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Chained Echoes Amalia, The Healer Guide: Stats & Build Suggestions. Also check; Chained Echoes Character Guide.
Chained Echoes: Amalia, The Healer
Amalia is the full, dedicated healer of the game. While she lacks the buff potential of Victor, she compensates by having a wide array of healing spells, including mass resurrection. On top of that, she has an innate “minion” (similar to Shaman’s Spirits) in the form of her dog, Cres, which will deal damage each turn, while also being able to heal the party too with certain skills.
He’s mostly valuable for his Valor Minuet and Healing Hymn, which grant TP and HP regen, respectively, and should be the very first buffs you should use at the start of any battle. Additionally, he can pretty much top any character with Healing Hymn, if equipped with the Holy Symbol accessory (all healing increased by 50%).
His Ultra Move, Cosmos Orchestra, is incredibly useful as it restores a lot of TP for the whole party, on top of granting TP and HP regen.
- Fits the typical healer / medic archetype: primarily healing spells.
- Highest MND.
- Highest TP, tied with Ba’Thraz.
- Average MAG.
- Can mass resurrect with both her Raise All as well her Ultra Move, Howl of Healing.
- All his other stats except for MND, TP and MAG are very low, some of the lowest in the game.
- Low HP and DEF makes her incredibly frail.
- Very limited offensive capabilities.
- Unable to use Shaman’s Spirits because of Cres being active 100% of the time.
- Heal / Heal All: pretty straightforward, single target and area-of-effect heals.
- Raise / Raise All: single target and area-of-effect resurrection.
- Revival: grants Reraise, instantly reviving a character if they. Very useful for Ba’Thraz’s Heaven or Hell.
- Concentration: recovers 80 TP to self. Amalia already has the highest TP in the game and will rarely run out of steam, but this is useful nevertheless.
- Shield / Aura: gives the whole party physical and magical resistance, respectively.
- Cres Command: switches Cres between healing and attack mode. Cres’ damage scales of Amalia’s own ATK, so it’s not the greatest; keeping him in healing mode is more useful overall.
- Cres Transform: empowers Cres depending on which mode he is in.
- Silver Lining: Amalia is a very frail character, so having an emergency survival ability is very useful.
- Drunken Master: from Monk. Works fine equipped on any character, and it’s a pretty decent filler ability.
- MND Up: the most important stat for healers as it affects the potency of healing spells, so stack that on her!
- AGI Up: helps remedy Amalia’s low AGI.
- CRIT Up: if you plan on equipping Amalia with the Healing Belt, this is a must.
By the time you recruit Amalia you’ll have access to tier 2 already (maybe even tier 3, I honestly can’t remember). Don’t even bother with any offensive physical skills since she the lowest ATK in the cast. Focus on getting Shield, Aura and TP Cost Down. Dump the rest of the points on MIND, HP and DEF.
If you plan on using Amalia instead of Victor as your main support (I wouldn’t), you can give her the Cleric Class Emblem.
Once you reach the final tier, get Raise All, Revival and Silver Lining and improve the rest of his stats. If you do want her to have some kind of direct offensive power, just give her a Class Emblem Spell, since her physical abilities are not worth.
For accessories, Holy Symbol is great for her, increasing healing effects by 50%. Alternatively, Healing Belt (heals can crit) is really good, but you’ll h
Setups are everything
Combat in this game, especially in the late-game, is all about setups. Your characters will unlock plenty of buffs and debuffs and it is key to lay those down to empower your team while simultaneously cripple the enemy.
For instance, Sienna alone has four really important buffs she should have active nearly all the time, while Glenn should always make sure the enemy has Break debuffs on, With certain setups you can see some really big numbers (I’ve been able to crit +18k with Lenne during the final boss) so it’s important to have your team cover everything.
Don’t bother with Crystals (until later)
The Crystal system at the blacksmith anvil is a potentially powerful, yet a bit obnoxious system (because of RNG and how the combining functions), way to make your characters REALLY powerful, allowing you stack passives to reinforce their strengths or to circumvent a weakness. For instance, stacking Crit Damage Up crystals on Sienna can make her dish out some really insane damage, while adding debuff crystals (i.e. Poison, Blind) on characters with multi-hit moves can make inflicting those easier.
However, I strongly recommend waiting to tamper with this system until the endgame. It’s not really worth hunting down crystals or farming, and the game is already relatively easy enough that you can clear the vast majority of the content without worrying about crystals.
If you want more details on the Crystal crafting, check Xenocite’s excellent Crystal Guide.
Agility is everything
Agility (AGI) is the single most important attribute in the game, hence why Sienna is so busted since she has the highest in the game. Improving your AGI in any way (passive skills, buffs, crystals) is key to get as many turns as possible before the enemy.
Drunken Master (a skill from the Monk Class Emblem) is an ability you should have learned with one or more characters and equipped at all times, and use it as soon the fight starts. It’s party-wide.
Additionally, crippling your enemy’s AGI with Robb’s Leg Shot (and also Kylian’s Leg Aim) is key in any boss fight to further enable more turns for you and less for the enemy.