Revitalize
Healing | Clear | Debuff Resistance | Revive
About | Healing Cap
Related: Autorevive | Death's Grace | Drain | Refresh | Revitalize | Veil
Recover HP each turn. Boost to charge bar if HP is full.
About Revitalize
Revitalize is a heal-over-time buff that activates at the end of the turn. If the character's HP is full or the character is unable to receive healing (e.g.
), they will receive a Charge Boost instead.
It restores a certain percentage of max HP up to its healing cap, for a certain number of turns. Both healing cap and duration vary by source, and healing amount is based on each character's specs rather than the caster's. A character with Healing Extended Mastery Perks and/or Over Mastery Bonuses will heal more than a character without, no matter the source of the buff.
Most Revitalize effects grant
Strength: 10% if HP is full. This number is affected by
and
effects.
Multiple Revitalize buffs from different sides (such as character vs. summon) will stack, but will not stack if it is from the same side (such as character skill vs. character charge attack). It also stacks with
, other buffs with Revitalize effects, support skills that grant Refresh or Revitalize effects, and summon auras with Refresh effects.
At the end of the turn, healing from all Refresh and Revitalize effects will be added together as a single amount. Charge boosts from Revitalize effects, if HP is full, will also be displayed as a single amount.
Example:
All Allies: + 500 HP fromKaede Takagaki Divine Breeze 450%Massive Wind damage to a foe.
All allies gainRefreshHP is restored on every turn
Strength: 5% of max HP (Healing cap: 500)Duration: 3.5 turnsApplied during the attack phase.
On the next turn, it'll have 3 turns remaining..'s Refresh + 500 HP or 10% Charge Boost fromLennah RenaissanceRestore all allies' HP (Healing cap: 1200).
All allies gainRefreshHP is restored on every turn
Strength: Healing cap: 250Duration: 3 turns.
At level 75:
Healing cap increased to 1500.
At level 95:
Healing cap further increased to 2000.RefreshHP is restored on every turn
Duration: 3 turns upgraded toRevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 500 HP or 10% charge barDuration: 3 turns.
Also remove 1 debuff from all allies.'s Revitalize (character side) + 150 HP fromSevastien Grandbutler Knows Best When Sub Ally: Refresh 3% of all allies' HP at the end of a turn (Healing cap: 150).'s support skill + 300 HP from FreyrMain Aura40% boost to Wind Elemental ATK.
Refresh effect to all Wind allies (Healing cap: 300).'s aura + 300 HP or 10% Charge Boost fromRose QueenRose Palace All allies gain Rose PalaceSlight chance to lessen DMG upon receiving an attack
Duration: 3 turns,20% DEF UpDEF is boosted
Strength: 20%Duration: 3 turns,RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: (Healing cap: 300) or 10% charge barDuration: 3 turns, and20% Debuff Res. UpDebuff resistance is boosted
Strength: 20%Duration: 3 turns.'s Revitalize (summon side) = 1750 HP recovered at the end of the turn, before factoring in Healing EMPs and/or Over Mastery Bonuses. Allies with full HP gain20% Charge BoostInstantly boosts Charge Bar by 20%
Strength: 20%, before factoring charge bar speed effects.
Kaede only: + 500 HP or 10% Charge Boost fromVerdure LadyRecover HP each turn (Healing cap: 500). Gain 10% Charge BoostInstantly boosts Charge Bar by 10%
Strength: 10% if HP is full.
Extend the duration ofOverflowing EmotionsATK is boosted / Double attack rate is boosted / Triple attack rate is boosted (Can't be removed)
Special buff by 2 turns upon using charge attack. (Revitalize effect) = 2250 HP recovered or30% Charge BoostInstantly boosts Charge Bar by 30%
Strength: 30% gained at the end of the turn.
Lennah only, with all 3 Healing EMPs at 3★ (+60%): 1750 * 1.6 = 2800 HP recovered at the end of the turn.
