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Healer 3 Portrait
Those who specialize in curing wounds. From the shadows, they have always supported the Huntsmen. In addition to healing all of a party’s wounds, they are capable of defending themselves from the enemy.
— Game description.

Healer (ヒーラー) is a class in 7th Dragon.

OverviewEdit

The Healer is one of the main support classes. They can heal and restore MANA and is the only class that can cure all status ailments and resurrect, as well inflict poison and make it more potent and durable. They also have the potential to become good melee fighters but because of their frail DEF, it is not advised until near the end of the game. They have lots of useful field skills like Enemy Sense (敵感知), Invisibly (インビジビリティ) and Great Worker (グレイトワーカー).

StrategyEdit

If you don't have a Samurai with Demonic Countenance you might want Invisibility if you dislike like random encounters. If you want a Attack Healer be sure to equip the strongest weapon you can get to the Healer and get the Healers DEF at high as possible. Spare SP can be used to pick up a level at Enemy Sense.

  • Orthodox Healers are the healing Healers. If you have a Mage or other MANA expensive class you can start with Recovery Mastery (回復マスタリー) Lv. 5 → INT bonus Lv. 5 → Mana Craft (クラフトマナ) Lv. 5, otherwise Cure I Lv. 5 → Recover I (リカヴァI) Lv. 5 → Recover II (リカヴァII) Lv. 5 → Resurrection (リザレクション) Lv. 5 → EX skill Vessel of Miracle. When done start with the opposite build and start level Cure II (キュアII) to Lv. 5. If you have spare SP left you can push Cure II from Lv. 5 to Lv. 10 for massive healing. A thing worth noting is that the MN cost drastically drops from 7 at Lv. 9 to 5 at Lv. 10.
  • Venom Healers are very MN intensive, so you might want another Healer or Princess who can restore MN. First, max Venom Mastery (ベノムマスタリー) and Venom (ベノム) or Venom Mist (ベノムミスト). The former is recommended but the latter can be used instead if you have a hard time killing mobs. Then pick up Cure at Lv. 5 for some healing. Venom Infecter (ベノムインフェクタ) works like a veil and counterattack with a small chance of poison if the ally gets hit by a physical attack. This can be combined with a Provoke Knight or just a front row ally that seems to be most likely to be hit, but even so it might not be necessary. When you have raised Venom or Venom Mist to Lv. 7 raise only a level at Venom Amplif (ベノムアンプリフ), which is the skill that makes the poison stronger and durable. The general strategy is, once the enemy is poisoned, use Venom Amplif and continue using it as often as possible. After a few turns with Venom Amplif the Poison will become very potent. Afterwards the healer can follow the Orthodox build.
  • The Attack Healer is very hard to use. Late game, when they obtain the ultimate weapon for Healers, they will show their true potential. It is a long way to go until then, however. First give them Cure I at Lv. 5 so they can heal. Then raise POW bonus to Lv. 5 and max their main attack Swing Crush (スイングクラッシュ). After that level up POW bonus to Lv. 10. It is optional to pick up the EX skill Earth Breaker (アースブレイカー), though the skill will not outdamage a maxed Swing Crush. When done the Healer can follow the Orthodox build.
    Unfortunately the Attack Healer is outpaced to other classes like Samurai, Rogue and Fighter, so it is vital to use Swing Crush every turn in order to keep up. Remember that the Healer has low DEF so placing them at the front row will risk them dying easily. Therefore it is recommended to have a Knight that can protect the Healer and/or a Princess that can increase their DEF.

SkillsEdit

UniversalEdit

Name MN Cost SP Cost Max Level Prerequisites
POW Bonus
(POWボーナス)
- 2 10 -
  • Raises physical attack and defense.
SPD Bonus
(SPDボーナス)
- 1 10 -
  • Raises agility and evasion.
INT Bonus
(INTボーナス)
- 1 10 -
  • Raises magic attack and magic defense.

