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As fast as Medjutsu.
No, they don't. Highest always. That's one of the things you have to be wary of with AF. Though lets say you use a technique that heals you for 10 HP per turn for three turns and one that heals you for 5 HP per turn for four turns. You'd get 10HP for the first three and then in the fourth you'd get 5. So always watch the durations.
In this case it's just a single hit of 20 damage. There are other techniques where you'll be taking damage per turn for it being sustained and they are specified.
(Kaen Kakkusei Iden: Shinikakete Iru Nokoribi) – Atavistic Flame: Dying Embers
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Dying Embers is a technique that strengthens the regenerative effect after using an Atavistic technique. The technique is intended to hasten the pace at which a user recovers from using an Atavistic technique that consumes their spiritual health. Upon activation this technique effectively doubles the healing done overtime by Atavistic techniques; any excess health gained back is lost. This technique lasts for the user’s next three Atavistic techniques. After usage the user will be unable to regenerate from using Atavistic Flame techniques for three turns as well as be unable to use this technique again for that duration. It is activated the cost of a move but does not occupy a slot in the timeframe.
Note: Dying Embers cannot be used with Will to Survive's passive healing.
So this gives a short term doubled recovery but comes with the caveat that you can't regenerate spiritual health for three turns after usage. It's relatively simplistic and that drawback could even be considered beneficial if you intentionally want to lower your hp over 3 turns dramatically.