Filter Tables
Revitalize Sources
Main Character
| Class | Skill | Targets | Amount | Cap | Dur | C/D | Sub?Can be used as a subskill on other classes | Notes |
|---|---|---|---|---|---|---|---|---|
Duration: 5 turns and Strength: 250 HP or 5% charge barDuration: 5 turns to all allies. |
All Allies | ? | 250 HP | 5T | 8T | No | Also grants Duration: 5 turns. | |
Duration: 3 turns. : Gain Strength: 10%Duration: 2 turns.) |
All Allies | 5% | 700 HP | 3T | 5T | No | ||
| All Allies | 10% | 500 HP | 3T | 4T | No | Requires equipping a Support Frame. Costs 2 Will be used up every turn while companion is active. Companion will shut down when none are left. . | ||
Character Skills and Charge Attacks
| Character | Element | Source | Targets | Amount | Cap | Dur | C/D | Notes |
|---|---|---|---|---|---|---|---|---|
Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns and Strength: 1% of enemy's max HP (Damage cap: 30,000)Duration: 3 turns. |
One ally | 5% | 500 HP | 3T | 4T | Also directly heals (Healing cap: 2000). | ||
Strength: (Healing cap: 500Verification needed. )Duration: 5 turns (Healing cap: 500Verification needed. ), Strength: 2000Duration: 5 turns, and Strength: 30%. |
All allies | ? | 500 HP | 5T | 10T | |||
Strength: 35%Duration: 5 turns and Strength: 5%Duration: 5 turns. At level 90: All allies also gain Strength: 10% of max HP (Healing cap: 300) or 10% charge barDuration: 5 turns. |
All allies | 10% | 300 HP | 5T | 8T | Requires level 90 (5★). | ||
Strength: 60%-20%Duration: 3 turns and Strength: 30%Duration: 3 turns. (Gain additional buffs based on Aglovale's number of .) |
Self | ? | 1000 HP | 3T | 6T | Requires 2 . | ||
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and Strength: 500 HP or 10% charge barDuration: 3 turns. |
All allies | ? | 500 HP | 3T | 8T | |||
Strength: 50% chance of dealing 50% more damage.Duration: 3 turns. (Consumes 20% of charge bar.) At level 100: No longer consumes charge bar. All allies also gain Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns and Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns. |
All allies | ? | 500 HP | 3T | 5T | Requires Level 100 (5★). | ||
Strength: 500 HP or 10% charge barDuration: 3 turns and Strength: 10%Duration: 3 turns. |
One ally / All allies | ? | 500 HP | 3T | 4T | Also directly heals (Healing cap: 2000). Affects all allies upon consuming . | ||
Strength: 5% max HP (Healing cap: 350 HP) or 10% charge barDuration: 4 turns. |
All allies | 5% | 350 HP | 4T | 8T | |||
(Skill changes to End of Joker upon casting.) End of Joker: All Earth allies gain Strength: 30%Duration: 3 turnsStacking: Summon, Strength: 30%Duration: 3 turnsStacking: Summon, Strength: 20%Duration: 3 turnsStacking: Summon, Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon, Strength: 2000Duration: Indefinite, Strength: 10%Duration: 3 turnsStacking: Summon, Strength: 15%Duration: 3 turns, Strength: 1-4 stacksDuration: 3 turns, and "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". (Skill changes to Beginning of Joker upon casting.) |
All allies | ? | 500 HP | 3T | 7T | |||
Strength: 20% and Strength: 400 HP or 10% charge barDuration: 3 turns. Restore 10% of all allies' HP (Healing cap: 1500). |
All allies | ? | 400 HP | 3T | 6T | Grants 10% charge bar if HP is full. Also directly heals (Healing cap: 1500). | ||
All allies gain Strength: Healing cap: 250Duration: 3 turns. At level 75: Healing cap increased to 1500. At level 95: Healing cap further increased to 2000. Duration: 3 turns upgraded to Strength: 500 HP or 10% charge barDuration: 3 turns. Also remove 1 debuff from all allies. |
All allies | ? | 500 HP | 3T | 6T | Requires level 95 (5★). Also directly heals (Healing cap: 2000). | ||
All allies gain Strength: 5% max HP (Healing cap: 400) or 10% Charge BarDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
All allies | 5% | 400 HP | 2.5T | - | |||
(Grant an ally Strength: Restore 5% max HP (Healing cap: 300) or gain 25% charge barDuration: 3 turns and Strength: 45%-15%Duration: 3 turns.) |
One ally | 5% | 300 HP | 3T | 7T | Grants 25% charge bar if HP is full. | ||
All allies gain and a random buff. (Gain additional buffs based on Aglovale's number of .) |
