High Priest
- Normal
- Mage
- 3
- Ranged
- Holy
- 1
Base stats
Class stats at Absorb LV 1
- 160
- 30
- 26
- 115
- 45
- 186
- 33
- 27
- 115
Skill
Healing Sanctuary
Cooldown 4s · from 2 stars
Creates a healing sanctuary that repeatedly restores HP 7% to the 3 allies with the lowest HP in range for 3 seconds.
Promotes from
Awakening
Options offered at 3 stars from Absorb LV 30, 60 and 100
Clear Mind
I: Stuns and silences on you last 10% less time. II: Stuns and silences on you last 15% less time. III: Stuns and silences on you last 20% less time.
Shelter
I: With an ally right in front of you, take 8% less projectile damage. II: With an ally right in front of you, take 12% less projectile damage. III: With an ally right in front of you, take 16% less projectile damage.
Spell Ward
I: 1 ally beside you takes 8% less skill damage. II: 1 ally beside you takes 12% less skill damage. III: 1 ally beside you takes 16% less skill damage.
Unbind
I: 1 ally of a different family beside you suffers 25% weaker movement slows. II: 1 ally of a different family beside you suffers 35% weaker movement slows. III: 1 ally of a different family beside you suffers 45% weaker movement slows.
Magic Wall
I: Take 6% less projectile damage. Projectiles cannot pierce through you. II: Take 9% less projectile damage. Projectiles cannot pierce through you. III: Take 12% less projectile damage. Projectiles cannot pierce through you.
Frontline Aid
I: 1 melee ally of another family beside you deals 5% more basic attack damage. II: 1 melee ally of another family beside you deals 8% more basic attack damage. III: 1 melee ally of another family beside you deals 11% more basic attack damage.
Healing Relay
I: Transfer 60% of a fully healed ally's remaining healing to an injured ally beside you. II: Transfer 70% of a fully healed ally's remaining healing to an injured ally beside you. III: Transfer 80% of a fully healed ally's remaining healing to an injured ally beside you.
Shared Healing
I: Share 20% of excess healing with 1 injured ally beside you. II: Share 28% of excess healing with 1 injured ally beside you. III: Share 35% of excess healing with 1 injured ally beside you.
Focused Heal
I: Heal 1 fewer ally. Healing per ally +30%. II: Heal 1 fewer ally. Healing per ally +40%. III: Heal 1 fewer ally. Healing per ally +50%.
Wound Guard
I: 1 most injured ally beside you takes 20% less poison, bleed, and burn damage. II: 1 most injured ally beside you takes 30% less poison, bleed, and burn damage. III: 1 most injured ally beside you takes 34% less poison, bleed, and burn damage.
Shared Ward
I: 2 allies beside you take 6% less area damage. II: 2 allies beside you take 9% less area damage. III: 2 allies beside you take 12% less area damage.
Wide Healing
I: Heal 1 additional ally. Healing per ally -20%. II: Heal 1 additional ally. Healing per ally -17%. III: Heal 1 additional ally. Healing per ally -15%.
Imprint it gives
A unit that absorbs this one gains this imprint
Works with
Items and cores that work on this unit
Class tree
The 1-star unit and every class it can promote into














