: 3 turns and Strength: First stack: 20% Subsequent stacks: 5% (Max: 30%)Duration: 3 turns. Dagger: All parties gain Strength: 10%Duration: 3 turns and Strength: First stack: 10% Subsequent stacks: 5% (Max: 20%)Duration: 3 turns. |
All parties | 20~30% (Harp) 10%~20% (Dagger) |
3T | 7T | No | Stacks up to 20/30% Healing Cap Up (10/20% on first use, 5% for subsequent uses). | |
Strength: 40%Duration: 3 turns and Strength: First stack: 20% Subsequent stacks: 5% (Max: 30%)Duration: 3 turns. All parties gain 20% Element ATK UpElement ATK is boosted Strength: 20%Duration: 3 turnsElement ATK Up buff based on weapon element. Dagger: All parties gain Strength: 10%Duration: 3 turns and Strength: First stack: 10% Subsequent stacks: 5% (Max: 20%)Duration: 3 turns. All parties gain 10% Element ATK UpElement ATK is boosted Strength: 10%Duration: 3 turnsElement ATK Up buff based on weapon element. |
All parties | 20~30% (Harp) 10%~20% (Dagger) |
3T | 7T | No | Stacks up to 20/30% Healing Cap Up (10/20% on first use, 5% for subsequent uses). | |
Characters
| Character | Element | Source | Targets | Boost | Dur | C/D | Notes |
|---|---|---|---|---|---|---|---|
Gain Duration: Indefinite, Strength: 50% (Max: 100%)Duration: Indefinite, and Strength: 50% (Max: 100%)Duration: Indefinite. |
Self | 50~100% | - | - | Stacks up to an 100% boost. | ||
Duration: 1 turn and Duration: 1 turn . |
Self | 100% | 3T | 6T | Requires level 100 (5★). | ||
Unaffected by Charge Bar Gain status effects. No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.. At level 95: Also gain Duration: 1 turn . |
Self | 400% | 1T | 7T | Requires level 95 (5★). boosts their charge attack heal from 20% max HP (Healing cap: 500) to 30% max HP (Healing cap: 2000). | ||
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", Duration: 2 turns, and Strength: 50%Duration: 2 turns. |
One ally | 50% | 2T | 6T | |||
Gain Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and Strength: 50%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
Self | 50% | 2.5T | - | |||
All allies gain Strength: 25%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
Self | 50~100% | - | - | Requires 5★. Stacks up to an 100% boost. | ||
Strength: 5%Duration: 3 turns, Strength: 5%Duration: 3 turns, Strength: 25%Duration: 3 turns, and Strength: 25%Duration: 3 turns. |
All allies | 25% | 3T | 9T | |||
All allies gain Strength: 25%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. Gain Strength: 50% (Max: 100%)Duration: Indefinite and Strength: 50% (Max: 100%)Duration: Indefinite. |
Self | 50~100% | - | - | Requires 5★. Stacks up to an 100% boost. | ||
Summons
| Summon + Effect | Element | Source | Targets | Boost | Duration | Cooldown | Notes |
|---|---|---|---|---|---|---|---|
All allies gain Strength: 10%Duration: 3 turns and Strength: 10%Duration: 3 turns. |
Call | All allies | 10% | 3 turns | 9 turns | ||
10% boost to healing skills. |
Aura | All allies | 10% | - | - | Requires 4★. | |
Weapon Charge Attacks
| Weapon + C.A. | Element | Type | Targets | Boost | Duration | Notes |
|---|---|---|---|---|---|---|
Gain Strength: 15%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and Strength: 15%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. | Main Character | 15% | 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. | Can only be equipped by | ||
Gain Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and Strength: 10% + 1Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. | Main Character | ? | 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. | |||
Recovery Cap Boosted
The following are sources of the Recovery Cap Boosted status effect. For character support skills that boost healing cap, see the Support Skills section.