All allies | ? | 1000 HP | 3T | 7T | Possible effect. Guaranteed when Aglovale has 5 . See character page for details. | ||
All allies gain Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns At level 90: Also removes 1 debuff from all allies. All allies also gain Strength: 20% and Duration: Indefinite. Strength: (Healing cap: 700) or 10% charge barDuration: 3 turns healing cap increased to 700. / All allies gain Strength: (Healing cap: 500) or 10% charge barDuration: 3 turns At level 90: Also removes 1 debuff from all allies. All allies also gain Strength: 20% and Duration: Indefinite. Strength: (Healing cap: 700) or 10% charge barDuration: 3 turns healing cap increased to 700. |
All allies | ? | 500 HP / 700 HP |
3T | 7T | Also directly heals (Healing cap: 1500). Skill name changes and Revitalize's healing cap increases at level 90 (5★). | ||
Strength: 300 HPDuration: 3 turns. At level 55: Effect enhanced. At level 95: Healing cap increased to 4000. Strength: 300 HPDuration: 3 turns upgraded to Strength: 500 HP or 10% charge barDuration: 3 turns. All allies also gain Strength: 20% when HP is 50% or above, 10% when at 1 HPDuration: 3 turnsStacking: Teamwide. |
All allies | ? | 500 HP | 3T | 5T | Requires level 95 (5★). Also directly heals (Healing cap: 4000). | ||
Strength: 500 HP or 10% charge barDuration: 3 turns and Strength: 50%Duration: 3 turns. When 1 (Spirits recover every 5 turns) is consumed: Also grant Strength: 2500Duration: 3 turns. |
One ally | ? | 500 HP | 3T | 5T | |||
All allies gain Strength: 10% of max HP (Healing cap: 700) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
All allies | 10% | 700 HP | 2.5T | - | |||
Strength: 2000Duration: Indefinite, Strength: (Healing cap: 500)Duration: 3 turns, and Strength: 20%-10%Duration: 3 turns. |
All allies | ? | 500 HP | 3T | 6T | |||
Gain Strength: 300 HP or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
Self | ? | 300 HP | 2.5T | - | |||
All allies gain Strength: 20% and Strength: 5% of max HP (Healing cap: 400) or 10% charge barDuration: 3 turns. |
All allies | 5% | 400 HP | 3T | 6T | |||
Strength: 100%Duration: 2 turns. Use 3 : Also gain Strength: 400 HP or 10% charge barDuration: 2 turns and Strength: 50%Duration: 2 turnsLight DEF Up. Not a Damage Cut. Reduces Light damage taken on a multiplier separate from Damage Cuts.. |
Self | ? | 400 HP | 2T | 6T | |||
Support Skills
| Character | Element | Source | Targets | Amount | Cap | Notes |
|---|---|---|---|---|---|---|
20% reduced Wind damage taken, charge bar fills up 100% faster from damage taken, RevitalizeRecover HP each turn (Healing cap: 500). Gain Strength: 10% if HP is full. effect. |
Self | ? | 500 HP | Requires 3 Primal-race main allies. | ||
Strength: 10% if HP is full. Extend the duration of Special buff by 2 turns upon using charge attack. |
Self | ? | 500 HP | |||
At level 95: Debuff removal chance increased to 100%. Also recover HP each turn (Healing cap: 500). Gain Strength: 10% if HP is full. |
Self | ? | 500 HP | Requires level 95 (5★). | ||
Weapon Charge Attacks
| Weapon + C.A. | Element | Type | Targets | Amount | Cap | Dur | Notes |
|---|---|---|---|---|---|---|---|
Heal all allies up to 700 HP840 with the 20% boost to healing cap from Ray of Hope.. All allies gain Strength: 200 HP/turn or 10% charge bar/turnDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. |
All allies | ? | 200 HP | 3.5T | Can only be equipped by Sage. Also directly heals (Healing cap: 840700 base + 20% boost from Sage's support skill). | ||
Strength: 500 HP or 10% charge barDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. After 4★: All allies gain Strength: 500 HPDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. |
All allies | ? | 500 HP | 3.5T | After 4★, also grants Strength: (Healing cap: 500)Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. | ||
All Fire allies gain Strength: 15%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. After 4★: All Fire allies also gain Strength: 10% of max HP (Healing cap: 1000) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
Fire allies | 10% | 1000 HP | 2.5T | Requires 4★. | ||
All allies gain . |
All allies | ? | ? | ? | |||
