Folinic is a Single-target Medic with the capability of dealing additional splash damage on top of healing. She also has the additional specialty of having passive resistance against crowd controls and environmental hazards. Her damage should be considered as a bonus rather than her focus, as it is too lackluster to be relied upon. Despite mostly just being focused on for the healing, she still falls behind other medics and isn’t generally recommended to be used.
- Attack Power
- Attack Speed
- 2.87 sec
- Arts Resistance
- Redeploy Time
- 80 sec
- DP Cost
Y1 Y2 Y3 Y4 X1 active cell active cell active cell active cell X2 operator cell active cell active cell active cell X3 active cell active cell active cell active cell
Her base stats are on-par with the other 5-star Healers, with potentials being dedicated to make up for her higher base DP and redeployment time. This does mean, however, that she loses out on stat upgrades because of it. Her trust gains focus partially on giving her a decent HP lead over competitors, at the cost of widening the ATK gap.
- Higher HP, passive Resist immediately upon deployment, and reduced environmental damage allow her to operate better in hostile stage conditions (toxic mist, stun/chill/freeze)
- Long range healing capability enables additional placement options
- Pure healing focus is often less useful than mix of healing and utility
- ST healing skill is worse than competition in both average and on-skill healing
- S2 damage output and healing are rather poor individually
- Enemy prioritization during S2 means allies in need of healing will get ignored
Drug Inhibition Technique
Gains status resistance and -40% damage taken from environmental effects
A simple talent that makes her hardier against certain mechanics that can be a nuisance for healers when present. Decently effective in increasing her relative performance under said conditions, but obviously very situational.
Max-Dosage InfusionPer Second RecoveryManual Trigger
- Initial SP
- SP Cost
- 40 sec
Range +2 tiles; ATK +80%
Essentially a solid upgrade over Ansel for a fair bit of extra investment. The high uptime means she can actually cover those extended tiles in most situations where you actually need her to, but if there are other tiles available nearby, it’s more practical to use Silence and her drones for that kind of healing-focused job.
- Recommended Rank
One nice thing about this skill is that it has the same duration throughout all skill levels, so masteries are less pressing overall for uptime concerns. While the skill isn’t exactly the best, and so isn’t easy to recommend, those wanting to get the most out of Folinic could consider M1. It adds an extra tile of range, which can help greatly in situations where the extra range is needed, but those are few and far between.
Compound Drug ShellPer Second RecoveryManual Trigger
- Initial SP
- SP Cost
- 30 sec
Attacks instead fire a Compound Drug Shell (prioritizes enemies); when the shell hits, heals surrounding allies by 150% of this unit's ATK, and deals 200% Arts damage to enemies
The skill's splash radius is 1 tile, so plan accordingly. The damage output of this skill is fairly poor so it’s more there to help out than actually meaningfully contribute. That said, it can still do good work in dense formations if you insist on using her over other medics, so long as there are enough operators in the splash radius. It isn’t recommended over her S1, because it has less consistency, and because the tradeoff in healing is fairly significant without really doing enough damage to warrant it.
One of this skill's main issues is that in cases where you do not have a dense formation, she will only prioritize targeting enemies. This means that allies that are further away, even if within her range, might not be healed and instead end up dying.
- Recommended Rank
The modifier increases are nice but not that significant, and masteries have no effect on skill cycling. The main improvement here is the better uptime, but overall, the masteries are not worth the resource cost.