| Name | Element | Source | Targets | Boost | Dur | C/D | Notes |
|---|---|---|---|---|---|---|---|
Strength: 45%-15%Duration: 3 turns and Strength: 1000Duration: 3 turns. |
All allies | 1000 HP | 3T | 6T | |||
All allies gain Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
All allies | ? HP | 2.5T | - | |||
Activate Impelliteri. Gain Strength: 1000Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining.. |
Self | 1000 HP | 1.5T | - | Requires 5★. | ||
Strength: 10%Duration: 3 turns and Strength: 500 HPDuration: 3 turns. |
All allies | 500 HP | 3T | 7T | |||
Strength: 3000 HPDuration: 1 turn and Duration: 5 turns. |
One ally | 3000 HP | 1T | 10T | Johann cannot select himself as a target. | ||
Strength: 1000Duration: 1 turn . |
All allies | 1000 HP | 1T | 7T | |||
Support Skills
| Character | Element | Source | Targets | Boost | Notes |
|---|---|---|---|---|---|
Field effect Local status effect is active. |
Fire allies | 25% | Requires Field effect Local status effect to be active. | ||
Remove 1 debuff from a Fire ally when that ally takes turn-based damage. |
Fire allies | 20% | Requires Alanaan to be a sub ally. | ||
(Boost all allies' healing cap by 200.) |
All allies | 200 HP | |||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
| Water allies | 150 HP | Requires Joel to be a sub ally. | |||
| All allies | 200 HP (3★) | ||||
. |
Allies with |
500 HP | |||
| All allies | 200 HP (3★) | ||||
ranks |
Self | 10~50% | Heart ranks are gained through Raise caster's Duration: Indefinite Rank by 1 (Max: 4). or Multiplier: PerpetuityDuration: Indefinite, Duration: Indefinite, Duration: Indefinite, and Duration: Indefinite all rise by a random number. (Can't be reactivated.). | ||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP | ||||
| Self | 30~90% | Varies based on number of female main allies. Korwa herself does not count towards her support skill. | |||
| All allies | 200 HP (3★) | ||||
. (Takes effect even when De La Fille is a sub ally.) |
Light allies | 2~10% | Requires level 95 (5★). Depends on the ally's number of . Takes effect even when De La Fille is a sub ally. | ||
| All Allies | 200 HP (3★) | ||||
| Light allies | 200 HP | Requires Sophia to be a sub ally. | |||
| All Allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
Double attack rate is boosted / Triple attack rate is boosted / Maximum amount of DMG that can be dealt per hit is boosted (Can't be removed) and/or Chance of lowering DMG taken / Debuff resistance is boosted (Can't be removed) . |
Allies with Double attack rate is boosted / Triple attack rate is boosted / Maximum amount of DMG that can be dealt per hit is boosted (Can't be removed) and/or Chance of lowering DMG taken / Debuff resistance is boosted (Can't be removed) |
500 HP | Grants 500 HP boost to healing cap per Rune, up to 1000 HP. | ||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
| All allies | 200 HP (3★) | ||||
Extended Mastery Perks
Healing Extended Mastery Perks raise both heal amount and healing cap for that character based on the number of ★ invested into it. Healing EMPs are additive with
and multiplicative with
.
The Main Character has 1 Healing EMP node per class, which gives a 5% bonus at 3★. Mastering classes (raising them to level 20) also grants a total 14% boost that applies to all classes. Some classes may also have their own innate healing boosts.
Characters with Healing EMPs
Character Extended Mastery Perks and Over Mastery Bonuses give a 10% healing boost at 1★, 15% at 2★, and 20% at 3★. Multiple Healing EMP nodes stack additively.
Weapon Skills
Various weapon skills can boost healing cap. For a full list, see Healing Skill Weapons.
- Skill Name: Healing
- Increases the maximum amount that is healed by the receiver per skill.
- The Healing Cap Up of the Normal modifier caps at 100%.[2]
- The Healing Cap Up of the Omega modifier caps at 300%.[2]
Skill level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Small[3][1] 1.0% 1.5% 2.0% 2.4% 2.8% 3.2% 3.6% 4.0% 4.5% 5.0% 7.5% Medium 3.0% 5.0% 10.0% Big 5.0% 5.5% 6.0% 6.5% 7.0% 7.5% 8.0% 8.5% 9.0% 10.0% 11.2%