Strength: 10% of max HP (Healing cap: 500) or 10% charge barDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
All allies | 10% | 500 HP | 2.5T | |||
All allies gain Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and Strength: (Healing cap: 500) or 10% charge bar if HP is fullDuration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. |
All allies | ? | 500 HP | 2.5T | |||
Restore 10% of all allies' HP (Healing cap: 700). All allies gain Strength: (Healing cap: 200) or 10% charge barDuration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. After 5★: Damage increased to 550%. Healing cap increased to 2000. |
All allies | ? | 200 HP | 3.5T | Also directly heals (Healing cap: 700 HP). | ||
Weapon Skills
| Weapon | Element | Type | Source | Targets | Amount | Cap | Dur | Notes |
|---|---|---|---|---|---|---|---|---|
Strength: 10% (Max: 50%)Multiplier: UniqueDuration: Indefinite, Strength: 10% (Max: 50%)Duration: Indefinite, Strength: 50%Duration: 3 turns, and Strength: (Healing cap: 500) or 10% charge bar if HP is fullDuration: 3 turns. |
One ally (Green Potion) All allies (Blue Potion) |
? | 500 HP | 3T | Requires equipping as a main weapon (Doctor only). Activates upon using a potion. | |||
Strength: 10% if HP is full. |
Main Character | ? | 150 HP | - | Requires equipping as a main weapon. Unlocked at level 100 (3★). | |||
Strength: 10% if HP is full. |
Main Character | ? | 150 HP | - | Requires equipping as a main weapon. | |||
Summon Calls
| Summon + Call | Element | Targets | Amount | Cap | Dur | C/D | Notes |
|---|---|---|---|---|---|---|---|
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", Duration: Indefinite, and . |
Fire allies | ? | ? | ? | 3T3-turn cooldown at battle start / 9T9-turn cooldown upon call | Requires 4★. | |
Strength: 20%Multiplier: NormalDuration: 4 turns, Strength: 20%Duration: 4 turns, Strength: (Healing cap: 300)Duration: 4 turns, and Strength: 20%. Gachapin also gains 7 . |
All allies | ? | 300 HP | 4T | 9T | Requires 4★. | |
Plain damage to all allies equal to 10% of current health. All allies gain Strength: 10% of max HP (Healing cap: 500) or 10% charge barDuration: 4 turns. |
All allies | ? | 300 HP | 4T | 9T | Requires 3★. Call also damages all allies for 10% max HP. | |
| Earth allies | ? | 500 HP | 3T | 3T3-turn cooldown at battle start / 9T9-turn cooldown upon call | Requires 4★. Possible effect; see summon page for details. | ||
All allies gain Strength: 10%Duration: 3 turns, Strength: 10%Duration: 3 turns, and 1 random buff effect. |
All allies | ? | 4★: 330 HP300 base + Strength: 10%Duration: 3 turns 5★: 550 HP500 base + Strength: 10%Duration: 3 turns |
3T | 9T | Requires 4★. Possible effect; see summon page for details. | |
Strength: 1500Duration: 4 turns and Strength: ?% of max HP (Healing cap: 500) or 10% charge barDuration: 4 turns. |
Earth allies | ? | 500 HP | 4T | 3T3-turn cooldown at battle start / 9T9-turn cooldown upon call | ||
All allies gain Strength: 10% maximum HP (Healing cap: 400 HP) or 10% charge barDuration: 3 turns |
All allies | 10% | 400 HP | 3T | 8T | ||
Duration: 3 turns, Strength: 20%Duration: 3 turns, Strength: (Healing cap: 300) or 10% charge barDuration: 3 turns, and Strength: 20%Duration: 3 turns. |
All allies | ? | 300 HP 400 HP (3★) 500 HP (4★) |
3T | 9T | ||
All allies gain Strength: 30%Multiplier: NormalDuration: 4 turns and Strength: 5% of max HP (Healing cap: 500) or 10% charge barDuration: 4 turns. Restore 30% of all allies' max HP (Healing cap: 3000). |
All allies | 5% | 500 HP | 4T | 8T | Requires 5★. | |
Equivalent Buffs
The following buffs have Revitalize effects. They stack with
.
| Status Effect | Granted By | Element | Source | Targets | Amount | Cap | Dur | C/D | Notes |
|---|---|---|---|---|---|---|---|---|---|
Duration: Indefinite Duration: Indefinite Duration: Indefinite based on skills used by main allies. (Gain buffs based on Dope type.) |
Self | ? | 500 HP | - | - | Gained upon using a green-border skill, and randomly from yellow-border skills. | |||
Strength: 30% Earth ATK Up / 50% DEF Up / (Healing cap: 300) or 10% charge barDuration: 5 turns. |
Female allies | ? | 300 HP | 5T | 9T | ||||
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