Part 228: Yukari Takeba
Alright, like I said, let me discuss The psychologically disturbed and emotionally unstable lunatics who help us kill bad guys!or party chat if you prefer.
Yukari Takeba
And her crazy chained cowlady, Io. Weak to Electric, Resistant to Wind, High Magic, pretty okay everything else but Strength. Uses pierce-elemental bows, which are notable for avoiding stumbling when missing. Which she sadly does quite a bit.
Lv 1: Dia
Lv 4: Patra
Lv 5: Garu
Lv 16: Charmdi
Lv 21: Magaru
Lv 22: Media
Lv 25: Diarama
Lv 28: Recarm
Lv 32: Garula
Lv 36: Me Patra
Lv 43: Mediarama
Lv 46: Magarula
Lv 57: Diarahan
Lv 57: Garudyne
Lv 60: Wind Break
Lv 65: Magarudyne
Lv 68: Samrecarm
Lv 74: Mediarahan
Yukari focuses on healing and wind magic. This gives her a valuable role in battles, freeing the protagonist to fling heavy damage at enemies or simply just healing if s/he can't. Also those Garudynes can hurt.
Problems are, besides the two eleven-level gaps in her skill lists (that gap between Garu and Charmdi is especially uncomfortable), is that it's kind of unoptimized. Charmdi sticks around forever despite being of limited use, healing one status on a single target, while she never gets Wind Boost or Wind Amp to really help her attack magic. And if the enemy resist wind, she can't contribute damage except for her crummy bow attacks, unless you want to pretend Wind Break is worth the absurd SP cost (it's not).
But she's one of two party members to get Media's line, and the only one to do so until really late in the game. And having multitarget wind magic is useful for trash mobs. Unlike some party members she has utility for both bosses, with her powerful healing, and random encounters, with her attack spells. So for being a two-trick pony, if you need those tricks she's very helpful, just don't expect her to fling out huge numbers.