Recovery SpellsEdit

Name MN Cost SP Cost Max Level Prerequisites
Recovery Mastery
(回復マスタリー)
- 1 (Lv. 1~7)
2 (Lv. 8~10)
10 -
  • Increases the recovery amount and the activation speed of recovery spells. Required for higher healing spells.
Cure
(キュア)
2 (Lv. 1~5)
3 (Lv. 6~10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 Recovery Mastery Lv. 1
  • Recovers the health of a single ally.
  • The base amount of LF recovered is constant for each level, but the Healer get a small bonus to the amount healed based on their INT and their Recovery Mastery skill level (presumably, the bonus is INT / 5 + Recovery Mastery Lv.).
  • EXing this spell will increase the amount healed by +20%.
Recover I
(リカヴァI)
3 (Lv. 1~4)
1 (Lv. 5)
1 (Lv. 1~5) 5 Recovery Mastery Lv. 3
  • Cures Blind, Paralysis, Sleep, and Poison. Starting with only Blind, the spell cures another status ailment as raised, in that order.
Recover I
(リカヴァII)
3 (Lv. 1~4)
1 (Lv. 5)
1 (Lv. 1~5) 5 Recovery Mastery Lv. 5
  • Cures Confusion, Curse, Fear, and Petrification, in that order.
Resurrection
(リザレクション)
14 (Lv. 1~3)
16 (Lv. 4~6)
18 (Lv. 7~10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 Recovery I Lv. 5
Recovery II Lv. 5
  • Resurrects an unconscious ally with a small amount of LF.
Cure II
(キュアII)
4 (Lv. 1~2)
5 (Lv. 3~5)
6 (Lv. 6~7)
7 (Lv. 8~9)
5 (Lv. 10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 Recovery Mastery Lv. 5
  • Greatly recovers LF for a single ally.
  • At Lv. 10, this spell will recover all of one party member's LF.
  • Also like Cure, EXing this spell will increase the amount healed by +20%.
Cure All
(キュアオール)
16 (Lv. 1~3)
18 (Lv. 4~6)
20 (Lv. 7~10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 Recovery Mastery Lv. 8
Cure II Lv. 5
  • Heals the whole party for medium health.
  • At Lv. 1, this heals yjr entire party for around 30 LF. At Lv. 3, this heals around 50 LF. At Lv. 6, it heals around 80. At Lv. 10, this will heal around 130 LF for the entire party.
  • This skill seems to come out slower than the single target Cure spells.
  • An EX Cure All will heal 20% more than a regular Cure All.
Craft Mana
(クラフトマナ)
5 2 (Lv. 1)
1 (Lv. 2~5)
10 Recovery Mastery Lv. 10
INT Bonus Lv. 5
  • Recover a small amount MN for the whole party.
  • At Lv. 1, this heals the entire party's MN by 2. At Lv. 5, it heals the party's MN by 7.
  • Using EX will double the MN recovered.
  • Equipping the Empress Crown will reduce the MN cost to 3.
Kiseki no Daikousha
Vessel of Miracles
(奇跡の代行者)
0 (EX) 3 1 Resurrection Lv. 5
  • Resurrects the entire party and recovers their LF and status ailments.
  • The Recovery Mastery EX skill. This will not heal the entire party to max LF, but it will heal around 100 LF. (Each level gained heals another point of LF.)

