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Phyllisia

Phyllisia's Life Story

Basic Info

Rarity: Legendary
Race: Elf
Gender: Female
Type: Dark
Personality: Evil
Bondmate Trait:
Starting Class: Healer

Base Traits

Strength IQ Piety Vitality Dexterity Speed Luck
9 19 13 9 13 14 11

Official IV Table: Phyllisia

Portraits

Skills

Inheritable Skill

Implants a seed of the parasitic tree in a member of the party, granting them the power of the parasitic tree. Places 1 member in a Bloodthirst Seed state for 4 turns. When Bloodthirst Seed status is removed due to the passage of turns, the target is placed in a Flower Imperishable state. [Bloodthirst Seed] Expends 25% of max HP at the start of a turn. When dealing damage, siphons HP based on that damage and restores HP. The maximum HP restoration amount at one time is 50% of max HP. [Flower Imperishable] Restores HP at the start of the turn and increases the damage dealt to enemies. HP restoration amount of Flower Imperishable increases and damage dealt increases even further with skill level. While in the Bloodthirst Seed state, the effect of Flower Imperishable increases based on the number of times damage is dealt during the bearer's order of action. This increase is limited to once per action order. Actions from passive skills do not count toward the number of times damage is dealt. Cannot stack with the same effect. This skill is unaffected by effect-extending skills. HP reduction amount increases and HP siphon amount reduced if learned by someone other than Phyllisia. HP restoration amount/damage increase amount reduced while in the Flower Imperishable state.

Unique Skill (Not Inheritable)

Restores HP to the user based on the MP expended when casting a spell. The maximum HP restoration amount at one time is 50% of the user's max HP.

Discipline Skill

Passively increases all stats, with Magic Power/Divine Power increased even further. Magic Power/Divine Power increase even further with skill level.

Class-learned Skills List
Level Name Type Restriction
1 Devoted Therapy Passive Healer-specific
1 Treatment Support
2 Anesthetic Needle Active
4 Formulation Craft Passive Healer-specific
4 Reactive Healing Tincture Support
7 Poison-Averting Incense Active Healer-specific
10 Eddying Mist of Reactive Healing Support
12 Paralysis-Averting Incense Active Healer-specific
14 Sacred Elixir of Heart's Blood Support
16 Sleep-Averting Incense Active Healer-specific
18 Prayer-Rain of Corporeal Ablution Support Healer-specific
20 Passive Divine Power Up (Healer) Passive
23 Healing Activation Incense Active Healer-specific
25 Incense Layering Craftwork Passive Healer-specific
28 Passive Magic Power Up (Healer) Passive
30 Manipulation-Averting Incense Active Healer-specific
33 Ritual Prayer of Base Augmentation Support Healer-specific
38 Tincture of Unwaning Support Healer-specific
40 Passive Action Speed Up (Healer) Passive
43 Bind-Averting Incense Active Healer-specific
46 Life-Binding Tincture Support Healer-specific
50 Curse-Averting Incense Active Healer-specific
53 Prayer-Rain of Spiritual Ablution Support Healer-specific
56 Life Siphon Active
60 Petrification-Averting Incense Active Healer-specific
62 Alleviation Tincture Support Healer-specific
66 Freeze-Averting Incense Active Healer-specific
70 Surging Life Tincture Support Healer-specific

Adventurer Reviews

TheAxolotl's Analysis

To everyone that assumed Healer was alignment-locked, Phyllisia comes in as an Evil healer to prove them wrong! Take that, all you naysayers! Before looking at the kit, since many people will be trying to compare her to Anemone, I want to point out the potential obvious - being Evil, she can be put in the back row alongside Alt Alice and receive a substantial defense boost from the row passive. This can make a back row of Alt Alice, Yuzu, and Phyllisia a very sturdy row if you're worried about mitigating high back row damage. Similarly, standard Alice could still provide Yuzu with her damage buff safely if you want to run that version, instead.

Looking at her kit, let's start with the easy one - Cycle of Spirit and Life heals Phyllisia at 5x the base cost of the spell she uses. This heal is applied after the damage portion of a spell like Sacred Elixir of Heart's Blood, which can help offset the health cost there, with the downside being that she could kill herself with the Elixir before being healed. Unlikely unless you're careless, but worth knowing about. Since this is a passive, it's a nice way for her to stay topped off from any incidental damage she receives.

Now for the more complex one, Encroachment of the Parasitic Tree, I strongly suspect many people are going to write this one off for a few reasons. They could be justified in that thought, but I wouldn't immediately jump to that conclusion. Encroachment is following the trend that we've started to see with 4-turn ramp-ups, but there's some nuance here. During the first few turns, the buffed adventurer receives 25% of max health as damage at the start of their turn, then heals for up to 50% of their maximum HP based on the damage they deal. This effectively gives a free Immortal Strike heal with any damage dealt, which isn't bad and has some interesting synergy with attacks like Veiled Moon and Drastic Strike. After 4 turns, this buff turns into a damage boost with a start-of-turn small heal. The damage boost is small - maybe 5% plus some flat boost, but it does not have a turn counter, so it's up indefinitely, with a caveat. Both the Bloodthirst and Imperishable states of this buff are subject to the 3 buff limit and can be pushed off, so be mindful of your buffs.

Her Discipline, Arbiter of Life and Death, has a focus on Magic Power and Divine Power.

In general, I like what I'm seeing with her kit, and I personally really like the ability to pick and choose her buff targets, rather than going for a full row like Anemone's. It's also important to note that you can buff multiple people with it in the event that you have multiple adventurers that would benefit from either the damage-based heal or the damage boost. Healer is an excellent class and Cycle of Spirit and Life makes Sacred Elixir an extremely efficient full party heal. Encroachment may or may not see use in a given fight, and since it takes 4 turns to ramp up, the damage gain over the course of a given fight is going to be relatively low, however I do think the self-healing component provides some good value that might otherwise get overlooked.

Adventurer Pull Plans

TheAxolotl's Pull Plan

I'll be pulling some to experiment with her. I personally think she's a better fit than Anemone for most parties, although I might be in the minority here. She's definitely easier to gear.

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