Diana
Natural Healing
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 22% of the target's Max HP
■ Second HP Recovery: 190% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 24% of the target's Max HP
■ Second HP Recovery: 205% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 26% of the target's Max HP
■ Second HP Recovery: 220% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 28% of the target's Max HP
■ Second HP Recovery: 235% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 30% of the target's Max HP
■ Second HP Recovery: 250% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 32% of the target's Max HP
■ Second HP Recovery: 265% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 34% of the target's Max HP
■ Second HP Recovery: 280% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 36% of the target's Max HP
■ Second HP Recovery: 295% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 38% of the target's Max HP
■ Second HP Recovery: 310% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 40% of the target's Max HP
■ Second HP Recovery: 325% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 42% of the target's Max HP
■ Second HP Recovery: 340% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 44% of the target's Max HP
■ Second HP Recovery: 355% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 46% of the target's Max HP
■ Second HP Recovery: 370% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 48% of the target's Max HP
■ Second HP Recovery: 385% of ATK
Swings her staff to recover HP of 3 allies with the lowest HP Ratio. Slams the staff into the ground to provide additional HP recovery.
■ First HP Recovery: 50% of the target's Max HP
■ Second HP Recovery: 400% of ATK
True Healing Method
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 300%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 330%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 360%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 390%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 420%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 450%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 480%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 510%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 540%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 570%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 600%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 630%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 660%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 690%
Unleashes a torrent of energy forward, dealing AoE Magical Damage 11 times to enemies and applies Knockback.
Knockback: Is pushed back, becoming unable to act.
■ Total Magical DMG: 720%
Passive
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 20%
■ ATK Increase: 12%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 22%
■ ATK Increase: 13%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 24%
■ ATK Increase: 14%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 26%
■ ATK Increase: 15%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 28%
■ ATK Increase: 16%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 30%
■ ATK Increase: 17%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 32%
■ ATK Increase: 18%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 34%
■ ATK Increase: 19%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 36%
■ ATK Increase: 20%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 38%
■ ATK Increase: 21%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 40%
■ ATK Increase: 22%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 42%
■ ATK Increase: 23%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 44%
■ ATK Increase: 24%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 46%
■ ATK Increase: 25%
Reduces Incoming Critical Damage.
Increases all allied Madness Personality Apostles' Attack.
(This effect activates even if Diana is not on the field.)
■ Incoming CRIT DMG Reduction: 48%
■ ATK Increase: 26%
Normal ATK
Basic:
Casts a spell, dealing Magical Damage to an enemy.
■ Magical DMG: 75%
Enhance:
At a set chance, casts an enhanced spell, dealing Magical Damage to the enemy and recovering the ally with the lowest remaining HP Ratio.
■ Magical DMG: 150%
■ HP Recovery: 275% of DMG Dealt
Yearning (aside)
Baby Deer Cheer?
Increases the bearer's Max HP, Physical DEF, Magical DEF, CRIT Resistance, and CRIT DMG Resistance.
■ Max HP Increase: 6%
■ Physical DEF Increase: 6%
■ Magical DEF Increase: 6%
■ CRIT Resistance Increase: 6%
■ CRIT DMG Resistance Increase: 6%
Incredible Healing Method
Increases Enhanced Attack Recovery Targets to 3.
When the combat starts, reduces the Incoming Critical Damage of all allied Mad Personality Apostles excluding herself.
■ Incoming CRIT DMG Reduction: 0%
Power of Nature
Increases Outgoing Damage for and reduces Incoming Damage for Middle Row allies.
■ DMG Increase: 13.6%
■ Incoming DMG Reduction: 5.9%
Skill priority
You will level up most skills regardless how useful they are for the combat power padding in endgame. As a general rule of thumb:
- Units you are not sure you will use long term: Skills to level 4. If they're passives that benefit the team, can take that to 10.
- Strong units but not your main personality: Skills to level 10 for raids and elemental content. Not worth going higher if they are not your main team.
- Strong units on your main personality (and waifus): Max out skills. You can start with 10/10/10 and slowly work towards 12/12/12 when you can sweep higher stages.
- What about Yearnings? They unlock skills up to level 15. SUPER EXPENSIVE, only worth for your main team or really meta characters.
Recommended artifacts
Artifacts and runes will always change depending on the stage and content you are currently facing, this is just a couple of examples on what items work for this Apostle.
Naia's Dolphin Water Gun
HP Increase +19.9%
DEF Increase +14.9%
Picora's Fashion Pouch
ATK Increase +18.4%
HP Healing Increase +14.7%
Eldyne Lamp
HP Increase +16.5%
HP Healing Increase +9.9%
Healing Pendant
HP Healing Increase +12.9%
Loves
Likes 

Great
Good 




