- Regular Attack
Chestnut is a Wandering Medic used for recovering elemental damage. He works especially well when healing melee units. His kit is relatively simple, with a focus on recovering elemental HP rather than actual healing. His skills offer either on-demand bursts of elemental recovery or significantly boosted healing in a much more restricted range, with S1 being instant with a short cooldown and S2 having a much longer duration and cycle. Keep in mind that despite being able to heal elemental damage on full HP operators, Wandering Medics are unable to recover it on summons and unhealable operators.
Recovers Elemental damage equal to 50% of Attack Power
(Can heal Elemental damage of unhurt units)
- Attack Power
- Attack Speed
- 2.87 sec
- Arts Resistance
- Redeploy Time
- 70 sec
- DP Cost
Y1 Y2 Y3 Y4 X1 empty cell active cell active cell active cell X2 active cell active cell active cell active cell X3 operator cell active cell active cell active cell X4 active cell active cell active cell active cell X5 empty cell active cell active cell active cell
- Cheap to raise, doesn't need much investment to do the job
- His talent is a noticeable boost to elemental healing on melee units, who usually take the most elemental damage
- Wide range and cheap deployment cost
- Subpar normal healing regardless of skill, usually requires use of another medic alongside him
- S2 has a hard to manage cycle and reduces his wide range, stripping him of one of his main advantages
- He prioritizes healing the lowest HP unit with both of his skills, meaning his elemental healing bonus may be wasted and allies who require elemental recovery may not be healed in time
Elemental Damage recovery +20% when healing ground units
This talent simply helps Chestnut recover elemental damage on the units that usually need it the most. It only boosts his elemental healing, meaning you'll need another medic if your melee units are taking heavy damage of other types.
Little by LittlePer Second RecoveryManual Trigger
- Initial SP
- SP Cost
- 0 sec
Perform a heal with Elemental Damage recovery increased to 300%
Can store 2 charges
This is Chestnut's preferred skill as it will be applicable in more situations than S2. It's an on-demand, instant burst of elemental healing, used when an operator takes too much elemental damage for Chestnut’s normal attacks to keep up. This skill, unlike other wandering medic skills, prioritizes the ally with the lowest HP instead of lowest elemental HP. This can hold it back in delivering elemental healing to operators who need them.
- Recommended Rank
While Chestnut benefits from masteries, especially due to the SP reduction, they don’t offer a significant enough improvement to be worth going for. It doesn’t get any additional charges and the increase in elemental HP healed isn’t too big in practice. There are better options for elemental healing, and while they may not be on-demand like Chestnut S1, they are more consistent, allowing for an overall better elemental healing output.
Rising EarthPer Second RecoveryManual Trigger
- Initial SP
- SP Cost
- 35 sec
Attack Range reduced; ASPD +130; when healing the same target multiple times, healing effect and Elemental Damage recovery are increased to 150%
|X1||operator cell||active cell||active cell||active cell|
The main use of this skill is to focus healing on one unit and rapidly recover their regular and elemental HP. While he can heal a lot of elemental damage during this skill, it’s generally not worth picking over S1 for a majority of situations due to the range restriction. There are some applications for this skill, however they will usually require bringing another medic to heal allies outside of Chesnut’s range when the skill is active.
- Recommended Rank
This skill, in addition to not being used as much as S1, doesn’t have the best mastery gains. It’s generally not worth the investment, even considering its lower material cost, and it can be used pretty comfortably at SL7.