Poison SpellsEdit

Name MN Cost SP Cost Max Level Prerequisites
Venom Mastery
(ベノムマスタリー)
- 1 (Lv. 1~7)
2 (Lv. 8~10)
10 -
  • Increases power of poison spells. Required for higher-level poison spells.
Venom
(ベノム)
3 (Lv. 1~3)
4 (Lv. 4~6)
5 (Lv. 7~8)
6 (Lv. 9~10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 Venom Mastery Lv. 1
  • High chance of inflicting Poison on an enemy.
  • At Lv. 1, it has a 25% chance of inflicting Poison. At Lv. 10, this increases to 70%.
  • At Lv. 10, the poison damage dealt is around 145 or so.
  • Using EX will not increase the poison damage, but it will make the Poison more likely to hit.
  • Against bosses, the Poison does actually take effect with a fairly good success rate, though level differences will affect how often it's successful.
Venom Mist
(ベノムミスト)
7 (Lv. 1~3)
8 (Lv. 4~6)
9 (Lv. 7~8)
10 (Lv. 9~10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 Venom Mastery Lv. 3
Venom Lv. 3
  • High chance of inflicting Poison on all enemies.
  • At Lv. 1, it has a 25% chance of inflicting Poison. At Lv. 10, this increases to 70%.
  • At Lv. 10, the poison damage dealt is around 145 or so.
  • Using EX will not increase the poison damage, but it will make the Poison more likely to hit.
  • Against bosses, the Poison does actually take effect with a fairly good success rate, though level differences will affect how often it's successful.
Venom Infecter
(ベノムインフェクタ)
1 (Lv. 1~3)
2 (Lv. 4~6)
3 (Lv. 7~8)
4 (Lv. 9~10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 Venom Mastery Lv. 5
  • Places a Venom Infecter on an ally, which automatically counterattacks enemies who attack that ally with a chance of inflicting Poison.
  • At Lv. 1, this has a 20% chance of inflicting Poison on whatever enemy attacks the ally targeted with this spell. At Lv. 10, the chance it inflicts Poison is 60%. The Veil lasts for 10 turns.
  • This will overwrite Veil spells from your Mage, and can be overwritten by those spells as well.
  • This skill, which will renew Poison again when successful, will overwrite Venom Amplif effect.
Venom Amplif
(ベノムアンプリフ)
7 (Lv. 1~2)
8 (Lv. 3~4)
9 (Lv. 5)
2 (Lv. 1)
1 (Lv. 2~5)
5 Venom Mastery Lv. 8
Venom Lv. 5
  • Increases the Poison damage of an enemy already inflicted with Poison.
  • Increases the damage done by Poison by 130%. Using it more times will multiply all damage multipliers rather than add them.
    • Using it twice will increase your Poison damage by 130% x 130% = 169% of the original damage, rather than 130% + 130% = 160% of the original damage.
    • After 5 times, the Poison damage will increase by around 370%. Using it 10 times will deal around 1380% damage.
  • Raising this skill's level will only increase the extra amount of turns Poison will affect the target.
  • If the Poison is overwritten by another status ailment, the effects of the Amplif will be lost.

Mana SpellsEdit

Name MN Cost SP Cost Max Level Prerequisites
Mana Mastery
(マナマスタリー)
- 1 (Lv. 1~10) 10 -
  • Increases the activation speed of mana spells. Required for higher-level mana spells.
Resist Element
(レジストエレメント)
3 1 (Lv. 1~10) 10 Mana Mastery Lv. 3
  • Increases an ally's resistance against Fire, Ice, and Lightning damage.
  • Increases one party member's resistance to Fire, Ice, and Lightning damage by 10% at Lv. 1, and by 30% at Lv. 10.
  • Cancels out Resist Down.
Healer's Concentrate
(ヒーラーズコンセント)
5 (Lv. 1)
4 (Lv. 2)
3 (Lv. 3)
2 (Lv. 4)
1 (Lv. 5)
1 (Lv. 1~5) 5 Mana Mastery Lv. 5
  • During the next turn, any Recover spell or Resurrection will affect the entire party.
  • The Concentrate starts taking effect during extra turns you get on the same turn you cast this unless all the extra turns from the next turn are over.
Life Salvation
(ライフサルベージョン)
4 1 (Lv. 1~7)
2 (Lv. 8~10)
10 Mana Mastery Lv. 5
Resurrection Lv. 3
  • When cast on an ally, there is a chance that ally will automatically revive with 1 LF if brought to 0 LF.
  • For 10 turns, the ally casted on has a chance of reviving automatically at 1 LF if they ever run out of LF. At Lv. 1, they have a 20% chance of auto-reviving. At Lv. 10, have has a 50% chance of auto-reviving.
Healing Mana
(ヒーリングマナ)
0 3 1 Mana Mastery Lv. 8
  • Recovers the Healer's Mana by a small amount.
  • Heals the Healer's MN by 3, and doesn't cost MN to use.

