Guide to Medicine Pocket Kit
Summary
Medicine Pocket is a reliable beast sustain, healing with incantations and ultimates, as well as providing Sturdiness to reduce damage. They can also act as a sub-DPS if needed, along with Dazing enemies who are not immune to Control.
Arcane Skills and Ultimate
26 Secondary Reactions
1-target attack. Deals 450% Mental DMG and inflicts [Daze] on the target for 1 round. Moxie +1 for the caster.
Inherent Habit
[Debuff] 1-target attack. Deals 150/250/450% Mental DMG. DMG Taken +20% for the target for 1 round.
Alchemy Ware
[Health] Mass healing. HP + (the caster’s ATK x80/120/200%) and gives 1 [Sturdiness] stack for all allies.
Insight: Bell of the forest
- Insight 1: After the caster casts an Ultimate, HP +(Medicine Pocket’s ATK x80%) for all allies.
- Insight 2: DMG Dealt +8% when the caster enters battle.
- Insight 3: If the caster’s HP is below 50%, Healing Done +10%.
Portraits
- Portrait 1: Bell of the Forest: HP +(Medicine Pocket’s ATK x120%) for all allies.
- Portrait 2: Alchemy Ware: At Incantation rank 1/2/3, HP +(the caster’s ATK x90/135/220%) for all allies.
- Portrait 3: Inherent Habit: At incantation rank 1/2/3, Mental DMG increased to 170/280/500%.
- Portrait 4: 26 Secondary Reactions: Mental DMG increased to 500%.
- Portrait 5: Inherent Habit: DMG Taken increased to +30% for the target.
Psychube Recommendations
That Inquisitive Dear (TID)
That Inquisitive Dear is Medicine Pocket’s Best in slot for psychubes when you run them as a healer. The 18% Healing done at level 60 is a major contribution and it’s amplification helps sustain the team without using too many healing cards. A5 is nice, however not recommended unless you’re dedicated.
Beyond Wonderland (BW)
Beyond Wonderland is a great choice if you do not have TID, as they can gain up to 13,000 HP with it, sustaining themself well. Furthermore, they can use their debuff incantations to easily stack the 4% healing done from the amplifications. A5 is not recommended as a crit build isn’t the best for their healing.
Luxurious Leisure (LL)
Luxurious Leisure should NOT be used if you’re running Medicine Pocket as a healer. This is solely for your own entertainment of running them as a DPS. The extra +1 Moxie from their ultimate allows them to gain their ultimate quicker and nicely stack the amplification. A5 is recommened, but only for DPS.
Resonance builds
Attack build
This build will ensure full ATK, as well as a decent amount of critical damage for critical heals. Most recommened.
Critical build
This build gives a decent amount of critical rate, as well as a lot of critical damage. However, not recommened for sustain, but rather DPS.
Team comps
Medicine Pocket is a very versatile healer, you can really just slap them into any team and they’ll do their job perfectly fine.
Team Laplace
Medicine Pocket (Sustain) – Windsong/Lucy (DPS) – Ezra (Support)
A team fully made of units that work at Laplace.
My opinions and stuff (Pros and Cons)
Medicine Pocket is one of the few viable healers we have in this game, and my personal favourite. They’ve always been a really good healer since 1.0, and here’s why.
Skills
Inherent Habit is pretty good for when you want to do some burst damage, because it’ll also be dealing some damage while the following attacks will enjoy a 20% or 30% damage bonus. However with newer units that have stronger debuff, this single target attack may as well just be an attack.
Alchemy ware is currently the only AoE heal that grants sturdiness to all allies. Because of this, it’s an ideal incantation if your team is about to be hit will major damage to multiple units. Unfortunately, Alchemy ware slowing losing it’s one thing that stands out from the other healers. With every new healer now giving stacks of sturdiness, it’s really losing value. Honestly, it really infuriates me how this is happening.
26 Secondary Reactions is a really nice ultimate, not only dealing damage, but healing AoE and granting themself moxie to gain the ultimate quicker. The 80% or 120% AoE healing is a really AP generous way to heal the team, while also dazing the target. The only thing I will complain about is that this damage multiplier is really low, the same as An-An Lee’s at Portrait 1. And she does it AoE.
Insights
Insight 1: is Medicine Pocket’s best insight, without a doubt. The 80% or 120% AoE healing is a really AP generous way to heal the team. Despite this, I still have a complaint. Since this multiplier is the same as Alchemy ware’s, this should have been a follow-up action. If so, not only would they be already ideal for 37, but the mutliplier will also increase with Portrait 2 and grant sturdiness as well.
Insight 2:… yeah even I’m not going to defend this one.
Insight 3: is great for when at low HP. This grants a desperate attempt to get out of the hole and a little boost upwards. Furthermore, it fits perfectly with Take the Hard Journey, another really good healing psychube you can give to Medicine Pocket. It’s requirement however, is really sad, as if you’re playing well enough, you’ll probably never even drop below 50% anyway.
More Pros and Cons
Pros
- Versatile
- Can be Sub-DPS
- Sturdiness
- AP generous (Kinda)
- Control
- Debuff
- You get to hear them say “Dumbass” in battle
Cons
- No specialty
- Solely 1-target attacks
- Low multipliers
- Not family-friendly.
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