Soft Breath
Send a steadying breath through the party, closing the freshest wounds first.
Isekai VanguardHeroes · Wind
Breathe once. The wound will remember how to close.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A veil-clad field medic with a feathered breath-suture spear, stitching allies together with soft wind and bright warding thread.
Iona came from a sky-cloister built on chains between mountain peaks, where healers learned to listen to the breath before they touched the blood. Her order did not ban violence; it simply taught that every life saved was a victory no army could erase. The veil caught her while she held a bridge ward against a storm of arrows. She still counts breaths in battle, and she still hates losing count.
Game guide
Send a steadying breath through the party, closing the freshest wounds first.
A healer who controls the room controls the bleeding.
Wrap the enemy charge in a crosswind, slowing the crash before it reaches the line.
Colored gauze ribbons mark the order of care before panic can choose for her.
A tight, quick mend for the ally closest to falling.
Turn a battlefield prayer into a cutting stream of wind against the front pack.
Fresh air, steady hands, and fewer costly mistakes after each route.
Hold the bridge ward over the whole formation — a woven wall of breath that takes the storm first.
The capstone: no breath is lost — mending past full weaves itself into a ward instead.
A support-damage branch for teams that turn breathing room into pressure.
The first breath saves a life; the second gets it moving again.
She counts every patient, every route, and every scrap worth carrying home.
A crossing prayer of wind leaves the enemy line open to the party's next blows.
A stream of needle-thin wind keeps cutting after the prayer passes.
Clean voices turn the march into steadier tempo.
A bright wind-thread runs through the party, mending the staggered formation and pulling debuffs out with the stitch.
A healer who sees the whole room spends less time chasing emergencies.
A flock-shaped burst of wind descends across a crowded wave.
The late support path: shorter pauses, steadier mends, fewer losses.
While Iona stands, allies take up to 6% less damage (+3%/level).
Restore 3× iona's ATK to each living wounded ally (+12% at rank 2), limited to missing HP. Cooldown 17s. Cleanse stun, slow, DoT, weaken and curse from every living ally, including full-HP allies.
Add 10% excess-healing conversion per rank (up to 20% from this skill). Overheal wards cap at 25% of the recipient's max HP, or a higher learned cap. Combined conversion caps at 100%.
Add 16% max-HP recovery to the owner's once-per-fight party rescue (combined recovery up to 100%). A rescued ally cannot chain lethal saves. Requires a living owner with an unused rescue.
Shield every living ally for 2.8× ATK (+12% at rank 2) for 8s. Recasts retain the larger pool and longer duration; shields do not stack. Cooldown 19s.
While the owner lives, other allies take 4% less damage per rank (up to 8% from this skill). Does not protect the owner. Combined aura mitigation caps at 30%.
Once per fight, survive a lethal hit at 1 HP and restore 15% max HP. Personal death saves share one trigger; the strongest learned recovery is used.
Living allies deal 10% more damage for 7s (+8% duration at rank 2). 18% faster basic attacks. Recasts retain the stronger bonus and longer window; bonuses do not stack. Cooldown 18s.
At 50% HP or less, take 7% less damage per rank (up to 14%). The reduction ends above that threshold.
Add 18% excess-healing conversion per rank (up to 18% from this skill). Overheal wards cap at 30% of the recipient's max HP, or a higher learned cap. Combined conversion caps at 100%.