Behind the Kindness
[Single Target]Deals Physical DMG equal to 140% of Natasha’s ATK to one designated enemy.
“Where’s a doctor when you need one?”
Natasha is a 4-star healer the story gives you for free. Her Skill heals one ally and adds healing over time, and her Ultimate heals the whole team for only 90 Energy. She can carry you through the early and mid game, but she clearly struggles once you reach endgame content.
She suits new players who don't have a healer yet. Once you have Lynx, Gallagher or a 5-star healer, Natasha should move to the bench.
Natasha's healing scales with her Max HP, so just stack HP and SPD on her. Her damage doesn't matter.
Night of Fright
Best
Time Waits for No One
Great
Warmth Shortens Cold Nights
Great
Post-Op Conversation
Good
Quid Pro Quo
Stopgap
Outgoing Healing Boost or HP% both work on the body. SPD boots let Natasha act more often. An Energy Regeneration Rate rope gets her Ultimate up more often, while HP% makes her heal more and survive better, so either rope is fine.
SPD lets Natasha heal more often, and HP% raises her healing and makes her tankier. Effect RES comes after those, and you need it if you use Broken Keel.
Her Ultimate heals the whole team and her Skill heals one ally and cleanses debuffs in emergencies, so level these two first. Her Talent adds to the healing of both. Her Basic ATK is only there to generate Skill Points, and she doesn't need to deal damage, so it goes last.
Soothe lets her Skill remove 1 debuff from an ally. Recuperation extends the Skill's continuous healing by 1 turn, to 3 turns. Healer raises her Outgoing Healing by 10%.
E1 lets Natasha heal herself once per battle after being attacked while at 30% HP or lower, which saves a Skill Point you would have spent on her. E2 gives 1 turn of continuous healing to allies at 30% HP or lower when she uses her Ultimate. E4 gives her 5 extra Energy each time she is attacked, so her Ultimate charges faster. Still, Eidolons don't fix her main weakness, so don't expect too much from them.
Natasha is the healer here. Use her Ultimate to bring everyone's HP back up after a big enemy attack, and save her Skill for an ally who is low on HP or has a debuff. Some players do run this team, but very few, so treat it as an option for when you don't have a better healer yet.
Another rare team. Natasha handles the healing so the other three can attack without worrying. Keep a few Skill Points for her, because her Skill costs a point and only heals one ally.
Shields help allies survive longer at low HP, which is exactly when Natasha's Talent boosts her healing. In return, Natasha keeps the Trailblazer alive while the Trailblazer taunts enemies. The catch is that with two sustain units, the other two members have to handle all the damage.
Love, Heal, and Choose heals one ally right away, then heals them again at the start of each of their turns for 2 turns (3 turns with Recuperation). With Soothe, the Skill also removes 1 debuff. Keep in mind that most of the healing is in the continuous part, so it can arrive a little late. The Skill also costs a Skill Point and only heals one ally, so using it to heal the whole team gets very expensive.
Gift of Rebirth heals all allies for a large amount based on Natasha's Max HP. It costs only 90 Energy, the lowest in the game, so you can use it fairly often. Fire it right after an enemy hits your whole team hard to bring everyone's HP back up.
Innervation greatly increases her Outgoing Healing when the ally she heals is at 30% HP or lower, and this works on continuous healing too. The problem is that this HP level is already very dangerous, and allies usually drop that low during the enemy's turn, so you often have to hold her Ultimate to save someone. Pairing her with Trailblazer (Preservation) helps, since shields let allies survive longer at low HP.
Hypnosis Research attacks the enemy immediately. After entering battle, Natasha deals Physical DMG to a random enemy and has a 100% base chance to Weaken all enemies, so they deal 30% less DMG to your team for 1 turn.
Deals Physical DMG equal to 140% of Natasha’s ATK to one designated enemy.
Restores a single ally for 12.3% of Natasha’s Max HP plus 359. Restores the ally for another 8.4% of Natasha’s Max HP plus 246 at the beginning of each turn for 2 turn(s).
Heals all allies for 16.1% of Natasha’s Max HP plus 472.
When healing allies with HP percentage at 30% or lower, increases Natasha’s Outgoing Healing by 63%. This effect also works on continuous healing.
Immediately attacks the enemy. After entering battle, deals Physical DMG equal to 80% of Natasha’s ATK to a random enemy, with a 100% base chance to Weaken all enemies.
While Weakened, enemies deal 30% less DMG to allies for 1 turn(s).
After being attacked, if the current HP percentage is 30% or lower, heals self for 1 time to restore HP by an amount equal to 15% of Max HP plus 400. This effect can only be triggered 1 time per battle.
When Natasha uses her Ultimate, grant continuous healing for 1 turn(s) to allies whose HP percentage is at 30% or lower. And at the beginning of their turn, their HP is restored by an amount equal to 6% of Natasha’s Max HP plus 160.
Skill Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
After being attacked, regenerates 5 extra Energy.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
Natasha’s Basic ATK additionally deals Physical DMG equal to 40% of her Max HP.