Cloudburst
Call a healing rain over the party.
Isekai VanguardHeroes · Water
A wound is only a door the tide can close.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A rain-priest with a lotus-channel glaive, healing in pulses and drowning enemy momentum under veils of mist.
Nara tended pilgrims in a monsoon world where the sacred river rose into the clouds each year and returned as healing rain. She was not summoned from a battle, but from a plague ward: hands raw, voice gone, still singing the water down. In this world, she treats war like sickness. Stop the bleeding. Cool the fever. Keep the living breathing.
Game guide
Call a healing rain over the party.
A steady vow that raises the whole party's margin for error.
A cold mist rolls over the field, slowing the next enemy crash.
Triage discipline keeps more bodies useful after every wave.
Suture the most wounded ally with a thread of rainwater.
When the vessel is already full, the rain does not stop — it pools into a mist ward over the skin.
A support economy branch: fewer losses, cleaner routes, better salvage.
Turn the plague ward's sickness back on the enemy line — a creeping fever that drains the front pack over time.
A long-form healing rite for late waves and boss attrition.
The capstone: the river rises, the party rises with it.
A calmer pulse through the party steadies both health and pace.
Roll a cool veil over the enemy approach and slow the next crash.
Every careful note turns triage into better training.
Bind the whole formation with bright riverwater before the next impact lands.
The party learns to breathe with the pressure instead of against it.
Turn the fevered ground soft under the enemy and let the sickness linger.
Pilgrim routes, rainfall, and salvage all belong in the same careful book.
A full temple rite that restores the line during long boss attrition — the rain washes every curse and chill off the party first.
The river rises into discipline: everyone moves cleaner through the storm.
Once per fight, prevent one ally's lethal hit and restore up to 10% max HP (+5%/level).
Restore 3.4× nara's ATK to each living wounded ally (+12% at rank 2), limited to missing HP. Cooldown 18s. Cleanse stun, slow, DoT, weaken and curse from every living ally, including full-HP allies.
Add 9% excess-healing conversion per rank (up to 18% from this skill). Overheal wards cap at 28% of the recipient's max HP, or a higher learned cap. Combined conversion caps at 100%.
Add 15% 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 3× ATK (+12% at rank 2) for 7s. Recasts retain the larger pool and longer duration; shields do not stack. Cooldown 18s.
At 45% HP or less, take 8% less damage per rank (up to 16%). The reduction ends above that threshold.
While the owner lives, other allies take 10% less damage per rank (up to 10% from this skill). Does not protect the owner. Combined aura mitigation caps at 30%.
Living allies deal 18% more damage for 8s (+8% duration at rank 2). Recasts retain the stronger bonus and longer window; bonuses do not stack. Cooldown 18s.
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%.
Add 18% excess-healing conversion per rank (up to 18% from this skill). Overheal wards cap at 28% of the recipient's max HP, or a higher learned cap. Combined conversion caps at 100%.