THE GUARDIANSVALESTIA
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Consumables

How to equip and use consumables, with the current base effects of all 18 items.

Equip a consumable before joining. In battle, open Use Consumable, choose a target if requested, and confirm. Your choice is queued for the round; the inventory item is spent when the effect resolves. Then choose your main action too. A potion alone does not complete your turn.

Before resolution begins, the confirmation panel lets you cancel the queued consumable. Opening a menu or cancelling is not the same as using the item. The controls stop accepting changes once the round is resolving.

Base values before mastery and gear modifiers. Healing cannot exceed missing HP unless the item explicitly raises maximum HP. Check availability, prices and mode restrictions in the game.

ConsumableBase effectHow to read it
Health PotionUp to 50 HP.Small immediate recovery.
Ultra Health PotionUp to 100 HP.More immediate recovery.
Mega Health PotionUp to 150 HP.A larger recovery before attacks resolve.
Critical Potion+25 percentage points to the next attack’s critical chance.13% becomes 38%, not a guaranteed critical.
Guard Potion50% reduction on the next incoming attack.One hit, not every hit in the round. It does not grant Parry.
Power Potion+25% damage on your next attack.An offensive boost; it is not Focus.
Focus PotionQueues normal Focus for the next turn.Cannot upgrade to Ultra; blocked with active or already queued Focus.
Resurrection PotionRevives one fallen ally at 20% of their maximum HP.Choose a valid fallen ally. It does not revive you after your own KO.
Team Heal PotionUp to 50 HP each to the 3 lowest-HP living allies; 50 to yourself when solo.The game selects by current HP. Does not revive fallen allies.
Mind CleanserRemoves the enemy’s Focus, Ultra Focus and queued Focus.Choose the enemy whose charge you need to remove.
Last Stand ElixirAfter activation, lethal damage triggers a one-time return at 15% maximum HP.Prepare it while alive. Carrying it in your bag is not activation.
Protective Shield PotionA 200-damage shield for this turn.Unused capacity expires. It can protect Rest if no damage reaches HP.
Regen Potion70 HP this turn, then 50 and 50 in the next two turns.170 total potential healing, not 170 immediately.
Buried Titan Elixir+450 current HP and +450 maximum HP for this combat.Temporary capacity, not permanent character growth.
Tidal Mending ElixirUp to 150 HP each to the 3 lowest-HP living allies, then 30 next turn.A group heal with a delayed second part.
Void Aegis Draught600 shield capacity shared across 2 turns, then it expires.Not 600 fresh shield each turn.
Warden’s Pact ElixirUp to 105 HP to you and 105 to the lowest-HP living ally.Useful when you and a teammate both need healing.
Scorched Will DraughtAutomatically heals up to 600 HP when your HP falls below 30%, once per combat.Must be equipped and available. Does not revive you if the hit leaves you at 0.
Learn when and how to use them ↗

One main action. A separate support choice.

Player reference · check the game for availability

Choose Attack, Parry, Rest or a weapon active as your main action. If you use a consumable, confirm its target as well. Using a potion does not submit your main action. The item is spent when its effect resolves.

EffectWho can receive it?Remember
Health / Ultra Health / Mega HealthYou or a living ally50 / 100 / 150 HP, limited by missing HP.
Critical, Guard, Power, Focus, Regen, Buried Titan, Last Stand, Protective Shield, Void AegisYou or a living allyCheck the chosen recipient. Focus Potion prepares next-round Focus; it does not create Ultra Focus.
Resurrection PotionA fallen allyRevival is a separate effect; ordinary healing cannot revive.
Mind CleanserAn enemyRemoves cleanseable Focus, including queued Focus and Ultra Focus.
Group healingRecipients selected by the effectTidal Mending and Warden’s Pact follow their own targeting rules.
Scorched WillThe wearer, automaticallyAshen Hunt exclusive: below 30% HP, once per fight. It cannot save a wearer already at 0 HP.
Read every character’s rules ↗

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