StaffEdit

Name MN Cost SP Cost Max Level Prerequisites
Swing Crush
(スイングクラッシュ)
3 (Lv. 1~5)
4 (Lv. 6~10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 POW Bonus Lv. 5
  • Medium physical damage to one enemy.
  • 130% damage at Lv. 1, 180% damage at Lv. 10.
Earth Breaker
(アースブレイカー)
0 (EX) 3 1 POW Bonus Lv. 10
  • Extreme physical damage to one enemy.
  • +50 to ATK and 160% damage.

OtherEdit

Name MN Cost SP Cost Max Level Prerequisites
Kaibougaku・Ko
Anatomy: Small Monsters
(解剖学・小)
- 1 (Lv. 1~10) 10 INT Bonus Lv. 1
  • Increases the party's critical hit rate against small monsters.
  • At Lv. 1, the entire party has a +7% chance to inflict critical hits. At Lv. 10, this bonus increases to +18%.
  • There are some enemies that are not affected by either Anatomy skill. These are probably medium-sized monsters.
Kaibougaku・Ō
Anatomy: Large Monsters
(解剖学・大)
- 1 (Lv. 1~10) 10 INT Bonus Lv. 3
  • Increases the party's critical hit rate against large monsters.
  • At Lv. 1, the entire party has a +7% chance to inflict critical hits. At Lv. 10, this bonus increases to +18%.
  • There are some enemies that are not affected by either Anatomy skill. These are probably medium-sized monsters.
Teki Kanchi
Enemy Sense
(敵感知)
- 1 (Lv. 1~7), 2 (Lv. 8~10) 10 INT Bonus Lv. 1
SPD Bonus Lv. 1
  • Prevents Surprise Attacks.
  • 30% chance to avoid Surprise Attacks at Lv. 1, 99% chance at Lv. 10.
  • This will not prevent Surprise Attacks from a Symbol Encounter touching you while your back is turned.
Dead Man's React
(デッドマンズリアクト)
4 2 1 SPD Bonus Lv. 5
  • The React status lasts for 5 turns. While the React is active, the Healer gains an extra turn if any ally gets knocked out.

FieldEdit

Name MN Cost SP Cost Max Level Prerequisites
Great Worker
(グレイトワーカー)
- 1 (Lv. 1~5) 5 POW Bonus Lv. 3
  • Increases the amount of times you can Harvest from the field before needing to rest.
  • At Lv. 1, the number of times you can harvest increases by +1, and at Lv.5 it increases by +5.
  • If you have multiple Healers with this skill, the bonuses all add up. Having four Healers with Great Worker Lv. 5 will let you harvest 20 more times before needing to rest.
  • This takes effect immediately after you raise it.
  • This skill will not take effect if the Healer has run out of LF.
Invisibility
(インビジビリティ)
5 (Lv. 1~3)
4 (Lv. 4~6)
3 (Lv. 7~8)
2 (Lv. 9~10)
1 (Lv. 1~7)
2 (Lv. 8~10)
10 INT Bonus Lv. 3
Enemy Sense Lv. 1
  • Decreases encounter rate in the field.
  • At Lv. 10, your encounter rate is reduced to around 1/3.

GalleryEdit

TriviaEdit

  • In order from left to right in-game, the default names are Kevin, Jericho, Mol and Rosary.
  • The Healer Kevin makes a small appearance in 7th Dragon manga.

EtymologyEdit

A healer is a type of character class that specializes in restoring allies' health, known as healing, in order to delay or prevent their defeat.

NavigationEdit

Classes
7th Dragon
Fighter》《Rogue》《Samurai》《Knight》《Mage》《Healer》《Princess
7th Dragon 2020 &
7th Dragon 2020-II
2020 &
2020-II
Samurai》《Destroyer》《Trickster》《Psychic》《Hacker
2020-II exclusive
Idol
7th Dragon III Code: VFD Present
Samurai》《God-Hand》《Agent》《Duelist
Past
Future
Mage》《Banisher