Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Earth | 3 | 100 | 100 | 75 | 60 | 95 | 16 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 26 | 16 | 14 | 12 | 16 |
250 | 207 | 152 | 127 | 112 | 147 |
Skill Name | SLv | Category | Type Scope Range |
Power | Hit% | Cost | Effect(s) |
Heal III | n/a | Recovery | Fighting Ally n/a |
100% | 100% | CT3 | Fully restores an ally’s HP. |
Quake III | 80 | Mag. Attack | Earth All Long |
95 | 90% | SP12 | Deals damage based on a factor of the target’s physical defense. |
Ready Scalpel | 120 | Buff Skill | Self | CT6 | Raises the user’s STR and HIT% by two stages. | ||
Net Guard | n/a | Auto | Earth One |
Passive | DMG REDUCE: 40% | Reduces attacker’s AGI when an attacker makes direct contact. | ||
Doctor | 60 | Auto | Dark One |
Passive | Boosts the efficacy of healing items and buffing items by 1.5x. | ||
Giga Scalpel | 160 | Auto | Steel One |
Passive | 30% chance to double attack while equipped with a weapon that bears the slashing attribute. |
Clear the game and defeat Dr. Heal III in the Bonus Room. You may add Heal III to the party by pressing SHIFT twice while hovering your cursor over Spirit Bless.
Heal III can play any role with ease, whether it be attacking, healing, or supporting the party with items. She does it VERY well, to boot. Her Doctor skill makes throwing Lifedust that much stronger, and gives extra turns to Titan Powder and Magic Needles. She also boasts the outstanding Earth type which lets her fill in any gaps a party may have with style and aplomb.
All that having been said, she is a bit on the squishy side. Keep an eye on her HP at all times, especially during boss battles where she is most prone to being K.O.’d.
Giga Scalpel is a distant dream at SL160, but you can get a lot of mileage out of your item stock early on when she gets Doctor (SL60). If worst comes to worst, you can just drag her along and keep her throwing buffing items at the party full-time.
What | Why |
Halberd Cannon | A proper Earth/Slashing weapon. Mid-range, too. It will take up most of Heal III’s weight capacity, but it’s strong enough that it simply won’t matter. |
Mad King’s Lance | Not available during a first playthrough, but if you’re using Heal III, you weren’t doing a first playthrough anyway. Bring it along. It’s a solid Earth type mid-range slashing weapon. It isn’t quite as strong as the Halberd Cannon, but it’s lighter and boasts good weapon skills, allowing you to poke away at a wide range of foes weak to it. |
Ultra-Alloy Scalpel | Pairs well with Giga Scalpel, which couldn’t possibly be an accident. Just the blade for a doctor to wield. |
Spider | STAB weapon. Plain and simple. Lives up to the name, but that occasional poison effect... |
Full Moon Ring | Not necessarily reliable, but when a non-forced double attack happens, you’ll be very pleased with the results. It’s also always nice to have a good piercing weapon. |
Spider Shield | ...This is to prevent the Spider sword listed above from poisoning Heal III. It’s also lighter than Steel type shields. |
Crystal Ring Shield | For use with throwing weaponry. |
Ithilius Shield | 6 weight, cuts physical damage by ¼ all the time. The only downside is being doubly weak against grass with Earth/Water typing, but that can be dealt with in other ways. |
Earth Spirit Ring | Pumps up Earth power. You were already using these to boost half your team’s Quake knives anyway. |
EX Skill | Why |
Slash Mastery | If building for Ultra-Alloy Scalpel. |
Doublestrike | If building for Ultra-Alloy Scalpel. |
AGI+ DEF+ |
Being able to drop buffs and heals sooner is never a bad thing. Might also help with keeping Heal III alive. |
Type Affinity | If using mostly Earth-type weaponry and skills. |
Autoguard | Potentially helpful. |