With a wave of her wand, Fairy Godmother appears on the battlefield, ready to help her allies with her magical powers.
"If you'd lost all your faith, I couldn't be here. And here I am."
Specify number or math expression, e.g. x*1.2
Passive: Fairy Godmother does not enter battle until an ally is at 50% of their Max HP and fully heals this ally. Instead of a Basic Attack, Fairy Godmother heals the ally with the least HP for 1000k+10bd HP. She cannot heal herself in this way.
Active: Fairy Godmother heals herself and allies for 400k+4sp HP per second for 15 seconds and increases herself and allies' Reality by 200k+2sp for 8 seconds.
Fairy Godmother enchants the frontmost ally, granting them 3 stacks of Hardy and making them Energized for 10 seconds. Allies Energized by Fairy Godmother gain 100 extra energy each time they basic attack.
The Hardy and Energized have a chance to fail on allies above level <level>.
Fairy Godmother summons a pumpkin above enemies and accidentally transforms it into a carriage, dealing 700k+7sp damage and stunning enemies for 4 seconds.
After Fairy Godmother has cast "Just In Time" 3 times, the next cast grants herself and allies 100k+2sp Armor for 10 seconds, removes all of their debuffs, and grants them 3 stacks of Hardy.
Fairy Godmother gains 200 Energy each time an Energized ally basic attacks.
Every 2 times Fairy Godmother heals an ally instead of her basic attack, the next ally healed in this way is also Energized for 9 seconds. Allies Energized by Fairy Godmother gain 100 extra energy each time they basic attack.
The Energize has a chance to fail on allies above level <level>.
Energized Allies are Faster
Team Takes Less Damage From Reflect